I guess I start from the where I left off on the Dino Crisis 1 review... I complained about a lack of enemy variety,
lack of boss fights, a VERY limited arsenal, and gave it 78 %.
The climactic boss encounter compensates for the overall
lack of boss fights by having 3 whole forms in a row.
Not exact matches
However some believe that the
boss may have left Walcott out
of the squad due to his honest interview about a
lack of presence and
fighting spirit in the dressing room.
``... but is the general malaise and
lack of desire and
fight actually coming from the
boss and filtering down to the players?»
The only thing that this game
lacks, are more awesome
boss fights, but other than that, is a very good game, specially for those who were born on the golden era
of platformers (the late 80's and early 90's)
The alternate paths within missions also offer great replay value but there is a
lack of challenging
boss fights.
Whether you're managing your very own military industrial complex, engaging in some bizarre
boss fight or plotting out your next plan
of attack, there's never a
lack of options for the tactical or trigger - happy player.
Despite the
lack of innovation and weak
boss fights, Super Mario Galaxy 2 is easily a must - have for the Wii.
Sadly this
lack of any intelligence shows up in the
boss battles too; epic
fights against Wolverine or Gambit should be a deadly dance
of death, but in reality both characters have just a few simple moves at their disposal and have a rather peculiar tendency to attack absolutely nothing, leaving the locked in an attack animation where you can happily batter them black and blue.
The
boss fights also
lack creativity, and the music is a surprising step down from the Super Mario Land titles (thankfully, the graphics are on par with those
of Super Mario Land 2).
The
lack of dedicated online play really is a let down, but local play is still great, and the core premise
of the game makes it great for portable play as you can limit your play to a quick run to gather supplies and slay a few monsters, or you can sit down for hours to tackle a few quests or take on some
of the more time consuming
boss fights.
The difficulty
of this game is so up and down and
lacks the consistency needed to enjoy the overall experience and the fiddly frustrating
boss fights don't help things either.
Against the majority
of enemies, and in close quarters, the clunkier controls do a splendid job
of creating intense and challenging battles, but in certain instances, especially some
boss fights and quick enemies, the
lack of a sprint feature can make combat feel unfair and unbalanced.
They liked the sound overall, where as I felt that having
Boss Music (capitalized because it is for
Bosses) would have sent the whole feel home, and that the games lack of boss music made fighting bosses feel eh and less significant than perhaps they shou
Bosses) would have sent the whole feel home, and that the games
lack of boss music made
fighting bosses feel eh and less significant than perhaps they shou
bosses feel eh and less significant than perhaps they should be.
These
boss fights often feature I.R.I.S's super-weapon counterpart, S.P.I.K.E, but having the same character constantly chasing I.R.I.S and Pablo through the game's duration adds to the
lack of flavor.
The game was reported to have issues
of a
lack of bosses and a limited roster, but Nintendo is said to be working on them by adding an ultra-Mewtwo
boss and more characters to
fight with for the console version.
To a designer, such simple
fights have a use — to help introduce players to unique concepts
of boss fights (in the case
of MMOs, tanking and healing)-- but for the most party, they are generally regarded as utterly
lacking in design imagination.
A general
lack of challenge, even during
boss fights, doesn't help much (though not without their fair share
of goofy fun and rad music), and the game is also quite short, taking only a handful
of hours to not only finish the game but uncover most
of the secrets.
Talking to NPC's,
lack of free - roaming capabilities and fewer towns turned it into a one way track to
boss fights.
I tried my best to make them mandatory (since Mario Maker's
lack of forced
boss fights is one
of its few drawbacks), but the level ended up being frustratingly difficult to the point
of not being fun.
Aside from the stellar final battle with King K. Rool, the
boss fights in Donkey Kong Country
lack the complexity
of later entries in the series.
Lacking in the demo is the ability to upgrade anything, which is the point
of the Skillshot system, and the fabled epic
boss fights.
The game is let down slightly by the constant back tracking and
lack of enemy variety and
boss fights.