Though it still carries a little controversy,The Legend of Zelda: Tears of the Kingdomkept the durability mechanics introduced inThe Legend of Zelda: Breath of the Wild, but it failed to follow through on a lesson it should have learned as its sequel. As part of the overhaul ofZelda’s traditional gameplay,Breath of the Wildcaused a stir when it was revealed that Link’s weapons, shields, and bows would all break after prolonged use. While this did stray from the series norm of Link’s usual equipment, it was balanced withTears of the Kingdom’s multitude of weapons.
Even as far back as when it was first announced asBreath of the Wild’ssequel, questions about whether the same durability mechanics would make their way intoTears of the Kingdomwere raised. But while certain trailers inadvertently confirmed durability would be returning,Tears of the Kingdomhas since gone on to reshape how players can approach their gear thanks to Link’s Fuse ability which created all sorts of powerful and useful equipment combinations. However, despite improving its approach to weapons and shields in some areas,Tears of the Kingdomstill missed one durability changethat could have significantly improved the player’s experience.

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Both Zelda: Breath of the Wild And Zelda: Tears of the Kingdom Need A Durability Meter
The durability mechanic in bothBreath of the WildandTears of the Kingdomeffectively serves as a means of motivating the player to engage with enemies and explore the world. Not only does this ensure the player continuously replenishes their stock of weapons, shields, and bows, but it also helps scale the player’s inventory with stronger, more durable gear.Tears of the Kingdomand its Fuse abilityalso help players coordinate what sort of gear they carry with them, such as ensuring they have a hammer-like weapon for mining or a rocket-fused shield to get some quick and easy height.
However, since every weapon, shield, and bow eventually break, durability was something players had to contend with, left with only in-game prompts and a flashing inventory letting them know it might be time to start looking for a replacement. Though not the first time durability was added to aZeldagame,Breath of the Wildwas arguably the first to make it a core mechanic, so any shortfalls in its implementation could be forgiven. Yet despite giving the player a stamina meter and having the opportunity to learn from its predecessor,The Legend of Zelda: Tears of the Kingdomstill failed to add a durability meter.

Games After Zelda: Tears of the Kingdom Can Do Better
While a durability meter could have benefitedBreath of the Wild, it should have been an essential addition toTears of the Kingdom, especially when factoring in its new Fuse ability. As demonstrated by players outlining how best to maximizeTears of the Kingdom’sweapon damagewith certain fuse combinations and a final break bonus, there’s a clear need for players to be able to better see how durable something is. In doing so, players can make sure not to waste rare or valuable resources like gemstones for fused weapons, and it can help players strategize which weapons to use or discard based on their remaining durability.
If therumors about another sequel followingTears of the Kingdomare true, then it’s likely that most of the core mechanics from it andBreath of the Wildwill be reused. Even if the nextZeldagame isn’t built from the same engine as the pair but retains some of their mechanics, then a durability meter cannot be overlooked for a third time. Just as otherZeldagames have given players a magic meter and a stamina wheel, a more effective way of conveying a weapon’s durability needs to become another design staple.
The Legend of Zelda: Tears of the Kingdomis available now on Nintendo Switch.
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