1200p|is|FullHD said:
Why shouldnt work for Zelda what works for hundreds of games every year ?
I can't stand that Zelda is always lifted upon a podium when being compared, alluding to its special feeling.
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Oh boy
In the first place, how many of those games with adjustable difficulties have most of their difficulty come from puzzles? None, you say? In fact, no RPG or puzzle-oriented game has difficulty levels that you can think of off the top of your head? Precious few Japanese non-action games have difficulty levels at all?
You don't say.
It must be that games that don't draw their primary challenge from combat - like pure platformers (New Super Mario Bros. Wii) or puzzlers (Zack and Wiki) don't have their difficulty enhanced by "difficulty levels" that only affect combat.
I'm a hardest core Zelda player and they are among the best games of all time, but there's one important thing :
Every formula loses its specialty if it's not changed ever. The Zelda feeling which was so special in OoT for example has been topped dozens of times in modern RPGs, since then the Zelda franchise remains static, with TP it has imo lost it's especialness.
That has got diddly-poop to do with difficulty levels. Difficulty levels would not "change the formula" enough to make the game "fresh". The control innovations and gameplay paradigm shifts they're bringing in with Zelda Wii might do it, of course, and those same elements beign incorporated into the DS titles has
already made it fresh.
Stagnancy is regression - and if it's just the stupid fights being made harder, thats better than no option to choose from at all. Imo there are arguments for difficulty levels, but I can't see arguments AGAINST. There are no cons, i mean noone forces you.
You are looking for something too concrete as compared to lookking at it from a view of practicality: you're looking for an increase in the least important part of the game if we go by the current formula. Fine. Whatever. That's cool. But it's misisng the point. As others have pointed out, Nintendo (and its players) would be better served andb etter spend their resources by including remixed dungeons as part of a second quest. You want your difficulty? There's your freaking difficulty!
maybe you feel like a little noob when playing on easy, but thats your problem. give the people who bore themselves dead with the fights what they need ( its near to no developping effort )
The worst part is that it wouldn't actually make the fights any hardeer! All 3-D Zelda enemies are pattern-based fights where if you learn the pattern, you win,
period. It doesn't matter how much damage the enemy does or how much health it has, those fights are not goingn to be made harder by tiny tweaks to the code. They would have to change the behavior patterns and weaknesses for
every single enemy.
I'll take alternative dungeon designs with higher-leveled enemies put in earlier, thanks. And go the Ninja Gaiden Black route by adding in enemies that weren't in the original quest at all, near the end.