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Original Source: https://georgerottkamp.com/comic/28-zelda-ocarina-of-time-vs-breath-of-the-wild/
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Original Artist: Geo the Hero AKA George Rottkamp
Original Source: https://georgerottkamp.com/comic/28-zelda-ocarina-of-time-vs-breath-of-the-wild/
Original Artist: Geo the Hero AKA George Rottkamp
Weapon/tool durability is such an annoying mechanic in general.
Curse Minecraft for starting that.Edit: I get it, I get it. There were many games that did durability before Minecraft. Still don’t particularly like the mechanic
It’s poorly tuned. Having to pull new weapons out so frequently breaks the flow of combat for me. If they broke after 20 fights or so, it wouldn’t bother me, and still encourage experimentation
I think it was a creative solution that pretty much no other game of botw/totk caliber has pulled off effectively.
I know what debate I’m getting into here, you either like the mechanic or you don’t at the end of the day. Both opinions are valid.
But I found it extremely refreshing mid-late game to not just be picking up random weapons to sell and make no use of whatsoever. It really feels like an ongoing adventure, as opposed to something like Skyrim where you settle in with the best weapon you find and the rest are just merchant fodder.
Yeah, it makes the early game a challenge. But that’s a thing that is consistent across all zelda games. The early game is supposed to be a challenge. It’s hard to do that from a dev perspective in a game as freely open as these two.
I do think it would have been cool to have other legendary weapons get their own slot and timer like the master sword though.
I can appreciate the rather low durability helping to stem the flood of trash weapons you inevitably gather.
But I also think we can agree that it can be frustrating to fight some strong enemy and be rewarded with a strong weapon, only for it to break after what feels like five hits.
But I admit that it’s a bit of a catch-22 the developer finds themselves in.