britown

Creative-Type Impersonator

🌸请别在工作死🌸


I sometimes like working on never-to-be-finished video game projects


Right now I'm making a game called Chronicles.


Wanna make a game? Here is a list of great C++ libraries to use.


I maintain a Letterboxd in much the way that I assume people maintain bonsai trees.


This is Owen:
Owen
And this is Molly:
Molly
Furthermore, this is Max:
Molly

In BotW I just resigned to it being bad but since I actually really like Tears I wanted to try and break down what I don't like about it.

  1. The Lock-On is based on where Link is facing instead of where the camera is facing. You can't lock on while trying to back up or run away from an incoming monster which is usually my impulse. And you really want to be locked on because...
  2. There is no unlocked dodge. You can't roll or do any attack avoidance unless you're locked on. I constantly get hit by things where link just looks like a doofus slowly meandering away from the incoming enemy unable to do anything.
  3. When you are locked on you can't change targets. The Souls-like stick-flick to change your target to nearby enemies is sorely missing here and your only bet is to either try and line up your attacks with the non-locked-on enemy or unlock and try to relock and happen to get the right target.

I admit that I am used to the FromSoft action games here, but I never had to spend much time learning those mechanics because they made intuitive sense. For Zelda I just feel really impotent and powerless in many combat situations because I can't effectively move or position or face the right way, particularly in multi-enemy encounters. Is it just me??

As a side note, on the original fat switch I also had trouble with the previous game playing in handheld mode where the left joycon stick was very easy to click in and so I was constantly toggling sneak mode in tense combat situations. I don't have this issue on a pro controller or the switch lite though!

I will also say that ever since I made note of these things I've started to work against them and try to be more effective with those constraints, which is a testament to the larger game feeling worth that effort :host-joy:


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in reply to @britown's post:

This is a great breakdown. An issue I had with BotW combat was the enemies were the melee equivalent of bullet sponges and this problem is still present in TotK. However I do enjoy the stealth more in TotK as fusing things with arrows means I have plenty of options at any given moment.