[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games

Search:


View post   

>> No.9943664 [View]
File: 32 KB, 580x279, Zelda-II-Iron-Knuckle.jpg [View same] [iqdb] [saucenao] [google]
9943664

>>9943535
>>9943559
>>9943564
>>9943596
I'd say some don't quite get the point of the system really; the core idea of the "proper" swordfighting mechanics is that there's no way of guaranteein a successful hit.

Essentially, there's a small % chance of damaging an Iron Knuckle-type enemy with an attack from any given position (standing or crouching), but with every attack you land from that position (regardless of whether it's parried or not), that chance decreases until it very soon reaches 0%. You can reset that base chance by switching attacking position, or by slowing down the frequency of your attacks.

So what makes the system unfun or poorly designed for some anons is mostly assumptions born of modern game design sensibilities: the game is not tasking the player with finding "the way" to damage the shielded enemies. The point is learning to maximize the chances of getting a hit through while defending yourself at the same time till that happens. It's not a puzzle, it's about concentration, reflexes and endurance.

Of course, the devs may have not realized how comparatively easy was to pull off the jump and strike alternative to that lol

>> No.7163390 [View]
File: 32 KB, 580x279, Zelda-II-Iron-Knuckle.jpg [View same] [iqdb] [saucenao] [google]
7163390

Literally impossible, he is me but better

Navigation
View posts[+24][+48][+96]