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"It's the same, so it sucks."
I particularly dislike this attitude towards new video game that are released.
Really, since when is more of a good thing a bad thing?
Comments
I had the same mindset as the OP. Then I played Final Fight 2.
For instance, using the dungeon item against the boss is a major running concept in Zelda games. If you could just fight the boss with your sword, then that dungeon hasn't contributed to your sense of progression. And if you need the item to fight the mini-boss, you're probably getting it too early or the mini-boss is way too late.
Making the item an essential element of beating the boss also makes a dungeon-specific puzzle boss possible, or it could be a straight-up fight with the aid of your new weapon. Either way, it's the most tangible way of showing how Link is becoming more powerful and, ultimately, more able to take on the big bad.
Every game has a boss that stands out due to variety. Odolwa from Majora's Mask, Gleeok in Phantom Hourglass, Ramrock from Oracle of Ages, Byrne in Spirit Tracks, Zant in Twilight Princess: multi-phase boss fights that introduce twists to the stun-and-wail formula.
It looks like Skyward Sword will make up for a lot: the emphasis on sword combat will make it have a more emphasized role in dungeon boss fights, mehopes.
That said, I like that Megaman games tend to be pretty much the same. It's a pretty good formula, and it's not like you're playing literally the exact same game every time, obviously (since, you know, different levels and bosses and such). Though, that mostly applies to the classic series, no? The other Megaman series tend to change things more significantly between games.
Hell if I know what the story with SFIII is though.