- Joined
- Jan 31, 2010
- Location
- Brasil
I had this idea recently, and I think it would be really good if it were implemented in SS.
Since OoT, Zelda games have Link do sort of a sequence of attacks if the player presses the button (or moved the Wiimote, in TP's case) quickly as a primitive combo. Considering this time around we have at our disposal a really precise 1:1 motion control for the swords, it would be interesting to create a combo system. Before I begin, I think the old combo system should still be applied combined with the new one, I'll explain how soon.
OK now. Simply, instead of pressing the buttons quickly, the player would have to do a determined sequence of wiimote movements. Like:
1º hit: vertical up to down slash
2º: horizontal left to right slash
3º: stab
4º: horizontal left to right slash
This way, the forth move would be a special slash, with Link doing a flip and attack, or something like that, that would deal extra damage. If the player makes a mistake (for example, if on the second attack, he goes right to left, instead of the opposite), the old combos get in action and the forth attack would be just a simple finisher in the old ways, dealing no special damage.
This system, or something similar, would be very useful to prevent random waggling. Adding the enemies that can only be beaten with specific slashes or special itens would make for a pretty complex and rich combat system. Plus, the combos would only be acquired via scrolls, masters and similars. A reward from a sidequest could be a very strong combo composed of 6 strikes! (as overkill, it would make Link look even more cool )
An important sidenote is that I also wouldn't want this to turn into Devil May Cry or Bayonetta. :huh: The combos shouldn't be overused, as there shouldn't be many (no more than 10), and the majority should be about only 4 hits (only latter ones would be bigger). Zelda is not only about action, and precision should still be more important than just trying to land combos randomly.
Perhaps recording the sequences could be difficult for some, but I'm not really worried about this. We can remember things much worse that a combination of 4 moves, and as new combos are learned, older ones (like the very first one) can be forgotten (any problems, all information is just a few button presses away ).
What I'm really worried is the difference between attacking normaly and doing a combo. If the difference between them is not significant, there's no point in making efforts to do whole sequences. >.< On the other hand, if normal attacks are too weak, perhaps this would make the game too hard for newcomers, specially kids. Well, personally, I'd want this game to be as hard as possible (I'm already overjoyed when I see an attack by a deku baba deal a whole heart of damage!!), but it's also necessary to remember that Zelda is a game for everyone.
So, what do you guys think about it? Agree, disagree, just post your opinion! :yes:
Since OoT, Zelda games have Link do sort of a sequence of attacks if the player presses the button (or moved the Wiimote, in TP's case) quickly as a primitive combo. Considering this time around we have at our disposal a really precise 1:1 motion control for the swords, it would be interesting to create a combo system. Before I begin, I think the old combo system should still be applied combined with the new one, I'll explain how soon.
OK now. Simply, instead of pressing the buttons quickly, the player would have to do a determined sequence of wiimote movements. Like:
1º hit: vertical up to down slash
2º: horizontal left to right slash
3º: stab
4º: horizontal left to right slash
This way, the forth move would be a special slash, with Link doing a flip and attack, or something like that, that would deal extra damage. If the player makes a mistake (for example, if on the second attack, he goes right to left, instead of the opposite), the old combos get in action and the forth attack would be just a simple finisher in the old ways, dealing no special damage.
This system, or something similar, would be very useful to prevent random waggling. Adding the enemies that can only be beaten with specific slashes or special itens would make for a pretty complex and rich combat system. Plus, the combos would only be acquired via scrolls, masters and similars. A reward from a sidequest could be a very strong combo composed of 6 strikes! (as overkill, it would make Link look even more cool )
An important sidenote is that I also wouldn't want this to turn into Devil May Cry or Bayonetta. :huh: The combos shouldn't be overused, as there shouldn't be many (no more than 10), and the majority should be about only 4 hits (only latter ones would be bigger). Zelda is not only about action, and precision should still be more important than just trying to land combos randomly.
Perhaps recording the sequences could be difficult for some, but I'm not really worried about this. We can remember things much worse that a combination of 4 moves, and as new combos are learned, older ones (like the very first one) can be forgotten (any problems, all information is just a few button presses away ).
What I'm really worried is the difference between attacking normaly and doing a combo. If the difference between them is not significant, there's no point in making efforts to do whole sequences. >.< On the other hand, if normal attacks are too weak, perhaps this would make the game too hard for newcomers, specially kids. Well, personally, I'd want this game to be as hard as possible (I'm already overjoyed when I see an attack by a deku baba deal a whole heart of damage!!), but it's also necessary to remember that Zelda is a game for everyone.
So, what do you guys think about it? Agree, disagree, just post your opinion! :yes: