MTZehvor said:
I do think that helps out on second playthroughs, although I think that kind of self-balancing already exists in past Zelda games where you can simply make things more challenging by refusing to pick up heart containers, for instance. On a first playthrough, however, I don't think that kind of reasoning works out because it assumes that players will know what is coming. I certainly could have made the second half of the game far more challenging for me if I had just gone straight from Thunderblight to Calamity, but at the time I had no way of knowing that there was such a significant drop in difficulty coming. Given the challenge that the first half of the game had presented me with, I didn't really have any reason to think that things were suddenly going to get much easier. I don't mind Zelda taking a more RPG like approach and letting players who want to spend the time necessary to turn their character into a "demigod." If you want to spend the time going around Hyrule and solving every shrine, more power to you. At the same time, I don't think I'm ok with just playing through what I'd refer to as the "main story" making players essentially unkillable, because at that point I'm basically having to cut myself out of a significant portion of the game's narrative just to ensure that the title keeps up a consistent challenge. If people want to play more to reduce the difficulty for themselves, then that's great, but I don't feel like I should be forced to skip out on a major part of a game just so the game doesn't essentially play itself for me. |
You can still make it hard for yourself by opting out of meals the same way you'd opt out of heart containers, while players like me would still have the choice to bolster ourselves with dozens of dishes so we don't have to go through the frustration of dying. Alternatively, you could not upgrade your armour, or use the starting clothes.
Personally, I didn't find there was a "significant drop in difficulty" in final act at all.









