Bed of Chaos and O&S completely change the rules of their respective fights, but they don’t make the fight just harder adding enemies and/or making them extremely more aggressive for the sake of it. O&S especially is a notable exception because it can be argued that the first part is actually harder, putting you in a 2 vs 1 situation against enemies much nimbler than the Gargoyles and challenging you in a way the game really didn’t up to that point. DS3 is always, always upping the ante. DS3 feels like the devs are openly mocking you with one more phase, one more cheap attack, one more hit added to an already stupidly long combo (looking at you, Soul of Cinder).This seems like a strange critique given the existence of phases in Bed of Chaos fight, phases in Orstein and Smaugh fight, aggressive canines in Capra Demon fight, aggressive skeletons in Gravelord Nito fight, and continuously spawning phantoms in The Four Kings fight. Not to mention the invincible boss Seath the Scaleless in the first encounter, who must kill the player to allow progress in Duke's Archives. Forgive me if I find your statement to be a bit hypocritical.
... likewise in DS2 they went overboard with gangbang-style boss fights and rooms.
Fromsoft bosses are known for having inconsistent hitboxes which make things seem random and RNG in terms of attack chains, but those things are oddly seen as being "consistent" elements of the design and not cheap. If you see "moving goalposts" in fights as cheap or fair tools that the developers use consistently to increase the drama level of fights is also subjective. To me, the question is how low effort a design choice feels and if it just seems to be used to pad out content.Just a weird question.. to me "cheap" in a game would be something that can't be beaten or avoided w/ skill.. like blue shells in dumbass Mario Kiddy Kart...
Anything else in a game is perfectly "fair".. the game is the game.. if it's hard it's hard.
I judge boss battles like I judge everything else about a game.. is it fun? Some of the best, and some of the worst, are multi-phase.. but they are all "fair" as long as they aren't just randomly insta-killing you.
Fromsoft bosses are known for having inconsistent hitboxes which make things seem random and RNG in terms of attack chains, but those things are oddly seen as being "consistent" elements of the design and not cheap. If you see "moving goalposts" in fights as cheap or fair tools that the developers use consistently to increase the drama level of fights is also subjective. To me, the question is how low effort a design choice feels and if it just seems to be used to pad out content.
Yeah, that one was insane. When you run out of the castle as it crumbles, and he turns into the giant pig and comes out from under the rubble, and Zelda helps you out with her light arrows. Jesus, absolutely legendary fight.Best IMO is Ganon in OOT. That was a real mind fucking blown moment for me as a kid.
It's hard to discuss boss fights during this age because people are afraid to criticize difficulty. There is this silent wow among gamers that you can't call out some of the Soulsborne bosses for being straight-up shit, but some of them are.So I'm a soulsborne vet...I beat every soulsborne game and dark souls 3 and bloodborne a plethora of times...but I'm playing the DLCs for the first time. This isnt a "make the game easier" post, but a post discussing the design philosophy of multiphase bosses. Now Sister Friede is considered one of the tougher bosses in the soulsborne franchises and I was excited to play her...but shes not hard because her move set...shes hard because she has 3 god damn phases and by the time you get to phase three you are low on items more than anything....this is why I hate multiphased bosses who have multiple health bars. If its like Pontiff Sulivan who switches up mid battle thats cool, but when they die and revive a whole new health bar it just feels cheap. Lothric princes have this problem too. Now back to the grind...I got to the third phase on my 10th attempt but yea...multiple phased bosses are annoying.
The exact reason I loved it . That fight feels fucking impossible, but the high of beating it. Yum so good.That's exactly the reason I hate Sekiro bosses and I ditched the game in the final boss, because he has 4!! phases.
It's easy, the trick is to never hesitate.That's exactly the reason I hate Sekiro bosses and I ditched the game in the final boss, because he has 4!! phases.
I've long been of the opinion that GOW3's Hades fight is one of the high watermarks for GOW boss fights and arguably the best boss fight in GOW3 itself.And watching the Hades fights in GOW3 is amazing.
Yea thats cool...I dont mind if one phase is almost impossible...but three...ehhhhI found Darkeater Midir harder than Sister Friede or Demon Prince(s) and Midir was only 1 phase
That is like saying: it's easy, the trick is to win.It's easy, the trick is to never hesitate.
Man, for me the final boss of Sekiro was one the most fun boss fight I ever experienced in gaming. It was like experiencing that final fight in Sword of Stranger movie first hand, it was glorious.Reason why I stopped playing Sekiro in front of the final boss, after killing everything else.
Absolutely not fair....and that's the beauty. Overcoming unfair odds just makes it more satisfying. It's like 1 v X'ing in the Forest in Dark Souls. Come out on top and you just feel like an absolute legend.So I'm a soulsborne vet...I beat every soulsborne game and dark souls 3 and bloodborne a plethora of times...but I'm playing the DLCs for the first time. This isnt a "make the game easier" post, but a post discussing the design philosophy of multiphase bosses. Now Sister Friede is considered one of the tougher bosses in the soulsborne franchises and I was excited to play her...but shes not hard because her move set...shes hard because she has 3 god damn phases and by the time you get to phase three you are low on items more than anything....this is why I hate multiphased bosses who have multiple health bars. If its like Pontiff Sulivan who switches up mid battle thats cool, but when they die and revive a whole new health bar it just feels cheap. Lothric princes have this problem too. Now back to the grind...I got to the third phase on my 10th attempt but yea...multiple phased bosses are annoying.
I don’t know I feel like if a boss doesn’t have multiple phases it would underwhelming to me.Unimaginative.
It was a new take, once. Now every boss seems to be forced to have at least 2 phases.
A good challenge means making a better boss fight, not more health bars. Mike Tyson from Punch Out only needed one to be memorable.Did you want a challenge or not?
boss fights as a whole need to be overhauled.
9 out of 10 times it's just an enclosed area, against some big guy with annoying attacks you're forced to beat before you can proceed to the next area. tedious.
I bet I know what you're speaking of: Horror games that aren't resident evil. Awful combat, worse bosses. They don't need either to be scary.Sometimes I wish some games didnt have bosses.
Im not talking From games lol
I bet I know what you're speaking of: Horror games that aren't resident evil. Awful combat, worse bosses. They don't need either to be scary.