That’s not inherently a bad thing, but the consequences of this approach in other areas drastically outweigh the minor benefits. Plus, the system forces players to cycle through a variety of different options, preventing them from leaning too heavily on any one sword, spear, bow, or axe. The game has a lot of different weapons, and it throws a steady stream of them at you, so you’re not going to be left defenseless in the middle of a major battle. Once broken, they are removed from your inventory and cannot be repaired, and this applies to everything from wooden clubs found in Bokoblin camps to elemental greatswords received as rewards for finishing shrines.Ĭonceptually, that might not seem so bad. In case you haven’t played Breath of the Wild, here’s how the weapon system works: Every weapon (with one exception) has limited durability, so they eventually break as you use them. However, I think it has a baffling design flaw that makes it difficult to appreciate all of the other clever and ambitious things in Nintendo’s latest vision of Hyrule. This isn’t one of those, because I don’t think the game is bad as a whole. I’m sure plenty of people have written “that game you love is actually bad” articles in response to the widespread adulation for Breath of the Wild. Because while I agree it is very good in many ways, it has one very bad idea that poisons my enjoyment at almost every turn: breaking weapons. That’s great for Nintendo and Zelda fans, but from my time with the game, I’m left wondering if everyone is somehow playing a different version of the game than I am. ZELDA BREATH OF THE WILD DOSE MASTER SWORD BREAKS SERIESThe latest installment in the long-running series received nearly universal praise from consumers and critics ( including us), and is already one of the front-runners in Game of the Year discussions. The Legend of Zelda: Breath of the Wild came out couple months ago, but I’m only now getting around to playing it (I had other stuff going on in March).
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