What happened to my boss fights?

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shadow skill

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Oct 12, 2007
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Meh I really don't think that health bars or huds do much of anything save get in the way and/or lead to retarded health pack placements. I would rather FPS' focus on adding things like traps and shit that kill instantly or near instantly. If mmore FPS' did what R2 and Fallout 3 does with the cloaked assholes in R2 and the traps in F3 people wouldn't be able to say these games were too easy.
 

Sketchy

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Aug 16, 2008
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haveyouseen_mywallet said:
fable 2 ending was a real bummer for me. i miss the tough boss fights.
Lucien in Fable 2 is THE hardest boss fight ever. I died so many times trying it.
 

Fatalis67

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Apr 30, 2008
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joystickjunki3 said:
I miss boss fights a lot. The Metroid games (the 2D ones) come to mind when I think of really enjoyable boss fights, especially near the end.
2D games had the most awesome boss fights. No games did bosses better than Metal Slug, Castlevania, and Metroid.

Programmed_For_Damage said:
Halo 3 was in desperate need of a goddamn final boss. As cool as lasering Guilty Spark to death was, everything after that was pure let-down.
Guilty Spark was the easiest boss fight in the history of anything. It doesn't count.
 

51gunner

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Jun 12, 2008
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Programmed_For_Damage said:
Halo 3 was in desperate need of a goddamn final boss. As cool as lasering Guilty Spark to death was, everything after that was pure let-down.
Yeah... he was such a disappointment. I was surprised as all hell when he started shooting lasers, but I was so surprised by the fact that just three return blasts dropped him when I spent so long shooting him in Halo 1 with every rocket I could find. (Stupid Library...)
 

Erana

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Feb 28, 2008
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psico666 said:
I agree. The best bit about games was the fight to the end and then spend hours trying to defat a boss that was 100 times more powerful than your character e.g. Ansem in Kingdom Hearts.
I like video games telling stories but bring back the sharp jump in the difficulty curve.
Wait, I thought that was what Sepheropth was for. Ansem went down like a ceramic bowl I just knocked off the table...
Drat.
 

Grand_Poohbah

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Nov 29, 2008
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Golden Sun bosses were amazing even when they wiped the floor with you.

It was awesome to use all your best powers and watch all the explosions and such and see the boss still standing like a brick wall. Fortunately these bosses weren't incredible tough, but they took strategy to defeat. MOAR strategy bosses PLAES!
 

kommando367

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Oct 9, 2008
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conqueror Kenny said:
Anton P. Nym said:
I hated getting ridiculous boss fights at the end of games. Good ones, ones that made sense in relation to the games, I didn't mind but the formulaic Big Final Boss with Special Gimmic Action? I found more tedious than challenging. (Gears 1's fight with General RAAM being a perfect example of it done poorly... I'd much rather have the end fight of Gears 2, becuase at least it's not boring.)

-- Steve
But it always made the games so much more satisfying when you did beat them. I find that in games without them I just see the credits roll and think "Well, is that it?" With a boss fight stuck on the end I am much happier when I do see them roll.
Also, the Gears 2 boss, not boring? You stood in a raven and used the hammer on it. Quite boring if you ask me.
i don't think that was supposed to be regarded as the final boss the reaver riding part was the final boss
 

Aiden Rebirth

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Nov 19, 2008
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KH1 sephiroth destroys all!!! he was amazing so different and hard to boot,while he wasn't the final boss he shoulda been because he took me forever to beat. I love it when games throw the hardest challenge possible at you, you feel awesome when you over come it. and p.s.general Raam was a pussy, he takes like five minutes to kill with a friend, and about 15 alone, so yeah...
 

randommaster

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Sep 10, 2008
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The Metriod games are good examples of boss fights done right.

The bosses don't have a too many hit points, but you have to find the weakness first. Even then, you can't trade hits because you WILL die if you attempt to. additionally, while the key to beating the boss is usually whatever power up you just got, it is frequently only one of the things you will need. Dodging the attacks is also challenging because the bosses actually have several of them. They are tough, but winnable if you play smart. If you mess up dodging it's not the end of the world, but you can't mess up too many times. Strafing usually dodges an attack, but sometimes it doesn't, so recognizing the attack that is coming is vital to success. Lastly, the bosses usually FEEL like bosses and are usually not out of place. You fight the giant plant monster in the fountain with lots of light and water, you fight the mother ice lizard thing in its home, and you fight the supermutant by the labs where it was created. They give you a sense of achievement while not being too difficult or cheap.

