By using this site, you agree to our Privacy Policy and our Terms of Use. Close
JakDaSnack said:
Areym said:

I would not considering showing off a mechanic with a small textbox or animated video/image hand holding (assuming not even those things are shown on a new mechanic)

Also, that weapon would not be available so early IF NOT for the weapons being so frail. Otherwise, that would be a god-awful balance issue

 

You might find out you can do things like shield surfing via NPC's or via tips during the load screen.  But for the most part they encourage discovery.  I'm not sure what your point was with the second sentence, but I took it as a great game design.  I'm able to get end game weapons early on if I try out new things, but it doesn't break the game because I can only use it for a few fights.  Later on these weapons are common, but early on it feels like a massive accomplishment.  I love this aspect of Zelda, but I guess that's just a preference.

Yes. That's the thing. I don't find them balanced, because of that. They break too easily. I don't care about a single weapon I get. I just look at the number. And understand the basic weaknesses. Counter them. Move on. They're disposable items. I don't care about nothing. That's the problem. Makes Link less of a person. More of an managing item box.