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I HATE MY BOSS - by Mr Biffo

20/3/2017

44 Comments

 
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The more time I spend with The Legend of Zelda: Breath of the Wild, the more I notice its imperfections. There are lots of little niggles - I've got issues with the way saves work, with the camera and aiming, how easy it is to accidentally crouch or use your zoom scope in the middle of a battle, and how a completely left-field style of play will be thrown at you without warning (yeah, I'm looking at you, occasional tilt-sensor Shrine puzzles).

It's inevitable, of course; even in the most idyllic relationship, there'll be things which wind you up about your partner. By the same token, when things are great in every other respect you'll be able to overlook the things which don't work. It's when the fundamentals are broken - love, trust, respect - that it's harder not to sweat the small stuff.

However, my biggest stumbling block when it comes to BotW feels personal, rather than a flaw of the game - because I'm most likely in a minority regarding it. It's about me. It's my issue to overcome or accept, rather than demand that the game change its behaviour. And that issue is this issue: I hate the bosses.

Furthermore, I've come to accept that I've always hated bosses in games. It's only because I love so much of BotW that I've come to realise just how much I hate them. I've realised just what I'm prepared to put up with to revel in the good. But... man... it has been touch-and-go at times.

In shoot 'em ups, platform games, survival horror... the second that big, end-of-level, end-of-chapter, monster, or spaceship, or egg-shaped scientist appears... it has always acted like a brick wall to my enjoyment. I don't enjoy any aspect of a boss, beyond - maybe - its aesthetic qualities. They're something I have to suffer through in order to get to the stuff I really buy a game for. 

And, in the latest Zelda, in at least one instance, I was suffering through a boss FOR DAYS.
NO FREEDOM
The bosses - for want of a better term - in Breath of the Wild seem particularly at odds with the rest of the game. ​There's such a sense of freedom, of empowerment, and experimentation, to BotW as a whole, that when a boss comes around, the game suddenly contracts down to a narrow set of rules. 

That's not the fault of the game as such. It's more an issue with tradition - this is how it has always been in games, and presumably there are bosses in BotW because some people relish that chance to utilise all the powers and skills they've acquired in the rest of the adventure.

That said, I had perhaps hoped that given the nature of the rest of the game, some sort of fresh approach might've been found when it came to bosses, that it would be a convention that Nintendo would try and subvert. Unfortunately... for the most part we get that same tired video game trope: Here's a boss... learn the patterns...  repeat.

In fact, that pattern-learning is probably why I don't much like Bloodborne or Dark Souls. I can't be bothered with them, because that isn't what I want out of a game. To me, it's anathema to enjoyment, like doing maths revision, or reading a contract; such beautifully, horribly, realised worlds which are only open to me if I'm prepared to put in hours and hours of tedious grind.

Making that connection between what I do and don't want from a game, it got me to wondering what this says about me.

Shatter a hologram, and the image will be preserved on all of its facets. Usually, you can do the same with a person - even something as seemingly removed from real life as how we play games is distinctly individual. That's becoming ever more clear, as games offer more and more freedom, and increasingly reward a person's own style of playing.

When you're then expected to play in a prescriptive fashion, it becomes jarring. 
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HOW YOU PLAY
I've listened to people talk about the sense of achievement at defeating a boss, that there's a big dopamine hit... but I only ever feel relief - thank God that's out of the way, now I can get on with the game again - and irritation that I had to endure it in the first place.

Similarly, I struggle with games where I'm asked to be stealthy. Zelda has moments like this - and it's as tiresome as it was in, say, Watch Dogs 2, or Far Cry, or Dishonored, or... y'know any game where I'm suddenly expected to go from making as much noise as possible, to hiding behind crates and lurking in shadows. All too often in these instances, there's only one path to real success.

I seem incapable, no doubt due to my impatience, of sneaking past enemies without setting off an alarm, and alerting all their friends to my presence. I try - oh, how I try - but subtlety is clearly not my forte. I know in life that I put off the boring jobs - the paperwork, the dump trips - and the stuff I know I'll suck at - the DIY - to focus on the stuff that I know I'll enjoy.

When games thrust a boss at me, that's how it feels; like I've got to fix a shelf, or a light switch, so I can go back to watching telly or playing a game.

Most of the time, I'll get there in the end, but not until after I've destroyed half the house. No joke; I once tried to knock down a connecting wall, and - because my brain melts when faced with home improvement - I decided this would be best done with a big axe. On my first swing, the axe bounced off the wall, and ended up in the ceiling.

