First blog. I'm not usually vocal enough to voice my concerns about the industry in blog format, but a reoccurring trend in video games has been worrying me. It feels to me as if boss fights are slowly but surely being eliminated from the "standard protocol" of video games.
In the early beginnings of action/adventure/platforming/beat-em-ups/rpgs, a boss fight is what predictably loomed at the end of a level. These were usually a larger enemy that flickered red on some part of their body when struck, or required some sort of unique pattern of movement or strategy to defeat. The fun of those early boss fights was figuring out the pattern, weaving in and out of it and ultimately, defeating the boss. From this early model rose what seemed to be boundless innovation in the way of bosses. Psycho Mantis, Dark Force from PSO, Ganon, 7 Force from gun star heroes, various incarnations of sigma, The colossi of Shadow of the Colossus, The Sorrow, are all examples of great bosses.
However, it feels like in this generation, developers have kind of slacked off.
There's a reason why he's go the blade arm on the cover
Exhibit A: Prototype, a game where the developers throw a myriad of crazy super powers at you, falls short due to the fact that it struggles to keep the player feeling powerful. The boss fights in this game feel lazy and rushed, as they consist of A) Several helicopters B) A super powerful version of a generic enemy C)A unique giant glob made of invincibility D) a unique bounty hunter dude and E) That same powered up generic enemy from earlier with more health. If you haven't played prototype, over-the-top doesn't begin to describe it. You can throw anything from innocent people to airplanes at enemies, run up the sides of buildings and elbow drop old ladies from 500ft in the air. However, the boss fights, and even the generic enemies suffer from what I call artificial difficulty. "Tougher" enemies just have bullshit "I don't get stunned while doing this" attack-back animations that do massive damage causing the player to opt ALWAYS for the instant kill blade arm attack. With all the flashy attacks you get, none of them really mean anything because there's no incentive to use them over the blade arm. In any event, I think the game could've been made a lot more interesting with some decent boss battles. Maybe a giant creature that shapeshifts but is only vulnerable to a certain 2-3 powers in different forms, or has a hard to hit/discover weakspot. Or one that'd grab you, take you for a ride and slam you through some buildings
Hope you like these guys because you're going to see a lot of them.
Exhibit B : Infamous. To me, Infamous had a few fun boss fights with interesting mechanics. The problem is that there were literally only three of them. You can only slaughter so many homeless-man-turned-sharpshooter generic enemies before the fun of being a lightning powered superhero kind of dies down.
Exhibit C: Bioshock. One of my favorite games this generation for its awesome story and great gameplay, suffers from one of the biggest let downs of a final boss. Keeping the spoilers light, the final boss is this giant ADAM infused juggernaut with what appears to be the powers of a GOD. What he actually turns out to be, is a bigger push over than most of the generic enemies in the game. Its kind of a let down to be led through this wonderful setting, experience one of the most shocking twists video games have ever seen, and then promptly beat the final boss like he's a little girl. Another thing, after a while the Big Daddies got a teensy bit stale. Maybe adding a couple of different archtypes for the sake of variety wouldn't have hurt.
BEHOLD! THE ULTIMATE POWER!
Exhibit D: Fable 2. This is a huge huge
HUGE example of an ending ruined by the lack of a real final confrontation. The last "boss" (There's not really anything that resembles a boss in the game, besides the trolls who are just the 3d equivalent of pallet swaps of each other) is this crystal tower thing that floats around and is easily destroyed. After its destruction you approach Lucien, the man who killed your sister, who predictably starts monologuing. I let him talk just because I was so eager for him to transform, shoot lightning at me, force push me into a wall, or do something dramatic to trigger the final showdown. Sadly, no such showdown occurred, as he was promptly shot and killed by the most annoying character in the game, bringing us to the ending and robbing me of my vengeance. This is a prime example of a game that desperately needed an epic final boss to wrap up, but left early instead.
Don't get me wrong, not every game needs a good boss fight to stay entertaining. Most first person shooters these days manage to keep the pace intense without ever using a single climactic enemy (Although, that "The helicopter is late or about to run out of fuel" excuse is getting old, Modern warfare.) And to their credit(which I don't feel like I give enough credit to), a lot of action games still have really exciting boss battles. I just feel like a lot of games that could have benefited greatly from the inclusion of an interesting, climactic fight here and there deliberately chose to omit them for the same of meeting a deadline or out of sheer laziness.
I wonder what you think of Bioshock 2, where they seemed to react to criticisms of the cliched nature of the first game's final boss by...well, I won't ruin it, but it was quite disappointing for me.
