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.

  • barsquid@lemmy.world
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    3 hours ago

    That is why I wrote specifically “long dungeons,” yeah. Those are simple and short, all the same little floating skulls, maybe one treasure that is a mild head-scratcher to get at. The boss fights in there are barely distinct from each other. It feels cheap compared to previous releases.

    They did put all those tool puzzles into shrines. But they are one-offs and simplified. It takes longer to find a shrine than to solve it. And too many of them are just “fight this same little spidery guy again.”

    The whole experience strikes me as Zelda for people who hated the majority of the content in previous games.