Aceskies said:
The greatest boss battles I've played are from Metroid Prime. I consider it a bit boring game in general, I can't finish it because it's too slow and and "repeat the same level 10 times to walk across a new zone with your new ability" but its bosses are awesome.
I agree. While Metroid Prime certainly has some fantastic boss battles, navigating the world can turn from enjoyable exploration to a bit of a slog after you've visited each area one or twice. I would recommend either of the sequels to you, as I believe they both cut down on the monotony while keeping the awesome combat system intact. Thanks for the feedback!
KarmaTheAlligator said:
My perfect boss battle: not too easy, not too hard, doesn't require luck or reaction times rivalling Sonic on Speed, requires some thinking as it uses all (or most, let's not be greedy) the aspects of the game previously seen, doesn't last too long (looking at you Yiazmat), has a kick-ass soundtrack, has no camera problems (i.e. it's in a big open area or the devs managed to make a cramped area fight a non issue for the camera) and is relevant to the story (not something that you fight just because there has to be a boss at the end of a level).
I could not agree with you more! These are pretty much my basic criteria for an enjoyable battle. It seems that many devs make their missteps on either the length(too short-any boss from Killer is Dead, or too long-Sephiroth from the original Kingdom Hearts) or appropriate use of game mechanics. Thanks for your insights!
Aerosteam said:
Here's a list:
The player must use their recently obtained knowledge/skill to beat the boss
Don't include freaking regular enemies in the fight
Remove any sort of plot armour for the boss
Include unique music, better if there was one for each boss
Have the character improve in their combat ability and/or as an actual character
Those are what I think are the most important aspects of a boss battle
Yes, yes, yes! These are excellent criteria! I believe most bosses should have a unique musical theme, and nothing ruins a fight for me faster than engaging the boss for around thirty seconds, only to have them retreat to leave me to fend off a horde of lesser enemies for several minutes, rinse, and repeat. Thanks for the answer!
shrekfan246 said:
This:
I like when bosses present a natural progression of challenging the skills you've obtained throughout the game, but without feeling like an artificial spike in difficulty due to absurd amounts of health or cheap, poorly-telegraphed instant-kill attacks.
They shouldn't just feel like extra powerful versions of normal enemies you've been fighting, though. Having played World of Warcraft for five and a half years, I like when boss fights have phases, where they'll switch up their attacks and patterns as the fight goes on. A good memorable theme is always highly appreciated as well, though area designs are something I can take or leave. I don't particularly like when the environment actively factors into a boss fight, especially if the mechanics of the game itself aren't suited for the task. Obvious exceptions for the likes of Shadow of the Colossus, which uses the environment in magnificent ways and, alongside Metal Gear Rising, is top of my list for "How To Do Boss Fights Correctly".
This fight is incredible. Thank you for posting this! You hit upon a very good point in your post. Giving a boss multiple phases almost always enriches the experience. There's something inherently satisfying about watching the enemy grow weaker and resort to more drastic measures as the fight goes on. I may have to check out Revengeance before long. Thank you for the feedback!
hazabaza1 said:
Balanced, but hard difficulty. A great soundtrack. Having the game show you demonstrate all the skills you've learnt over the course of your time. Having your enemy either be an equal to you or objectively more powerful so when you do defeat them it feels down to your personal skill.
So, two examples of this would be:
It's hard to find decent videos of these fights but if/when you play them my point will probably get across.
Okay, I'm sold on Revengeance! It wasn't even on my radar before, but after seeing the two videos posted in this thread, it's jumped to the top of my list! As for Manus, I'm playing through Dark Souls now, and I can't wait for that showdown at the end of the DLC. Of course, utilizing all of the skills the game has taught you is crucial in a well-crafted boss battle. Thanks for your insight and the videos!
StriderShinryu said:
One thing that always annoys me about boss battles is when they don't play by the rules of the rest of the game. If every other enemy in the game can have some of their attacks interrupted or if they leave gaps after certain attacks to allow a player to go on the offensive but the bosses clearly don't then it becomes a major issue.
Another couple of boss fight pet peeves of mine are the bloated punching bag and the "wacky/unique" boss.
Bosses should definitely be tougher than your standard enemy, maybe even drastically so, but a boss fight should never be boring just because the boss has ton of HP to whittle away, especially if there aren't any tricks or techniques than can be used to speed things up. If a fight takes forever because you're doing it wrong then that's one thing, but if the fight takes forever because the boss has just been given a stupid amount of HP then that's bad design.
As for the "wacky/unique" boss issue, I find that bosses should generally be a test of what you've learned in the rest of the game to that point. Weird/contradictory/one-off style bosses that have their own mechanics totally to themselves are okay if used very sparingly but they just feel out of place when every boss can be described that way. Plus, if every boss has it's own unique mechanics, it doesn't feel like the skills you've learned in the rest of the game have led up to anything. It doesn't feel like the growth your character has made, and the growth you as a player have made, mean anything when each boss feels like a self contained minigame.
In total, my personal ideal boss is a boss that feels like a logical extension of the rest of the experience that tests all of the knowledge you've acquired to that point without falling back on gimmicks or tricks.
For a recent game that did the final boss(es) particularly well, I would have to point to the recent Strider remake/reboot. They exist as challenges of how you understand the abilities your character has in a way that fits the rest of the game without breaking any rules. They can also be beaten with time/effort if you just sort of throw yourself at the challenge repeatedly, but can be beaten very quickly (and stylishly) if you've mastered the various techniques available to you.
I couldn't agree more about the bloated punching bag archetype. I don't want to repeat the same process over and over again just because the developers wanted to pad out a fight-especially if that process is mashing one button over and over again. I may check out Strider at some point. Thank you for the feedback and recommendation!