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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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