On another occasion, I spent four hours of swearing and sweating while trying to put a barbecue together. When I'd finally finished, I stood the thing up, and realised I'd put the legs on back to front, and the whole thing was at a slant. I nearly broke down in tears.

In short: I don't do finesse. 
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HOW WE PLAY
The constraining nature of most boss battles are the busy work I seemingly must suffer through to get to the stuff in Breath of the Wild that I really want to be spending time with - like hating the chorus to an otherwise great song, or struggling through the working week to be able to enjoy the weekend.

I'd have hoped that Zelda might have encouraged the same sort of experimentation towards bosses as it does everywhere else (admittedly, a mate of mine did finally defeated the same Zelda boss simply by lobbing bombs at it...). It seems like a rare, narrow-minded, restricted, out-of-place throwback to earlier instalments of the series.

I get enough of tedious repetition in real life. Yes, some of us need rules and order and predictability to feel safe, but some of us want to be surprised by freedom, by doing things our way, and to hell with society's decrees.

I know that, as I get older, the more I think that rules and regulation should be questioned, that we all deserve to live life our way, and why should we have to do something a certain way just because it has been drummed into us from birth?

That instinct has always been there in me - and it has taken Breath of the Wild to make me confront it. If we didn't question the conventions and rules, and accepted wisdom, we'd still be boring holes in people's skulls to release evil spirits.

There's too often a disconnect between how I want to play a game, and how a game wants to be played - just as there's abstraction between how I want to live my life in a fashion that feels right and comfortable for me, and how others tell me I have to live it.

What does the way you play games say about you?
FROM THE ARCHIVE:
VIDEO GAMES: A PRIMAL INSTINCT BY MR BIFFO
THE FEEL THING by Mr Biffo
I WAS A BAFTA GAMES JUDGE by Mr Biffo
44 Comments
Bananasthemonkey
20/3/2017 10:22:48 am

I dread and loathe bosses. Zeldas are the worst because the rest of the game is usually so engaging and you have to suffer through them to get to the good stuff. That bloody fish boss think in Majora's Mask nearly gave me an aneurysm. And not in a good way.

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Super Bad Advice
20/3/2017 11:25:06 am

Yeah, I hate the sort of boss who is just there as a wall - Destiny's raid bosses are the absolute pinnacle of this. They behave like imbeciles and do really, really strange things. I've not found Zelda's too bad, mainly because it still feels like you've got more options than usual at hand to defeat them and there is no 'you must hit this exact crit spot to do this exact thing, and then do that exact thing', and you can if needed just run round and round and round lobbing bombs at them.

The best boss encounter I've ever come across for proper freedom though was in the expansion to Deus Ex: Human Revolution. You could beat him without firing a shot by doing a stealth kill, or lure him into a trap, or beat him by firing many, many shots - the choice was entirely open.

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Gaijintendo
20/3/2017 11:35:41 am

Is it just me, but i get the false sense of safety in places, and lower my gamepad to read a text message or interact with family members and then immediately fire and explosive arrow at my feet.

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Mr Biffo
20/3/2017 11:44:54 am

Yeah, the controls aren't perfect. I've died many times from pressing the wrong button.

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Sean McErlean
20/3/2017 11:46:10 am

I live Dark Souls. The boss is there as a challenge: figure out how to defeat me, and be good enough to do it. There is usually multiple ways, depending on your play style. There is nothing as satisfying as returning to a boss that have you good and just wrecking them because you have it down. Or trying it again with a different approach.

My problem with BoTW is the bosses can all be brute forced. However weak you are, just make a load of potions or food that add +20 hearts, buy a load of special arrows and retain some of your chunkier weapons. All the DS, recognise the pattern, block and dodge goes out the window. The two I've done have got dead very, very quickly.

I'm too weak to stick to a harder way the first time, but will probably go back. But they definitely left in easy mode.

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Euphemia
20/3/2017 12:32:12 pm

The DS bosses for me are when I put my hand up for help and have some summons offset my cackhandedness with remembering patterns. You can still bruteforce your way through them, especially if there's three or four of you putting the boot in.

But I do see them as obstacles and not objectives. Besides, it's the multi-player that gives it longevity, not the bosses.

The constant broken weapons is what made me give up on Zelda this weekend. I just do not get the reason behind this, it kills the pace of every encounter and is compounded by the fiddly controls.

