HoloDust said: I like what I've seen so far, especially how terrain seem to be cleverly made in a way that, while still being open, it's slightly nudging you to where you can go, while not limiting your choices (similar to Pyranha Bytes games or Skellige in Withcer 3). From what they've shown, line of sight seems to be also great, I enjoy detailed landscapes, but in open world games if there is too much vegetation and not enough vantage points, exploration can be really painful (looking at you Velen). I'm hoping for a lot of smaller and hidden dungeons as well as some choke points with tough enemies way beyond your level, so you are forced to come back later or be very creative about it. Also, I actually liked breakable shields in SS, so I'm hoping they keep on developing those mechanics as well. |
You and I have very similar ideas for how to make this game good.
The only thing is the breakable sheilds. I like having sheild upgrades, but I don't find needing to constantly reinforce your sheild or being discouraged from using a sheild because you're aftaid it will break as fun. The souls games handles it well with stamina. Either way, I hope this game steers away from all of the recognizable items in favor of a variety of them. Many different sheilds that do different things with different effects and disadvantages. Different swords with different effects and disadvantages. Different arrows with different effects and advantages, etc. No Master Sword. No Hylian Sheild. No Light Arrow. No "best weapon." Just strategy and skill.
That's why seeing the long sword is so exciting. If it has it's own moveset with it's own advantages and disadvantages, this game will offer a ton of options and combat complexity previously unseen in Zelda. Not to this extent.
The best thing about Wind Waker, combat wise, was how useful all of Link's weapons were in that game, and how it was almost a dance in the later sections juggling through your inventory looking for the best combination of weapons to incapacitate the group of enemies you were battling. Capitalizing on that, and complicating your options would be absolutely fantastic.
That's why I really hope this game cans the gimmick bosses in favor of bosses you need to fight with your own, on the spot strategies and weapons on hand. Same with the dungeons. Instead of having an item gimmick, it would be amazing if you could tackle every dungeon without any specific item. Instead, getting through the dungeon is an immense labyrinth that takes an extreme grasp of logic and superior fighting skills. You can beat dungeon 8 first, but it's the most mentally taxting and recommends better weapons than what you will likely have.
I also hope the speculation is all true, and that you really do start the game with Epona and the bow. This opens up so much regarding how they can design dungeons and the overworld.