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Forums - Nintendo Discussion - Zelda Breath of the Wild is overrated.

Leynos said:

I award The Last of Us II a score of a FOUR!...out of 10.

User was banned for this post- JWeincom

So, if you make a joke in a joke thread you get banned?

The reasoning for the ban is faulty.



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Peh said:
Leynos said:

I award The Last of Us II a score of a FOUR!...out of 10.

User was banned for this post- JWeincom

So, if you make a joke in a joke thread you get banned?

The reasoning for the ban is faulty.

Agreed but what can you do. I have noticed online people get banned for making any jokes about that game in other places too. Not me other than this place but I guess making light jokes about TLOU series is a serious crime on the interwebs. Oh well lol



Bite my shiny metal cockpit!

The biggest complaint I see from BOTW is the weapon durability system. While I understand people have frustrations with that, they also praise the exploration of the game. Well the durability system plays into that exploration. This is one of the reasons where Immortals Fenyx Rising fails to be like BOTW. Think about it, if you're worried about your inventory you're gonna want to explore more to get more and powerful weapons to add to your arsenal. In Immortals FR you don't feel compelled to really explore the world. Not just because you don't have to worry about inventory, but also it's a game where you go from Point A to B. BOTW let's you choose where to go and what to do. If Immortals FR was a linear game it would be almost no different than what it is now, but BOTW would be a completely different game.

People hate the durability system, but when you think about it and after playing Immortals FR you see that the durability system plays a part of exploration of the world.



Sogreblute said:

The biggest complaint I see from BOTW is the weapon durability system. While I understand people have frustrations with that, they also praise the exploration of the game. Well the durability system plays into that exploration. This is one of the reasons where Immortals Fenyx Rising fails to be like BOTW. Think about it, if you're worried about your inventory you're gonna want to explore more to get more and powerful weapons to add to your arsenal. In Immortals FR you don't feel compelled to really explore the world. Not just because you don't have to worry about inventory, but also it's a game where you go from Point A to B. BOTW let's you choose where to go and what to do. If Immortals FR was a linear game it would be almost no different than what it is now, but BOTW would be a completely different game.

People hate the durability system, but when you think about it and after playing Immortals FR you see that the durability system plays a part of exploration of the world.

I don't think the weapon durability system was needed for exploring. But it didn't bothered me, my inventory was always filled with weapons I picked up along the way.



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Sogreblute said:

The biggest complaint I see from BOTW is the weapon durability system. While I understand people have frustrations with that, they also praise the exploration of the game. Well the durability system plays into that exploration. 

I agree with this. While the weapon durability can get annoying, it's an integral part of the game.  



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I don't like using the term overrated because usually is just people basically saying "other people like this too much, they should like it less". So while i wouldn't say that,i don't like it as other people do. There's plenty of very clear flaws that the game has that were tolerated because it had some impressive synergy between systems, but also if we're being honest because of brand prestige in some level too. It ultimately is boring to me because it doesn't solve the problem that every open world has, that is just the stretches of 20 minutes that you find yourself with nothing to cool to do sometimes. There's not enough meaningfull rewards and places to be interesting, even with how cool some of the mechanics are.

But i only replied seriously to this thread because the op made me laugh.



Sogreblute said:

The biggest complaint I see from BOTW is the weapon durability system. While I understand people have frustrations with that, they also praise the exploration of the game. Well the durability system plays into that exploration. This is one of the reasons where Immortals Fenyx Rising fails to be like BOTW. Think about it, if you're worried about your inventory you're gonna want to explore more to get more and powerful weapons to add to your arsenal. In Immortals FR you don't feel compelled to really explore the world. Not just because you don't have to worry about inventory, but also it's a game where you go from Point A to B. BOTW let's you choose where to go and what to do. If Immortals FR was a linear game it would be almost no different than what it is now, but BOTW would be a completely different game.

People hate the durability system, but when you think about it and after playing Immortals FR you see that the durability system plays a part of exploration of the world.

It was the opposite for me. The weapon durability hindered free exploration. The problem was the limited inventory I had until 70 hours in. (I didn't find the upgrade guy until them since I went the other way from the starter island). So setting out exploring the snow capped mountains, weapons breaking all the time meant less room for items helping exploration, less room for 'fun' weapons. Sometimes having to back track to farm better weapons when a difficult enemy was ahead.