While not all games need a giant monster at the end (L4D has you hold back the horde of regular enemies), it works when thought is put into it and when the game play is until balanced when you know the gimmick/pattern.
 

Woe Is You

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shadow skill said:
I would rather FPS' focus on adding things like traps and shit that kill instantly or near instantly.
We got rid of that sort of game design in the 90s. Good riddance.
 

whyarecarrots

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Woe Is You said:
shadow skill said:
I would rather FPS' focus on adding things like traps and shit that kill instantly or near instantly.
We got rid of that sort of game design in the 90s. Good riddance.
Agreed; any game that forces you to rely on trial and error to make your way through a level is, to me, nothing more than poor level design.
The original Half life suffered badly from it in the minefield section (which was mercifully short...)

On the subject of final bosses, I'm also quite glad the 'boss with one weakness that appears at certain times' is gone. I'd much rather have a climactic, atmospheric battle like the one at the end of HL2 Episode 2, to the regimented (and irritating) final battle against the Nihilanth in HL
I eventually completed that final level, after an hour's trying, being constantly sent back through the portal to the room with the gargantua (I think that's what it's called anyway), running away from it, bouncing back to the top to fire at the nihilant, before being portalled straight back there. I eventually realised that I should kill the gargantua, did so, and then it only took me another few tries to kill the nihilanth.
Only reason I persevered that long was because I wanted to see the final sequence with the Gman.
 

danosaurus

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Mar 11, 2008
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clarinetJWD said:
In games where the story is important, I hate boss fights. I nearly quit Bioshock on the final boss, because it was so out of place, and really didn't fit with anything else in a game.

In games about the action, that make no pretense of being 'more' than just an action game, they are a good thing, though I don't miss them when they're gone.

That being said, one of the best story driven games has boss fights, but they don't feel like a standard: Save point, health dump, door to arena, big boss, end. This is the the Half-Life 2 episodes, where you just happen to run into a really tough enemy that fits the setting and story.
Agreed with Half-Life boss encounters. Though i always felt that the Xen boss was a little, how should i say, over the top?
That being said- Blast-Pit and Power-up were amazing, really mixed things up.
Especially the 2nd encounter with the Gargantua where you got to call in an air-strike on top of his big fat ugly head, BWUHAHAHAHA!

Oh and Shadow of the Colossus, most awe-inspiring and challenging bosses i've seen to date. I was in awe the first time i saw a boss battle in that game, couldn't believe it!
 

DreamKing

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The Mega Man bosses are the definition of hard, unless you know what powerup is the most damaging. But they are still hard as nails.
 

DirkGently

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Oct 22, 2008
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Lost Planet did boss fights fairly well. There's a mech/Giant Bug thingy. Either A) shoot it while dodging bullets/missiles or B) Shoot the red spots while dodging projectiles/melee attacks. Kill boss, finish level, go back to having fun with grappling hook. Except for the final boss. He was just a pain.

RAAM from Gears 1 was boring, pretty much. The berserkers were more challenging than RAAM. RAAM was pretty much Torque Bow, sniper headshot, torque bow, sniper headshot, repeat until he's in grenade range, then spam the 'nades, watch ending cutscene.

I'm not a huge fan of boss fights. A more challenging and complex fire fight is one thing, but a magical enemy who can take ten times as many bullets to head as any of his henchmen? Come-fucking-on.
 

vxicepickxv

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Sep 28, 2008
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If a boss makes sense in the story or progression of the game, then yes, put them in. If it doesn't leave them out. If it's optional then so be it too.

Boss that makes sense in the story/progression of a game
Sephiroth - FF 7
Kefka - FF 6

Boss that doesn't make as much sense, or no sense at all.
End guy - Bioshock (I forgot his name, it's been a long time since I played the game)

Optional "Bosses"
Colonel Autumn - Fallout 3
Ruby Weapon - FF 7