Combo-art-Tloz: Breath of the Wild
The first was the word, and the word was … Asian. Although the stop, it sounds too wrong! Forgot … But, in fairness, I can hardly remember the association that many gamers arise when mentioning the word “combo” in the conditions of the reality of the world of games, in addition to our eastern colleagues and the DMC series. Since it happened that for many these words became practically synonyms, and combo-culture, like the games themselves, came to us from the country of the rising sun-let’s respect our eastern and colleagues in the workshop!
You are on Stopgame.Ru, you are traditionally headed by all action-part Mikhail Deadnov And welcome to a new section, opened by my hand in the vastness of our favorite blogs. Well, since this is the first post from the newly made event, – let’s briefly describe what is the most – “Combo-art“!
I think that many of you have seen all kinds of videos, in particular in my last blog about 3 part Bayonetta, where this strange “Combo” is present in the name, or “Combo Mad”. And many have a question: what kind of crap is this?
Combo Mad -This is a video clip created for some specific music in order to create the desired mood or a shade of what is happening, while containing a consistent series from a set of ridiculous various combinations of techniques or a game mechanic used by a gamer to obtain a beautiful moment or a weighty advantage.
Combo – This is a combination, and Mad, He Music ANime DOUGA is a video clip on an anime theme for musical accompaniment, he AMV(ANime Music INIDEO). In the case of a gaming topic, it is generally customary to use GMV(Game Music INIDEO). However, in view of the fact that the homeland of the creators of the majority of combo is Japan, it is customary to use the abreviation as part of the work Mad, which has taken on a comprehensive character at the moment.
The main one The task of the heading -more deeply explore the combat system of certain games, try to go beyond the boundaries of the possible and understand that the path of the combo-miker is not only difficult, but also very exciting.
I hope that the main joke I brought to you and you have no problems with understanding the essence of the coming process. If so – Let’s Dance, Boy’s!
How in The Legend of Zelda: Breath of the Wild plays an ordinary gamer?
In order to understand how great the achievements of the masters of the battle system of the tops are, it is important to look at what they should compare their performances with you and I should compare their performances. In the end, it is extremely difficult to understand why you have the pros of your business if you have not seen anyone else in this field that has no experience. So let’s just look at the battles with sufficiently ordinary (for combo-mikers) enemies of the project, performed by valiant ones Dmitry Kungurov And Vasily Galperov At their first passage, as well as listen to their thoughts and look at emotions at this very moment.
From 13:00 to the end of the description of Comrade Les
In general, if you have a question “Will I prevent me from becoming a combo-miker of the same game experience?” – I am ready to say that no. Twist combinations in the first hours of almost any integrated project, even being a good player in the conditional Devil May Cry, is almost an unattainable task. You will inevitably, even as a master of the whole project, you will also continue to receive in the faces, as you received the first minutes once, just less often. But, if you think that an incredibly good ability to twist advanced combo will come to you in a few tens of hours in itself – most likely this will not happen. And not only in the current game that we are talking about, but in any other project. Why? The path of the creator of the Combo-Contain, this is primarily philosophy.
Such Players, often, not much different from the average, когда играют свои первые прохождения: так же ломают головы персонажей о препятствия на их пути, так же как и вы матерят всё вокруг и точно так же завершают свой путь с интересом и трудом. The maximum – after the middle of his path, such a player can already begin to apply the acquired knowledge and noticed patterns in the process, but even then rarely. Then why can I not reach the level of Donguri? The reason for this is extremely simple: time. You are not ready to spend him on the game, studying its inner deeper mechanics and attempts to perform something new, different from the usual methods. After all, you see not just a video of a random person on the Internet – you see the result of many years of training. And it’s normal that you cannot devote to the project instead of 10 hours of your life, for example, 30 and start managing the character well. Just remember: in almost any game there are no super-complicated elements of advanced mechanic that would require you to train years. If these are the fact that you are looking towards their development, often already speaks of your high, at the current moment, level of game. For this reason, becoming a combo-miker is Not difficult, In fact. This is a long time, Since it forces you: to use useless things at first glance, try their new combinations and strive to go beyond those mechanics that are in the game using the entire accessible set of abilities. But the most important thing is to start meaningful use knowledge about the game and train As part of the improvement of basic movements at the mechanical level. Your main ally, excellent reflexes.
