They need to build them early, playtest them often, and react in ways that
results in boss fights being interesting, challenging, worthy opponents for the player.
Not exact matches
As a
result, many of us often exist
in a constant state of stress, or our «
fight or flight» mode, which is our body's survival mechanism to cope with oncoming dangers (except nowadays, our form of danger is a scathing email from a
boss or a client!)
It might look cool the first time around, but the end
result means that we have essentially had that
boss fight climax taken away from us, so every end of a chapter
in the game doesn't have as much of an impact as the gamers deserve.
Fighting through the final dungeon wasn't simply the last step
in reaching the
boss, it was your party's chance to showcase a mad display of power as a
result of having totally cleared out the toughest areas the game had to offer and emerging victorious.
The
result is a more slower - paced, methodical adventure than when you're playing
in co-op and one that invokes different strategies, such as using the other Links as decoys when
fighting bosses.
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.
This
resulted in several intense battles, including one
boss fight, ending with my party unceremoniously beating up a barricade that was defending nothing but fallen bad guys.
After a solid 30 minutes, I declared myself bested by the first
boss of the SGC demo... so I decided to attack the final
boss and the unlocked «challenge ladder»
boss, with each
fight resulting in the same conclusion - satisfactory failure.
These
result in some cool
boss fights or opportunities at extra treasure.
Excessive quick time events
result in lots of trial and error, the game chugs along during certain
boss fights and monsters have a nasty habit of scoring cheap hits that often put players at a disadvantage.
This usually
results in a sense of progression from one encounter to the next until the final
fight with the
boss.
- FROM Server Issues
resulting in Insight Deduction - Framerate dips - A few rehashed
boss fights - WTF is Arcane?
Making one simple miscalculation
in Bloodborne can easily
result in your death, especially if you're
fighting against a
boss or large group of enemies.
More than a few
bosses feature the same section
in their
fights where they shoot projectiles that can freeze the player, initiating an impossibly timed button - mashing sequence that, when failed,
results in losing an entire half of a health bar.