And the motion controls. Fuck them. Fuck them right off to fuck.

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Darcy
20/3/2017 01:38:25 pm

The weapon fragility complaint will always bemuse me because I have more trouble with having more weapons than I do inventory space.

Sean McErlean
20/3/2017 08:51:01 pm

The weapon durability is critical to the game. It forces you to adapt. Otherwise you'd just be on your sword of smiting +10 the whole time.

Think of the weapons like guns in Halo. You run out and move on.

That said, I've amassed an incredible amount of kick ass weaponry at this point.

Euphemia
20/3/2017 09:42:39 pm

I'm not buying that it forces you to adapt, capping upgrades and providing an interesting variety of weapons for playstyles or enemy encounters forces you to adapt. This forces you to hit pause over and over again, or run away to grab a stick off the ground. Plus juggling that fiddly menu with Link's 400 meals a day is well cumbersome. And then the unwieldy controls and dickish camera ...

I don't often quit on a game, this and the Witcher are about all I've truly given up on in the last couple of years.

Spiney O'Sullivan
20/3/2017 12:51:15 pm

I've been watching a friend play BotW, and it does seem like every battle can be spammed by wolfing down potions and food. It seems like the player should really use that dodge move from that one Guardian fight, but there's just no point. It makes the bosses in this one seem particularly tedious, as previous Zelda games tended to require you to find a use for an item given to you in their dungeon (Skyward Sword's scorpion boss and Wind Waker's volcano fight are series highlights for me).

That said, does anyone know if weapons take less damage when you hit enemies while fighting properly with dodge flurries etc? That would be a good way of incentivising skill over constantly jamming Link's face full of consumables like he's the host of the Hyrule version of Man vs Food.

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Nick
20/3/2017 02:46:43 pm

I don't know if the damage system rewards skilled play but I'm sure they break quicker when striking a shield.

Personally, I find it more realistic to indulge in energetic combat whilst eating a steak dinner.

Spiney O'Sullivan
20/3/2017 05:11:34 pm

With all that eating while vigorously exercising, the player should basically be able to trace their unique path across Hyrule through a trail of vomit.

The Legend of Zelda: Barf of the Wild.

Sean McErlean
20/3/2017 08:49:23 pm

Like everything in this game, the bosses and combat (at least after you've enough shrines to grab a few hearts) are up to you. I reckon it'd be Dark Souls hard if you stuck to no or limited healing. But it lets you bomb through it if you want.

Parrying and dodging Guardians makes you feel invincible. I think thats the main reward.

cinco boy
20/3/2017 12:03:34 pm

Glad to see I'm not alone in the boss-hating. I've given up on several games at the final boss because I just cannot be arsed to sit there and learn the one method to defeat them. Booooring.

It's especially frustrating when it's a game that has previously given you a great deal of freedom in how to approach things, then you're suddenly shunted into a tedious battle with very narrow limitations.

Also can't stand instant fail stealth missions or any kind of linear gameplay. Shmups and (most) platformers put me to sleep.

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Darcy
20/3/2017 12:21:39 pm

"All too often in these instances, there's only one path to real success."

Funny you say that about the stealth section, as I'm pretty sure you can just nope out of the area, climb over it, and paraglide down into the boss room.

Or just cast stasis on the guards and run straight past them.

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RichardM
20/3/2017 12:22:57 pm

Always kind of liked bosses, assuming they're well conceived. Some are cack (Trevelyan at the end of GoldenEye 64 comes to mind) and some are sphincter-tearingly frustrating (Mizar from Jet Force Gemini)... but what would Lylat Wars be without all those iconic bosses?

Maybe it just depends on the style of game.

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Good Hank
20/3/2017 12:43:04 pm

I just can't be arsed with boss fights. I'll usually just youtube how to do them if it's not immediately obvious how to proceed, which makes me feel like a shit gamer, but I just cannot be bothered with the trial and error usually required.

They're the only part of the new doom I disliked

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colincidence link
20/3/2017 12:45:31 pm

Agreed about bosses. I hate when they have invulnerability phases and you just have to dance around their projectiles until it's your turn to attack again. Then you get fired.

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Meatballs-me-branch-me-do
20/3/2017 01:19:45 pm

Boss waves of Gears of War 4 horde mode are awful. It's invariably some ridiculously overpowered bullet sponge that can't really be staggered or knocked back. You have all five players emptying their guns into its weak point and it just keeps coming and doesn't even slow down. There's very little nuance to it, it's just keep shooting until it does.

