They're fun, they do their job, but they can't truly contend with some
of the best examples
of the third - person genre, and honestly they
feel a little
out of place within the game's narrative — Lara doesn't
feel like she's surviving in these encounters, she
feels like she's thriving, blasting straight through
enemies with ease which doesn't really match her portrayed demeanor very well.
There are two incredibly difficult to defeat
enemy bosses to overcome in the form
of Dr. Hans Volter who wears an Exo suit to provide him with superhuman strength and movement with a pair
of assault rifles and gas grenades as his main attacks, although despite all
of that he will still
feel the need to suck the life
out of any nearby character when his health is running low, while the Patriarch has a powerful minigun and missile launcher in
place of his left arm and healing syringes to recover health when retreating.
-- Nintendo previously made Zelda games by making small areas and connecting them together — For Breath
of the Wild, the team first had to figure
out what needed to be
placed on the map — Groups were created
out of the over 300 devs to work on specific sections
of the world — Game Informer's demo starts at Serenne Stable — Yammo runs this
place — Link can rest in bed and restore health here — Stable also lets you store horses, meet with merchants, NPCs — Stables are located throughout the world — Each one is run by a distinct character — You can spend rupees on a more expensive bed, giving you an extra heart the next morning — These hearts are yellow and can't be recovered if you're hit in combat — Spending time by fires in the world passes time — Dynamic weather system in the game, with the world reacting as a result — Ex: when it starts raining, NPCs outside the stable quickly go inside — Beedle is back to sell you goods — Have to be careful during a thunderstorm, since your metal items can attract thunder — Metal weapons and shields can be discarded or thrown at
enemies — Link can get killed by lightning — Difficulty dips / spikes depending on where you are, since you can go around it and avoid it until you're stronger — Over 100 Shrines — You can find an item that identifies Shrines — Discover a Shrine for it to be a fast - travel point — Shrines also give a Spirit Orb — Trade in orbs for unknown items — Dedicated team handled animal A.I. — Bears, wolves, deer move through the snow — You can get overwhelmed by
enemies quickly — Link can keep multiple horses at a time — Affection / loyalty important with horses — Feed and take care
of horses to raise their stats — Can call horses over to you, but horses need to be within a certain proximity to be called — Horses can be killed by
enemies — Aonuma «wanted players to choose their own path», so no companion character in this game — Stamina meter encopasses sprinting, paragliding, climbing — Meter can be upgraded, but Nintendo won't say how — Different shields have different speeds and level
of control for snowboarding — Can mine rocks which can be solid for rupees or used for crafting — Can
place stamps to mark areas
of interest — 100
of these symbols can be used on the map, including sword, shield, bow and arrow, pot, star, chest, skull, leaf, diamond — Every style
of weapon has a unique set
of animations and
feel different — No invincible weapons in the game, Nintendo says — Zelda can get mad at you and scold you — Players can see the ending without seeing everything from the story — A certain element was added in the game to make for a more cohesive storyline — Most difficult Zelda game to make — Aonuma is still finding new things in the world
That being said, combat in KZ: Shadow Fall is much slower than other FPS's
out there, since your character
feels heavier and
enemies will quickly whittle you down with a couple
of well -
placed shots, so each encounter is more
of a skirmish than run and gun.