I hope that was sufficient warning in the thread title.
So the final battle for Splatoon 2's Hero Mode is up on YouTube. You can see it here: https://www.youtube.com/watch?v=nC2dciA-gnQ
I'm... a bit disappointed, to be honest.
The boss is DJ Octavio, once again, in the same mech from Splatoon 1, slightly re-skinned here with brass knuckles and a platform for Callie to perform.
And this time, instead of the fight being a skill check of everything you learned in the campaign, spanning multiple platforming challenges between increasingly difficult combat phases, it's just... An arena battle. In one room. Not unlike a regular boss battle.
Pure combat, in other words, aside from the last phase where you ride grind rails in a circle around the top of the room. Yawn.
What made the first game's final boss so special is how it tested you on all of the gimmicks from the previous missions: ink rails, sponge blocks, ink geysers, invisible pathways, etc. I was expecting something similar here, but with stuff like the dash pads, the bounce pads, the mats you roll out, the grapple links, etc. Instead, we only get the grind rails. And the rainmaker, I suppose.
No enemies, either. Just the boss himself, fighting with fists you knock back at him. He seems to have fewer attacks as a result. It all just feels a bit tame. And Callie herself? Why was she even abducted and hypnotized? She doesn't do anything except sing a so-so remix of Bomb Rush Blush.
There also doesn't appear to be any real conclusion to the campaign. No heart-to-heart time with Callie and Marie. Just DJ back in a snowglobe, and credits very similar to the first game.
I love Callie's design, though:
So the final battle for Splatoon 2's Hero Mode is up on YouTube. You can see it here: https://www.youtube.com/watch?v=nC2dciA-gnQ
I'm... a bit disappointed, to be honest.
The boss is DJ Octavio, once again, in the same mech from Splatoon 1, slightly re-skinned here with brass knuckles and a platform for Callie to perform.
And this time, instead of the fight being a skill check of everything you learned in the campaign, spanning multiple platforming challenges between increasingly difficult combat phases, it's just... An arena battle. In one room. Not unlike a regular boss battle.
Pure combat, in other words, aside from the last phase where you ride grind rails in a circle around the top of the room. Yawn.
What made the first game's final boss so special is how it tested you on all of the gimmicks from the previous missions: ink rails, sponge blocks, ink geysers, invisible pathways, etc. I was expecting something similar here, but with stuff like the dash pads, the bounce pads, the mats you roll out, the grapple links, etc. Instead, we only get the grind rails. And the rainmaker, I suppose.
No enemies, either. Just the boss himself, fighting with fists you knock back at him. He seems to have fewer attacks as a result. It all just feels a bit tame. And Callie herself? Why was she even abducted and hypnotized? She doesn't do anything except sing a so-so remix of Bomb Rush Blush.
There also doesn't appear to be any real conclusion to the campaign. No heart-to-heart time with Callie and Marie. Just DJ back in a snowglobe, and credits very similar to the first game.
I love Callie's design, though: