Some of these boss battles ended up being a bit of a spam fest, as once you had found a particular attack combination that worked all you would have to do is repeat the same combination over and over again which made
a couple of the boss fights feel very repetitive.
In fact, the only real challenge in the game comes from
the couple of boss fights.
Unfortunately the music is mostly bland and forgettable apart from in
a couple of the boss fights.
The quality of the boss fights vary; all of the ones involving robots are huge, breathtaking, and non-stop fun, while
a couple of the boss fights are anti-climactic and too easy (vermin, scorpion).
Not exact matches
There are also a
couple hard
boss fights, but again, simply gaining a level or two can make a world
of difference.
After that, you'll be able to access a new town where you'll be given a
couple side - quests (one
of which will add a new member to your party) and a new main quest which requires you to explore a new dungeon and
fight more
bosses.
While the game suggests there is some kind
of plot, this is never covered in - game - you simply run through the battles,
fight the last
boss (which has no explanation), and then whoever gets the last blow on the
boss gets a rather story un-related ending consisting
of a
couple of bits
of artwork and text, usually with cameos from various other Capcom / Marvel characters in unusual situations.
Throw a
couple of well - realised NPCs and a well - timed, leanly executed
boss fight or two in the mix and the open world teems with threat.
The game gives the player some interactivity here and there with story scenes & choices and the player does get into a
couple of fun early
boss fights, but it takes too long before the player gets to the first real dungeon & can start actively engaging in the social sim element
of the game.
Some can one shot players with magic arrows, others can revive themselves if killed and a
couple of bosses even spawn clones resulting in annoying gank
fights.
Each level consists
of just a
couple of static screens and a
boss fight, though that's not to say they're not challenging and full to the brim with action.
This is especially noticeable towards the end
of the game, where the last
couple of boss battles involve you
fighting off a
couple of Titan enhanced goons, and all could be beaten in the same way.
The
bosses occasionally offer up a creative design or two, but the
fights range between «over in a
couple of seconds» and «laboriously long and drawn out.»
Whilst you will have to try a
couple of times, the
boss fights being isolated levels does save you from having to replay chunks
of the same level to reach them, and the games offers some useful tips if you're struggling to figure out what the trick is.
There are some parts
of old Metal Gear that would've made a welcome transition, though: other than a
couple of great sniper duels and one larger
fight I can't talk about without spoiling, I thought the selection
of boss fights was pretty dull, particularly an annoying recurring scrap with some cheap zombie soldier men that are little more than bullet sponges.
Half - Genie Hero continues in this direction with a series
of levels that are each split up into a
couple sections before culminating in a
boss fight.
One
of the biggest issues with Final Fantasy XIII's story is that a
couple of the main antagonists seem unimportant and just serve as
boss fights if you're lucky.
Apart from the
bosses (which were all genuinely fun to
fight) and maybe a
couple of standard enemies, every time you enter a new area a number
of creatures will appear at random before bouncing around the screen in a trance like state.
Link wakes up, throws a
couple of bushes around, and then start menu's himself into the very fabric
of the game before descending through unseen layers past the final
boss fight against Ganon into the end
of the game.
Because
of its non-linearity, you can choose to
fight the end
boss whenever you want, although players are advised to power - up both their main weapon and suit by at least a
couple of levels before tackling that last challenge.
Yes, there are a
couple extremely challenging mandatory
boss fights, but the majority
of the game's most difficult content is completely optional.
Despite critics praising Super Bomberman R's core gameplay and fun
boss fights, the two - hour play time
of the single player mode,
coupled with the fact the core battle mode is available on other platforms at the fraction
of the price, make it hard to recommend.
In particular, the last
couple boss fights of the game are a real highlight
of the experience.
There are several
boss fights that really drive this point home and make the game more engaging than the first
couple of hours would suggest.