Otakumegane
Member
I like weapon variety. I like having to experiment with Claymores and Hammers and the quickness of gauntlets and dual knifes. Often times, the trade off for this kind of variety in a game is a durability system.
In games like Fire Emblem,and The Last of Us, it's about resource conservation; melee weapons will break after few hits and with the limited resources in these games you must make the tradeoff between saving those precious uses or using it in a pinch. The problem with these kinds of implementations is that it never really feels good to have something break from usage. People were also prone to saving all their best items and weapons until the end like healing items in a JRPG. The newest Fire Emblem scrapped this entirely, adding stat tradeoffs instead and limiting the amount of weapons you could buy by increasing the price many times over. And while some may not agree with this change, many will tell you that the combat feels more strategical and satisfactory for it, choosing the best tool for the situation being far more important than saving all your best sacred uses and having it devolve to "should I use this OP super weapon or not?".
Monster Hunter and Dark Souls, two different games that are both highly praised for their combat systems in their own right, use a slightly different durability mechanic, but not one that is all too satisfying either. While weapons are not lost by losing durability, this stat ties directly into the amount of damage that you inflict, and the areas you can damage. Certain degrees of sharpness in MH are required to damage the more tougher areas of a Monster. One of the various problems with this sort of implementation is that while not incredibly important to your overall combat flow and strategy, it still serves as a minor annoyance all throughout the game. In Dark Souls, how often are you actually worried about if your weapon is at 198 instead of 200 durability? However, how much time will you spend resting at every bonfire and quickly repairing every armor piece and weapon that has barely lost durability like you're trying to level up forging in Skyrim? It not only is it a non-integral part of how you formulate an attack plan, it wastes valuable time and having them at perfect condition at all time is the only best possible solution forcing the player to waste valuable time and attention.
This brings me to Zelda: Too Many Threads
. Zelda has had weapon durability in it before. The Razor sword of MM, the Giant Knife of OoT are all examples that followed the first examples of breaking after usage. Again, this is a imperfect method for the reasons stated above. When BotW was shown and revealed to have weapon durability, I was happy that variety was present but concerned that the developers still needed to tie this in with a durability system in order to make collecting them and gathering more prevalent. However, certain mechanics caught my attention.
In BotW, not only does the breaking strike of a weapon deal critical damage but one may throw the weapon, breaking it intentionally for the crit dmg and additional range and area of effect. Not only does this provide a outlet for satisfaction and not make you feel as if you "lost" that resource but that decided on a tradeoff for increased damage. Throwing the weapon also provides players agency for controlling when to break your weapon, instead of merely decaying over time, adding an additional layer of actual choice in attack planning and gameflow. Durability isn't merely an annoyance of a formality for variety no longer and this feature specifically really excited me. Even in exploration, you can choose to sacrifice shield durability for extra mobility with shieldsurfing allowing for more variations.
TLDR: While loving the games with weapon variety, I felt these games were shackled to a system of weapon durability. Of the many things I could praise all these games for their amazing combat systems, Zelda seems to have found a solution that I find acceptable in terms of this balance and with it added an extra layer of strategy on a traditionally unchanged mechanic, something that I've been longing for some of my more combat-intensive games, and of all the cool things Zelda has to offer, this stood out as something that may go unnoticed but truly clever.
If I could be provided with a gif of Zelda weapon throwing it would be greatly appreciated.
In games like Fire Emblem,and The Last of Us, it's about resource conservation; melee weapons will break after few hits and with the limited resources in these games you must make the tradeoff between saving those precious uses or using it in a pinch. The problem with these kinds of implementations is that it never really feels good to have something break from usage. People were also prone to saving all their best items and weapons until the end like healing items in a JRPG. The newest Fire Emblem scrapped this entirely, adding stat tradeoffs instead and limiting the amount of weapons you could buy by increasing the price many times over. And while some may not agree with this change, many will tell you that the combat feels more strategical and satisfactory for it, choosing the best tool for the situation being far more important than saving all your best sacred uses and having it devolve to "should I use this OP super weapon or not?".
Monster Hunter and Dark Souls, two different games that are both highly praised for their combat systems in their own right, use a slightly different durability mechanic, but not one that is all too satisfying either. While weapons are not lost by losing durability, this stat ties directly into the amount of damage that you inflict, and the areas you can damage. Certain degrees of sharpness in MH are required to damage the more tougher areas of a Monster. One of the various problems with this sort of implementation is that while not incredibly important to your overall combat flow and strategy, it still serves as a minor annoyance all throughout the game. In Dark Souls, how often are you actually worried about if your weapon is at 198 instead of 200 durability? However, how much time will you spend resting at every bonfire and quickly repairing every armor piece and weapon that has barely lost durability like you're trying to level up forging in Skyrim? It not only is it a non-integral part of how you formulate an attack plan, it wastes valuable time and having them at perfect condition at all time is the only best possible solution forcing the player to waste valuable time and attention.
If I may add a very small comment on this, is that Monster Hunter while not perfect with this is at least minimally understandable due to the rotations of the players in formation while playing in a well communicating multiplayer group, however it can be just as annoying)
This brings me to Zelda: Too Many Threads
BotW
In BotW, not only does the breaking strike of a weapon deal critical damage but one may throw the weapon, breaking it intentionally for the crit dmg and additional range and area of effect. Not only does this provide a outlet for satisfaction and not make you feel as if you "lost" that resource but that decided on a tradeoff for increased damage. Throwing the weapon also provides players agency for controlling when to break your weapon, instead of merely decaying over time, adding an additional layer of actual choice in attack planning and gameflow. Durability isn't merely an annoyance of a formality for variety no longer and this feature specifically really excited me. Even in exploration, you can choose to sacrifice shield durability for extra mobility with shieldsurfing allowing for more variations.
TLDR: While loving the games with weapon variety, I felt these games were shackled to a system of weapon durability. Of the many things I could praise all these games for their amazing combat systems, Zelda seems to have found a solution that I find acceptable in terms of this balance and with it added an extra layer of strategy on a traditionally unchanged mechanic, something that I've been longing for some of my more combat-intensive games, and of all the cool things Zelda has to offer, this stood out as something that may go unnoticed but truly clever.
If I could be provided with a gif of Zelda weapon throwing it would be greatly appreciated.