gauss-arts
@gauss-arts

kind of odd how there's never really been a zelda game with "good" combat mechanics. like really robust, in-depth core combat

like...there's zelda bosses that are fun to fight- basically every temple boss in Majora's Mask, the Darknuts in Twilight Princess, some of the wackier item gimmick fights like Stallord and Zant and Ghoma (Wind Waker)- but like. Link's core combat abilities always feel like the Minimum Viable Product they could get away with. they even went backwards with BotW and TotK's combat being super fucking basic and boring compared to Skyward Sword of all things which was very "goofy waggling directional inputs"

and. i kind of get why the combat is always pretty basic: it's an adventure game series for kids. a ten-year-old who hasn't ever played a video game has to be able to beat it. but i'm sitting here sketching up some boss concepts for Age of Ash and Stone and like. conceptually it feels like there's a Lot of untapped ground for like "wacky zelda boss design that Also tests you on an indepth core combat system". i want a Genichiro, Way of Tomoe but you need to use the hookshot and ice arrows to beat him. i want an Odolwa you can parry and Mikiri Counter. y'know? give me a wacky boss with a very real possibility of kicking the shit out of me on the first few attempts.


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