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About Me
Favorite Games:
The Elder Scrolls IV: Oblivion
Mass Effect
Total Annihilation
Unreal Tournament
Halo 3

Platforms:
Xbox 360

My real name is William, but I go by Bryce. I live in Harrisburg, PA.

My dad first got me into gaming by taking me with him to LAN parties with his co-workers where we'd play Total Annihilation and Unreal Tournament until around 2 AM, which was very late for a second-grader. I was pretty much exclusively a casual PC gamer until I got my Xbox 360 Elite in the summer before my junior year of high school. Now mouse & keyboard feel wrong to control games. I have a Linux-based laptop that has problems showing Youtube videos, so I can't play PC games anymore.

I have ADHD, which, combined with a lot of shit that happened in my family, caused me to fail my senior year of high school, despite the fact that I was literally one of the smartest people in my class. I like programming and am trying to learn more about it. I'm also a huge physics nerd. I'm basically a cross between a nerd and a gamer. Just mash the two stereotypes together and you'll pretty much get me.
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Gamertag: SirArkhon
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Nothing is Sacred: End Bosses
Arkhon | 1:07 AM on 10.25.2009 11 comments




The V8 in front of me roars as I slam into a hunter, the force of the impact killing it instantly. I take a quick glance at the radar screen on my dashboard; another one is behind me. I slam on the handbrake and do a 180 degree turn, before activating the turbo and running over the second hunter. Roughly a hundred yards ahead a strider is making a beeline for the main silo.

I kick in the turbo again, just to hear the engine's magnificent howl, and rush towards the five-story tall tripod. I hop out of my stripped '69 Charger, grab the Magnusson from the rack attached to the rear bumper, punt it at the strider, then pull out my pistol, take aim, and fire at the device, destroying the strider.

A siren wails, signalling that another strider is already close to the silo. I get back in my Charger and drive towards a giant red circle on my radar. By the time I reach the strider, it is charging up its main gun in preparation to destroy the silo. Acting as quickly as possible, I grab another Magnusson device and launch it at the strider, which is now within a second of firing. I pull out my pistol and shoot the device, saving the day with literally less than a second to spare.

Another time, another place, another universe.



Commander Arkhon Shepard, having talked Saren into killing himself, enjoys a well-deserved moment of rest. There is little for him to do now; any moment the Alliance fleet will barrage Sovereign with everything they've got, and the crisis will be averted. Around him fires cast an orange glow throughout the council chamber, and all is at rest.

But what is happening now? The walkway he is standing on collapses into the small garden below. Saren's corpse lights up red. As Shepard looks on, Saren is somehow brought back to life by something.

Bryce thinks to himself, "What the hell? You just killed yourself. This is fucking stupid." He sighs and Commander Shepard proceeds to kill Saren. Again.

There are few things I can think of that ruin my immersion in a game more than having a final boss. There's nothing like a boss to remind you that you're either watching a bad kung-fu movie or playing a video game. Bosses are so incredibly cliche'd by now that I was surprised nobody took this topic for this month's musing.

Don't get me wrong, I love Mass Effect. Its ending is just incredibly stupid. Far too many games have end bosses just because gamers seem to feel a need to have a final entity to kill, usually one that must be hit three times (always three times) in its weak spot, which must be exposed by attacking another thing, which makes no sense at all.



That is of course my second point: end bosses make no sense. In HL2: E2, players see a large Combine force en route to White Forest. At the end of the game, players must defend the base against that force. It makes sense.

Why, in all of the rest of Mass Effect, did Shepard never encounter another indoctrinated person who could magically reanimate? Obviously, if Sovereign can do that to one of his followers, he can do that to many, so why wouldn't he? And how come Saren gets a neat hover board, while nothing else in the entire game does?

Why, in Super Mario 64, does the game completely abandon all the gameplay mechanics that made the rest of the game fun when Mario is fighting Bowser? And what the hell is Bowser doing on a floating platform with spiked bombs attached to the edge? You'd think he'd have those spiked bombs removed after being thrown into them twice before. Furthermore, how can Mario throw Bowser? Why is Bowser just sitting there, waiting for Mario, when he could be sending out groups of his followers to attack the plumber?

Why does the Nihilanth from Half-Life attack in such a predictable pattern? Something as intelligent as it clearly is must surely realize that a better strategy would be to attack randomly. Why does it just float in place, instead of moving around to get a clear shot at Freeman? Why is Freeman even trying to kill it?

Why does the fight with Skorge in Gears of War 2 completely abandon the cover-based gameplay that the rest of the game is based around? For that matter, why does the battle with the giant fish do the exact same thing?



But all of that pales in comparison to the biggest argument against end bosses: they're nowhere near as exciting as that final battle in HL2: E2. Or the final stages of Left 4 Dead, where players must defend an area against huge waves of zombies until they can escape. Large groups of normal enemies are far better for end battles than a single unique enemy.

