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An improved combat system
For those who've played God of War, know it has an excellent combat system. Filled with great combos and everything. I'd like Zelda for the Revolution to be like that. I'm not talking ripping people's heads off and shoving it up their ass, but maybe stuff like, say you've stunned an enemy. You do a roll parr with the anologe stick, press "B" to cut them, then "A" to do a quick jump and let's say "X" (If they use that button) to shoot an arrow in their back. Not only should your combat be updated, but the enemies should be harder. They should be able to do parrys too. They're own special kinds, and maybe copying yours. I'd like to have really hard enemies. I wouldn't mind if the game was hack and slash on the enemies, but I want bosses to have real, new types of ways to kill them. Maybe you have to do your own special attacks on them too, but you also have to do special methods before attacking. Another thing for combat they could add is that when your in the middle of doing a combo, all the item buttons turn into sword buttons, (Or a random weapon button). Using your invironment to help make combo's flashier would be cool too. Like jumping onto a wall then stabbing the enemy in the head. Enemy AI should be better though, so you don't automaticly pull of the combo corectally EVERY time.
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Last edited by Thunderslf; 05-29-2005 at 09:42 PM. |

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Re: An improved combat system
i agree if uve played spiderman then thats kinda the thing i think ur takin bout (never played god of war)...they have different combo seqences but the most awesome thing i think in games is growth...the ability to gain new moves and powers is so awesome and intriging to me...anyway i hope its like that...
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Re: An improved combat system
I still feel that the user interface with the combat system is still too simplistic. I expressed a hope around a month ago that perhaps the controls would fade into the background and we would have a clean screen for most of the game. Perhaps during training we could see the top-right corner dominated by controls but other times, it would be gone. Video footage from E3 seems to confirm that the old interface will remain.
I don't want to be told that I can grab or climb a block. I don't want visual confirmation of a parry move being my best option. I think certain moves like parry could be rumble-only, and people might just have to remember the wide variety of options they have with a block. The entire screen could be cleaned up: -Rupees can go on your status screen, visible when you're in a shop only. -Keys can go on the dungeon map, accessible by hitting UP on the D-Pad. -Hearts can appear when an enemy is within L-Targeting range. -Maps can be accessed by hitting UP on the D-Pad. We do not need a D-Pad in the bottom-left corner telling us we have this option. -Magic power would appear when you have a magic-using item equipped only. -You can have the option of keeping the items equipped to X, Y, and Z buttons on-screen or off-screen. -We don't need to be reminded that B is for your sword, and A is for special moves with the sword. For a game without a jump button, and with very little variation in attacks (no combination moves), the user interface seems to me far too complex. I would be happier with the option of clean-screen Zelda. I tend to prioritize my XYZ buttons pretty consistently, so the item I need most is usually on X, the supplemental item on Y, and the rare-use item on Z. e.g.: (WW) Sailing/treasure hunting: Grappling Hook X, Sail Y, Wind Waker/Magic Armor Z Fighting: Boomerang X, Bow Y, Deku Leaf/Hookshot Z With that kind of play style, buttons could easily be invisible. I know what's where. And for players who don't adopt that kind of style, the option to have your XYZ buttons visible should be there. I honestly believe that the fighting engine in Zelda is great. I just wish the user interface could treat us like big kids :p
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