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Forums - Nintendo Discussion - Ramblings on combat and difficulty in Zelda.

The main thing I've learnt is the term "Antipenultimate"



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garywood said:
The main thing I've learnt is the term "Antipenultimate"


Lol, I hope that's not all you got out of it.



I'm not really sure what to say to this other than "Okay" and I'll agree with the general notion of 'it should be harder', but I'll say I personally found the mechanics of combat in Skyward Sword to be more engaging and free than the button prompts of Wind Waker and Twilight Princess. Not necessarily the motion control, but the plethora of moves and ways to use the sword as well as the visual cues of enemies. Also, the Cave of Ordeals in Twilight Princess is way, way harder (especially the second time through which doubles the amount of enemies) than the Savage Labyrinth, which is just as easy as the rest of Wind Waker. I do agree the Zelda series needs more of those kinds of dungeons.



spemanig said:
Jumpin said:
I am pretty sure people knew that various Zelda 1 areas were difficult because they were spammed with various enemies, this is the same sort of issue that makes a lot of NES games difficult like Castlevania and Contra. Although what makes Zelda especially annoying are that the enemies moved around fast and Link's weapons suck compared to other games.


They weren't spammed. They weren't just thrown in nonsensically and it wasn't an issue. These games are play tested. They were particularly placed in such a way that they are challenging but managable. Zelda was completely different from games like Contra. Most of Zelda 1 isn't difficult at all, and the game had save states. When you're in a room, you have all the information you need displayed in front of you. Most of the rooms were easy to get through, and the complexity came from not dying to chip damage. If you died, it was your fault.

It doesn't matter how the weapons compare to other games. His weapons were perfectly suitable for the game he was in, and that's all that matters. They didn't suck, they just had no margin for error. You were perfect, or you were punished. And it wasn't some impossible herculean task to overcome those obstacles. There was absolutely no room in that game more difficult than the rooms in the Savage Labyrinth.

I forgot to mention, great original post. It's nice to see people out efforts in.

I don't disagree with most of what you're saying, I do disagree with the thought out into Zelda 1's balancing. Yeah there were a lot of easy parts, but the game didn't have save states until the virtual console version, it would kick you back to the beginning of the level with no expendable items and three hearts forcing you to leave the dungeon and restock before attempting it again, in whole. There were rooms that were immensely difficult placed in mid-level dungeons that were almost as difficult as the final boss of the entire game. It is just a matter of throwing enough enemies on the screen, and while they are beatable, they are among the most difficult challenges in any Zelda game by far. Nothing in later games rivals them except for that death mountain dog person with the axes in Zelda 2.



I describe myself as a little dose of toxic masculinity.

Boy, that was a bit of a tiresome read, haha. It looks like we have someone who loves WW and is quite the show-off with this 3 heart runs, haha!

Sorry, I just kid. It was a good read and made me think about things I didn't consider, like combat in Zelda. Compared to other games like Souls, Zelda's combat system seems a bit on the simpler side, aside from WW and TP. You make a good point about the visual keys in WW. They were great and really helpful too, when you're starting a striking combo or make a block, it was really good.

I think that was in WW and not TP because of the styles. Since WW has a lighter, cartoonier style, those ques fit with the style, but also as a way to help the player. TP goes for a more serious tone, which something like this may have not worked so well (it can be argued it can, but I figured they chose to leave it out).

It would be great if learning new moves was something naturally through progression and not a hidden thing, such as maybe being taught after beating a dungeon or something. Though with Zelda Wii U, that would be a little hard to do while keeping the total freedom feel of the game. Maybe they can design certain enemies that are harder to beat without knowing a special move, to encourage exploration to find the special move to come back and beat the monster. I don't know if that is a good idea. I'm not a designer, haha...

Aside from that, that's all I got. I enjoyed reading this, and I hope Zelda has a bit of a mix of all these things. I want hordes of easier enemies to beat, and some tougher single battles which requires more thinking and understanding the enemy patterns to beat. I at least want to fight some iron knuckles in the next one! ; )



 

              

Dance my pretties!

