What the modern boss fight should look like

Default_picture
Wednesday, September 05, 2012
EDITOR'S NOTEfrom Jason Lomberg

Trevor has a point: Modern gaming is increasingly getting away from the cliché, end-of-level boss fight. And it's probably for the best.

Bowser

Boss fights. We can’t seem to get rid of them. It seems like every game these days feels obligated to build up to several intricate, large-scale, and often difficult fights with significant enemies. Traditional boss fights are a remnant of the past and are no longer necessary (for the most part). Also, very few games successfully execute a good boss fight, making them a waste of valuable money and production time for most developers.

The new trend in gaming, with some exceptions, is omitting a traditional boss fight in favor of a challenging sequence that leads up to the final showdown with the “boss,” which is short and sweet. This approach also lends itself well to games that are trying to preserve some level of realism, as it eliminates problems like human bullet sponges.

The game that does this best is Uncharted 3: Drake’s Deception. The previous Uncharted games had lackluster boss fights (at best) but were both flawed in different ways.

 

The first game toyed with the aforementioned idea -- making the journey to the boss the challenge -- but the journey was underwhelming and unsatisfying. Uncharted 2 had an entire level devoted to killing the final boss, but the villain soaked up an ungodly amount of bullets, and the gimmick used to actually defeat him was uninspired and tedious.



In Uncharted 3, the final sequence leading up to the boss fight is action-packed, cinematic, satisfying, and (almost) devoid of supernatural enemies (one constant flaw in every Uncharted game). The final boss “encounter” lasts all of a minute but is just as tense as the events leading up to it. At the end of the game, I felt fulfilled by the ending sequence, despite having only spent about 60 seconds fighting a traditional “boss.” This is how a modern boss fight should be done, folks.

While there is always room for classic, old-school tussles that really work (see Rocksteady’s Batman games), it is becoming harder and harder for developers to reconcile their beloved boss fights with the trends in modern gaming.

Which do you prefer? A long, drawn-out, well-done, old-school boss fight or a difficult sequence followed by a short boss encounter? Let me know in the comments below.


Originally posted on leviathyn.com

 
Problem? Report this post
TREVOR HINKLE'S SPONSOR
Comments (3)
Default_picture
September 06, 2012

While the "boss fight" in Uncharted 3 was passable, the entire finale was a rushed mess that proved a road block to me garnering anything from it. I've also never been bothered by the super natural elements of the previous Uncharted games and don't understand other people's issues either. I mean, we are chasing legendary lost cities and treasures with mysteries surrounding them, what's wrong with a little bit of the fantastical? Uncharted 3 could have used some of it from the old lady (name escapes me) if you ask me, as she was almost a complete waste of an antagonist. 

I love boss fights, but I agree they can make or break certain games. When done correctly, they are an intimidating, awe inspiring, challenging and satisfying finish to both levels and entire games. In the modern need to move away from them in fear of doing them wrong, games have suffered. An example is Mass Effect 3 which offered no payoff or final battle against the very face of evil over the last two games, Harbringer. An unforgivable offense for many a fan to be sure.

Robsavillo
September 12, 2012

I havent played Uncharted 3, but I felt that both previous Uncharted games' final fights were disappointing for different reasons. The first boiled down to a simple QTE, while the second, as you say, was tedious bullet sponging.

On the other hand, I think From's Souls games get the boss fights right, which are all about reading animations, exploiting an opening for attack, dodging/blocking appropriately -- they're intense, intricate timing battles, like Mike Tyson's Punch-Out!! all grown up.

Default_picture
September 12, 2012

I think Trevor was spot-on about Uncharted 3's "final boss." It wasn't a boss fight in the traditional sense but more like an exciting set piece with platforming and quick reflexes. In my mind, the "final boss" needn't even be the hardest. It should just present a thrilling conclusion -- much like other forms of fiction.

You must log in to post a comment. Please register if you do not have an account yet.