So with the new DLC pack, the game has added the Master Sword Trials and Master Mode, along with a bunch of extra neat little things.
So far... I'm not sure how I feel about Master Mode.
It is definitely more difficult, for sure. Enemies start out stronger, but the weapons you find in the wild don't. So you'd best be prepared to go through a lot of tree branches fighting your first Bokoblin, and making headshots or stealth attacks has never been more important. This alone isn't too bad, but enemies also recover their health, and they start recovering quickly. If you don't touch them for all of two seconds, the regen starts. This taxes your resources even further and forces you to be aggressive when you get into an actual encounter. As soon as you have an advantage you have to press it, chasing down enemies you knock away with stronger hits to keep the strikes coming. Avoiding encounters with multiple enemies is paramount, but when unavoidable, you're actually encouraged to use your strongest weapons so that you'll do enough damage that enemies won't regenerate back to full immediately. Simply saving your best for last isn't efficient, and may end up costing more in the long run. Taking out snipers from a distance becomes a priority. Weaker bows become useless. Weaker weapons become useless.
To balance this out, the several floating platforms that have been added around Hyrule often carry treasure chests that bear powerful weapons with extra boons right out of the gate, even as early as the first few minutes. The trick is, of course, getting those chests, since being wood, they can be destroyed, and are often perched in places where simply shooting them down isn't much of an option either. Enemies on the platforms - usually snipers with powerful bows and elemental arrows, as well - can also raise them higher, out of your reach, if they spot you.
This is all based on simply playing through the intro on the Great Plateau, by the way. I've seen quite a few deaths already. There's even a Lynel running around in the plains south of the Temple of Time, and yeah, just seeing it terrified the hell out of me since I knew at this early point I wasn't anywhere near ready to fight that thing.
On the one hand, I definitely appreciate the increased challenge of the enemies starting a level higher than normal, adding snipers where once there would be none with the floating platforms, and encouraging taking on said floating platforms with their bounties. It encourages a more cautious, intelligent approach in a game that already requires one. I like it!
But I don't like the enemy health regeneration. That part feels more like artificial difficulty by increasing the length of fights and the tax on your resources... which was already increased by the stronger-than-normal enemies to begin with. The fact that it happens so quickly at that. I wouldn't mind it if it happened while the enemies weren't in an alerted state - if you ran away from battle to regain your bearings, and then the enemies started regenerating health when they went back to doing whatever they normally do when not fighting you, that'd be fine. But mid-combat, simply because I haven't touched them for two seconds? When they start regenerating, even while knocked over and on the ground? People already have reservations with the breakable weapons, this just exacerbates the problem. I don't want to get in fights anymore.
It's a double-edged sword. If you're looking for a greater challenge in Breath of the Wild, you'll find it, but at times it will feel more frustrating than legitimately challenging.
So with the new DLC pack, the game has added the Master Sword Trials and Master Mode, along with a bunch of extra neat little things.
So far... I'm not sure how I feel about Master Mode.
It is definitely more difficult, for sure. Enemies start out stronger, but the weapons you find in the wild don't. So you'd best be prepared to go through a lot of tree branches fighting your first Bokoblin, and making headshots or stealth attacks has never been more important. This alone isn't too bad, but enemies also recover their health, and they start recovering [i]quickly[/i]. If you don't touch them for all of two seconds, the regen starts. This taxes your resources even [i]further[/i] and forces you to be aggressive when you get into an actual encounter. As soon as you have an advantage you have to press it, chasing down enemies you knock away with stronger hits to keep the strikes coming. Avoiding encounters with multiple enemies is paramount, but when unavoidable, you're actually encouraged to use your strongest weapons so that you'll do enough damage that enemies won't regenerate back to full immediately. Simply saving your best for last isn't efficient, and may end up costing more in the long run. Taking out snipers from a distance becomes a priority. Weaker bows become useless. Weaker [i]weapons[/i] become useless.
To balance this out, the several floating platforms that have been added around Hyrule often carry treasure chests that bear powerful weapons with extra boons right out of the gate, even as early as the first few minutes. The trick is, of course, getting those chests, since being wood, they can be destroyed, and are often perched in places where simply shooting them down isn't much of an option either. Enemies on the platforms - usually snipers with powerful bows and elemental arrows, as well - can also raise them higher, out of your reach, if they spot you.
This is all based on simply playing through the intro on the Great Plateau, by the way. I've seen quite a few deaths already. There's even a Lynel running around in the plains south of the Temple of Time, and yeah, just seeing it terrified the hell out of me since I knew at this early point I wasn't anywhere near ready to fight that thing.
On the one hand, I definitely appreciate the increased challenge of the enemies starting a level higher than normal, adding snipers where once there would be none with the floating platforms, and encouraging taking on said floating platforms with their bounties. It encourages a more cautious, intelligent approach in a game that already requires one. I like it!
But I don't like the enemy health regeneration. That part feels more like artificial difficulty by increasing the length of fights and the tax on your resources... which was already increased by the stronger-than-normal enemies to begin with. The fact that it happens so [i]quickly[/i] at that. I wouldn't mind it if it happened while the enemies [i]weren't[/i] in an alerted state - if you ran away from battle to regain your bearings, and then the enemies started regenerating health when they went back to doing whatever they normally do when not fighting you, that'd be fine. But mid-combat, simply because I haven't touched them for two seconds? When they start regenerating, even while knocked over and on the ground? People already have reservations with the breakable weapons, this just exacerbates the problem. I don't want to get in fights anymore.
It's a double-edged sword. If you're looking for a greater challenge in Breath of the Wild, you'll find it, but at times it will feel more frustrating than legitimately challenging.
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Zero Kirby, your local psychic. Check out my game reviews! Latest review: The Legend of Zelda: Breath of the Wild
Falcon Punch is the result of the Sun heating fists. It drives the Blue Falcon. Heating causes destruction of water into the pain, where it then hurts, creating rain. Rain creates flowing water in tears, which can then be converted into other forms through more pain.
Mario's Sticker Stage - Finished adding Jump Stickers!, 26% |
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