Given that melee weapons do not have “ammo,” this is essentially the next best thing, and this Zelda mechanic really does have echoes of DOOM, which is a phrase I never thought I’d say. As such, DOOM was a lot more fun because you had to use its full arsenal to survive, and you couldn’t just pick a favorite and steamroll through the game with it. No, its guns didn’t break from overuse, but they would constantly run out of ammo, so players were forced to get out of their comfort zone and use different types of guns they may not normally consider. Many games do this in some capacity, but I’d say DOOM is one title that used this system particularly well. In effect, this is essentially the equivalent of games with ammo scarcity. Or try to do maximum damage to a camp without breaking anything via bombs or environmental hazards in order to refill your stash. You may often sneak around to avoid fights entirely if you’re low on weapons. It makes combat much more dynamic, and forces you to choose your battles. I have to imagine at some point during a Zelda game you will get the Master Sword and I’m guessing that won’t break, but for now, I think the breakable weapon system is ultimately a better mechanic than gifting players a permanent arsenal. I don’t know how this will change as time goes on. This new system, frustrating as it may be in some ways, is a way to prevent you from having favorites, and to change up your style and approach for practically every fight. Zelda has always been known for its iconic arsenal, but often you end up relying on your favorites for every encounter. All of these mechanics combine to make combat more interesting and exciting than it would be if you were using a more standard array of weapons. You try to use fragile, lower damage weapons on peons, while saving your heavy hitters for tougher foes. You raid enemy camps not for XP here, but for usually food, crafting supplies and weapons. Part of the strategy involves the constant acquisition of these weapons, and knowing when to use them.
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