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VendingMachine
20/3/2017 01:23:56 pm

git good

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Picston Shottle
20/3/2017 01:58:19 pm

I gave up trying to kill the David Beckham lookalike in one of the Witcher III dlc's yesterday. There's six (I think) zombie/ghost versions of him and I kept getting twatted by the last one I had to beat who, seemingly, blocks every single hit. Frustrated the tits off me and I gave up after an hour and a half of getting killed and waiting aaaaages for the bastard game to load again so as I could go through the same process. I don't think it'd be too bad if the load times weren't so interminable.

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Ben
20/3/2017 02:01:18 pm

I just don't agree here, I think there's a lot of merit in a good boss fight and the Zelda series has had some of the all time greats.

I should probably say that I came direct from Bloodborne to Breath of the Wild so maybe my difficulty gauge is slightly skewed at this point, but in all honesty, I have yet to encounter a really teeth-gnashingly difficult boss in the game...It's plenty challenging in other areas but the bosses are well balanced for me and have, thus far, provided a great opportunity to 'rinse' my 'dank' 'skillz'.

A good, challenging-but-fair boss fight is hugely rewarding and can be an exciting crescendo moment punctuating your journey through a world, if not an actual highlight of a game. As mentioned, I'm not sure I have had a greater experience in gaming than I had defeating some of Bloodborne's notorious beasts, and whilst there were many moments of abject despair and some of that was certainly relief, the adrenaline rush and subsequent release that accompanied victory was incredible. In a sexy way.

I never thought I would get on with Bloodborne for the reasons you have described but would now place it quite comfortably in my top 5 favourite games EVER. I wish you'd get over the difficulty and persevere with it Mr. B, it's a wonderful, wonderful world they have created.

Anyway, I like a boss, like a boss. Boss.

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Mr Biffo
20/3/2017 02:03:57 pm

See, I can tell it's a wonderful world... but I guess I don't WANT to get over the difficulty. I've tried, I really have - but that's not what I want from a game. The amount of work I was putting in just wasn't rewarding me.

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Ben
20/3/2017 06:02:29 pm

I completely get what you're saying, it initially feels like it's asking an awful lot of you and not respecting your time/life...Just out of curiosity, how far did you get with it? The introductory hump is absolutely brutal but it does ease off (ish) at a certain point once you have got into the rhythm of it and the difficulty starts to make wonderful sense as a design/aesthetic choice both in the way you approach it and the depth with which you come to know the world.

Sorry to go on, I know it's punishing and it can't be for everybody but I just loved that game; I feel pretty priveleged to have gone from that to Breath of the Wild. Halcyon days.

Biscuits
20/3/2017 07:42:18 pm

If you're not enjoying it it's not a good boss. Nobody is playing Dark Souls thinking 'Gosh this is so boring, when is this boss going to die, I want to explore more, yaaawn'. The way you feel exploring a map or figuring out a puzzle should be comparable to fighting bosses. It's not about beating an unpleasant experience to progress, just the act of fighting them is fun by itself. The winning dopamine rush is fine but fighting and getting better is the fun part. This is just Souls though. Or maybe that's the only series I can think of that allows and rewards repeated boss fights.

For myself it's puzzle sections that throw up a minor stumbling block in the sense that I think they kill momentum, but I know that after playing one for a minute or two I'll be into it. except for the ones where the answer is obvious and it's just tedious dragging blocks around or something

Jareth Smith
20/3/2017 03:15:48 pm

Being a busy working individual, I don't have time to sit around working out how to defeat a particular boss. This is also why I love indie games, as they’re short, sweet, innovative, and a great antidote to all the CoD and GTA, hyper-violent mayhem.
So I usually YouTube the way to do it (including puzzles) to save the time.

I generally dislike boss fights, but Zelda has a habit of throwing up exceptional ones over the years, but it’s a gaming trope which has stuck around and so many games rely on them.

I’ve just been captivated with Breath of the Wild, I have no issues with it. It’s like when I played Half-Life 2 for the first time – just astonishing stuff. The latter doesn’t really do bosses, which is I think noteworthy. There’s a helicopter fight and the end bit, but on the whole you don’t waste your time fighting some boss.

Anyway, my main issue with modern gaming is how developers insist they have to be like movies. As a result, I ignore most AAA releases as I don’t fancy sitting there wading through hours of horrendous cutscenes with godawful dialogue.

