Chances are performance during these battles will be similar to Hyrule Warriors Legends running on a New 3DS, with
fewer enemies on screen at once compared to its big console brethren.
In addition, there are very
few enemies on the screen.
Not exact matches
When the players are separated, it takes a a
few moments for the
enemies to appear
on screen, and when the players are too close together there was a slowdown when several things were going
on at once.
And while a light and heavy attack allowed Zelda to fight through the
enemies without much threat, big hordes of moblins, and there were several dozen
on screen heading for her at almost all times, were better handled with a
few different types of special attacks.
Sure, it can be hard to not feel like that linear games are a byproduct of an age where the technology only really allowed for corridors, especially if you wanted to even consider the concept of throwing in something more complex than having a
few enemies on -
screen at a time.
The frame rate inexplicably drops
on some of these arenas, even when only a
few enemies are
on screen at once.
There were a
few times when there were a lot of
enemies on the
screen that I noticed a drop in frame - rate, and a
few times when objects in the game did not work as expected, but this did not ruin the overall experience for me.
The whole game feels more responsive, and barring a
few drops here and there, when more
enemies are
on the
screen, there's no reason to go into the options menu and turn
on the 30 fps lock.
Surprisingly, the infamous slowdown the series is known for wasn't really that prevalent during my time playing through the game outside of a
few key instances where the game placed an extremely large amount of
enemies on the
screen, which was surprising considering the source material and the platform itself.
With so many
enemies and explosions
on screen, there are a
few levels that chug momentarily.
That's fine when there aren't any
enemies on screen with you, but when there's even a
few, you lose track of where you are until it's too late.
I also ran into a
few moments with noticeable frame - rate drops when there were a lot
on enemies on screen, but aside these moments, the game remains relatively stable for the most part.
So I mentioned just a
few sentences ago that you flick the move controller to cast a spell and that the further you go into the game the more
enemies start to appear
on screen and the more damage an
enemy can take.
For instance, with her ability to parry and gain a
few moments of invincibility, create shockwaves with her axe and enhance her attack speed as she continuously attacks, the Amazon can easily tear through hordes of
enemies in seconds; meanwhile, the Sorceress, with her ability to teleport, unleash a blizzard that can repeatedly hit everything
on the
screen at once and summon a thundercloud that autonomously targets your foes, can rain down death from afar but you will need to carefully manage her MP.
Occasionally, the game can manage hundreds of
enemies on -
screen at once, but more times than not this number is down to a
few dozen
enemies who pop in and out of view rather close to where you are.
The game does have a storyline, but it's very loosely tied to the action
on screen; this I was told is a gameplay choice, as they wanted it to be possible for the player to just jump into a level and beat the crap out of a
few enemies.
If players hold their fingers
on the
screen for a
few seconds before firing, the shot does greater damage, which is useful when attacking stronger
enemies.