I find a game where you are incentivized to NOT attack enemies very refreshing. The weapon durability forces you to be very selective about who and why you fight, and ties into the difficulty.
In most games, you'd get tons of practice on low-level enemies, trying out different techniques and weapons, but Zelda doesn't afford you that opportunity. If you want to get good at the Zelda combat, you have to sacrifice time and weapons. Over the course of the game, though, you gain a lot of abilities and knowledge about the world that lets you mitigate that, and you can play around more loosely, learn more about what moves are used for what, and generally learn the combat.
There are some pretty crazy things you can do, and every conceivable problem you might have with enemies can be mitigated through preparation, equipment, and runes, even if you don't have the techniques down pat.
It reminds me a lot of what I wanted Witcher III to be. You learn that monsters have been terrorizing a village: you go scope out their camp. Some are sleeping, others are dancing around the fire. You cook some healing items in case you run into trouble, plus a stealth elixir. You drink it, sneak into the camp, and kill the sleeping monsters where they lie. You climb their tower, and kill their lookout. Then you jump from there, glide over the fire, and drop a bomb in it to knock the revelers and their weapons away. Now you only have to fight a couple hand-to-hand, and they're weakened from the bomb blast. If things go south, and they get their weapons back, you down a speed elixir and dash around them, dodging arrows.
To be able to do all that, though, you need to have learned stuff. You need to know about the glider-bomb thing, you need to know what items mix to create elixirs, you need to know how to stealthily approach a camp, and how to negate the lethality of enemy archers. There's so many other techniques you could use, depending on your equipment or the environment, and knowing all those things will help you even more.
The game teaches you all this by making straight combat very counter-productive, especially early on, when all your weapons are shoddy, forcing you to find alternate methods of dispatching foes. It's pretty cool.
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