At the GDC, the developers of Deus Ex: Human Revolution said they were "sorry" for the boss battles. They farmed them out to a third party and thought of them more "as a way to break up the game than to test the players' skills"
http://www.edge-online.com/news/gdc-201 ... -ex-bosses
Is this where developers have gotten to, seriously? Up until the PS2 generation, bosses were the equivalent of plot climaxes of a game, something to look forward to, almost like a reward for playing while testing your skills instead of the monotonous same enemies over and over again. And this was the same in every genre of game too. Mega Man (and basically all platformers) was essentially designed around the bosses, there were many bosses in the Final Fantasy series that were memorable (everyone wanted to fuck Kefka up by the end of FF6), even Wolfenstein and Doom had their bosses. Now, boss fights are almost seen like a necessary evil, like it's something they have to do instead of something they try to build towards and make it like a reward and test to the player.
Sadly, this was essentially confirmed by my developer bud. He tells me that boss battles are something they were even thinking of getting rid of at Ubi (that would explain why none of their games have good ones). Too much effort for too little gain or some shit like that. And we're seeing this pretty much everywhere from all companies in all types of games. Think of all the big downloadable games. The Twisted Pixel games (Splosion Man, Comic Jumper) are traditional platformers with bosses, but they're underwhelming. I can't even remember the end boss of Shadow Complex and Limbo, the latter of which I don't even think had one (Outland did, and it was great). No different with the FPSs. They're there, for sure, but after three MW games, I hardly did anything to fuck Markov up, it was all God of War-like Simon Says gameplay (yes, I'm aware it's called Real Time Events). Both Batman games, as awesome as they were, had boss "fights" that were exactly the same as the gameplay with the same freakin' enemies and the same freakin' weaknesses (City was much better than the pathetic Asylum but wasn't "good").
And that's the other ANNOYING trend in boss fights: little bitches are EVERYWHERE. What I mean by that is we have a boss surrounded by regular enemies all over the place. So it's like you're fighting normally while having to dodge the boss until you have an opportunity to hit it. This is the ultimate in lazy boss design. Batman was particularly guilty of this, but it also appears in many other games (Duke Nukem, Assassin's Creed, etc). I'd almost rather have no boss fight at all than one surrounded by a whack of regular enemies I just begrudgingly eliminate to try to actually get to the boss fight I wanna be fighting. Probably why I thought Bioshock 2 had a pretty good ending even with no boss fight. There's some room for that but choose: do it well or do it not at all.
Maybe I'm old school (for sure I am), but I like my intrinsic rewards for playing a game. The more I'm into it, the more I appreciate these climaxes. Just seems that developers don't have the time or desire for them anymore.
http://www.edge-online.com/news/gdc-201 ... -ex-bosses
Is this where developers have gotten to, seriously? Up until the PS2 generation, bosses were the equivalent of plot climaxes of a game, something to look forward to, almost like a reward for playing while testing your skills instead of the monotonous same enemies over and over again. And this was the same in every genre of game too. Mega Man (and basically all platformers) was essentially designed around the bosses, there were many bosses in the Final Fantasy series that were memorable (everyone wanted to fuck Kefka up by the end of FF6), even Wolfenstein and Doom had their bosses. Now, boss fights are almost seen like a necessary evil, like it's something they have to do instead of something they try to build towards and make it like a reward and test to the player.
Sadly, this was essentially confirmed by my developer bud. He tells me that boss battles are something they were even thinking of getting rid of at Ubi (that would explain why none of their games have good ones). Too much effort for too little gain or some shit like that. And we're seeing this pretty much everywhere from all companies in all types of games. Think of all the big downloadable games. The Twisted Pixel games (Splosion Man, Comic Jumper) are traditional platformers with bosses, but they're underwhelming. I can't even remember the end boss of Shadow Complex and Limbo, the latter of which I don't even think had one (Outland did, and it was great). No different with the FPSs. They're there, for sure, but after three MW games, I hardly did anything to fuck Markov up, it was all God of War-like Simon Says gameplay (yes, I'm aware it's called Real Time Events). Both Batman games, as awesome as they were, had boss "fights" that were exactly the same as the gameplay with the same freakin' enemies and the same freakin' weaknesses (City was much better than the pathetic Asylum but wasn't "good").
And that's the other ANNOYING trend in boss fights: little bitches are EVERYWHERE. What I mean by that is we have a boss surrounded by regular enemies all over the place. So it's like you're fighting normally while having to dodge the boss until you have an opportunity to hit it. This is the ultimate in lazy boss design. Batman was particularly guilty of this, but it also appears in many other games (Duke Nukem, Assassin's Creed, etc). I'd almost rather have no boss fight at all than one surrounded by a whack of regular enemies I just begrudgingly eliminate to try to actually get to the boss fight I wanna be fighting. Probably why I thought Bioshock 2 had a pretty good ending even with no boss fight. There's some room for that but choose: do it well or do it not at all.
Maybe I'm old school (for sure I am), but I like my intrinsic rewards for playing a game. The more I'm into it, the more I appreciate these climaxes. Just seems that developers don't have the time or desire for them anymore.
I was there on that fateful day, were you?