Fun Stuff > CLIKC
Dragon Age 2: Fuckin' Bitches, Stabbin' Dragons
KvP:
I imagine it's an abrupt and underwhelming boss fight, which is something that most developers, including Bioware, struggle with. Dead Space 2, Mass Effect, Mass Effect 2, Alpha Protocol (had several). It's just hard to pull off.
One of the reviewers let slip via Twitter or something that there's a repeat of ME2's "split up the team and assign roles" sequence, which might be cool. I'd be more excited if I didn't suspect that whatever implications it has for DA3 will be glossed over in favor of fleshing out DA:O's choices.
Ozymandias:
I'm actually having difficulty thinking of the last time I had a really satisfying boss fight.
LTK:
Slightly offtopic: Have you played Painkiller? That game had some epic bosses. Here you can see the first one.
JD:
--- Quote from: Ozymandias on 27 Feb 2011, 13:03 ---I'm actually having difficulty thinking of the last time I had a really satisfying boss fight.
--- End quote ---
Shadow of The Colossus?
Alex C:
Painkiller is good example of how a boss can be fun to look at but sorta shitty to fight. Towering bosses tend to feel "off" in such games because even the best fps features a pretty damn limited field of view and sense of depth perception. Thus all that looming above you and dropping their fists in from outside your field of view stuff just makes for a somewhat cheap and disorienting experience as they trundle about taking damage but not really reacting much to what you do. Even 3rd person perspective games like Shadow of the Colossus can have a hard time wrangling these fundamental issues-- And Shadows was a game that was practically about size disparities. God of War is another example of a series that managed often managed to pull of the normal dude, HUGE BOSS dichotomy without making things too cheap but oftentimes they did it by keeping the player on a short leash and concentrating the fight onto one plane at a time.
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