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/vr/ - Retro Games


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File: 217 KB, 1000x1500, MV5BN2RjYjQ3YmUtYzIwMi00NTlhLTkwMjEtZjM1MzdmYzc5MGY4XkEyXkFqcGdeQXVyMTA0MTM5NjI2._V1_FMjpg_UX1000_.jpg [View same] [iqdb] [saucenao] [google]
9950982 No.9950982 [Reply] [Original]

>What the fuck is the Wind Waker rule?
In most games, towards the end, some feature a boss rush system where all the bosses you've beaten come back for a rematch, either in their initial or "improved" form.
During this boss rush, all the weapons, abilities, upgrades you've collected through your game are here, and you just face the same bosses having the same pattern, health, attacks with your upgrades, which for some can be easy.

That being said... In The Legend of Zelda: The Wind Waker, at the Ganon Tower, you have to do a boss rush of all the previous main bosses you've fought. But this time, while to do so, "you go back to the past", meaning you fight those bosses "at the state you were when you fought that boss".

Which means, all the weapons, upgrades, powerups you got BEFORE a boss are erased in time and you have to fight those boss with the same equipment you got when you fought the first time. Which means, for the first boss, you can't use for example ice or fire arrows, bombs, boumerang or hammer which would deal ridiculous damages and make the fight easy.

Tl;dr: The WWR is a Boss Rush balancing rule that prevents you from beating early bosses too easily with new upgrades, by creating a "throwback" mechanic.

>> No.9950990

>>9950982
>Which means, all the weapons, upgrades, powerups you got BEFORE
AFTER* I mean

>> No.9950995

>>9950982
But then what's the point? You don't feel stronger as you are just fighting them the exact same way as you did before.

I think the entire point of a boss rush is to show the player how much they've improved over the game and to show their new power level and when you're just redoing these mostly easy fights it just seems like a waste of time.

>> No.9951007

>>9950995
It's not even true I dunno what the fuck OP's talking about.
You don't use different items on the bosses because they're all designed around their dungeon specific item. I can't even remember if they take your equipment away or not because there's no reason why you use anything but the dungeon item on them.
Even then they die twice as fast because you have the fully powered master sword.

>> No.9951020
File: 1.08 MB, 1908x2152, WWR.jpg [View same] [iqdb] [saucenao] [google]
9951020

>>9951007
>It's not even true
You think i'd make a thread without knowing what the fuck i'm taking you retard?
https://www.youtube.com/watch?v=wh_aljTTs4Q

You LOSE items facing some bosses because you are thrown back in the past.

>> No.9951026

>>9951020
But you still have the full power master sword
That boss in particular can be killed in 1 sequence the second go around because of the extra damage
And again, they're designed around their dungeon item so it's a moot point anyways

>> No.9951037

>>9951026
And I'll concede this cause obviously haven't played this game in a while and thought they did all the way back. But I 100% remember the item loss gimmick because the point of this mechanic was definitely to balance the game difficulty and prevent the player to immediately sweep his way through that boss rush which is a pretty ingenious way, because in other games like Megaman or Kirby who also feature boss rushes, you keep your items or have the choice whatever the fuck you want to sweep the bosses, while here, even though you have the Ms fully charged, you can't use ridiculously damaging weapons like the hammer or bombs against you didn't have these yet.

>> No.9951093

>>9951037
Anon Link even has the mirror shield in the pic you posted
The truth is probably more they simply didn't program any mechanical interactions between the bosses and later items so they just take em away, I really don't think it's a balancing thing.
I've replayed this game several times and I don't think I ever used a bomb on any of the bosses. The Skull hammer does more damage per swing sure but with how slow it is the master sword's probably better for enemies that need more than a few hits anyways.
However, being able to damage Gohma with arrows would completely break the fight so there may be some truth to what you're saying, buuut they could just make it so they don't damage him or only damage him after you break his shell if they wanted.

>> No.9951270

>>9951093
>The truth is probably more they simply didn't program any mechanical interactions between the bosses and later items so they just take em away, I really don't think it's a balancing thing.
That’s what I’ve always thought to be the case, especially considering WW’s botched production. The developers wanted to incorporate a proper boss rush but didn’t have time to properly debug all the interactions between these (heavily scripted) encounters and the new items you could try. You were allowed to keep the Master Sword because increasing a damage modifier is fairly straightforward to troubleshoot. Instead, they slapped a sepia-toned shader on some models and modified your inventory as a cost-effective band-aid that could still be rationalized in the context of the game world. Imo it’s quite effective, even if I recognize the limitations now.

Shit like this is probably why we’ll never see a return to the “classic” formula after BoTW. The old games operated on one-off scripts and rule exceptions to derive all the unique puzzles and fights, but the cost of maintaining this code likely increases exponentially with the gigantic worlds expected by audiences in today’s AAA market. Deriving a single unified system for interactions and physics, as in the Switch titles’ “chemistry” system, then designing encounters around the breadth of interactions available is likely more cost-effective for making larger titles and can be deemed more intuitive by players, even if you lose some of that uniqueness and creativity allotted by that old hand-crafted “adventure game”-style design.

>> No.9951276

>>9951270
shame

>> No.9951361 [DELETED] 

Typical nintentard desperately making excuses for lazy programming to save his shitty franchise

>> No.9951843

>>9950995
>I think the entire point of a boss rush is to show the player how much they've improved over the game
I think it's the other way though, not to demonstrate your newfound power, but to contrast that with how you used to be?
and also it pads out the game.

>> No.9952621

>>9950982
Honestly it felt kinda lazy to simply fight the bosses again. They should have made so the tactics of the first fight wouldn't work on the second, because half of the difficulty of zelda bosses is figuring out how to fight them.

>> No.9954782

>>9951020
that's phantom hourglass