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archer9234 said:
JakDaSnack said:

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.

The best comparison I've seen, was someone in this thread likened the weapons in Zelda to ammo.  Which is a perfect comparison, in other games if I run out of ammo of a particular weapon and have to drop the weapons, I don't feel like it makes the character any less of a person, I just use other tactics and move on.  You can still collect gear, and personalize it with colors, so the personality is there.  Frankly, I just don't see it as an issue, if anything I see it as beneficial.  But I don't mind games with durability, nor do I mind games without it.



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