Throughout the course of Half-Life 2 and its episodes, players get accustomed to how powerful and dangerous striders and hunters are. At the end of Episode 2, players know exactly how fucked they are. The same goes for the ends of Left 4 Dead campaigns. With any end boss battle, there's simply nothing to compare the end boss to. It's the difference between "Yay I just killed some lizard thing by exploiting a weakness" and "Holy shit I just survived being attacked by ten tanks in a row."

When done well, end bosses can be good. When done well, large-scale end battles can be great.



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8 comments | showing # 1 to 8
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Mikkorama's Avatar - Comment posted on 10/25/2009 05:00
Mikkorama
I can agree with you on that. If I take an example of Resident Evil 5, for example, the very beginning, where Chris and Sheva are in the town, fending off dozens of infected villagers, not to mention a crazy ax man, was a fantastic set piece. There was always a feeling of helplessness as you were surrounded by ten times as many people as you could afford to spend bullets on. Then the bosses, most notably the ones against Irving, Excella, and the big... whatever it was with the turret fight on the cars, completely lost that feeling, because they always did the same crap over and over, and in the three bosses I specifically mentioned, basically just sat there until you fired at them so they could do a single easily dodged move.

So anyway, yeah I agree. Sorry for rambling.
BulletMagnet's Avatar - Comment posted on 10/25/2009 10:14
BulletMagnet
@mk - I think he's most focused on how a single uber-boss tends to make less sense in terms of most games' stories, i.e. if this guy's so powerful and immune to any of my usual techniques, why does he sit in a room full of explosives and wait for me instead of getting off his duff and acting like a real threat to the universe? In that context I understand where the author is coming from - as you say, though, a well-placed final boss can work well, but you kind of have to build the story around him if you want him to make any sort of sense (of course, that aspect might not even matter much to you).

Good read.
bluexy's Avatar - Comment posted on 10/25/2009 11:31
bluexy
Hahaha, I just wrote a nothing's sacred about how we need MORE end bosses and less of the endless waves of henchmen. You've got some excellent points though. :)

Nice read.
Elsa's Avatar - Comment posted on 10/25/2009 23:27
Elsa
I fully agree that volume of known enemies can be much more intimidating than some solo "boss" enemy who likely has some special skill or ability that I will have to counter. The areas in Resistance 2 where you are flooded with Grims running at you was way more fun and way more interesting than the final boss battle (though in R2 the final boss battle wasn't the actual end of the game and I loved being superhuman for awhile at the end... a nice change of pace!).

Yeah, I don't tend to like specific "boss" battles... I prefer a more blended experience where it flows better with the gameplay and story.
Benson's Avatar - Comment posted on 10/26/2009 03:13
Benson
Another thing that bothers me with the whole boss battle thing, and this is looking straight at Zelda games, why would the boss be in the same dungeon as the device that can kill it so easily? And if so why has the boss - who is clearly in charge of the dungeon and should pretty much know where everything is since he has henchmen in every room - not taken this item that can so easily destroy him and either keep it with him or just get rid of it completely? And why are they/he/she/it just sitting in some small locked room at the end of their dungeon twiddling their thumbs?

Does anyone remember the well in OoT and how the boss of the spirit dungeon was actually out and about? Heck, it even went on a rampage through a town. Wouldn't it have been more fun and made more sense to have fought the boss on another one of his rampages through a town after obtaining the item that made it possible to see him?

Another thing working in the favor of such games in relation to your post is how you mentioned it odd that there would be this one big thing that is so incredibly different from the rest of the foes so far. But here it kind of makes sense that in a realm of monsters the biggest and baddest one would be in charge. But what doesn't make sense is why they would be dwelling in some locked room with a human sized door instead of being out and about actually doing threatening things.

And yes I'm aware that they were put into place by Ganondorf to guard the sages and make sure they kept out of his way. But why couldn't they do that on the go?
Benson's Avatar - Comment posted on 10/26/2009 03:15
Benson
By the way, I TOTALLY meant shadow temple. Not spirit.
Sean Carey's Avatar - Comment posted on 10/26/2009 15:29
Sean Carey
I'm late to the party on this one, but excellent points and well written! Fap.
Electrium's Avatar - Comment posted on 10/26/2009 22:32
Electrium
I felt exactly the same about Mass Effect. The ending was going good until you drop down, then it was all "oh what the hell Bioware?" I like ending bosses, but it's not a requirement...it's just depressing to have 15-20 hours of story ruined because the story can't conclude itself without a final boss.

Mass Effect SPOILERS obviously, maybe it's a little late for that. Slightly off topic, but it pissed me off even more how they followed it up with that "OH EM GEE is the commander dead?" Come on Bioware, I know you can do better than that.
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