https://www.bonusstage.co.uk/2018/04/18/eternal-edge-review/There’s no denying that Eternal Edge is heavily inspired by the Zelda series. Other than just the visual aesthetic, you’ll spend most of your time making your way through four dungeons; the main combat is swinging your sword and blocking, with the occasional bit of magic and the map has different seasonal regions in it like an ice place. Most of the game is in 3D but there are 8-bit dungeons that are viewed top-down like a more classic Zelda game.
http://www.nintendoworldreport.com/review/47067/eternal-edge-switch-reviewUnlike 3D Dot Game Heroes however, the actual gameplay in Eternal Edge is much more strongly influenced by modern open world games, particularly The Legend of Zelda: Breath of the Wild.
http://www.ign.com/articles/2018/04/09/decay-of-logos-zelda-meets-dark-souls-on-nintendo-switchWith an emphasis on player exploration, developer Amplify Creations, aims to deliver a new Zelda-like contender to the Nintendo Switch whilst bringing to the table minimal hand-holding and challenging combat.
http://www.ign.com/articles/2018/04/26/stardew-valley-publisher-reveals-new-game-called-eastwardDeveloped by a small Shanghai-based indie game studio called Pixpil, Eastward is an adventure game set in a world on the verge of collapse, with RPG and dungeon-crawling elements and influences from '90s anime, The Legend of Zelda, and the Mother series.
https://steamed.kotaku.com/steam-game-looks-like-zelda-the-wind-waker-meets-dark-1696821392Little Devil Inside came out of nowhere, and it looks gosh darn incredible, fusing elements of Zelda: The Wind Waker, Dark Souls, and a Tim Burton-esque art style.
http://www.gamasutra.com/blogs/LarryBrandonGDU/20181018/328888/Lessons_Learned_After_Making_Anodyne_with_Sean_Han_Tani.phpSean Han Tani:
Anodyne 2 is pretty different from a design point of view but it does reuse certain concepts that make it easier for us to develop. Like there is a little bit of overlap in its design and in the visual arts.
Anodyne 2 is kind of a mix some conservatism and experimentalism because we are reviving a previous IP. If we take advantage of an existing brand, I guess this is why people do sequels a lot, that really helps with capturing an existing audience. And my thought is that if we can more practically manage the schedule of this game and use the existing brand name recognition. Then even if it only does modestly well and that passive income combined from the previous two games, that can give us enough to maybe hire extra help or do something a little bit weirder. I mean Anodyne 2 is pretty weird actually but it it does have a lot of traditional game play.