64bitmodels
Reverse groomer.
I've been thinking about bosses specifically. More specifically how i dislike "weak spot" bosses... They typically pad out their duration for longer than necessary because the boss refuses to open up and let me attack
with more regular, any-attack-goes bosses, you can walk and chew gum- dodge the attacks while giving the boss a healthy serving of knuckle sandwiches along the way. I like this about some Mario bosses and most of the classic Sonic Bosses. If you want, you can just wail on them and get it over with. But in a lot of more recent games, (for instance, not the best example but GOW2018 and the stone ancient boss) you're forced to wait through super long attacks to hopefully get the chance to strike back. You can't do both at the same time, the game's speed and flow is dependent on the boss AI opening up and not your skill of being able to defeat them- counter intuitive to what I want from a videogame boss, in my opinion
That being said, there's probably folks who prefer the "weak point" style of design, otherwise it wouldn't be getting made. So what style of boss do you prefer
with more regular, any-attack-goes bosses, you can walk and chew gum- dodge the attacks while giving the boss a healthy serving of knuckle sandwiches along the way. I like this about some Mario bosses and most of the classic Sonic Bosses. If you want, you can just wail on them and get it over with. But in a lot of more recent games, (for instance, not the best example but GOW2018 and the stone ancient boss) you're forced to wait through super long attacks to hopefully get the chance to strike back. You can't do both at the same time, the game's speed and flow is dependent on the boss AI opening up and not your skill of being able to defeat them- counter intuitive to what I want from a videogame boss, in my opinion
That being said, there's probably folks who prefer the "weak point" style of design, otherwise it wouldn't be getting made. So what style of boss do you prefer
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