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Matt
20/3/2017 03:17:02 pm

I feel it's less about bosses as a concept and more about whether they're fun to challenge. The 'bosses' in BOTW are really, *really* bad and unenjoyable (like much of the game to me alas). Whereas in games I feel are better, the bosses have been enjoyable experiences and made for really thrilling moments. But in those games, the bosses were really well designed, fun and enjoyable, and provided just the right amount of challenge to feel like you've accomplished something without it being a chore. Designing to be able to beat a boss first time but feeling like you only just did it (but always would have unless you're completely incompetent and suicidal) is a hallmark of great design. Having to retry and retry grating your teeth constantly is a hallmark of poor design and inferior game making (yes, I'm looking at you BOTW).

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Miracle Johnson
21/3/2017 09:39:12 am

That seems like a very limited view of what constitutes a good boss imo

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F Murray Abraham
20/3/2017 04:08:04 pm

My most serious game related injury is boss-related. I headbutted my dreamcast controller and gashed open my forehead after failing to defeat the bio-lizard on Sonic Adventure 2 for the hundredth time. Now every time i look in the mirror i see that lizard staring back.

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Spiney O'Sullivan
20/3/2017 07:17:41 pm

Oh god. You just reminded me of this atrocity. So many deaths because of failing lock-on jumps.

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DEAN
20/3/2017 05:00:24 pm

Verbatim.

I threw the baby out with the bathwater, though, and completely abandoned it. An hour wasted... I should have been having fun.
F@ck BOTW.

Great article and one which makes me think about a longterm issue I've had with games - too many are too hard.
Really been enjoying licking my Ganon-inflicted wounds with Journey and Abzu.

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Biccies
20/3/2017 07:44:49 pm

Can I have your Switch please

Journey is amazing isn't it, was it your first time through?

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DEAN
20/3/2017 09:27:14 pm

It's already gone!
I'll get another one around Christmas/Odyssey time - recommend you hold fire, yourself.

First time through Journey. It's great - really glad I played it.
Have you played Abzu? It's also beautiful and 'gentle'.

Biscuits
21/3/2017 09:25:07 am

Yeah, I like it a lot, I already have an appreciation of fish and marine life so I love swimming around in there. Also, due to the fear of deep water, it's honestly the scariest game I've ever played, along with GTA V, for the same reason. Even though I know nothing can kill me I have to will myself down to the dark depths with a grimace and gritted teeth.

It's not the perfect package that is Journey though, which gave me the most profound reaction I've ever had to a video game - hey, dad, I'll claim it approaches art!

DEAN
21/3/2017 09:49:33 am

Journey is something special and yes, you're right, it's more transcendent than Abzu.
But I do love Abzu!

Art?
That's very interesting. Do you say that because of the spiritual experience? Allegory? Abstract visuals and wonderful score...
It's all that, right?
Why is that more art and something like Fifa less so? Not that you've said that but what's your take on it?

And speaking of profound experiences... stop teasing! Did you buy some crystals?

Pretentious Biscuits
21/3/2017 03:51:10 pm

Journey excels in it's visuals and sound, as you say, but lots of games do. For me it seems to be a complete concise experience the way no other video game is - every time I play through I'm left with an incredibly satisfying sense of completion, I feel like I lived something from beginning to end. Everything is addressed and has a place, they even account for repeated plays, albeit via a suggestion of reincarnation? Speaking of which, It doesn't hurt that the subject addressed is none other than life itself.

Their statement seems to be 'You can go through life alone and experience things that way, and it's fine, but life is really about company, and the experiences that brings'... It demonstrates this in a way that offers multiple examples of the ethos while at the same time wordlessly explaining it, via the player's actions. If you are lucky enough to pick up a player at the first level and play through the whole thing with them, you will develop a bond unlike anything else in video games. And if, at the end, it turns out you actually played with 4 or 5 different people...well, doesn't that raise interesting questions about the way we form relationships, both in the real world, online, and in games?

The only chaff? I don't see the point in the 'hieroglyphics' that give you an insight into the 'lore' of the game, which seems at best superfluous and at worst a little detrimental.

The 'profound' reaction is a kind of ongoing resonance, added to the resonances of maybe 15 other huge 'cultural touch-points' in my life that have informed everything I have done or experienced since

DEAN
21/3/2017 11:30:29 pm

Thanks, Biscuits. I think you brilliantly put into words what makes Journey special.
I never even noticed the runes; I possibly subconsciously edited them out - I agree wholeheartedly with your sentiment, though!



Darren link
20/3/2017 06:22:32 pm

I must be a masochist then, because I enjoy that little extra squirt of adrenaline when a end-of-level boss appears on the screen. The thing about GOOD boss design is that there's usually a weak or blind spot you can exploit and so I enjoy looking out for those.

With regards to Zelda BTOW - the first boss I did was a mare, then I realised that if I just had ENOUGH FUCKING ARROWS, I can obliterate them from a distance. And it worked...

But then I did complete R-Type on the Master System back in the day...

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Phorenzik
20/3/2017 07:01:16 pm

I often read guides on how best to defeat a boss due to loathing them so much.
It's bad enough that progress is halted in the first place without having to learn a one-off (probably never to be repeated) pattern of sequences just to progress a bit......until the next boss presents itself.
For all of BOTW's greatness, there's equal amounts of horribleness too.

Maybe it's me?
I've played so much stuff.
I've done it all before. Too many times.

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Spiney O'Sullivan
20/3/2017 07:30:53 pm

My feelings on bosses are pretty mixed.

On the one hand, a well-made boss can make a dramatic climax to a sequence in a game, a test of skill and resourcefulness where you throw everything you've learned against something and earn passage to the next stage, or the ending. Amongst my favourite bosses encountered are the bosses in previous Zelda games, or some of the ones in Prince of Persia: The Two Thrones, which demand that you use both combat and platforming skills to kill.

On the other, they can utterly ruin the flow of a game. NiGHTS into Dreams is one of my all-time favourite games made deeply frustrating by horrible bosses. It's a whimsical/twee experience that captures the freewheeling joy of flight as you zip around beautifully weird dreamscapes with music that dynamically alters to your play style. It's like if someone made an Enya album into a game. So it's a shame that after almost every level after the first stage you run into an utterly joyless stressathon that more often than not seems to punish you arbitrarily for not having a clue what the hell you're meant to be doing. And maybe it would be tolerable if you didn't have to play the entire previous mission to get back to whatever psychedelic roadblock you're up against all because Sega couldn't stop thinking that every game was an arcade game. It just wrecks the flow, like a meditation CD that occasionally blares Skrillex down your earphones at 120 decibels.

And then on the other other hand, they can often just be boring bullet sponges that occasionally open up whatever's covering their big flashing red eye/heart/gonads to let you get a few shots before going back to spamming bullets at you like they are in most games.

Actually, bosses mostly suck.

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Trevor Cod
20/3/2017 08:36:15 pm

What's the best alternative to bosses from a pacing and progression point of view? I'm sure I've played a few games with a relatively easy final boss and felt that the game had just sort of petered out.

I get the terrible dread when you just know a game you've been enjoying is building up to a boss. I don't hate them as such and it's not dread of a boss fight but of a *bad* boss fight. And of a bad checkpoint before a boss fight.
The worst is when you're trying to finish a game on a school night and it's late and you know it's winding up for the big fight but you think it'll be worth it for the sense of completion. You stay up stupidly late, fail anyway and spend the next day at work like a zombie and know you have to resume the game on the boss.

I've only done one in BotW so far and at first I died instantly, thought bugger this and went off exploring for a while. I went back with a couple more hearts and a suit of armour and it wasn't actually that bad.
Shadow of the Colossus: now there's a game with good bosses.

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Shoggz link
20/3/2017 08:41:04 pm

I'm with you all the way on this one Mr B.

I have a number of games lurking on the shelf of shame because I just simply couldn't be arsed with another tedious boss-battle.

The GameCube and Wii 3D Metroid games are some of the finest experiences I've had on a console, but I've only ever seen the closing animations on YouTube as the final bosses were just TOO time-consuming.. or maybe I'm just too rubbish to defeat them - either way I've never done them!

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Burden Crock
21/3/2017 12:13:15 pm

I remember playing Jet Force Gemini, collecting all the heads and the other tiny things you do in that game and having a great laugh. Then I got to the final boss, Mizar (as mentioned earlier) and not being able to progress any further. If I found my N64 cart now, assuming the battery back-up is still holding out, I'd find myself right back there nearly 18 years later.

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Burden Crock
21/3/2017 12:19:24 pm

Also, it destroyed my ability to choosing past or present tense.

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