| bigtakilla said: So you're telling me this https://www.youtube.com/watch?v=JxPBNYZv1Qg is anywhere in the same ballpark in population as this https://www.youtube.com/watch?v=r1MYZbBPCgM Lol, you're joking I guess? Then you talk about items in Xenoblade Chronicles, and say all you got to do is press A to pick it up.... But that's the same as going to where the treasure chests are in wind waker and hitting a to pick them up. Same could be said for fighting enemies... Only you don't fight them to pick up items to craft things, you fight them simply to fight them (except for Skyward Sword to a very, very small extent). Saying there is no variety in the way you fight enemies, but what? LoZ offers more enemy fighting variety? Lol, no. There are more ways from trinity attacks, to soul cries, to buff and debuff attacks, to aggro, to party placement on the battlefield. And Xeno X will be FAR more than that. And crafting weapons in Xeonblade X will also greatly change the way you approach battle. If your defence stats are low and your ranged weapon attack power is high, you will approach a battle completely differently than if your defence stats are high as well as you melee weapon attack power and everything in between. Your first post had some great points. This one though... |
Population doesn't matter when the assets are just copy pasted. That isn't ambition. Quantity isn't ambition. That's like saying that a 1 million word thesis is more ambitious than a 10 thousand word thesis then the former has only 1 thousand unique words repeated over and over. That's 99% of these games. It's just stretching and reusing the same assets. That's not a bad thing, but it isn't ambition. It's cutting corners.
It's not at all the same thing. You interact with literally every single item in XC the same exact way. That's not even remotely the case in WW. You open up chests, use the grappling hook to pick up sunken treasure, use the boomerang to pick up unreachable items, use the boomerang to pick up multiple items at the same time, use the grappling hook to steal items from enemies, control seagulls to pick up items for you in far away places, and break item orbs from powerful enemies.
It's completely different with fighting because, like I said, fightning is naturally more dynamic in an action game than in a game like XC when you're put into a "battle phase" and interact with a fixed battle system. I don't even have enough room on this post to intricately detail all of the different ways to tackle every enemy in WW, where as XC is just interacting with the battle system. Stat buffs and debuffs aren't even remotely dynamic. Changes in a formulaic battle system are not dynamic. You're still interacting with every enemy and the world around you in the same exact way in every situation, which isn't even the case in Zelda 1. That's an issue with like every JRPG. It's not at all an issue with Zelda games.







