There
are many ways in which Breath of the Wild represents a significant
departure from what you might call the ‘Zelda formula’. And I can
understand why fans who may be looking for the more familiar and
‘traditional’ structure of a Zelda title, may be a little
disappointed by BotW.
One
of the key changes, and perhaps the most controversial, is item
durability. The durability system of BotW has proven to be one of its
most discussed and divisive aspects. I was going to cover this in my
upcoming review, but I’d like to cover the topic with a little more
depth.
In
Breath of the Wild, weapons break and shields shatter. As far as I’m
aware, only one weapon in the game – the Master Sword – cannot
break. I can understand why some may not like this new system, but as
far as I’m concerned, from a design perspective, it’s
mechanically sound.
During
the ‘early’ game as you explore the initial tutorial area and
surrounding zones, many of the weapons you’ll discover will either
be simple wooden clubs and spears, or rusty ancient blades that break
easily and frequently. And this can prove, at least in the beginning,
to be rather frustrating.
But
these early stages form an important learning process in terms of
combat design. It forces the player to test each of the core weapon
types and become familiar with each in range, damage and
power attack. It also encourages players to cycle through their
weapons during combat, seamlessly switching their weapon and attack
type to strike swiftly and decisively.
It
also teaches the player the importance of using the right weapon for
the right job. A very obvious example would be the difference between
attempting to cut a tree with a sword rather than an axe – the
sword will rapidly break whereas the axe will not. This lesson
doesn’t simply apply to the environment, but more importantly to
enemy types.
As
you progress through the game you’ll soon discover stronger
weapons, some of which carry an elemental charge. And particular
enemy types also adhere to an elemental aspect. Once again, it’s
all about the right weapon for the right job – a ‘frost’ blade
is more effective against an enemy charged by fire, for example.
Yes,
it all seems rather obvious, doesn’t it? But it’s important to
understand that this also ties into the durability system – if
you’re using a weapon which isn’t particularly effective to your
task, it will break far more rapidly than one which is. There’s no
‘uniform’ durability to items. There’s no durability ‘meter’.
It’s a system based entirely around the ground breaking notion of
‘common sense’.
What
I’m trying to say is – if your weapons are continually breaking,
even during the later stages of the game, then you’re probably
doing it wrong. There is a logical system in place. The game,
like so many of its systems, doesn’t overly explain it. It forces
you to experiment and figure it out on your own.
And
honestly, once you complete a couple of the main ‘dungeons’ and
have a strong grasp of the combat mechanics (including how to
effectively use your runes and the environment to your advantage)
weapon durability really does cease to be an issue.
I’m
approaching the end of the game as I write this, and I’m actually
discarding far more weapons than I’m breaking, simply due to
limited inventory space. It’s rare that my weapons break at this
stage of the game, in part because they’re far stronger than early
game weapons (as you’d expect) but also because I now understand
how to utilise them to their strongest potential.
Could
the durability mechanic be tweaked for the early stages of the game?
I think there’s an argument to be made for that, and I certainly
felt that way whilst playing. But looking back now, I realise how
important those early stages were in teaching me how to manage my
weapons, how best to prepare for each fight, and how to use each
weapon most effectively.
Like
I said, I can understand why some players may not like this system –
and that’s fine. But to me, that doesn’t mean the system is bad
or broken. To me, the durability mechanic works as intended
within the context of the combat system and the open world they
designed. Whether you think such a system is appropriate for a Zelda
game is another discussion entirely. I just think it’s important to
understand how the system works and more importantly that it does
work.
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