| super_etecoon said:
I think this pretty much sums it up. You're going to be able to go wherever you want in this game...assuming you have the right ability. Part of that abillity is the strength to fight the monsters you encounter. Two hits from your sword and the health bar doesn't budge means you either best find an alternate route or expect to encounter even more dangerous foes in whatever dungeon your headed towards. What I really like about this is the idea that with skill and practice you will be able to establish some pretty crazy sequences and establish how good you are at the game. By the way, I must have missed this info about the health bars before...cool! |
The Bokoblins in the gameplay reveal in December had them. It wasn't something said, but seen.
The thing I like the most is that you can kind of test how good you are by how far you can go. I hope that the enemies are not only more powerful, but more aggressive. This way, even when you have the appropriate sword/defense boost, the enemy still poses a challenge. The thing I hate about a lot of "difficult" modern Zelda enemies is how a lot of their difficulty is artificial because you're just waiting for them to stop being invincable so you can attack.







