| t3mporary_126 said: I hope this means there are some huge bosses that don't have only one weak point! |
...That would be terrible. Think about what that means. You're completely relenquishing all control over the camera to do that. The biggest reason why SS's combat was so horrible was because of how rudimentary it made the enemy designs in terms of combat. Instead of being about reflexed and tells, it turned into this stupid "shot the eye with the arrow" style "puzzles for dummies" system. There was absolutely nothing engaging about it, and there was no use for any of Link's expanded sword combat moves.
The thing I like about WW's parry system is that it was satisfying and actually useful. The musical hits and the flash of the sword absolutely made that combat system infinitely more satisfying than anything in TP. In TP, even though the arcenal was greately expanded, absolutely none of the new moves were incorperated into the enemy design, so there was no reason to to use them. In WW, not parrying the Darknuts made that enemy infinitely more frustrating to deal with. In the Souls games, every character has a roll. You don't need to roll to beat the game, but you'd be putting yourself at a severe disadvantage if you neglected this major combat option. Same with back stabbing. In TP, there is no such situation with reguards to the hidden skills. I'm not saying that it should be necessary to use a hidden skill defeat specific enemies, but it should make things needlessly complicated without them.
The biggest problem with TP's combat is that those moves are unlockables at all. You should have them all from the start. Having them be optional means that every enemy has to be designed in such a way that you can defeat them even without any hidden skill, just incase the player somehow missed all of them. That's one of many factors as to why Twilight Princess is such an easy Zelda game. The enemies don't force situations where the player needs to skillfully use combat techniques.







