The timing is based on one action, it's not.like the whole thing is scheduled like a dark souls enemy. Say the player character triggered a boss and was there to be hit but couldn't move, attack, or die, the boss fight would have identical rhythm to a normal run in dark souls. Not so for Zelda bosses, they don't reveal their weakness or activate attacks until certain conditions have been met usually. You need to be so close or moving in such a way, and so on. You could theoretically never get an opening on a stalfos in ocarina of time, that wouldn't happen with a dark souls enemy.
Past that, none of the things you listed are essential to a rhythm game. They're hallmarks of the genre, but the definition is a game where you have to complete an action in time with rhythm the whole way through. Every fight in dark souls is just dodge and hit, dodge and hit. You attack early the enemy still does his thing on schedule.
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The timing is based on one action, it's not.like the whole thing is scheduled like a dark souls enemy. Say the player character triggered a boss and was there to be hit but couldn't move, attack, or die, the boss fight would have identical rhythm to a normal run in dark souls. Not so for Zelda bosses, they don't reveal their weakness or activate attacks until certain conditions have been met usually. You need to be so close or moving in such a way, and so on. You could theoretically never get an opening on a stalfos in ocarina of time, that wouldn't happen with a dark souls enemy.
Past that, none of the things you listed are essential to a rhythm game. They're hallmarks of the genre, but the definition is a game where you have to complete an action in time with rhythm the whole way through. Every fight in dark souls is just dodge and hit, dodge and hit. You attack early the enemy still does his thing on schedule.
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