Son of Godzilla said:The clockwork sequence was fine up until the boss section, where it just became confusing as to what you were supposed to focus on. I fundamentally like the idea of a boss taking up the background of a section and forcing you to deal with basic combat with that added premise. I didn't like the idea of it just showing up out of nowhere and smacking you down for no good reason.
So yea, silly in a demo but potentially awesome in-game.
See, I agree that bosses in the background as a sort of lead-in to fighting them later in a stage, is an AWESOME thing. Many awesome platformers in the old days did this too, with bosses kinda lurking in the backgrounds being all huge and imposing while you went through the level. The problem here is as you said, if they randomly start getting in on the action when you shouldn't actually be fighting them, it just makes the entire set piece a mess.
I don't think there's much potential for it in-game either, because it looks like the entire sequence is just an interactive intro. It's probably meant to be messy and confusing, just to get you amped up to fight all these bosses and stuff later in the game. That doesn't mean I have to like it though.