2010-03-02, 05:50 AM
I don't recall having this sort of experience at all. I'm going to replay ST after KF2 and KF3 (already picked them up off PSN)
If a weapon really is breaking in 10~15 swings for you, you gotta be misusing it in some way that is based on damage affinities or something... like glass sword versus obsidian golem, I dunno??
Rings maybe do wear out like that. I really liked ST and used the shield / loved that aspect / wish KF would've adopted it.
I never have the patience to kill everything on first sight, though I do go back and mop up if it's that sort of game. I don't think you're supposed to play any not-on-rails game that way. If so it's poorly designed. I actually like all the mobs of monsters in KF2. Without it there would be no challenge. Like in Som if you don't have at least 4 monsters gunning for you at a time there is really no gameplay there. Having to choose what to expend your equipment on also ups the ante in this dept. The only bone I have to pick with KF/ST is I don't like the unlimited inventory element. In Zelda I think you were supposed to have a magical bag or something... or maybe that was from the cartoon series... but I've never understood why games let players carry every item in the game around with them. Choosing what to take and what to leave should be a major part of any such game. ST compounds that unrealism by making you actually dependent upon all the weapons you pickup, so at any point in the game you're carrying around an entire armory of busted weapons etc I imagine. But then I've always thought treasure chests were the most contrived things in the world.... I mean other than in a tomb robbing scenario I just can't imagine the old world or any fantasy realm so inundated with valuable items stuffed in boxes scattered randomly about like the world is one big Christmas tree
If a weapon really is breaking in 10~15 swings for you, you gotta be misusing it in some way that is based on damage affinities or something... like glass sword versus obsidian golem, I dunno??
Rings maybe do wear out like that. I really liked ST and used the shield / loved that aspect / wish KF would've adopted it.
I never have the patience to kill everything on first sight, though I do go back and mop up if it's that sort of game. I don't think you're supposed to play any not-on-rails game that way. If so it's poorly designed. I actually like all the mobs of monsters in KF2. Without it there would be no challenge. Like in Som if you don't have at least 4 monsters gunning for you at a time there is really no gameplay there. Having to choose what to expend your equipment on also ups the ante in this dept. The only bone I have to pick with KF/ST is I don't like the unlimited inventory element. In Zelda I think you were supposed to have a magical bag or something... or maybe that was from the cartoon series... but I've never understood why games let players carry every item in the game around with them. Choosing what to take and what to leave should be a major part of any such game. ST compounds that unrealism by making you actually dependent upon all the weapons you pickup, so at any point in the game you're carrying around an entire armory of busted weapons etc I imagine. But then I've always thought treasure chests were the most contrived things in the world.... I mean other than in a tomb robbing scenario I just can't imagine the old world or any fantasy realm so inundated with valuable items stuffed in boxes scattered randomly about like the world is one big Christmas tree