The game is
mostly about boss fights, but you would not want to add a drum kit to a guitar, would you?.
Not exact matches
For a
mostly unfiltered view, Google autocomplete gives us a little more insight into the traits people absolutely hate
about bosses.
I didn't know her very well; though she was
about my age, she was my husband's
boss's wife and
mostly we socialized at office parties, exchanging inoffensive chit - chat.
- The final
boss took
about three tries to beat,
mostly because on my first try when I got him down to the last 10 % of his health, he basically cheated and gave himself and his three summoned minions 25 turns in a row — one of which he used to inflict a status effect on my sole surviving party - member so that I could not even get input commands even when those turns were over.
You can find him on Twitter at @NEwertKrocker, where he
mostly gushes
about final
boss themes from JRPGs.
These
bosses are
mostly designed well and they just seem to raise so many questions
about the game and its universe.
Along with our amnesiac heroes, we've got a ridiculous story that goes from goofy to dramatic at
about the midway point, grinding aplenty,
mostly straightforward dungeons populated by random encounters,
boss fights that can take a ridiculously long time to muscle through, and more.
Mostly, you'll clear areas of foes by using your paint to creatively navigate the world or surprise enemies, while the
boss battles have something of a Mario-esque feel
about them: there's an obvious weak point to exploit in each, but you'll need to play smart to actually succeed.
You are,
mostly, in charge of your own path and order of doing things, which is why you can run straight to the end
boss if you're feeling brave, or potter
about for 130 hours, procrastinating from the main quest like the world's worst Hero of Time.