So, what makes Zelda combat Zelda-ish?

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PhantomFox
Posted 1/23/2013 6:54:56 PM
Not just bosses, but even regular enemies. What do you want from this game? What aspects from previous games do you like?

I was just watching a playthrough of the DMC series, and was wondering if that action style of combat and crazy combos would be suitable for a Zelda game, or if it just wouldn't suit Link. Why or why not? If not, that brings us back to the original question: what things define Zelda combat?
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cucumberking
Posted 1/23/2013 7:54:59 PM
Damn, I really have no answer. Some just "feel" like Zelda.

I would say slow and methodical but that isn't really accurate for games like TP and it's furious waggle.
I would say simple and easy, but the old games can still be pretty tough.

Zelda combat is constant I guess. You never have to break and wait for a stamina gauge to refill like Dark Souls. You never have to memorize combos or move lists like DMC. You can generally swing like a wild man in every game. Even Zelda II with its punishing gameplay, you still just hammer the attack button.

I think it could benefit from some new swordplay, but I don't know what kind would feel like Zelda.
Stupid Pirate Guy
Posted 1/23/2013 8:48:31 PM
Items combined with swordplay.
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Bob_Esrock
Posted 1/23/2013 9:16:27 PM
Simple swordplay combined with various items and abilities to compliement your combat.
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Gaawa_chan
Posted 1/23/2013 9:33:12 PM
Hmm... I rather liked the sword techs from TP and how they made several them part of regular combat in SS. I think that the sword techs should stick around but they also need to bring back the combat relevance of your inventory. I nice balance between sword-swinging and item-slinging goodness, preferably with enemies that aren't too pathetic.
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"Do unto others 20% better than you would expect them to do unto you, to correct for subjective error." - Linus Pauling
PhantomFox
(Topic Creator)
Posted 1/23/2013 11:30:34 PM
So would you want something akin to Devil May Cry series where your items have their own unique combat functions and you can switch and use them on the fly for crazy combos? As I mentioned, I just finished watching a playthrough on the series and Dante has as many weapons as Link has gadgets. If you took that kind of combat and brought back the learnable (or purchasable) combat moves, would it feel too much like DMC, or would it still feel Zeldaish enough? What would be a happy medium?
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Everyone knows these woods are haunted and full of monsters... right?
http://www.deepforestcomic.com
Gaawa_chan
Posted 1/23/2013 11:32:46 PM
I don't really care about combos so much as I do about balance. If you want a perfect example of what I DON'T want, look at SS, where almost every item was worthless in combat except the sword and the bow (which was the last item you got >_>).
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"Do unto others 20% better than you would expect them to do unto you, to correct for subjective error." - Linus Pauling
RicewarriorZ
Posted 1/24/2013 12:57:37 AM
Barebones combat mechanics with no extreme complexities.

Standard Sword attack, Dodge, shield block, and item slots with the only things adding a twist to combat are how new enemies are dispatched in different ways which force players to rely on different items or take advantage certain flaws that said enemy possesses.

No leveling up abilities for more complex or extended combos, no meta-game mechanics such as (insert term here) Canceling, double/triple/quad/Quintuple/omni/dash/ass/kertlebuboper/jump/super/(Insert weird ass acronym) jump, Aerial Combat, Super Armor, Chip damage, Transformations, super moves, blah blah blah blah blah.

Well, not all of them apply and some of them I pulled out of my ass but... you get the idea. I hope.
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