However, in order not to take the text finally to the guide “Become a combo-miker in 12 steps and not gray in the process” – approximately here we are starting a conversation about the whole combat system The Legend of Zelda: Breath of the Wild, which we will further dignify for your convenience, like” bout “.
How a combo-miker plays in tops?
Yes, in fact – hemorrhoids. Why? Well … Imagine the situation: here you have entered a powerful game with a colossal number of opportunities for which there is no direct training. Approximately in such a situation, the average combo-Maker in Zelda is. Why? Most of the tricks that you will use in an advanced battle are characterized by similar features-they are based on any Glichs;Very demanding to Taimes;use the most not obvious as possible Mechanics.
In general, you can say: “Well, what is complicated? manekicasino.co.uk I’m in Dark Souls Glichy only use! And what am I, combo-Maker?»I answer: Combo-Maker is a person for whom above all Stylish execution and implementation, or strong And Not obvious Reception. Here someone already and what more likes. For this reason, your attempts to go through the walls for the sake of passing the boss or an attempt to take a favorable position for safe firing from onions – this is not the same category of actions.
The main features of the Breath of the Wild combat system
I think you have already noticed a list of features that I specially highlighted as part of past paragraphs. Let’s talk about each of them separately. What kind of gliti do I mean? Maybe these are passages through textures, as in speedlers? Or flights on objects due to broken influence with them? But no and not again. To the honor of the game – in the issue of the combat system, it has few techniques that I could attribute to the gate. Most of the strange and interesting movements within the framework of the game are all or part of the deep mechanic taken into account by the creators in development, or simply a small assumption and convention. But, one way or another, I need to take the concept here Kenselov, They are cancellations of animations. A reception used almost everywhere within the framework of the industry and here it is not at least some new. However, I want to note that the game has a very small list of these same Kensels. If we talk to you about the combat system in the DMC mentioned many times – I can spend at least half an hour, telling you about all the possibilities of using Jump Kensel, as well as transitions of ligaments in combination with it. In Zelda, in turn, the most important is perhaps only the Kensel block, which allows you to miss the animation of the worship of a link using the shield of enemy attacks. Along with this, I can additionally highlight the opportunity to make an attack in a fall without damage. Rarely used, but can be useful in different household situations.
Kensel Block, allowing you to cancel the animation of the parry. In the English community, the “Kensel” CROSHELD “descending from the fact that the reception uses squats at the time of blocking the impact, canceling the animation
In practice, this technique allows you immediately after the parrying to make attacks on the enemy, significantly increasing the window for applying damage and giving you the opportunity to combine a reception with similar advanced movements to get a very impressive result!
At the time of flight, you can press the attack and maintain your inertia, while taking. The main thing is to open the glider before landing in order to level the damage from the fall and maintain the effect of the blow. Practice and everything will work out!
If we are talking about timings, then it will be more obvious here for you: each enemy is individual and has its own attacks, which requires you the ability to block all their types of attacks;A variety of situations in the open world can open up new opportunities for you and change the play style by shifting the time of squeezing specific techniques. Suppose a left -handed grass is the grass around and you use it to attack in a fall after take -off, bypassing the enemy’s attack at the right time. As you understand, everything is much more individual here and dependent on your muscle memory. For this reason, I will not burst out for a long time here. The only thing I will do is to insert a piece for you from the combo-video of one later disassembled comrade, perfectly illustrating how important the timings, setting up the frame and scenes, as well as knowledge of the structure of the world of the game.
Even simple shutting can look cool – you just have to choose the right moment and angle
Now I want to talk much more about the last point I have stolen, namely mechanics. This is the main treasure of the game without exception. The simplet -apparent, a simple, the battle system of the tops very carefully hides its main chips from the player, so as not to scare away it with the difficulty of their implementation. However, we did not crack such nuts, so we are ready to open secrets hidden by the developers who took into account these nuances in the development. Immediately before this part of the material I want to note the following: the tops are very deep game. She is deep due to the fact that the authors worked very well the physics of the game world and the specifics of the character arsenal. I am now telling you not about the staff lying on the surface and other elemental tools, or the differences of charged attacks of spears and swords. Before that, I think, a private gamer himself is able to guess. I am now talking about the Target-Loki hidden from the player and the influence of the inertia of objects on the surrounding objects. Important: There will be many chips of the game and moving pictures further. If you are not going to play and at some point it gets bored with it and you understand the general thought, you can skip this part with the theory for dummies and go to the next section of the material, but without understanding that I specifically show you and how these movements have come out at all. For those who asked the question “how?”, Now is the time of a short guide to the most popular chips of the Boat combat system. Let’s go!
