Final Fantasy 2 had a similar system. I liked it, hopefully this is implemented into the game as you suggest.

Final Fantasy 2 had a similar system. I liked it, hopefully this is implemented into the game as you suggest.

spemanig said:
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| mZuzek said: I disagree. Maybe the early Zelda games didn't tackle this as well, but it was common for games in the 80s to do that. But this is the Wii U we're talking about. They got a bit more power going on in that machine that in a NES. You don't need to either have a health bar showing you how strong your enemy is or hack away mindlessly hoping to understand. We're not limited to 8-bit sprites anymore - the developers can and should make tougher enemies look tougher. I just came back from a Metroid Prime 2 session and I can tell you, everytime a new enemy shows up it's pretty easy to tell how tough and/or annoying it might be just by looking at it. I'd much rather have it this way. |
I don't think that simply making stronger enemies look "tough" is clear enough. There are so many complex things that go into designing an enemy, and you don't want to ever have to limit how tough an earlier enemy looks just so you can make a later enemy look more intimidating by comparison later. And even with that in mind, that language doesn't translate at all to judging how you stack up on a constant basis. An enemy that looks "the toughest" in the beginning of the game will still look "the toughest" at the end of the game. That information alone is not nearly enough information to judge just how favorably you stack up compared to your opponent. You need to be able to judge, in real time, just how much damage you're dishing out so you can make the appropriate discision based on that knowledge.
No offense to Metroid, but 99% of the enemies in their games are not even remotely difficult to defeat, so the way they are designed is completely different from the way enemies in Zelda are. They aren't made to be challenges. They are merely tiny obstacles in traversal an platforming, like in other platformers. They are more like enemies in Mega Man or even Mario than enemies in Zelda 1, where the harder enemies act as a literal road block to stop you from accessing specific areas until you were better equipt to handle them. None of the enemies in Metroid are designed in this manner at all.
| 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.