"Deserve's got nothin' to do with it..."
With confrontations in movies, it's the dénouement. With games, it's part of your reward. That's the price you pay for interaction in videogame stories. Let the antagonist die easily and it's considered anti-climatic. Make them tough and it focus is lost in favour of giving the player something memorable.
I always liked how The Darkness made Uncle Paulie an absolute monster who has a hold over Jackie as much as The Darkness. Yet by the end, when you massacre everyone in the mansion, Paulie is found pleading for his life; he's just a human being like everyone else.
I also loved the final boss in Silent Hill 2. The fact that you've cared for this person and trusted them just makes the killer blow all the more disturbing.
With confrontations in movies, it's the dénouement. With games, it's part of your reward. That's the price you pay for interaction in videogame stories. Let the antagonist die easily and it's considered anti-climatic. Make them tough and it focus is lost in favour of giving the player something memorable.
I always liked how The Darkness made Uncle Paulie an absolute monster who has a hold over Jackie as much as The Darkness. Yet by the end, when you massacre everyone in the mansion, Paulie is found pleading for his life; he's just a human being like everyone else.
I also loved the final boss in Silent Hill 2. The fact that you've cared for this person and trusted them just makes the killer blow all the more disturbing.
"Deserve's got nothin' to do with it..."
With confrontations in movies, it's the dénouement. With games, it's part of your reward. That's the price you pay for interaction in videogame stories. Let the antagonist die easily and it's considered anti-climatic. Make them tough and it focus is lost in favour of giving the player something memorable.
I always liked how The Darkness made Uncle Paulie an absolute monster who has a hold over Jackie as much as The Darkness. Yet by the end, when you massacre everyone in the mansion, Paulie is found pleading for his life; he's just a human being like everyone else.
I also loved the final boss in Silent Hill 2. The fact that you've cared for this person and trusted them just makes the killer blow all the more disturbing.
With confrontations in movies, it's the dénouement. With games, it's part of your reward. That's the price you pay for interaction in videogame stories. Let the antagonist die easily and it's considered anti-climatic. Make them tough and it focus is lost in favour of giving the player something memorable.
I always liked how The Darkness made Uncle Paulie an absolute monster who has a hold over Jackie as much as The Darkness. Yet by the end, when you massacre everyone in the mansion, Paulie is found pleading for his life; he's just a human being like everyone else.
I also loved the final boss in Silent Hill 2. The fact that you've cared for this person and trusted them just makes the killer blow all the more disturbing.
The conventional way to make boss battles "scary" is to make them so tough, that players seem pitiful in comparison. But these either makes the player frustrated from losing or makes them bury their nose in the boss's stats until they find the right solution. 'Scared' never comes into play at all. You're so right that atmosphere, like how Breen, Glados, and Uncle Paulie (mentioned by Stevil) makes those boss fights so much more engaging because they game leads you up to actually be scared of them.
I liked this article. Particularly because I love comparing games to classic films.
I liked this article. Particularly because I love comparing games to classic films.
Hmmmm, interesting. In JRPG's this is definitely a problem. As not only are bosses treated as just another generic huge monster, but they are often totally unconnected to the plot or setting. What you said about Breen is interesting as well, never really considered him a 'boss' ya know.
I have a thought on something that isn't done enough.. Disempowerment.
Take most games and you'll be building a collection of guns or power and by the end you are a tank.. so they make the final boss an even bigger tank to counter.
But what do good movies do?
No matter how much power the character wielded during the journey.. for the boss he/she will be disempowered.. eg. captured, in a bad situation, no guns, then fighting by hand and finally gaining control of a single pistol for the finishing shot.
Games could do this.. Don't let me go into the final boss with my weapon collection! make me go in with nothing, in a bad situation. Then give me the opportunity, a desperate chance to fight for the upper hand and finally to gain just enough power(eg. gain the pistol) for the final blow..
The end isn't the only place disempowerment works and feels satisfying but it'd be a start!
Take most games and you'll be building a collection of guns or power and by the end you are a tank.. so they make the final boss an even bigger tank to counter.
But what do good movies do?
No matter how much power the character wielded during the journey.. for the boss he/she will be disempowered.. eg. captured, in a bad situation, no guns, then fighting by hand and finally gaining control of a single pistol for the finishing shot.
Games could do this.. Don't let me go into the final boss with my weapon collection! make me go in with nothing, in a bad situation. Then give me the opportunity, a desperate chance to fight for the upper hand and finally to gain just enough power(eg. gain the pistol) for the final blow..
The end isn't the only place disempowerment works and feels satisfying but it'd be a start!
I think Shadow of the Colossus gave off the same feeling you had with these games (of course, I did consider all of them as bosses since they are the only ones around to stick a sword at). Their sheer size and the fact that there's only a bunch of them gave you that tinge of helplessness. Of course, the health bar was a little giveaway but the thought of an insurmountable obstacle remains.
Also, Demon's Souls. Then again, everyone (save for the glowing leeches) looked they can kill you in one fell swoop.
And in some cases, they actually do.
Also, Demon's Souls. Then again, everyone (save for the glowing leeches) looked they can kill you in one fell swoop.
And in some cases, they actually do.
I like the Sephiroth analysis. That little nod does make sense even as you reach that section with a party of 3, you usually can't take down the baddies as fast as he did.
A wonderful blog!
... and I think that the boss character's personality also plays a role in the player satisfaction level. In some ways I felt sympathy for Baldur's Gate 2's villian Jon Irencus because he had been twisted by love - and his character made defeating him much more interesting. Same held true for GLaDOS in Portal.
... and I think that the boss character's personality also plays a role in the player satisfaction level. In some ways I felt sympathy for Baldur's Gate 2's villian Jon Irencus because he had been twisted by love - and his character made defeating him much more interesting. Same held true for GLaDOS in Portal.

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