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Boss Fights - The Most Memorable and Your Favorites

Muchi Muchi Pink said:
434px-Sexy_Thermo_Hexy.jpg


Zelda - Ocarina of Time. First time fighting her, I was like :OOOOO
Other bosses I like where already mentioned.


this one was awesome.


Illusion of gaia(time) - vampires

vampires.jpg



back in the days it was one of the hardest fights ever.

and

Secret of Evermore

Secret+of+Evermore_00006.bmp




always had to level spear to lvl 2 or 3 to beat this bitch.
 
djplaeskool said:
FFXI - Maat
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Everyone remembers the first time they beat Maat for the final cap break quest.
Back in 2004, after 2 weeks of death, I finally beat this guy on MNK (went 1/13 overall).
It was a glorious moment.

Fighting him as a Bard is actually a painfully dull experience. Soul Voice -> Paeon V -> Paeon IV -> Elegy -> Requiem -> Sit back and watch some 5 second swing timers on both sides as you slowly plink at his health with your dagger/sword du jour. Felt good not having to farm up the extra items that my RDM friends did, though.
 
Yoshichan said:
Oh right XD Long time...

http://i.imgur.com/yHuis.jpg[IMG]

Also,

[IMG]http://i.imgur.com/wnhy5.jpg[IMG][/QUOTE]
ohai Yoshichan, I gotchu beat

[IMG]http://i.imgur.com/eX7Be.jpg

I miss FFXI ; ;
 
ikkemenx said:
DK64 Crystal Caves Boss- Army Dillo 2

Something about the continuity of this battle- fighting the newly-improved Jungle Japes boss in such an awesome stage and with such awesome music makes this a memorable fight. Every time he pulls out something new (like those missiles!) it's like OH SHIT.
Excellent choice, not only one of my favourite boss battles but one of my favourite boss designs.
Dogadon round 2 from the same game is pretty good as well with the wall of fire attack and turning into Big Chunky so you could punch the crap out of the dragon/dragonfly hybrid leading to a pretty horrid burning demise.
 
Nocturnowl said:
Excellent choice, not only one of my favourite boss battles but one of my favourite boss designs.
Dogadon round 2 from the same game is pretty good as well with the wall of fire attack and turning into Big Chunky so you could punch the crap out of the dragon/dragonfly hybrid leading to a pretty horrid burning demise.

Haha, yeah, it was especially satisfying since Diddy and Chunky were so scared of him!

EDIT: Just hit up YouTube to watch those battles for nostalgia's sake. FEELS GOOD MAN.
 
corkscrewblow said:
I miss FFXI ; ;
You lose automatically by being NIN...
 
corkscrewblow said:
You mean the best FF class besides MNK?
Ugh ._. ♥
 
Doom-Dragon.gif

DoomDragonBattle.png

Doom Dragon from Golden Sun. God, what a ridiculous, awesome, and hard battle.
One of my favorite bosses.

Meta_Ridley_breaks_free.jpg

Any fight with any Ridley is just fun for me. I love fighting him, and shooting him in his damn mouth.
 
Hatty said:
they're mostly in japan created games?

Bingo!

The differing priorities of the regional design sensibilities shines through here. The western school of design, such as has mostly originated on the PC's, today especially, is moving further from games being, shall we call it, gamey, and closer to them being cinematic so they focus on things like believability and try to convey conflict and climax through narrative, just like movies, whereas Japanese games continue to put the mechanics of gameplay as their foremost priority and thus are often absurd and abstract.

It is the lack of restraint in gameplay and boss design that makes climatic encounters more impactful and memorable in Japanese games, but at the same time also makes them less palatable for the extended game audience of today who really would prefer games to be less like games and instead be more like interactive movies.

This is also why so many in the west have started to call boss battles an archaic appendage from the mediums primitive past and would rather sacrifice such gamey contrivances in favour of a narrative more rooted in reality.

Also, I really would like to punch such people in the bollocks because they are viewing this medium in an abominable light but there are more of them than me and so they have already won.

Oh, and before you mention the God of War series, bear in mind the team's root inspiration.
 
ScionOfTheRisingSun said:
Bingo!

The differing priorities of the regional design sensibilities shines through here. The western school of design, such as has mostly originated on the PC's, today especially, is moving further from games being, shall we call it, gamey, and closer to them being cinematic so they focus on things like believability and try to convey conflict and climax through narrative, just like movies, whereas Japanese games continue to put the mechanics of gameplay as their foremost priority and thus are often absurd and abstract.

It is the lack of restraint in gameplay and boss design that makes climatic encounters more impactful and memorable in Japanese games, but at the same time also makes them less palatable for the extended game audience of today who really would prefer games to be less like games and instead be more like interactive movies.

