![]() ![]() But above all else, I prefer ranged combat. Or, if that’s not your thing, each component has its own attack power allowing you to simply mash together the two most powerful components. ![]() Like with puzzle solving, Tears lets you get creative with how you craft your arsenal. Horns, toenails, and rib cages become the bladed edge for swords or arrows, while dropped enemy clubs, spears, and, in some cases, severed arms function as handles. Every enemy drops something you can use to turn into a new weapon. I didn’t particularly care for fighting and avoided most encounters when possible - though somewhat contradictory, I really enjoyed fusing weapons. Weapon degradation is still a thing, although I do appreciate that there’s an in-game reason now for why everything breaks so easily. Tears’ combat remains pretty much unchanged from Breath of the Wild. ![]()
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