![]() ![]() The other issue with this is that because of two specific tools the game gives you, the highest difficulty encounters in the game are essentially broken. These “creative” solutions no longer mean anything. There’s very little strategy to truly employ when you find a den of seven striped enemies in the desert in the far reaches of the map, or you’re fighting a solo Lynel in the middle of an open field. max difficulty enemies, it does so little damage it’s pointless. Sure, you can initiate a fight with a floating bomb or dropping a metal box on their heads, but for “striped,” i.e. Namely, you start running into tougher and tougher enemies, and these goofy little tricks won’t work. The problem is that the game changes the more you play. You’re not supposed to just run in there hacking and slashing, you’re supposed to get creative. These kinds of stories are what draw people to Zelda in the first place, and helps with annoying-at-first gameplay decisions like breakable weapons. My favorite kill was when I threw a rogue bomb that missed the enemy, but toppled the tree next to him which crushed him. You can come up with a creative solution to a Moblin camp problem, like pushing a boulder down a hill and setting off a series of explosive barrels, or floating a bomb over with an Octoballoon and leaf, then shooting the balloon and dropping the explosive into the middle of camp. The best example of this in action is Dunkey’s recent Zelda video where he shows off a hilarious array of combat encounters where he kills enemies using the environment, or better yet, tricks them into killing themselves.įor normal players who aren’t trying to make funny YouTube videos, this stuff does happen naturally, which is part of the appeal of the game. ![]() One aspect of Breath of the Wild that hooks people right away is the dynamic combat system, which utilizes both your array of weapons, your tools (runes) and the environment in order to create some awesome and/or comical ways of killing enemies. ![]()
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