While is certainly one of the series' more innovative titles, it still inherits a great deal of DNA from its predecessors. Some degree of reinvention is practically expected of every game developed by Nintendo, but is a series especially susceptible to recycled elements. This is clearly by design, since each game has familiar yet refurbished locations and recurring characters of even minor importance. Familiarity is a hallmark of, even as games like experiment with motion controls, or adds a third dimension to the series' 2D roots. Ever since the series entered the 3D era, however, its combat has been largely stagnant.
, as a direct sequel, inherited the combat systems of, including its often-maligned weapon durability. New powers – especially Fuse – and other additions like the Sage avatars and Earthquake technique, found in the Yiga Clan hideout, provide some new wrinkles to slaying Bokoblins, Lizalfos, and the like. However, combat in isn't especially compelling, and not just because it's taken wholesale from its predecessor – suffers from the same issue. Many new weapon types brought unprecedented variety to (and subsequently ), but 's combat has undergone very little change for the last 25 years, and it's an area of 's gameplay that could see significant improvement.
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The combat mechanics for 3D games have remained rather consistent since the series first entered the era with 1998's. The Nintendo 64's infamously wacky controller had three handles, but only one analog stick. To give the player a decent amount of camera control, the Z button, on the back of the controller's center handle, was used to reset the camera back behind Link and
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