Tempy wrote:Interestingly i don't know which first boss you mean, because Bloodborne has two very different bosses you can encounter first, both of them essentially examining you on different halves are your skill set.
I feel this has diverged way of topic from Zeldaso to bring it back: Anecdotal evidence seems to suggest tha Zelda olayersrarely die to bosses, which is probably good because I think getting to a Zelda boss is more boring and time wasting after a death than a Souls boss. Different frustrations though, and I have been plenty frustrated with Souls boss runs in the past.
Andy wrote:This will be my first Zelda. Do I need to know what a Gonk (or whatever it's called) is, or which nut makes which enemy appear when I throw it on the ground, or do the games generally teach you all the rules each time?
JonB wrote:The lack of checkpoints near bosses is certainly a fault, and especially in the first Dark Souls. It's mitigated somewhat once you realise you can pretty much run through most areas without bothering to fight anything on the way, but still not ideal. I would say, however, that a lot of the time those ideas about how to change tactics came while doing those runs - it becomes a time to reflect on different possibilities that I wouldn't necessarily do if just repeatedly being thrown in to the arena. It also rebuilds tension. But maybe that's just me. From what you say though, Escape, it sounds like it should really be up your street. It is about ingenuity and developing your own approaches, and immensely rewarding when they succeed. If you can get past that repetition.
Escape wrote:I hate sewer levels in games, and Dark Souls is — as far as I've seen — one long, drawn-out one.
Andy wrote:This will be my first Zelda. Do I need to know what a Gonk (or whatever it's called) is, or which nut makes which enemy appear when I throw it on the ground, or do the games generally teach you all the rules each time?
Liveinadive wrote:That's a point. We haven't seen an annoying companion yet have we? Or an instrument, no way Shigsy will drop the music stuff.
mistercrayon wrote:Childintime wrote:Gascgoine is the ultimate double-check: have you learnt how to dodge and parry? If yes, proceed. If no, lol get rekt.
Surely there's an element of learning the guy himself though? I always felt there was an element of punch out which was about learning animations and stuff.
I also don't think there are any aerial enemies up to that point (perhaps the crows?)
Tempy wrote:There's definitely a bit of learning his specific animations, but by and large the animation timing for 90% of the enemies in Bloodborne is largely consistent, you're aiming to fire the split second they initiate their wind up to parry. It is trial by fire and *whisper* I think Gascgoine is too hard and Cleric Beast should have been the forced first boss.
Also aerial? Do you mean because he leaps? I think the brick trolls can jump too, perhaps not.
Childintime wrote:The reason I was able to do that is that the door was right there, so failure just meant I could collect myself and try again, having learnt about a new stage or attack. But, had the lamp have been much further back, would I have tried to do it that way? Probably not.
Fi was already worse.Liveinadive wrote:Can't be worse thanSpoiler:
regmcfly wrote:Wait till you guys see how they've laid out Run and jump on this. It's gonna set off someone's OCD.
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