This is also why so many in the west have started to call boss battles an archaic appendage from the mediums primitive past and would rather sacrifice such gamey contrivances in favour of a narrative more rooted in reality.

Also, I really would like to punch such people in the bollocks because they are viewing this medium in an abominable light but there are more of them than me and so they have already won.

Oh, and before you mention the God of War series, bear in mind the team's root inspiration.

This is very insightful and well-put.
 
Speaking of FFXI, CoP 6-4 was incredibly memorable for me. This airship-in-the-sky, three-part 45-minute deathfest was nerfed around six months after its introduction, but we did it pre-nerf, WITH a 57 NIN/WAR tank instead of 60 NIN/WAR. I essentially tanked Omega as a DRK from 12% down to 4% due to BW/LS/Insane buffs, then I died, BLM died, BRD died, everyone died except for the RNG, who popped off his EES as Omega came charging toward him to seal the win after eight failed attempts.

Got out of my chair and literally screamed. Best moment ever. Plus Sea is one of my favorite areas in any game ever; what a reward.
 
2220.jpg


One of my favorite final missions was GTA: San Andreas'. Did a lot of things right: You basically end the game right where you began it, except after having gone on this incredibly long and complex journey. All of the major characters who became your allies and didn't die are still there with you and you finish the game walking away as Office Tenpenny ultimately gets his, your arch nemesis for the entire game since the first mission.

Just before it, you've gone through the LA Riots, you've taken a giant mansion, taken over fighter jets, won back your neighborhoods that you lost in your San Fran & Las Vegas excusions, and grounded yourself back in the hood...

lossantos2097.jpg


What made getting revenge on Tenpenny so great was just how accessible he was as a bad guy -- he was always there, always making your life miserable, yet for not contrived reasons, you couldn't kill him. For me, I thought it was a great conclusion to the game... even despite the awkwardness of trying to clear your name of one murder by killing untold thousands of innocent people throughout the game... But let's not focus too strongly on that, right?
 
IceDoesntHelp said:
DoomDragonBattle.png

Doom Dragon from Golden Sun. God, what a ridiculous, awesome, and hard battle.
One of my favorite bosses.
I loved this boss. None of my friends had been able to beat him and then finally I got Golden Sun 2. I quickly made it to him and beat him first try. It was still a difficult battle though; I remember I was waiting for a cutscene to commence to show that one of the heads had disappeared, but I wasn't paying attention so I ended up getting to his last head before finally using a summon haha.
 
Seda said:
Riku/Ansem in Kingdom Hearts.
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Koopa Bros in Paper Mario
marioRPGVillains_koopas.jpg


Both Margulis fights in Xenosaga II
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among many others, most posted already.

YES TO KOOPA BROS.

Also, Sephiroth in the first KH. He was mad easy in KH2, but difficult AND fun in the first KH.
 
ridethepiggy said:
Giygas from Earthbound. If you haven't played this, go dig out a NES and play it now.
BossGiygas.png



And maybe I'll think of some more recent stuff when it's not midnight :P


This frightens me. yet, Im intrigued by it! Im gonna try out Earthbound. Never played it.
 
dark_chris said:
This frightens me. yet, Im intrigued by it! Im gonna try out Earthbound. Never played it.

Oh boy. You're in for a treat. If just looking at him frightens you, wait until you fight him.
 
Good thread. Digging it up because I've been thinking about making one about good boss fights myself, but wanted to see when the last one was, if there was one at all.

Personally, I much prefer the boss fights where you're fighting an equal, a rival, a person, rather than a giant monster bug alien thing.

Recent games I think did a good job that didn't get enough credit for it were:

The last boss of Infamous. I found it fairly difficult, and pretty epic, both the location and the identity of the boss. His/Her attacks were equatable to my own, but different. I could see a main character in an Infamous game having this boss's abilities, which I think is a very strong quality in a game boss.

Bosses from Vanquish. Yeah, I'll find a chance to talk about Vanquish anywhere I can get. What makes Vanquish's bosses special to me is the way they're so smoothly woven into the battles it's almost hard to discern when an enemy is a boss and when it's just a strong enemy. The final battle is of particular note, in that again you're not shown a huge monster which then simply swings a big tentacle-limb at you every 7 seconds, and otherwise sits there and gets beat up upon. Unlike almost any game, the last boss in Vanquish is constantly dodging, evading, swooping, etc. There's hardly a "I just swung, so now I'll sit here for you to get in your five hits before I recover." You CAN stun this boss, but it's not a scripted mechanic for this one enemy; it fits into the overall fiction of the entire world, and is at the same time much harder to pull off here than perhaps anywhere else in the game. Mikami is a genius.

