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Forums - Nintendo - Zelda fans, would you like Zelda on Wii U to advance the combat system??

I'm fine with the evolution of combat across Ocarina, Majora, TP, SS, etc. I don't think it needs to be much more complicated than that. Skyward Sword, actually, was surprisingly deep and strategic. I remember playing it for the first time at NYCC before launch and feeling unusually connected to the combat. Motion controls were a big part of that, but it was also the moveset tied to those controls. I'd be happy if Nintendo stuck with that level of combat with Zelda on WiiU.

In any case, combat should not take precedence in the game. It represents only about one third of what Zelda is all about.



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Veknoid_Outcast said:
I'm fine with the evolution of combat across Ocarina, Majora, TP, SS, etc. I don't think it needs to be much more complicated than that. Skyward Sword, actually, was surprisingly deep and strategic. I remember playing it for the first time at NYCC before launch and feeling unusually connected to the combat. Motion controls were a big part of that, but it was also the moveset tied to those controls. I'd be happy if Nintendo stuck with that level of combat with Zelda on WiiU.

In any case, combat should not take precedence in the game. It represents only about one third of what Zelda is all about.

Right, so why the do puzzles take such prominence in the games when they too only represent 1/3 of the game. 

Also it being just 1/3 of the game isnt a reason for it to be weak, 1/3 is a damn lot of the game =P

Also my views on this are basically ignoring Skyward Sword as it was and most likely will be the only motion controlled Zelda game, except TP BS. One to one truly didnt exist at that point =P



I do want there to be some sort of gameplay twist, and preferably something deeper than becoming a wolf.

The thing which immediately springs to my mind is friendly NPC AI's assisting Link in combat. If rumors it's a direct TP sequel are true, just think of all the characters we could have fun with in combat. Ashei, Rusl, Colin, Zelda. And that's just the Hylains.

A gameplay twist which is based on working with an NPC AI through combat and dungeons could work well if it's thought through, and it's kinda the direction the series has been trying to go in for some time.



No please no.

I hated skyward swords even the basic enemies were puzzles I hate that shit.



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toot1231 said:
No please no.

I hated skyward swords even the basic enemies were puzzles I hate that shit.

??

Im saying that I want combat to evolve not make everytjing a puzzle. As I said the bosses are basically puzzles and smaller enemies are press B to win. There really isnt any depth to a combat system in Zelda



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ktay95 said:
Veknoid_Outcast said:
I'm fine with the evolution of combat across Ocarina, Majora, TP, SS, etc. I don't think it needs to be much more complicated than that. Skyward Sword, actually, was surprisingly deep and strategic. I remember playing it for the first time at NYCC before launch and feeling unusually connected to the combat. Motion controls were a big part of that, but it was also the moveset tied to those controls. I'd be happy if Nintendo stuck with that level of combat with Zelda on WiiU.

In any case, combat should not take precedence in the game. It represents only about one third of what Zelda is all about.

Right, so why the do puzzles take such prominence in the games when they too only represent 1/3 of the game. 

Also it being just 1/3 of the game isnt a reason for it to be weak, 1/3 is a damn lot of the game =P

Also my views on this are basically ignoring Skyward Sword as it was and most likely will be the only motion controlled Zelda game, except TP BS. One to one truly didnt exist at that point =P

I guess what I'm saying is that I don't find it "weak." It's relatively simple, yes, but it works, mechanically, with the rest of the game.



combat is a negleted part of the series that got better in skyward sword but didn't have many enemies variety. I don't care about complex comands, as long as both you and the enemis can do a lot of things to achieve victory.



Theres more to the combat than mashing a button. There are dodges and parrys and blocks too, and in skyward sword's case, directional slashes...additionally, some enemies are more easily taken out if you use an item from bow&arrows, to hookshot, or bombs...

While there are enemies who serve as cannon fodder, that doesn't mean their aren't more complex ones...

I think the combat system should be similar to WW, but make the enemies slightly swifter and more agile. I don't think the combat is much of a problem, the enemies just tend to be a little too slow...



Eh.. I don't care ALL that much about the combat to be perfectly honest.. A bigger focus on items would certainly be welcomed though!



                
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Veknoid_Outcast said:
I'm fine with the evolution of combat across Ocarina, Majora, TP, SS, etc. I don't think it needs to be much more complicated than that. Skyward Sword, actually, was surprisingly deep and strategic. I remember playing it for the first time at NYCC before launch and feeling unusually connected to the combat. Motion controls were a big part of that, but it was also the moveset tied to those controls. I'd be happy if Nintendo stuck with that level of combat with Zelda on WiiU.

In any case, combat should not take precedence in the game. It represents only about one third of what Zelda is all about.

I'd say exploring and fighting is 80% of zelda. puzzles should be the rest but ended up taking too much space. it's not theat they're bad, they just grew out of proportion.