They were a bad decision.
So, for me, they broke the flow of the game. They were a chore. :P
The last boss fight however was brilliant and I enjoyed it. Multiple ways of completing it, you could beat it with use a pistol and a few bullets.
It would have just been nice to win the others by disabling them, even if they take the self-destruct route. In fact if they died due to outside control it would make the end-game choices feel more important.
I felt nothing but the slight amusement one sometimes gets when they earn an achievement.
Barret, for example, could be taken out by explosive barrels and gas canisters. And the stun gun slowed him down enough for me to do those things.
Perhaps they should have cribbed another page from Metal Gear and had a "stamina meter" for bosses so you had the option to take them down without killing them.
All the same, I appreciated the variety. Even if you insist that how you play should he completely consistent with how the story presents itself you have to remember Deus Ex has no angels, no heroes and no ultimate good will come of any ending you choose to go with. People will still die and there will still be corruption, but you might be able to stall it for a bit... if you eliminate the sources of those problems for a bit.
At any rate, I find DX's choices still amazingly more consistent than most other games where people insist choice is so central. Its hard for me to appreciate Bioware games when Elder Scrolls and DX do choice so much better.
Yeah, the developers justify them due to 'story' demands, come on, they can create scenarios where two characters face off in more creative ways?
While I do agree that you need boss fights to break up monotony and add a sense of closure to a "level" of the game, I don't think these bosses were very important to the story. As far as the story was concerned they could've been completely nameless as you never learn ANYTHING about their backstory/motivations other than them being clearly "bad guys".
It's one thing to add boss fights, but make the boss significant to the story. Part of me wonders if they were added late in development as they have almost not effect on the overall story and only show up in passing in some cinematics.
I heard that on Normal he can be dropped in two rockets, but on Deus Ex he takes three rockets, two-three clips of 10mm shots and seven stun gun darts before finally falling over. Plus, he can destroy you in two-three shots and his punching attack seemingly outright kills you.
One of the other two people from the augmented merc trio could've easily gone first, with the man-tank saved for later when players have had the time to actually prepare for all situations. Fighting him at that point is kind of unfair in that you've probably only adapted to one or two play-styles at that point, and odds are combat isn't one of them.
The others are fine; by the second boss I had spread my augments out enough to handle combat, stealth and hacking all at once and had a decent set of equipment to non-lethally take down regular goons and heavier, lethal stuff to get rid of the bosses. Maybe a different boss, a toned down one that's more reasonable for any play style would've been best first.
Best options? Either allow for a difficult dialogue tree which will let you avoid the fight, OR allow a stealthy player to do a puzzle-type environmental kill. Switches, levers, barrels in the right places, order, that sort of thing. This is actually -kind- of possible with Barrett, but you still need to finish him off with a few rounds.
I like the idea of boss fights.
Though they should have been more open ended allowing numerous ways to confront you advesary.
Hell it should have been possible to sneak away from boss battles and such.
Really all I'm saying is they should have had bigger ideas for the bosses rather than just kill them.
I definitely don't have a problem with having a boss battle like this one and, with some analysis of your surroundings, such a battle can be beaten with a stealth build rather easily. However, the boss battle is rather poorly implemented with regard to the rest of the game and it feels like just to abrupt of a shift for two reasons.
The first reason is that, at least on the PC, the controls used in stealth movement are just way too clunky for the kind of quick reaction needed for this fight. They're fine when you're slowly plodding through a level and tactfully taking out guards, but they're just awful when it comes to evading grenade blasts, gun fire, and turning cloaking on and off. With some practice, a user can get a better handle on the clunkiness, but the shift is just too abrupt. Which brings me to reason two...
... for a first boss battle, the game just swings way too far to the other rail way too quickly. Up until the boss fight, the game spends all of its time encouraging a stealth build and a way of playing that encourages slow movement and deliberate thinking. It suddenly throws you at a boss which requires the exact opposite. It would have been fine as a second or third boss fight, but for a first fight it's just ridiculous.
It's kind of exemplified by the standard retort I get when I discuss my problems with the way this fight is implemented. Most players say, "well, he's easy to beat with that rocket launcher you can pick up earlier in the level." My response is, "I'm a fucking stealth build that has been playing non-lethal, something the game encourages you to do with increased XP and guard positioning. Why the fuck would a stealthy knock-out artist pick up a fucking rocket launcher that takes up half your inventory!?"
What non-lethal weapons can you use to take them down? Tranquilizer guns don't work. The stun gun, PEPS, and non-lethal grenades just stun them. Unless I missed a gun somewhere, that's all of them.
Each of the bossfights has its own "wow" factor to it. The rooms they occur in, with the exception of the first boss, are intricately and meticulously designed, beautiful to look at, and just generally pleasant to the eye. Each room is tailored to the fights that occur in them, and each situation has different sets of goals to accomplish and different factors to overcome.
Unfortunately, a lot of that is mired by the character building. Trying to take out the second boss at Picus on the hardest difficulty setting might as well be impossible if you haven't picked up the EM/Electricity invulnerability. If you're not careful she'll blow up the transformers lining the outer edge of the room and kill you instantly when the floor lights up through basically no fault of your own. It's absolute garbage, gameplay wise.
Still, though, I got a lot of satisfaction out of the bossfights in Deus Ex. They've all got their own tempo; the first is a slugfest, the second is a dance, the third is a sprint, and the fourth is a clusterfuck. Out of all of them, though, I have to say I enjoyed the third boss the most. Strangely enough, I found it especially exhilarating when you're debilitated during the fight. Something about that claustrophobic ass room, the statues, and the fact that you're constantly being hunted and can't use your trump cards is just satisfying. The only way I beat him was by running around like a madman, dodging his grenades and shooting him with the Revolver's explosive rounds. It was a tense nail-biter but it was such sweet, succulent satisfaction when the last round cracked into the side of his head and it was over. That satisfaction is difficult to come by these days though. A lot of the time bosses are designed to be beaten, not designed to beat you. Deus Ex subscribes to the reasoning of the former rather than the latter, and while certain upgrades can make the fights easier, there's really only one case I've found where it's absolutely NECESSARY to take a certain ability. Certain abilities help, sure, but they aren't explicitly necessary if you play smart and keep your eyes open.
I didn't find it BAD, just a missed oportunity to make me give the game a 9. I know Jim liked it and gave it a high score, but I wouldn't give it that much. Still an 8 though, great fucking game. Could have been one of the greatest games I've played in my life, but didn't go that far with me.
I felt that the boss fights were a little bit old school, but i did not feel like they were really that out of place. you can always make something better, but my main complaint about this game is that i wish it was about 3 times as long. the game isnt short but i just wish there was a lot more of it.
and the final merc that you fight looks sooooo badass.
I didn't have the Typhoon (I did get it later specifically for boss fights), either, which fantastically breaks the boss fights and allows you to win every fight in about a minute at most. The final boss fight (spoiler) can be won in 30 seconds without actually fighting anything, if you know what to do.
I wish they had more social fights, like the first 'fight' you encounter in the game. You could fight him if you wanted, you could also talk him down, tranquilize him or any combination of those. Loved the game overall, but the boss fights did seem unnecessary.

surf dtoid with 

Rising (10+)
People you follow
























follow









