Does anyone else find most boss fights just an exercise in frustration, that feels like it was tacked on as punctuation to let you know you'd finished a level?
I'm currently re-playing Crysis and after the superlative experience that is the rest of the game (especially the ascension level) the big final scene is a buggy, unoriginal mess. Basically you've just got this massive bullet-sponge of a boss who is only vulnerable at a certain point. So you strafe-around (stop me if this is familiar) and pick up ammo and avoid their special attack and shoot and rinse-and-repeat over and over. Until they die and then - wowsers - another one pops up. I wouldn't mind so much, but the rest of the game is the picture of stability and this thing just glitches and crashes constantly and - for some weird reason - nomad suddenly has the walking speed of a drunken, arthritic snail.
It's the same at the end of Doom 2016. Massive Boss fight. Special attacks. Learn the Patterns. Ammo Drops. But it's a scene you only get once, so they don't spend any real development resources on it and just turns into this jarring peak in difficulty with a poorly-made level and boring, frustrating, naff boss. WHY DO GAMES DO THIS? It's like getting to the end of a nice meal in a good gastro-pub and finding the Chef leaves deserts to his soux Chef who just pulls a McFlurry out the freezer, plops it on a hot plate, squirts it with Ice-Magic, crumbles a magic mushroom over it and calls it a "Chocolate Supreme Dream". It's such a disappointing end to something enjoyable I'd actually prefer they didn't bother at all if they're not going to do it properly. Just a simple pop-up "You Winner" would be better.
GOOD boss fights are well-made, dramatic climactic mini-games that bring in new things (new weapons) and give the game a great send-off. Why are so many so terrible?
I'm currently re-playing Crysis and after the superlative experience that is the rest of the game (especially the ascension level) the big final scene is a buggy, unoriginal mess. Basically you've just got this massive bullet-sponge of a boss who is only vulnerable at a certain point. So you strafe-around (stop me if this is familiar) and pick up ammo and avoid their special attack and shoot and rinse-and-repeat over and over. Until they die and then - wowsers - another one pops up. I wouldn't mind so much, but the rest of the game is the picture of stability and this thing just glitches and crashes constantly and - for some weird reason - nomad suddenly has the walking speed of a drunken, arthritic snail.
It's the same at the end of Doom 2016. Massive Boss fight. Special attacks. Learn the Patterns. Ammo Drops. But it's a scene you only get once, so they don't spend any real development resources on it and just turns into this jarring peak in difficulty with a poorly-made level and boring, frustrating, naff boss. WHY DO GAMES DO THIS? It's like getting to the end of a nice meal in a good gastro-pub and finding the Chef leaves deserts to his soux Chef who just pulls a McFlurry out the freezer, plops it on a hot plate, squirts it with Ice-Magic, crumbles a magic mushroom over it and calls it a "Chocolate Supreme Dream". It's such a disappointing end to something enjoyable I'd actually prefer they didn't bother at all if they're not going to do it properly. Just a simple pop-up "You Winner" would be better.
GOOD boss fights are well-made, dramatic climactic mini-games that bring in new things (new weapons) and give the game a great send-off. Why are so many so terrible?