For consumption: Switching weapons can instantly make up for the elemental charge of your ammunition
The first, and most importantly, you did not find the usual attacks of the Link quite monotonous and boring? For example, I was tired of hitting the impact button in the first passage and not be able to adequately apply the same charged attack without long waiting seconds. But you can rejoice: You can make a charged attack of the sword even without time for charging! Well, or rather, almost .. Unfortunately, there is no Hold-Kensel in the framework of the game, which is why Chardge of your techniques cannot be reduced. But in the project an alternative to a charged attack is sewn, accessible on the links: a fast circular attack. To implement it, you need to scroll the stick and press the impact button. Immediately after this, Link will quickly make a powerful blow around him, while without wasting your time and having the opportunity to wedge both before this impact and after it, a series of ordinary attacks. Cool? Yes. Difficult? No.
Strong, effective, easy and beautiful, however. It works only with a sword: with
This is not a difficult trick, but it is here that the ordinary player has the question: “”Why should I twist some kind of stick there, if I kill my enemy?” – what is quite the place to be. As I said earlier, I do not force anyone to anything and do not demand anything. Everyone plays as they want. However, I would recommend that you try to make two concepts like that diversity And uniqueness. Strive to achieve diversity within the framework of the actions you implemented: first they hit 3 times ordinary, then they tried 1 time ordinary, 1 circular and once again ordinary. This may sound stupid, but it is not necessary to try to come up with a bicycle to create an exciting picture. Just use what works, but do it with different elements, and not the same. This fact one will already allow you to significantly improve the quality of your gameplay, and will also open a new source of pleasure: aesthetics and uniqueness. Changing attacks and order, you see new Combinations animations, new interactions of the hero with the world of the game, the new results of this interaction. In other words, you get the opportunity to make each of your fights unique, not like the rest. The eternal search for the new develops the desire to look for different ideas in you: first we change the attacks, then we change the position of the camera … And now we are changing the weapon, the height of the battle and trying to rotate the camera, in search of a unique and, for a reward for labors, aesthetically beautiful frame. Just remember the example of lightning above. Yes, we did the same as 1000 times, but whether everything was the same as always? Obviously, no. And at some point, for example, you might think the idea to throw a boomerang high and high. And you will get from this venture this is exactly what you have:
And I remind you that: Shiika stone, other weapons, the ability of warriors and freedom of action at the time of this technique does not limit anything, but only adds a new layer of depth to your field for experiments!
Well, okay, it was all only light features that some of you could even have seen once and they do not cause surprise. Let’s talk about things more complicated. Let’s start with SBR. What is it? WITHHIELD BLock PESET, but for the convenience of perception and by the visual component, they are used to calling it as a “double jump”. This is a very important technique within the framework of the combat system of the game, which opens access to many others and from which the path in the true battles of the tops begins. To fulfill it, you need to put a bomb and stay next to it. After that you raise the shield, make a jump and immediately explode the installed bomb. At the time of the explosion, you will have a small moment for action (see below how Link bent your legs) – your goal immediately make a somersault back and get an onion for an active action. This operation takes literally a little more than a second and requires you perfect performance at the timing level. Practice a little and you will succeed!
It also works for most other types of explosive damage in the game, in addition to our bombs. For example, from the explosion of laurel fire in the area. Just remember that in the game it will not be so slow.