Darksiders: Not a single "dungeon" battle sticks out in my mind as being note-worthy, other than "hey, this is like Zelda." But the rival battles you have during the game all stick out in my head. It's so much more rewarding when a boss — or enemy, really — actually has some narrative to give it some meaning other than "big scary thing here to kill you." These enemies have motives, flaws, and strengths. Now, that said, the last boss is sort of a monster, kinda, which is why I'm saving Darksiders for last. I know that goes against everything else I've said, but it's like what Penny-Arcade said: it should be totally corny, a game called Darksiders, a sword named the "Chaos Eater," and all that adolescent nonsense. So should a monster boss. But, it all just works for Darksiders. I should totally think War is a corny, lame character, yet I think he's kinda bad-ass. Can't fully explain why Darksiders gets the pass from me and so many of us... maybe it's the accent?

Also worth noting is the Zant battle from Zelda: Twilight Princess. The combat in Zelda is really not very good, but that's not what makes the battle special. It's the environment, and how it changes, that sets this one apart. Really, I feel this was the game's high-note, at least as far as the conflicts went. The dungeon climax was much earlier.
 
ScionOfTheRisingSun said:
Bingo!

The differing priorities of the regional design sensibilities shines through here. The western school of design, such as has mostly originated on the PC's, today especially, is moving further from games being, shall we call it, gamey, and closer to them being cinematic so they focus on things like believability and try to convey conflict and climax through narrative, just like movies, whereas Japanese games continue to put the mechanics of gameplay as their foremost priority and thus are often absurd and abstract.

It is the lack of restraint in gameplay and boss design that makes climatic encounters more impactful and memorable in Japanese games, but at the same time also makes them less palatable for the extended game audience of today who really would prefer games to be less like games and instead be more like interactive movies.

This is also why so many in the west have started to call boss battles an archaic appendage from the mediums primitive past and would rather sacrifice such gamey contrivances in favour of a narrative more rooted in reality.

Also, I really would like to punch such people in the bollocks because they are viewing this medium in an abominable light but there are more of them than me and so they have already won.

Oh, and before you mention the God of War series, bear in mind the team's root inspiration.

Don't forget bosses-as-gatekeepers stop people from seeing the story or what have you. Can't have that in a game, now can we. But if we're forced to, we gotta make it rote and unsurprising so as not to scare and frustrate players
and keep them from the sweet, sweet DLC.

And much of Atlus and Matsuno (the minds of whom, many of my bosses I listed in these threads sprang from) was influenced by Western gaming asthetics. It's when bad influences spread that kill aspects of gaming leaving weaker ersatzes in their place is when things are wrong.
 
Demogorgon2.jpg


Improved version from Dave Gaider's Ascension mod + Sword Coast Stratagems II AI enhancements.

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with same SCS II mod.

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Only did it on 10 man normal, but it was a very fun fight.
 
I counter you with:

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Qwomo said:
Nah, I just hate contrived, antiquated things.

You could say the exact same thing about any aspect of a game, including fighting fodder enemies, which you seem to think games should be composed entirely of.
 
Metal Gear Solid Bosses, all of them...
except PW & PO bosses :S

edit:

Oh and let's not forget:

RE4: Krauser, IT, Del Lago, El Gigante.

RE5: Wesker 1st & 2nd Battle.

Vanquish: Crystal Viper, Unknown, Bogeys.

FF7: Safer Sephiroth (If only for Super Nova, and the music ^_^)
 
Forkball said:
Zeromus from FFIV.
tellah.JPG

This was a really hard battle since he had devastating attacks that could crush the entire party. You more or less had to max heal every single turn. Also if you were smart, you bought the best shurikens at the dwarven region, which did like 1000 damage per turn. Beating him is extremely satisfying because the only save point right before like fifteen minutes away, and it is littered with extremely tough enemies. On top of that, you have to watch this crazy long unskippable cutscene. However the scene is epic since all your friends basically set you up for a spirit bomb.

That sounds like really horrible and boring/frustrating game design.
 
BIONIC-ARRRMMM!! said:
I adore the game man, but the bosses just weren't as memorable as the rest of the series.
Although I still enjoyed my time with them believe it or not.

Yeah I'm with you there. It's kind of like apples and oranges really for Peace Walker. They were designed to be fought by several people at once, so they went the robots only route. They were certainly fun, but not nearly as good as the typical MGS style boss battles.

Portable Ops though had the standard MGS style, and those were pretty good.
 
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