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Nothing Is Sacred: Boss Fights
neveranything | 12:33 PM on 10.05.2009 8 comments


Nothing breaks a great story and atmosphere in a game more than an obtuse, "thrown in because it needs to be in there" boss fight at the end of the game, except for an even worse "we need to stretch this game out" end of a level/chapter boss fight. You can dress them up differently, make them as epic and flashy as can be, but the bottom line is that the boss fight mechanic is old and tired.

Before I go any further, I'd like to make a clear definition of what makes a boss fight. In short, a "boss fight" is a battle with one or more non-playable characters that cannot be defeated through normal attacks, weapons, or special moves.

I'll take a recent Rev Rant for a great example, Batman Arkham Asylum. And I'm not going to just use the last boss fight (I won't give away too much), I'm going to use pretty much every boss fight in the game. And just for reference, I don't consider the Scarecrow "levels" as boss fights. Almost each and every fight consisted of "here's an arch nemesis of Batman that can't be defeated in a toe to toe fight, find another way to beat them." Yes, they did provide an extra challenge, but they recycled other game mechanics that are now archaic, especially the Bane and Killer Croc fights. Then there was the final boss fight, which made almost no sense both within the game's story, and the continuity of the Batman universe.

And that's the problem with most boss fights. They can kill a story, break any form of immersion, and only offer a different, albeit highly and often badly repeated, way to beat an opponent. The same challenge can be presented by an enemy with normal health and attacks, or by giving the player a challenge with a much higher difficulty level.

I'll use the Bane fight for an example. Instead of going one on one with the "Bat Breaker", why not switch the scenario to Batman keeping a raging Bane distracted while doctors and guards sneak out of the room? And again, instead of fighting him head on, lure Bane into a room with an electrified floor to knock him out. You can get the same level of challenge without having to shoehorn the scenario into a straight ahead fight.

You could also use the Metal Gear Solid series. One of my favorite bosses in the game, Sniper Wolf, could have been done completely differently, while still keeping the character and the challenge. In the first fight, after Meryl gets shot, the little wings on either end of the corridor could have been eliminated, leaving just you on one side of the corridor, Wolf on the other, and no place to hide in between. Just make Wolf a bit faster and more accurate, and you've got a great challenge that actually feels a bit more realistic. The same could've gone for the second fight. Revolver Ocelot, Psycho Mantis, and Vulcan Raven were all boss fights that could've been done a bit differently, with characters with normal amounts of health and ammo, and would not have had much of an affect on the overall story of the game. The same could be said time and time again for countless games.

Even the main boss fights have no real service to offer anymore. Throw out that nearly unkillable boss, and throw in an epic chase, a gauntlet of enemies, a massive puzzle, or just about anything else that could provide the same level of challenge as an enemy with a health bar on steroids, and you've just put a breath of fresh air into your game. Call of Duty 4 is an amazing example of a game, especially one limited by it's genre, that threw all kinds of challenges at you without resorting to boss fights. That alone added a bigger level of immersion.

It's time to throw away the crutch that boss fights represent, and start looking at newer and more inventive ways to both challenge the player and progress the game's story. There are plenty of ways to create meaningful and memorable challenges without resorting to throwing a bigger, harder to kill enemy in the player's way. Show me a game with no boss fights, and I'll show you a game that takes one change in game design and makes a huge difference.



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7 comments | showing # 1 to 7

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kauza's Destructoid Blog
I think boss fights just need to ditch a lot of tired conventions, like the "weak spot." No, I don't want to spend the entire fight just searching for some spot that is considered a weak spot simply because the game told me that it is. Instead, I want a boss to be tough because its tactics make it tough, but in a fair way. Bosses have their place in gaming, but they do need some work.
MkShiranui's Destructoid Blog
I'm going to do something completely unheard of: complain about Okami.

The final fight (the second part) was entirely reliant on the use of the Sunrise power, for which you got about 15 seconds to attack the exposed boss. The rest off the time, you were just dodging attacks. I really only enjoyed it because the theme music for that fight is the best final score I've ever heard.
CelicaCrazed's Destructoid Blog
I actually enjoy boss fights. Going back to my childhood, the thrill of facing Dr. Robotnik way out in space was amazing. Then after realizing that there was an extra boss fight if you became Super Sonic just added to the awesomeness. And looking at more recent games such as Uncharted, the final boss scene is blockbuster-movie intense. The bosses in Shatter were pretty cool as well.