In my opinion bosses, especially final ones, are most effective when they force the player to make use of most of the attacks/items/powers that they've obtained throughout the game. Also, they should have a difficult, but potentially memorizable, attack pattern. Some games don't understand this and make the final boss a constant grind of attack/take damage/heal rather than the tried and tested attack/dodge pattern (in the Megaman series, for example).
If you like boss fights, you should try this flash game. It is simply a series of 6 bosses done in a retro 8-bit style. Their patterns seem difficult at first, but you feel really special once you "get" them.
Finally, Agent 47, fuck you. That rudeness is uncalled for, especially to a new member of the community.
I remember a podcast, it might have been Podtoid actually, saying how the problem with final bosses is that they tend to be the last thing developed so they are given a criminally short amount of time. It would be nice to see a return to bosses who are challenging and feel like a worthy foe and not a rushed add-on.
Also, that powered up version of a regular enemy as a boss trend....yeah, major pet peeve of mine.
Agent 47 suuuuuure is a true philosopher...
GOD. DEMON'S SOULS. I loved that game, brutal as it was. It was a pretty good example of good bosswork despite the fact that it had a generic giant spider boss(albeit, it was in an environment that could've been populated by giant spiders). All of them were fairly interesting.
@Agent 47
All I'm saying man, is that interesting boss fights are kind of giving way to cliches and the utter lack of bossfights. Check out RE5 for example. 2 Bosses are reused.(Giant Bat and tentacle creature) There's a generic giant spider boss, and often times there are just the midbosses (Chainsaw guy, generic axe guy) Even the DLC just has a re-skin of the giant axe guy.
@Everyone else,
Thanks for the praise! I really appreciate the positive reviews. Guncannon especially, that flash game was pretty awesome.
Also, when I read Agent 47's comment, I assumed that he knew you, as that's how friends talk to each other. Now that I see he doesn't, yeeesh...
i almost think that game would've done better with a fable 2 type ending:
joker appears, dances about and mocks batman. batman walks up to the joker, slaps away a concealed knife from the joker's hand and punches him in the gut. fin.
Alot of them these days just consist of Shoot X Number of Y times insted of figuring the tactic, the way to defeat them.
The New FFXIII has some great bossfights requiring tactics and a certain way of defeating them, though sadly, even those with exploitable weakness and be tediously defeated by simple attacking over and over with a medic healing you.
I do hope that Game Devs realse that Boss Fights and THE FINAL BOSS are one of the most important parts of a game. Take Uncharted 2. A great game let down by lack of good bosses.
Boss characters can also give a game a lot of personality. The Megaman bosses are a great example of this as are the members of Foxhound. Super Metroid got a lot of milage out of its bosses and mini-bosses as well by not only providing some imaginative and interesting enemies and situations (10 year old Jabberwalk shat brix when Crocomire came back out of the lava) but also some alternative ways to defeat them (killing the aquatic boss by smashing open the electrical fixtures on the wall, letting him grab you and then shocking him to death by connecting your grapler to the current was a really cool idea for a 16-bit game). I hope games continue to provide the player with the unique kind of challenge and confrontation a good boss can provide.
I guess putting a face on a challenge makes it more memorable.
It seems if anything the trend for bosses is leaning away from getting one-per level to getting one every few levels in a more extravagant fashion. It's certainly not something I'm a big fan of.
The whole "palette swapping a boss" or just throwing the boss creature in two levels later as a kind of "elite" normal mob trend has to stop, however. That's the kind of behavior we would expect out of developers over a decade ago.
@Jabberwalk Strangely that's the game I thought of the most when I was thinking about what was the last game I played where there was a phenomenal, dynamic boss fight at the end of what seemed every level. Seems like they got the formula right...
@Jabberwalk
Couldn't agree more man. Foxhound, hell, METAL GEAR BOSSES in general are always at the very least climactic. I'm hard pressed to think of a metal gear boss I've fought where my heart wasn't pounding through my chest.
@Mirax
This gen has been kind of strapped, but some good fights are out there. Bayonetta has some decent boss battles, and No More Heroes 1&2 have some absolutely amazing ones. Metal Gear Solid 4 has interesting fights in no short supply, too. Bosses a staple of action games so some action games continue to have at least decent ones.
@Jon Holmes
NMH1&2 are two of my favorite games of all time, so I definitely know what you're talking about. I really thought the increase in popularity of sandbox and shooting(two genres that don't necessarily lend themselves to the whole "boss enemy" formula) was worrisome, but like I said in the blog I felt like I wasn't giving this gens action games enough credit.