Are there any games with the charm and sense of adventure of OoT, but actual challenging and fun combat...

Are there any games with the charm and sense of adventure of OoT, but actual challenging and fun combat? I’ve already played most of the 2d Zeldas

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Yes, it's called OoT

OOOOOOkami

Skyrim

Dark Souls 1

>challenging
No
>fun
Yes

The Ys series is all about adventure and fun combat, but it has no puzzles and is more action-heavy
If you want to give it a try start with Oath, it's probably the one that fits the most, though 8 is more adventure-ish even if the gameplay is worse

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Oot’s combat is ok, but it’s not hard at all. I’ve already played it too.

Okami is too easy

Hollow Knight
Souls/Bloodborne/Sekiro
Arguably Breath of the Wild but the bosses aren't enough of a challenge

Okami isn't challenging but it is fun.

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I would settle for games that use the OoT/MM colour palette/light contrast or even their cinematography.

My big problem with botw is you can literally pause the game mid combat to heal yourself with practically infinite healing items. What a dumb mechanic.

Mega Man legends
Xenoblade X
Pokepark 2
Pokémon mystery dungeon red/blue
Cave story
Bomberman 64

Final Fantasy VI & Chrono Trigger

Yeah, giving Link limited healing at LEAST during boss fights would have been better.

I will say the Lynels are pretty tough even with unlimited healing.

Can't believe no one's mentioned Dark Souls 1 yet. All it's missing is a hookshot.

It leads to even worse design decisions down the road, too. For instance, the toughest challenges basically have to 1 hit you in order to be challenging.

Suggest simple mods that would make Ocarina of Time's combat more challenging.

>Enemies drop hearts, nothing else - no rummaging around in grass
>Enemies can rush attack freely even while Z-targetting
>All of Link's resources like arrows and bombs are 1/5th usual size

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>Okami
>challenging
I love Okami, but it pretty much has the exact same flaws of OoT

Outside of Moblins, the enemies are too mindless to be a meaningful challenge one-on-one, are just an annoying rush in huge numbers, and only really come into their fore when there's a balanced number of varied enemies present. For instance, when a Bokoblin with a spear, a shield-bearing Moblin and a Lizalfos Archer work in tandem, plus a Wizzrobe bouncing overhead.

There's very little of that even attempted in the game, and the odds of that randomly occuring spontaneously is diddly squit. Bosses all conveniently occur miles away from ordinary enemies under 99% of circumstances, so you don't get anything interesting like a Hinox guarding a tower platform getting woken up by a Bokoblin sentry.

Nintendo put 0 effort into interesting or intuitive combat scenarios, they always approach everything with a narrowminded stance that only works for designing one off puzzles like Shrines. And if there's something Breath of the Wild could do with less off (if it meant freeing up the resources for more and better elsewhere), it's Shrines.

I'm feeling like listing all the major issues with BotW combat, so at a glance:
>Weapon damage stats make no sense
>No unarmed attacks, no ability to increase Link's basic damage, no scratting for rocks when Bokoblins and Moblins can do it
>Nonsensical retarded inventory system in general
>No decay on healing items - half-life on stockpiled resources, linear decay of potions and meals, potions lasting longer
>Crude cooking and stat buff system means no more than 1 imbued buff active, no ability to cook mixed purpose meals
>Armour system is horrendously simple and worth posts on its own - common armours that enemies can wear which degrade like weapons, pure cosmetics and PM-style badges and slots would kick its ass
>Poorly thought out elemental attacks - system like the seeds in the Oracles vastly superior, eg you can assign Shockdiscs to any weapon to attack a shock effect per hit, consuming 1 Shockdisc, etc.

>No stabbing with hand weapons, all wielded like crude clubs
>Shields a joke, insanely powerful when used properly and otherwise pointless, almost never used unless in borked exploit
>Timewarp and flurry rush systems weird, unjustified and wildly OP
>No Hookshot - as much of a combat issue as other aspects of the game
>Stables like Bombchus, Hookshot, Boomerang and basic elemental sparks should've been Slate Runes
>A Stickybomb option too
>Not really combat specific but Cryonis should've been a Cane of Somaria that conjures up to three blocks which float on water and can be moved with magnesis
>In fact desu, outright basic free versions of all the game's core weapons should be present as weak Slate Runes - letting you attack freely with the rune version, or switch to the harder hitting main weapon
>No crafting, repairs and upgrades, blacksmiths and weapon shops - weapon degradation system and overabundance a joke - you all know this
>Elemental and weather systems don't make much sense
>Enemy variety a joke, enemies conveniently mindless cavemen so Nintendo doesn't have to make interesting bases or organised enemy patterns
>No whip or ball and chain weaponry, mechanics
>No Darknuts
>No Gohmas
>No Lizalfos riding Dodongos with a flock of attack Kargarocs and a giant Drakalfos attacking a Stable that you can fend off for wild waifu points

That's all for now

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How after the popularity of oot has no game managed to do this? I would think there are an endless amount of Zelda clones, but there are surprisingly few great ones.

The best combat ever is kh2 final mix on critical

FPBP

Anybody can make graphics or environments on the same level as Ocarina of Time. But good game design doesn't get any easier with age, at least in 3D. Stuff like 2D platformers have been refined down to a science to the point that pretty much anybody can make one that's at least mechanically solid, but making a 3D Zelda game is hard, and it's why there's a bunch of 2D Zelda clones but no Ocarina of Time clones. You have to figure out how to work in 3D, make an engaging combat system and enemies for it, design good puzzles, interesting locales and dungeon design, and everything else. Most developers, professional or indie, either don't have the talent for it or aren't in a position where they can try.

There aren’t that many great 2d ones either outside of other Zelda games. They all seem to fall short somewhere

I would add to this:
>broken-as-FUCK urbosas fury making bosses a fucking joke
>enemies pingpong between oneshotting you and doing a quarter heart depending on your armor upgrades, never a nice middleground

Ask the same of any other Nintendo classic - Metroid, Mario Bros, Advance Wars. We're only just getting our first fanmade Paper Mario clone (that bug game) sometime in the next yearish.

September I think it comes out