I don't know. For me, boss fights are required for closure. The more they make it feel like you accomplished something, the better. How lame would it have been if Bowser was defeated as easily as any old koopa?? Or Dr. Robotnik surrender in the end?? I would have been let down.

The boss I hate the most is in the Megaman BattleNetwork games. I think I have the second version but the final boss is impossible to kill. I mean the deck of battlecards needed to win requires a university degree to build!! Fuck that noise!!
Kyvon08's Destructoid Blog
I totally agree with scrapping the dull boss fights in games nowadays, but what about a game such as shadow of the colossus? Every fight was a boss fight, all having the same climb-up-the-giants-fur-and-stab-him-in-his-weakspot gameplay, yet we all loved it.

So yeah, i think every boss has the same "boss formula", but the way it's presented can make or break it.
Handy's Destructoid Blog
I think boss fights are a mixed bag.

Some are great and some are just tedious. I don’t like the ones where it’s just; find out how to hurt them, and then do it three times. If they were smart enough to be the “boss” they wouldn’t fall for the same trick twice.

Then again I love something that really tests your skills like the sniper dual with The End.
larktenchi's Destructoid Blog
Your opinion is sound and good, although I have to ask you: what kind of "boss fights" do you really want? Yeah, Arkham's boss fights were really tedious and monotonous, but it still gives you the adrenaline rush and the "epic" fight scenes you imagine Batman will encounter on. Of course, it can be done better, like in your Bane example, that's good, although someone might say that your example is "also" a bit tedious, its a rescue mission being done by lots of games now.

I mean, we ask our game developers to innovate and think of new things, but new things does not necessarily mean better.

In the case of your MGS example, you can also do what you suggest in Sniper Wolf's fight, but still, you'll lose the tension of trying to find the PSG-1 as fast as you possibly can because you worry about Merryl's condition.

Its the same at Arkham's final boss. Yes, we know that its also monotonous, the boss fight just throws enemies at you and ramping up the challege in terms of you fighting them, but still, I can honestly say that it was a good boss fight simply for the fact that the protagonist and the antagonist fights hard on themselves. The "killing blow" cutscene was also a great one. In terms of its storyline, it makes sense because it tells us that the protagonist will Never give in to the dark side in fighting his enemies, he'll choose the harder, tougher fight, whatever it takes.

In retrospect, The Call of Duty 4 ramped upped its ending, but if you observe closely, if you played it non-stop or even for a long period of time, the ending did not make a differentiating factor on itself gameplay wise. you never stopped shooting foes. It felt mindless. ALthough the last shot from your pistol was a nice touch, the last chapter though wast memorable for me.

Boss fights are dime a dozen nowadays. some innovate (Shadow of Colossus), some recycles the basic formulas (Arkham), some are in between (God of War and MGS series), my point is, if the boss fight is satisfying as hell to play, in spite of it being formulaic, then just bring it on.
DixieNormus's Destructoid Blog
I've got mixed feelings on this one. I think, as others have mentioned, boss 't fights are fine as long as they're kept interesting. They shouldn't be taken out completely, just... redone. Although that itself depends heavily on what kind of game we're talking about.

RPG's, for example. I think most of the time it's simply choosing a chain of actions (say fire, fire, fire, heal, fire, fire etc) over and over again in response to weaknesses and strengths, ending up as a simple test of endurance. Boss fights like these are... tedious. Remember Persona 3's final boss? 1 hour and slightly epic, perhaps, but I can't say I enjoyed it much. Especially when dying near the end and slogging through it again.

Action games, on the other hand, like MGS. I remember fighting Psycho Mantis the first time I played through. Didn't realize the controller port mechanism. Fought him normally. Many, many times. Using punches, because bullets rarely worked. It was hard and frustrating, yes, but I was engrossed in the fight time and time again. And when I beat him, it was awesome. It felt good. It made the scene right after that much more meaningful, simply becaue a large amount of enjoyable effort went into getting there.

In terms of characters, I think boss fights play quite a major role. Sorry, but I'll be using another RPG reference: Suikoden 2. The battle with Luca Blight. One boss I remember quite fondly. There was this huge strategy battle before fighting him, where at the end half your troops are killed. All the while up to this point, the story shows how powerful he is. And when you fight him, the game does a kickass job of showing that fact. Sure, it had all the normal RPG boss fight traits, but the way it was EXECUTED made it memorable, both in terms of story and gameplay.


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