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i'll be back.



Tsubasa Ozora

Keiner kann ihn bremsen, keiner macht ihm was vor. Immer der richtige Schuss, immer zur richtigen Zeit. Superfussball, Fairer Fussball. Er ist unser Torschützenkönig und Held.

I like the idea that hidden skills could make enemies more difficult if learned. I don't really think of how Zelda enemies worked harmoniously to provide difficulty but I think it's true! It made the classic 2D games more difficult and promoted more reflexive gameplay that was enjoyable.

I think one feature that recent 3D Zelda games lack (haven't played Skyward Sword or Majora) are traps and deterrents in dungeons. A Link to the Past had a variety of these in the game including plenty of spikes blocks, holes in floor that even send you a floor down to impede progress, blocks that shoot fireballs, a trail of fireball, invincible jnyxes that steal tiny amount of your magic and health, and moving floors.

And if you think about, dungeons are suppose to have traps and deterrents! The only dungeon that seemed to have plenty of traps and deterrents in 3D Zelda was the Shadow/Sheikah temple in Ocarina of Time (haven't played MM or SS). 3D Zelda games seem to replace traps and deterrents with puzzles instead. However I think a good balance between traps, deterrents, and puzzles would make 3D Zelda dungeons more challenging and new!

Edit: Sorry for not formatting my wall of text earlier!



spemanig said:

I genuinely don't see how someone can say that. I feel like you have to actively try to die in a modern Zelda game. There's absolutely nothing challenging about that. Donkey Kong Country Returns and Tropical Freeze maintain their punishing difficulty while being marketed as accessable. I just don't at all see why such drastic consessions have to be made with Zelda. One of the biggest complaints about modern Zelda games is that they are too easy. If they are trying to maintain the fun factor for veterans, they've clearly failed to some degree. All of this could be ammended if they would just add a good hard mode that was unlocked from the beginning that does more than simply doubling damage recieved and removing hearts. None of that matters when you can effectively end the game with 100+ hearts because of an insultingly overpowered game mechanic.


Death isn't the only measure for challenge in a game and I really do think it is overstated. If I get into a situation where I feel like I am overwhelmed or I really have to think, I will be put in a situation that I consider challenging, even if I then have a flawless run of the area. I think there have been numerous times in Zelda games when I have felt that challenge, be it walking into a boss room and thinking "what do I do" for a minute or two, or every time I faced a Stalfos in Skyward Sword. Then you have puzzle/traversal difficulty, which is a whole other thing.

I do agree that difficulty needs to be ramped up and these moments don't happen frequently enough, but I don't think changing the fairy system has anything to do with that.



i didn't really read the OP i'll just say this,..


...zelda doesn't need a complex combat system akin to DMC or whatever. simple combat can be okay sometimes. looking back at my personal favorite zelda (a link to the past) all i could do was 1. sword 2. charge sword 3. run with sword. that was enough because the was a great variety of enemies that made those 3 things still feel quite varied.

i think in the newer zeldas (at least the ones i've played) the variety in enemies isn't as good and that is really where people are criticizing zelda's combat.

also, the old zeldas had cooler bosses. it's the bosses in MM that makes it one of my favorites. TP, WW had shit for bosses compared to MM. it's amazing how much a satisfying boss can do to make an entire game feel satisfying.



I do think you've isolated exactly what made old Zelda combat difficult. Enemy aggression was only a small part of it, enemy variety is a bigger thing. It happens in Monster Hunter as well, where the lesser wyverns can become a big danger when combined with a full-fledged Monster in the room. The insectoid Bnhabra, for instance, have a sting which can cause total paralysis for critical moments if they sneak up on you, or a projectile they can shoot that brings a defense (i think?) debuff. These enemies are such a non-threat by themselves, but add a lot of danger to an already dangerous fight with the monsters.

In Zelda's case, of course, no one enemy is as dangerous as Tetsucabra or any other Monster, but then the lesser enemies are also more aggressive, and there can be more of them.



Monster Hunter: pissing me off since 2010.