this post was submitted on 22 Oct 2024
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Example; the Legend of Zelda: BotW and TotK weapon degradation system. At first I was annoyed at it, but once I stopped caring about my “favorite weapon” I really started to enjoy the system. I think it lends really well to the sandbox nature of the game and it itches that resourcefulness nature inside me.

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[–] [email protected] 16 points 1 day ago* (last edited 1 day ago) (2 children)

Considering in prior Zelda games you didn't have to worry about your sword being unusable or your shield breaking (inb4 "what about...", there's like three circumstances in a dozen plus games, cmon.), I can understand why folks weren't so keen on it in the new ones. Yeah you could run out of magic, arrows, or bombs, but that boomerang wasn't going anywhere.

[–] [email protected] 2 points 3 hours ago (1 children)

BotW is just not a Zelda game at all. It is a very mid outdoor walking simulator with fetch quests. I don't care about the breakable weapons, even. I want the collection of tools, the long dungeons with puzzles using those tools, and the bosses vulnerable to those tools.

[–] [email protected] 1 points 13 minutes ago

It has dungeons: The four divine beasts.

IMO It put a lot of the "Use a particular tool for this" puzzles into the shrines to scratch the puzzle solvers itch, (along with some of the Korok seeds.) but even those still gave leeway to not having to use those tools at all.

[–] [email protected] 5 points 1 day ago

that boomerang wasn't going anywhere.

Tbh, if I had a boomerang as a weapon, I'd get precisely one throw out of it (whether I hit anything or not).