>Villain "powers up"
>Actual Boss fight is easier than his previous form
Why is this so shockingly common? What are some of the most outrageous examples?
>Villain "powers up"
>Actual Boss fight is easier than his previous form
Why is this so shockingly common? What are some of the most outrageous examples?
>dogshit game mechanic
>"whhyyyhyhyyhy????!?!?! omggggg"
japanese dev 9/10 times, in a game considered one of the best of all time, every time
Meanwhile in western games, the villain loses in a qte because bosses are too "video gamey".
Examples?
this junky shit era is starting to become almost nostalgic for me
yes that's how nostalgia works, everything will always look better when you look at it from afar because it reminds you of a time in your life long gone that you can live again, it becomes precious
this is why people who obsess over the past become jaded and frustrated, because the more they age, the more nostalgia there is
Hearing this is what they did with the final boss is why I didn't buy the game. Shame, the rest looks amazing.
Both games are fan fiction. I wouldn't take them seriously.
Dying Light
The Order 1886
>The Order 1886
That fricking strategy guide that was like "press circle when the prompt on the screen tells you to".
Shadow of Mordor and Dying Light, both were like a decade ago.
Dracula in SOTN
The final bosses are way easier than regular bosses.
Without good armor piercing moves Urizen 2 is the hardest boss in the game. Frick that homing tentancle move.
That's like the only difficult move to deal with in that fight though
>villain is hooked to life support so potent that it hides the fact he would wither away if he was unplugged
>"powers up" but unplugs himself from said life support in the process
That's how I headcanon what happened there. I think if it wasn't for the 24/7 blood supply he would have been crumbling away like V that whole time. He ascends to godhood status with the fruit but he's no longer running on blood AND his brother also got his own power up by that point so everything kind of cancels out.
On-topic, that trope happens to a lot of antagonists in resident evil and castlevania.
At least it kind of makes sense for RE because the villains just mutate into clumsy meat blobs
Nahit is because they are fighting next to their childhood home. Demon Virgil was distracted by all the times Dante kicked his ass as a kid
You don't actually fight him in his first form but this guy going from Literally Magneto to Big Dumb Monster Truck was a really stupid decision on his part.
His human form was cut content, he was a stalker enemy for Emily sections. Some parts of her segments were even in early trailers. Also why he carries a hammer he never uses
This game was really hurt by covid, huh
tell me a game that wasn't hurt by it
Hopefully Dragon's Dogma 2
I more meant that it wasn't delayed due to covid so I think a ton got cut, while other games were mostly delayed
That whole game was just “let’s just throw random bullshit at the wall”.
>Why is this so shockingly common?
Because final phases are typically reserved for big cinematic moments of triumph, making it the toughest part would just create frustration as the player is forced to replay the entire fight over and over to get to the hard part (or you include checkpoints everywhere and there may as well not be a challenge).
>giant menacingly looking boss monster
i sleep
>just a dude with a sword
oh shit oh shit oh shit
everytime
it works because a single dude with a sword can be fast and technical. you KNOW how a giant boss fight will go.
What if giant monster, but fast and with swords?
The Artist in Sifu, second phase is way easier to beat than the first
Dragon Ganon in TOTK
>Hey everybody hated Beast Ganon in BotW because it was an anticlimactic victory lap final boss
>Let's do it again
I have no idea what the frick they were thinking
you can't compare the two outside of being cinematic. Dragon Ganon is infinetly better in that aspect. Same with Ganondorf being a much better mechanical boss compared to Calamity Ganon
His throne sitting boss form was much better.The moment he stands up to teach Nero a lesson is truly terrifying.
>How dare you strike ME!? You will regret...being born useless and human. I will show you...your worst nightmares! I will give you...despair and death!"
I don't even know where the series can go from here
>I don't even know where the series can go from here
Anywhere really.
Since 5 pretty much finished the main major character arcs of Dante and Vergil and was a conclusion to the overall story of the franchise thus far, both narratively but also functioning as a thematic conclusion of some of the main themes of DMC.
That gives them room to basically do whatever they want as a new beginning for the series going forward after 6. Not that they have to leave Dante and Vergil behind, but they can get away with doing something more and different now in my opinion.
> You will regret...being born useless and human.
Projection is insane lel
Cinematic fight, but a lot of games get it wrong
The cinematic fight should be very short and give you a dickhuge powerup
If it lasts one second longer it simply turns into a shovelware tier snoozefest (ex. Literally every super Sonic fight)
SA2 was short enough imo.
I mean Bio-Lizard round 2 wasn't meant to be harder or anything. They clearly say Shadow doomed it to die and you're just finishing it off before it finishes its desperation attack.
I was talking about
>If it lasts one second longer it simply turns into a shovelware tier snoozefest
SA2 kept it short enough to not get boring. Doomsday Zone in S3K, too. Adventure, Heroes, etc go on too long.
>villain powers up
>actual boss fight becomes a coin toss due to infinite range unblockable eight frame stun that can combo into certain death double fireball if the a.i. feels like it
In the context of that fight it was thematically supposed to be Dante is at his peak of the entire series so he's supposed to be a speed bump to lower your guard for the actual eventual final boss entering. Literally Goku vs Nappa.
Outside of that, in actual unintentional game design situations it's because "Big Powerups" usually entail an increase in size which gives the enemy boss "Giant Slow Target Syndrome", just like in the real world as you make something bigger and give it more guns and armor you just create a bigger more expensive target. A game designer needs to purposely compensate in specific ways which can be easier or harder depending on the structure of the game and genre. At the end of the day Dex Builds with boss tier health bars are just going to frick up your day than any strength endurance build with giant weak points and telegraphed attacks. Just think of it as anime syndrome where you know shit is serious when the enemy enters his slim minimalist form. Sole exception being frickers like Broly or Toguro who got fast as fricking shit as they got more power and size but even then they still fit into the "humanoid rival mirror fight" archtype that fricks you up in games.
I wish they didn't overuse Magician so much in the sequels. His death in 2 was a good end point.
>boss is back for round two
they probably dont want people to get stuck in the literal last part of the game so too scared to make it challenging
>make final boss easy because the devs think game overs are anticlimactic
>final boss is now so easy that it's just anticlimactic anyway
many such cases
This is the worst for RPGs when final bosses are nowadays tuned for critical path-only aka if you do even remote amount of side content you're over leveled as frick.
Gameplay-wise? Because the previous form is bullshit and the powered up form is a proper fight with fairness in mind. Same with Ur Reason, the crystal doesn't let you touch him for the longest amount of time and regenerates, it's bullshit compared to the final Urizen battle, where you're actually fighting him.
The easiest bossfight in the whole game, I only used like 4-5 magnum shots
I beat his T-rex form with the pistol