Hiku said:
Yes, but that is the case in Nioh as well, and yet I would label it as an unusually difficult game. The difference between Zelda and Nioh's difficulty may be how often you feel the need to excersize this type of cautious play, and how much practice it takes to do it consistently. But that is not apparent in the video. The difference between the highest difficulty in Resident Evil 5, and the one before it, is that everything kills you in one hit. So in this case the increase in difficulty is defined by enemy damage output.
There's a trophy in Megaman 10 that's given to you only if you manage to beat the game without ever getting hit by anything. That means there is a way to avoid every single enemy and projectile. But in a normal first playthrough you're likely going to get hit a whole bunch of times.
The video shows that there is a way to avoid getting hit by that particular enemy. And that's probably true for every enemy in the game. But what it doesn't show is how easy or difficult it is to do this comfortably. Or how often you'd come across enemies where you feel the need to excersize this type of caution. How many mistakes will lead to defeat? Three? One? There is a lot of relevant context that is not detailed in that video.
|
This is what Jim Sterling says of the game's difficulty in his review.
"Given the additional “difficulty” of Breath of the Wild, it’s more crucial than ever to have a solid health supply, and I’ve put “difficulty” in quotes because the main way in which this game tries to be tough is to make most enemies highly absorbent and more than capable of dropping Link in one or two hits.
Rather than fully mimic the Dark Souls combat it half-heartedly aims for, Breath simply pumps up the monsters’ ability to do damage, resulting in a lot of one-hit kills even once Link finds and upgrades some decent armor or puts a lot of shrinework into gaining heart containers. It’s a cheap and dirty way of making any game more “challenging” and I can’t say I find it particularly edifying."
The video shows that the enemies teleprompt their attacks and a lot of the skill involved in the game relies on dodging, parrying, and fury attacks. Besides, it is very easy to get revivals in the game, because faries (which revive you when you die) are accessible since the first town, and there is a skill that automatically revives you when you die (with a cool down.) There is a lot more strategy in the game than Jim gives credit. For example, no enemy is "highly absorbent" for the whole game. All of them have weaknesses.