It extends the game length, hinders exploration imo. Limited inventory always does, since it compels you to go back to sell / craft / upgrade, instead of keep going. Inventory management is just a chore, spreadsheet type fun. It's not realistic anyway, so why limit it. The only reason I can think of is to artificially increase the game length.

In the end, you never got attached to any weapon or tool in BotW. They were all disposable generic items, stocking up on multiples of the same thing just to get through a couple battles in a row. Having different weapons be more/less effective against different types of enemies is enough to get players to experiment and try different things. No need to brake their new 'toy' after 8 hits. I couldn't experiment as much as I liked since I needed to keep a buffer of tried and true weapons in my inventory at all times just in case. Some of the hard enemies could take 5 weapons and a couple shields to wear down.



Sogreblute said:

The biggest complaint I see from BOTW is the weapon durability system. While I understand people have frustrations with that, they also praise the exploration of the game. Well the durability system plays into that exploration. This is one of the reasons where Immortals Fenyx Rising fails to be like BOTW. Think about it, if you're worried about your inventory you're gonna want to explore more to get more and powerful weapons to add to your arsenal. In Immortals FR you don't feel compelled to really explore the world. Not just because you don't have to worry about inventory, but also it's a game where you go from Point A to B. BOTW let's you choose where to go and what to do. If Immortals FR was a linear game it would be almost no different than what it is now, but BOTW would be a completely different game.

People hate the durability system, but when you think about it and after playing Immortals FR you see that the durability system plays a part of exploration of the world.

Sorry but that has never been a factor for me. I f you make a cool looking place, I'll go there regardless of anything else. It's the same for BotW for me and Immortals Fenyx rising. I explored and went to cool places without any extra motivation. I've completed both games and I enjoyed exploring in both games. I went off the beaten path for both. The weapon breaking system is just an annoyance and a hindrance. Fenyx Rising's weapons system is just plain superior. You can create fewer weapons that feel more important and can be more cool looking and worth something so you can create cool puzzles to get to them. And no, if Fenyx was a linear game, it would most certainly be different. I am a first hand witness to that fact.



Just a guy who doesn't want to be bored. Also

The weapon breaking system of Breath of the Wild started mildly annoying to me but then developed into a system that made me enjoy the game even more. I would have probably never fought with anything but 1 handed swords without the degradation system. I mean, that's what Link has been wielding for 30 years, why use an axe or a spear? But with weapon breaking so easily at first, you are kinda forced to use all types then you realize spears work great against Lizalfos, sledgehammers break ore in one hit (and kick Talos's asses), two handed weapon are slow but hit continuously when charging up, etc... It lead me to discover all the nuances of the multiple weapons organically.

That being said, I would have liked the end game to feature more unique unbreakable weapon and shields than just the Master Sword and Hylian Shield (which is not even unbreakable, just very durable). It would have made looking for Shrines more meaningful once you reach the point where you're strong enough to tackle most things.

Last edited by TruckOSaurus - on 04 January 2021

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Sogreblute said:

The biggest complaint I see from BOTW is the weapon durability system. While I understand people have frustrations with that, they also praise the exploration of the game. Well the durability system plays into that exploration. This is one of the reasons where Immortals Fenyx Rising fails to be like BOTW. Think about it, if you're worried about your inventory you're gonna want to explore more to get more and powerful weapons to add to your arsenal. In Immortals FR you don't feel compelled to really explore the world. Not just because you don't have to worry about inventory, but also it's a game where you go from Point A to B. BOTW let's you choose where to go and what to do. If Immortals FR was a linear game it would be almost no different than what it is now, but BOTW would be a completely different game.

People hate the durability system, but when you think about it and after playing Immortals FR you see that the durability system plays a part of exploration of the world.

Actually weapon durability takes away from exploration.  They were all over the place, and why would I explore for a god tier weapon just to have it break later on?

Having said that, there were plenty of other reasons to explore however.  What an actual positive about it would be is that it forced you out of your comfort zone.  You had to try new styles that may have been written off and more closley manage your reaources.  I will say that some of the weapons should have had BETTER durability, but overall I did not mind it for these reasons.



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