There's people out there who believe gameplay and combat peaked in 1998
There's people out there who believe gameplay and combat peaked in 1998
Wow he's about to die to a Stalfos haha I hope he doesn't lol.
You must save her Link. Save my dinner!
It's literally just Dark Souls but easy.
LOL
Best Zelda
OoT is fondly remembered for its story and exploration. It was a great adventure game back when "adventure game" was a genre
2000 actually
also in that image the player has 14 deku nuts at the ready which make stalfos very simple
Twilight Princess had better combat.
Shame about the damage taken.
although for 2d games i'd have to give it to 2005
Ocho punto ocho XD
Funny you posted Odwalda fight. This is the first instance of i-frame rolls I can think of.
And Dark Souls is literally just Devil May Cry but easy. And Soul Reaver is literally just Ocarina of Time but easy. Ocarina of Time kicked this boat off and it STILL mogs a lot of games in terms of ideas and execution. The multiple lanes to defeat enemies is rudimentary, but also something tons of games to this day botch to hell and back.
We've had a lot of Zelda threads today. Not complaining.
lanes in OoT
there's barely any lanes. enemies don't really even gang up on you in OoT, the Lizalfos duo stay in their place and the only real gank is in Ganon's Castle with the Iron Knuckles. Not once when playing OoT will you be thinking
WAOW This is like my beat 'em ups with LANES!
Batman Arkham Asylum has much better combat.
The combat in Ocarina of Time is better than the new Dark Souls style combat system, there I said it.
I won't say it peaked here. But I will say it basically was like what RE4 and Gears of War did for third-person titles and what Doom, Halo and Call of Duty did for first-person shooters. OoT formed such a critical basis of 3D lock-on combat that everything has been iterating on it for nearly 27 years since, forming so many different ideas and ways to maximize, utilize and harness the advantages of a lock-on.
And honestly, as solid as a basis as it is, that also says a lot that nothing since then has actually managed to do much to change lock-ons besides contextual use / soft lock-ons, target switching and multi-locks. OoT didn't need complex multi-layered combos in its combat, but it shows just how much that sort of stuff is so "per game" yet ultimately isn't needed to make the core crux of all this shit work. It's actually refreshing to go back to this game because of how easy it is to pick up and play again versus the couple dozen Souls movesets of weapons swapping all the time.
AND YET SOMEHOW WE STILL GET SHIT THAT FUCKS UP LOCK-ONS LIKE PSO2 AND KINGDOM HEARTS
Still worse than Twilight Princess.
Thank god for Ganondorf Mode!
not even a little bit
Gaming as a whole peaked somewhere around 2004-2006
tfw I was retarded as a kid and didn't know know z targeting one enemy stopped others from attacking
Pls no bully :<
Did you beat the game back then
let me guess you think the peak of combat is a souls game
how is dark souls like dmc? you can't even jump in those games?
every time I had to fight 2 stalfos at once I needed to have a bottle fairy with me
No I think the best combat was in Nintendo’s 2006 GameCube hit “The Legend of Zelda: Twilight Princess”
Fixed in the remaster 10-years later!
they take turns waiting for you to kill the other one
I never noticed that at the time. it's pretty rare that you have to fight two enemies at once
deku nut
spin the stick and spam spin attacks
puzzle solved sound plays
there's people who believe combat peaked in 1998
I was referring to multi-channel approaches to confrontation, not actual physical lanes. Bad word choice. OoT has at least two approaches for every enemy, often more. You have the slow, Egoraptor brute force methods, and then one or two more optimal approaches for everything. Coupled with an extremely competent lock on system and high mobility focused toolkit including action v action parries, dodges, and i-frame rolls.
OoT is mechanically extremely advanced. Even now most "adventure" titles rarely aspire for more toolkit complexity. Where OoT lacks is just enemy variety. It offers a robust toolkit with little to challenge your creativity with it.
Unironically agree. People forget how influential OoT really was for 3D movement and combat design. It essentially laid the groundwork for how action-adventure games handle enemy engagement in a 3D space. The Z-targeting system was *the* solution to the camera and positioning issues that plagued early 3D games, and it’s wild how many games even now are still just building on that same framework.
That said, I wish more modern games used OoT's simplicity better. Everything now leans way too hard into spectacle and input memorization, which can be fun, but also a barrier. OoT kept it accessible without being braindead. Would love to see more devs design around a robust but small toolkit like that again.
Also yeah, how the hell has SE still not figured out a functional lock-on for Kingdom Hearts?
nonsense! doom had a great targeting system for a 3D environment!
OoT's z-targeting had a really great way of framing each scene. 9/10 times when you'd scan something and the action would pause, it would look fucking awesome without any real effort.
lock on, 2d gameplay in 3d environment will never be peak of anything
Deep Down is the only thing can be called peak
anon, even some ship combat sim games in space use lock-on, because 100% full 3D aiming all the time can be a real fucking bitch to utilize unless you're REALLY good at Descent.
You're right, but people won't get this unless they play the game modded and see the shit it can do that you're not going to get in souls.
fuck I love this game so much
lock on is ok as a skills
yes its crazy good in unnecessary fast pace 2d gameplau in 3d environment game
also you can make the target cursor thing bigger
What do you mean by when it was a genre?