| Kofi Jamal Simmons |
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A great boss can make a game, a bad one can break one. Ninja Gaiden 2 is a clear example of this. I don't feel like bosses have disappeared, it's just changed. Like in Halo 3, instead on facing a "boss," you might have to fight your way through a group of aliens that are bunkered in and have the high ground.
Not to mention the "SNK Boss Syndrome" in fighting games. When the boss can break gameplay rules at whim, it stops being fun. Thanks for the great read. |
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| Anonymous |
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I'm not quite sure where I stand on this. The author is mentioning things about frustration in game play and a lack of changing of tactics and such. Personaly though I find myself thinking over devil may cry in this instance, specificly the 3rd game (maybe 4th too but I havn't played it yet).
While it's not apparent starting off, there is a sort of advanced usuage for the melee weaponry in the game. Since you can have two 'slotted' for use at any time and switch between them at will the game allows for 'canceling' into moves that normaly have more of a wind up for use by simply switching your weapon and using some moves from the other weapon you have equiped. Couple this with each weapon having unique strengths and weaknesses as well as the bosses generaly not being overly resistant to any given weapon and you have yourself a recipe for the player developing their own fighting style and being able to test it against these throughly damaging bosses. This is without even mentioning the style mechanic which takes this a step further by adding new moves to your arrangements based on the style. For instance, swordsman gives you massive new list of melee moves to pull from adding to the strength of all your attacks, while trickster on the other hand makes you much more mobile allowing you to attack from new angles and avoid damage you couldn't have gotten away from otherwise. While styles can't be switched mid combat I more than once found myself modifying what I was using as far as my weapon combos vs. bosses from what I initialy walked in using. And even then sometimes I'd toy around with other moves I didn't use much or if I was killed, switch out the weapons for diffrent ones and change my style over to trickster to be able to dodge better. I'd say this sort of shifting tactics thinking isn't as far gone as the author might think, but I do agree there are many games that don't allow for this sort of thinking. |
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| Anonymous |
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Devil May Cry 3 & 4 bosses are very well designed, they pound you hard but not too quickly, and they leave plenty of room in the fight for you to try different tactics and succeed with some of them. You may die but you are left thinking "if only I timed better or evaded better or noticed his attacks earlier, he'd be toast."
The buildup to a boss is as important as the boss itself. When the player can finish a level without a problem but the boss brings death in just a few seconds then the boss feels out of place. When during regular play the player is encouraged to go all out against the foes, but the boss instead asks for patience and slow-paced attacks, the player is confused. That said, extreme difficulty (even if it's unfair) can become legendary. Games like Ninja Gaiden shoot for this. Bosses have become an integral part of MMO group PVE (instances and raids), so I agree they are not going anywhere. |
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| Rodney Brett |
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The first game I've ever played which exposed me to the concept of "bosses" was a game from TAITO called "RENEGADE"(Nekketsu Kōha Kunio-kun) back in 1986. I was 12 years old at the time, and I was completely mesmerized by this concept. After discovering that game in local arcades, I couldn't stop making little doodles of cartoony street thugs with a "boss" in the background, tapping his feat and waiting for his chance to pwn you! From there, there was Double Dragon, Kageki, and many others and they are still a huge part of the gaming experience for me!
-Rodney |
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| Mike Gonzales |
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I'm surprised about the lack of mention of Shadow of the Colossus, which is nothing more than a game of *only* boss fights. This game demonstrates just how compelling a well-designed boss fight is - as well as it's design element pacing peaks & valleys - to the level that you can make a critically acclaimed game that consists of nothing but riding around on your horse in an empty world to go and find & fight a boss.
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| Anonymous |
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I'm not sure what I was supposed to learn from this article. I was hoping to gain some insight into boss design. What I got was a vaguely written and brief overview of what a small variety of games have done for bosses and no real critical analysis or even new ideas.
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