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Forums - Gaming - Final Boss Battles with Completely Different Gameplay.

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pokoko said:

I don't usually like it when they do that.  That's one of the reasons I'm not a fan of boss battles in general.  

A good example is the first boss battle in Deus Ex: Human Revolution.  I'm playing the game with my character centered around stealth, which appears to be a primary option.  Pretty much every situation, you can get through silently.  Then, boom, by the way, forget all that because you have to beat this boss character in a straight fire-fight.  Your character isn't built or equiped for that?  Too bad.  I was really, really pissed off about that.

On the other hand, you have Blood Dragon, which probably had the most beautiful and elegant ending for a video-game ever.

I'm sorry man but that was cheesy and cringe worthy



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Man, I hate that. Like when the Simpsons Game suddenly became "Dance Dance Revolution".



SvennoJ said:

In Breath of the Wild it's not only the boss battles that suddenly restrict your gameplay, the whole lost woods area goes completely against the freedom of exploration and experimentation that the game is based on. Suddenly there are invisible walls everywhere that reset you back to the start when you cross them.
Plus one place I had already found, but it didn't activate until failing first so the quest becomes available. The game just let me run around in circles at the target area until I gave up and walked into the mist. Then the quest wouldn't complete as I ran back to where it was instead of doing the most annoying type of quest that exists. After Ganon is defeated the rest of Link's life will be dedicated to burning that forest down.

I'm guessing you're not familiar with how the lost woods work in the series then, it's a good translation of the area into a open world game.



I would say Ratchet and Clank 3



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Crash Bandicoot 2.

They technically introduce the jetpack gameplay right before the boss, but the fact they shoehorned it in for some boss that only lasts for like 30 seconds is just infuriatingly dumb.



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In Heavenly Sword I could not do any damage to the boss at all and went to watch the ending on youtube



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Deus Ex (2000) - a game that pushes the boundaries of what the video game medium is capable of to a degree unmatched to this very day.

As much as I love The Evil Within, the fact that the final boss becomes a scripted sequence of running and shooting it down whenever the game tells you was a tad disappointing. And you have very finite ammo and the game won't give you a second chance if it runs out (nor it immediately gives you a game over, you have to wait for it in a very dumb fashion), so meh. 

While I wouldn't call it completely different gameplay because the principle is the same, Ultimecia and her castle in Final Fantasy VIII is relatively a good example. You are stripped away from every combat option you had up to that point (casting magic, reviving people, using abilities, even saving the game!), so you can either hunt down a series of optional bosses that will give you back all these abilities one by one or just go straight to Ultimecia, risking everything since your abilities are locked. Ultimecia herself will put a random party for her combat instead of your usual group (and she tends to put the people you use less, so you are forced using the characters you haven't really given much time to, unless you struck a balance with them), and every time a character of yours is defeated Ultimecia will make them vanish forever, so you can't recover that character by any means either. And the best part is that she will be randomly removing magic from your party at will, so every time you lose some your characters get weaker and weaker. Think of using Guardian Forces to prevent damage from your party? She will instantly kill them and remove them as well so they stop being part of you, crippling your strength and vitality in the process. The core gameplay within the battle is the same as any other, but the way Ultimecia fights you is basically the opposite of how you have been playing up that point. 

And I guess we have Fable 2 final boss... just go in front of him and press A for a few seconds. That's it. You can shoot him afterwards a bit or just wait a minute and someone else will shoot him. And that's really it. Final Boss done. 



Hynad said:
SvennoJ said:

In Breath of the Wild it's not only the boss battles that suddenly restrict your gameplay, the whole lost woods area goes completely against the freedom of exploration and experimentation that the game is based on. Suddenly there are invisible walls everywhere that reset you back to the start when you cross them.
Plus one place I had already found, but it didn't activate until failing first so the quest becomes available. The game just let me run around in circles at the target area until I gave up and walked into the mist. Then the quest wouldn't complete as I ran back to where it was instead of doing the most annoying type of quest that exists. After Ganon is defeated the rest of Link's life will be dedicated to burning that forest down.

Lol. Is that your first experience with the Lost Woods in any Zelda game?

That's not "completely different gameplay". Gameplay and control mechanics don't change at all.  You just need to know how to traverse the Lost Woods, hence the name of that place. xD

 

Wyrdness said:

I'm guessing you're not familiar with how the lost woods work in the series then, it's a good translation of the area into a open world game.

There are better ways to handle being lost like taking the radar away as in the sandstorm, or reduce your visibility as in the ruins near the lost woods. Taking your ability to explore away by introducing invisible walls that reset your position is a drastic change from the rest of the game. The game doesn't let you learn how to safely traverse the woods, it simply turns it into trial and error gameplay.



SvennoJ said:
Hynad said:

Lol. Is that your first experience with the Lost Woods in any Zelda game?

That's not "completely different gameplay". Gameplay and control mechanics don't change at all.  You just need to know how to traverse the Lost Woods, hence the name of that place. xD

 

Wyrdness said:

I'm guessing you're not familiar with how the lost woods work in the series then, it's a good translation of the area into a open world game.

There are better ways to handle being lost like taking the radar away as in the sandstorm, or reduce your visibility as in the ruins near the lost woods. Taking your ability to explore away by introducing invisible walls that reset your position is a drastic change from the rest of the game. The game doesn't let you learn how to safely traverse the woods, it simply turns it into trial and error gameplay.

No dude the Lost Woods if anything is perfectly executed in BOTW, that area in previous games was always about navigating the correct path otherwise you get returned to the beginning that's how that area is supposed to be but was always relegated to corridor like sections, BOTW is by far the perfect incarnation of what the area was envisioned as and it has a simple solution to navigate through it that's not hard to figure out because the's a flat out clue given to you when you first try to navigate the area.



COKTOE said:
Lost Planet.

On that note the spinoff EX Troopers has very different fight for the final fight than the rest of the game. Amazing game but the final fight was so different it was kind of frustrating.