IcaroRibeiro said: Btw I'm still trying to understand how making the weapons breakable to make players try them all is a good mechanic Let's be real: There are only 3 types of weapons in BOTW and TOTK: One hand, two hand and spears. Granted there are boomerangs which are slightly different from other one handed weapons. Combined this with the 3 elemental variations and we have a total of 12 weapons types as far as mechanics are concerned and again most of they will play exactly the same way just with different elemental effects (or lack of elemental effects in the case of non elemental weapons) Enemy variety and weakness would be more than enough to force you to rotate all your 12 types of weapons, you don't need to break them at all Guys love Zelda, I get it. I love it to. It's one of my favorite games and I get to play it regularly many years after its release because the gameplay looping is really addictive, the puzzles are fun and its very immersive and fun to explore, but come on, not every mechanic introduced here is revolutionary or groundbreaking |
Well, I can't speak for anyone else, but I personally love it because it means I'm constantly getting, (or fusing in the case of TOTK) new weapons to try out, and there's more properties weapons can have than just spear/one-handed sword/two handed sword/boomerang and ice/fire/electric, such as sharp or blunt, leaves that blow enemies, certain weapons that bounce enemies, the other day I fused a beehive to a sword and inflicted angry bees on my foes... even down to enjoying the visual variety of their designs.
I also love the resource management aspect of it, deciding how to best deploy whatever limited resources are at my disposal against the situations the game throws at me.