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So you're saying you died in combat in Ocarina of Time? That's great and all, but it's more of a reflection of your skills at the time of your playthrough. Twilight Princess is no easier than Ocarina when it comes to combat. In some respects it may even be harder.

And no, you have to understand that the economy of difficulty in 3-D Zelda is very different from the economy of difficulty in God Hand, or even the 2-D Zeldas (and even then, only the first two). The thing about pattern-based enemies is that increased difficulty only matters until you learn the pattern, which takes at most thirty seconds for even the most complicated enemy (including the bosses). So you get thirty seconds where you have to avoid attacks (or hold R so you don't lower your shield), and then thereafter you're right back to square one, wherein you will probably never be hit.

Increasing the difficulty of fights is not enough. If you want to go all-out then like I said, you would need to place harder enemies earlier into the game and make new enemy types altogether for the end-game, or otherwise change the behavior patterns for the enemies that already exist, which would ultimately make combat tedious.

"Normal" and "Hard" would not do anything here If you want a new difficulty then they woudl need to go all-out and design new dungeons and enemies around the idea.