Well, we shot from the bow from the place, think. What else can be done? Next goes TCR. Abreviation from THunderWITHLap Push. A reception that allows you to realize a flurry flurry, regardless of how far the enemy will be from you. You can look at the implementation of the reception just below and return here for the explanation. TCR is a technique that is very common in the framework of a party, used to implement rapid attacks, launching guards of ruins high in heaven, interruption of attacks of enemies and many other interesting things. In fact, this is all the same double jump, but only in the realities of the proximity to you of the enemy unit at the distance of Target’s target. What is interesting-the game has a special system of accruing a specific goal, because of which, having repulsed the laser of the guide of the ruins and making this technique to him if it moved a little in your direction,-you will break through it to the point where the laser has fallen. As a result, – under the influence of inertia from your speed of movement through the enemy, – he will throw him far into heaven. And such hidden interactions with mechanics are a lot!
And you also have the opportunity before this jerk of death to make a series of shots from a bow to your enemies. Convenient and strong, as well as important, – beautiful
Well, the last thing I decided to demonstrate to you is Dr, He DARUK Push. In essence, this is the same TCR, however, for its implementation, everything you need is to jump aside or backward, turn on the Block button in a timing and mating a blow to maintain the effect of the flurry, after which you can instantly start a series of many strokes when landing. This technique also has many other versions, the most popular of which is PDR – PErfect DARUK Push. Within its framework, you must do the same thing, but the blow should get to the window of the first two frames of animation of the activation of the stronghold of Daruka. I think for many it will be obvious that getting into 2 frames – to put it mildly difficult. However, this, in turn, does not spend charges of abilities, which allows you to forever use this technique in the context of your battle.
You need to wait for the specific animation of the enemy, say? This is the enemy to wait for what animation we will choose!
I assure you that things I have shown here are only the peak of the iceberg of the game system of the game, which is only larger and more complicated with every new year, regardless of the lack of updates. The fans of the project were so much infected with the spirit of freedom, which is permeated by the tops that they tirelessly continue their search for new and new methods and methods for the reprisal of the enemies of the game. And this is great. I did not pursue the goal to devote you to all the subtleties of the game fighting. Firstly-I’m sure that I myself do not still know. Secondly-I do not see the point in this, since this material is enough for the weeks of training the persons interested in the topic, and then they will already begin to experiment themselves or look at the work of the best of the best. Oh yes, by the way about the representatives of the Combo-Top Combo, we finally reached that!
Piano on the gamepad? No, this is now full driving!
How the pro play? The question that clearly torments you from the very beginning of this material, and after the bloc about complex techniques, the question arises at all: what is the point of using it all to use? That with these features you can make a cool? Well … attention to the screen, dear readers!
Before you Axk_000, – One of the best players at the moment
As you can see-this player does not use any movements usual in the general majority. On the contrary, he strives to diversify the process as much as possible and add something new to it. This is a really very high level, to which many enthusiastic colleagues in the workshop simply dream of reaching for many days of training. And at the same time the question arises: what the hands of such a player look at the time of his passage? Well, there is an answer to this question too!
From 6:30. Since there is no access to Twitter – to pull out the source that has long been seen. However, the game of the master Peco It has been preserved within the framework of the history of the authors of reactions.
I think you have noticed with the naked eye that the player uses a gyroscope as part of a gamepad and a console to implement many cool angles and simplify the aiming process. This is really more complicated than it seems at first glance and shows a high level of player’s skill. But, most importantly, it is a marker for you: I still have where to grow, there is something to try, there is something unusual and new. I strongly recommend visiting the Peco channel – at the moment it is littered with content on the topic to the edges. I will also advise you before completing another channel – this is Rinhara5aki, where you can find a lot of guides on the subject of the battle system of the game and its hidden chips. Also, do not disdain the search for materials just in YouTube on the request of Tloz: Botw Advanced Combat. I assure you that there you will find a sea of content that will reveal the game from unexpected aspects of the parties!
I’ll throw off my favorite video on the author’s rights on the topic of the Zelda combat system and different combo in it, since the end is already
Well, on this I say goodbye to you. I hope that already acquaintances with the game learned a lot of new ones or found a reason to return to the fields of Hairul, and not familiar with the franchise could once again draw some conclusions for themselves, or rethink the existing ideas. I was again with you Mikhail Deadnov. If you liked the blog, do not forget to press a beautiful plus, unsubscribe your attitude to the game and subscribe to the author’s profile so as not to miss new headings! Thanks for reading and by ambulance meetings at Stop Game ru!