
There are certain divisive mechanics or design choices in video games. These are things like escort missions, fetch quests, and grinding in RPGs—things that people either seem to absolutely despise, or it doesn’t bother them at all. The release of The Legend of Zelda: Breath of the Wild rekindled the fire of discussion around one such mechanic: weapon durability. Suddenly, the internet was aflame with debates of the merits, annoyances, and possible tweaks that could be made for breakable weapons in games. This discussion quickly spread from just Breath of the Wild and engulfed other games like the Witcher and Dark Souls series. I have to imagine the developers at Aggro Crab noticed these arguments burning up the internet and decided to double-down on the weapon durability mechanic because it is at the core of their recent game Going Under.
The game is a roguelite dungeon crawler that humorously mocks into late capitalism and startup culture with its story and characters while the combat is ripped right out of Breath of the Wild. There’s a variety of weapons that fall into a handful of attack patterns with swords and clubs swinging side to side, spears stab in a line, and heavy weapons slice in wide slow arcs or smash in front of the character. There are even ranged weapons with limited ammo, but they can be used for melee after all their shots have been used up and before they break. Every weapon is designed to break in Going Under and the player will have a lot of weapons break over the course of a run. Weapons break fast enough that you learn to never rely or expect any to last, but they last long enough to not be frustrating. Some people will get annoyed with the durability system, that is inevitable, but I think the designers at Aggro Crab did a fantastic job of tying pretty much every other aspect of the game in this mechanic.
The combat in Going Under has a hectic, chaotic energy to it thanks to the weapons breaking. If a weapon breaks in the middle of a fight, you have to decide whether to rush to grab another one, quickly switch to another weapon you’re holding, or finish the fight with your fists. You’ll find yourself constantly surveying the room you’re in for enemy attacks and weapons you could grab in the future all while dodging, attacking, and running around like an Amazon warehouse employee. Every weapon can be thrown too, meaning that if a weapon is close to breaking, you can use it for a bit of ranged damage by hurling it across a room. This is useful when you spot a weapon laying on a table or shelf you want to grab as you can position yourself next to it, chuck your old, busted weapon to create a moment, and then grab the next weapon and continue the battle.

Luckily, the rooms of the dungeons are small and confined. You have plenty of room to kite around enemies and avoid incoming attacks, but you will hardly ever be out of range of grabbing something, anything, that can be used as a weapon if your final one shatters in your hand before the room is cleared. The game has a sort of Dead Raising quality to it since pretty much everything can be used as a weapon. Chairs, pencils, swords, keyboards, even throw pillows can be grabbed and used to smack enemies around. And it is necessary to use everything you can get your hands on since weapons break so often, especially while fighting tankier enemies like the bosses.
As a general rule, I prefer boss fights to be one on one encounters. I like them to be big, imposing, and test my skills at the game. I’m always a little weary when a boss spawn basic mobs in the fight because it feels like a cheap way to complicate the fight instead of focusing on giving the boss tricky mechanics and harder to read attack patterns. This is obviously not a hardset rule, just a preference, since many games manage to design boss fights with basic minions in them too very well, and Going Under is one such game. Every boss in the game will occasionally summon mobs into the fight, but this is due to necessity. Bosses have long health bars and your weapons will break before you manage to chip it down completely. Having basic enemies spawn into the fight helps bring in new weapons to use once you defeat them. Sometimes beating the round of mobs will even summon a drone delivery, dropping off a box that can contain more weapons and even healing items.
As a roguelite, a big part of the appeal of Going Under is building a run as you explore a dungeon. Each floor has a room with a choice between skills you can equip, along with additional skills you can purchase from the shop or find in boxes that drop as you clear a room. These skills are all passive effects that range from changing the speed and damage of attack, acquiring and buffing enemies to fight with you, setting fire or freezing enemies under certain conditions. No skill actually affects the durability of weapons used in battles in the dungeon, which was disappointing at first. Then I realized the run building aspect of the game comes from the moment to moment gameplay and decision making with weapons to use then acquiring skills themselves.
There is something satisfying in the roguelike/lite genre when making a run work when the game seems to be working against you—not giving you useful upgrades or skill, nothing really tying anything together to build synergies between what you are handed. This can be frustrating in games like The Binding of Isaac or Slay the Spire where the best way to victory is creating a build as you play, but Going Under is more akin to Enter the Gungeon, where the passive skills and upgrades you get are secondary to the weapons you find. It goes back to the idea that during combat you will find yourself scanning the room for future weapons you may need. You will most likely acquire a preference for certain weapon types—for me, it was one or two handed weapons that attacked in a sweeping motion—but you can never rely on having those weapons available to use. So sometimes you will have to make do with what you can grab and this is where the run building aspect of Going Under lies for me—making use of weapons you may not like or know well, trying to ensure you keep as many good weapons you do like on hand at any giving time, and just making what you can get work no matter what. It adds a level of improvisation and strategy to the chaotic battles in the dungeons of the failed startups.
When Breath of the Wild released, I remember a lot of discussion about how the game needed a system or some way you could repair damaged weapons you liked so you could choose how long to keep them and when to toss them out. While the weapon durability mechanic in the game bothered me really, I agree with this idea. As a huge open world adventure, I think this would be a great way to add an RPG character building feel to Breath of the Wild and could be used as a way to reward players’ exploration. For a while, I thought Going Under was missing an opportunity to have a similar sort of mechanic in the game, either by a shop or consumable item that could repair your weapons or skills that could affect the durability of them. But the more I thought about it, the more I realized it was not necessary for Going Under and would possibly undercut the entire design of the game. Everything in the game, from level design to combat, is built around the weapon durability mechanic. Taking that out takes away all of the game’s uniqueness and charm.


