Not exact matches
Items and abilities may come in handy when you're trying to survive a particularly grueling song on the highest
difficulty, allowing you to make it to the end and get a higher score, but most of the time their presence makes no tangible difference in
how you actually play the game.
In a related study, students from 16 mainstream schools participated in structured interviews to ascertain
how students reacted to the rising and falling pattern of
item difficulty, a crucial feature of the tailored test design.
-- 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
Of course, I could have also overlooked some incredibly obvious
item that would have alleviated all of my issues and thus rendered my complaints moot, so I can't entirely say that these encounters were intentionally designed that way, especially when taking into consideration
how accomplished the game is in literally every other area... It seems a bit weird then that two or three glaring
difficulty spikes would somehow slip through to disrupt the otherwise perfect pacing of the game.
Famitsu also polled its readers on various
items, bosses, dungeons, and
how much the readers loved / wanted to break their controller from the
difficulty for each of them.
While we'd be fine missing out on a cosmetic
item — no matter
how cool Metroid Fusion was — locking a
difficulty mode behind a $ 12 piece of plastic is pretty much a terrible idea.
bk, c is the upper grade
difficulty parameter (the point on the ability scale that corresponds to a probability of a certain response of 0.5) for category c of
item k, and ak is the discrimination parameter (estimates
how well an
item can differentiate among respondents with different levels of ability) for
item k. Acceptable ak should be above 0.5, and appropriate mean bk should be between — 3.0 and 3.0.39
Higher scores indicate greater
difficulties in emotion regulation Participants are required to indicate
how often each
items apply to themselves, with responses ranging from 1 to 5, where 1 is almost never (0 % - 10 %) 2 is sometimes (11 % - 35 %) 3 is (about half the time 36 % - 65 %) 4 is most of the time (66 % - 90 %) and 5 is almost always (91 % - 100 %).