Well, if you're hitting rocks and bones, or whatever magitek the guardians are made of, then yeah they tend to break easily. Specially if you're like Link and hit willy nilly without concern or strategy.
Blades in the ol' medieval times were either expected to fail and need repair after a few encounters, or eventually break beyond repair.
Apparently sometimes they would make daggers out of broken swords.
Am I really reading this right? People actually want an experience based levelling system in Zelda? I suppose in a world where Trump is president of the free world that all sorts of crazy things are happening. Truly the signs of the end times...
BoTW has levelling systems - you become formally more powerful by exploring and discovering shrines. You also gradually increase your inventory slots (again by exploring) - which reduces the effect of weapon durability- and you gradually get better weapon pick ups as you get better at the game (and complete the dungeons).
It’s such a masterful piece of game design. Traditional levelling would kill it and turn a game that a skilled player can complete in an hour into one that has a mandatory grind which inevitably allows anyone to brute force their way through.
I have a few issues with the game and I think it can be improved but my biggest is that I’ll never get to experience it again for the first time.
All I know is that a Claymore type long sword is ridiculously heavy in real life. If you swung one of those at someone and missed, they basically had a minute to kill you before you got another chance.
Am I really reading this right? People actually want an experience based levelling system in Zelda? I suppose in a world where Trump is president of the free world that all sorts of crazy things are happening. Truly the signs of the end times...
BoTW has levelling systems - you become formally more powerful by exploring and discovering shrines. You also gradually increase your inventory slots (again by exploring) - which reduces the effect of weapon durability- and you gradually get better weapon pick ups as you get better at the game (and complete the dungeons).
It has always baffled me when people would argue that the game has no progression systems. The bulk of the gameplay feeds into the game's progression systems: completing shrines helps increase your HP/stamina, completing divine beasts rewards you with new abilities to use, fighting enemies gives you access to better weapons, foraging/hunting give you access to increasingly more potent food and elixers, and exploration gives you access to most of the previous stuff alongside korok seeds, which can be used to expand your inventory.
I don't see why everyone hated the weapon durability system so much. It's not like you ever actually run out of weapons once you leave the Great Plateau.
@KirbyTheVampire If anything, even with a large inventory, I was constantly having to leave good weapons behind.
While I think the durability system could stand to be tweaked somewhat, I also think it's a secretly brilliant way of:
A) introducing an ammo system to the game to balance out the stronger weapons
B) forcing the player to learn how to use multiple types of weapons
C) keeping the combat fresh by having the player cycle through a constantly evolving arsenal
It's unrealistic, of course, but so is Link carrying around a house's worth of equipment wherever he goes in previous games.
Awesome trailer. Hard to know exactly what was going on though!
I'm glad 2 of my wishes were correct. It takes place in the past and it involves a new gameplay mechanic.
I guessed underwater swimming but a motorbike is even better. Should be fun to use in the main game anyway.
'Cause the thing is, if you want a hill-climbing, rolling vehicle Zelda already has one. Hell, Breath of the Wild already has one if they put in the dev time to program it anew: Gorons. Goron Link is just more fun than, and I must stress this, the second motorcycle in Zelda canon.
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Topic: The Legend of Zelda: Breath of the Wild
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