Why do bosses in modern 2D games often feel so lacking? There's something unsatisfying about a ...

Why do bosses in modern 2D games often feel so lacking? There's something unsatisfying about a lot of the bosses in Hollow Knight and Metroid Dread. Feels too stiff in design, like you're just memorizing, going through the motions, waiting out a timer counting the hits. Unlike something like Mega Man Zero, the bosses attacks and patterns basically just spell themselves out to you with incredibly discrete openings and pacing. I'm hardly ever questioning, "How do I dodge this move?" or "What risks can I take to beat this boss faster?"
Maybe it's a problem with things feeling overly calculated, the developers are way too conscious of design and balance instead of concept. Sort of like why Souls games declined from 1 to 3.

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  1. 3 years ago
    Anonymous

    what a bunch of buzzwords

    • 3 years ago
      Anonymous

      name 6

  2. 3 years ago
    Anonymous

    Based take

  3. 3 years ago
    Anonymous

    nailed it.
    there is a distinct lack of problem solving in games these days.

  4. 3 years ago
    Anonymous

    They never have that level of "HOLY FRICK THIS IS HORSESHIT! THIS IS LITERALLY IMPOSSIBLE! WHAT THE FRICK DO I EVEN DO?"
    That start at approximately the 3/4 point in an old bossfight where you've mostly figured out the pattern and it's just a matter of execution and keeping an eye out for new moves.
    In other words, all the new bosses feel like you're MEANT to beat them old boss fights felt like a fight, like the boss is actually trying to kill you, and you win anyway in spite of it.

    • 3 years ago
      Anonymous

      That's a good way of putting it. I don't know if it's a real objective improvement or not, but I kind of miss stuff like this.

      • 3 years ago
        Anonymous

        At the very least it'd be better without the "hit my glowing weakpoint" gimmick. For instance, even though it doesn't quite fit in this discussion, there was a moment in Dragon's Dogam where I was fighting the dragon, Grigori, and noticed he had like ten healthbars after I spent ten straight minutes whittling through the first one where I thought "wow, that's a lot of health, I wonder when the instant death gimmick weakness segment will start" and then it DIDN'T and I legit just had to spend another SOLID HOUR just fighting him.
        In the end it was much more satisfying, if a little frustrating and repetitive. No weird gimmick, just KILL THE BOSS WITHOUT DYING! Hit him with your sword until the health goes to zero!
        I think that's what's missing. Bullethell has something similar, there's no gimmick, you just keep shooting the boss for as long as you can without dying, and if ther'e s any "pattern" to it it's a natural "can't hit the boss because I have to ficus on dodging" and not "can't hit the boss because he hasn't stuck his ass out and spread his anus for me yet"

        • 3 years ago
          Anonymous

          >taking a whole hour to kill greg
          You're either shitposting or just plain moronic

    • 3 years ago
      Anonymous

      Also you're not ten anymore, you can learn bosses way quicker than you used to

  5. 3 years ago
    Anonymous

    moronic homosexual

  6. 3 years ago
    Anonymous

    games are designed to be finished by most brainded of fricks(like me). the last time I had something truly wallbanging hard was optional double sharks in bb dlc well. I think the dev's and publishers are scared of journos and normies, thats why there are no unbeatable or almost unbeatable content even optional.

    • 3 years ago
      Anonymous

      those double well sharks can suck a dick.

      • 3 years ago
        Anonymous

        >Update
        for sure but I still think games are missing that kind of optional shit.

        • 3 years ago
          Anonymous

          >Update
          what is this jank shit, I didn't do that/

  7. 3 years ago
    Anonymous

    It lacks based bullet hell designs.

  8. 3 years ago
    Anonymous
    • 3 years ago
      Anonymous
      • 3 years ago
        Anonymous

        HK only has dickriders because the hate is obnoxious so people have to compensate. HK is genuinely one of, if not THE most unfairly shat on games I've ever seen on Ganker. I don't see how someone can't admit that it's one of the best indie games ever made. Probably is the best indie game ever made.

  9. 3 years ago
    Anonymous

    Play a real game with real bosses that use real attacks and require real strategy to beat.

    • 3 years ago
      Anonymous

      >just jump and attack

  10. 3 years ago
    Anonymous

    >Maybe it's a problem with things feeling overly calculated, the developers are way too conscious of design and balance instead of concept.
    yeah
    I played it yesterday and had the same thought
    and why the did they add that shitty dark souls mechanic after death?

  11. 3 years ago
    Anonymous

    >like you're just memorizing, going through the motions, waiting out a timer counting the hits.
    That's what literally every boss ever is.

  12. 3 years ago
    Anonymous

    the boss fights in HK are one of the best parts of the game. maybe im shit but i was asking these questions often for most bosses. there were very few fights that didnt gameover me before i beat them, but once you master the fight it feels like a dance.
    as early as the mantis lords fight it has you asking when you can and cant heal. and once you get to dream nail fights like Lost Kin the game kicks your teeth in if you arent able to adapt.

  13. 3 years ago
    Anonymous

    >the game would be better if it had objectively worse game design with artificial difficulty
    I hate people like you so fricking much.

    • 3 years ago
      Anonymous

      wrong thread? he didn't type that.

      • 3 years ago
        Anonymous

        No he actually did. He complains about fights being too telegraphed which would only be different if things like hit boxes were worse or attacks didn't have tells. Those are both artificial difficulty and objectively bad game design.

        • 3 years ago
          Anonymous

          A lot of indie games are way too forgiving and telegraphed. Its not bad game design to have a sly attack every now and then. Games are just way too easy these days.

          • 3 years ago
            Anonymous

            and yet anons to this day complain about rng in ftl

          • 3 years ago
            Anonymous

            I played some of the older Castlevenia titles recently and the only difference to something like Hollow knight is they control like shit so you have to fight with the controls as much as you do the enemy. Hollow Knight only feels easier because you can actually move as you intend with some of the smoothest controls I've ever seen in a side scroller. That's the only reason Hollow Knight is easier and it's a good thing. Sure maybe you can argue the bosses need a boost to match that more but going too far would just make it cheap.

    • 3 years ago
      Anonymous

      Doesn't change the fact that the bosses in HK are often boring and unsatisfying compared to bosses in older games.

      • 3 years ago
        Anonymous

        The early bosses maybe but the end bosses and especially DLC bosses are all fantastic and much better than any shit I've seen in a Megaman game or Castlevenia. Just admit you don't like it because it's new and frick off because you can't convince me your opinion comes from anywhere but nostalgia bias.

        • 3 years ago
          Anonymous

          Seems like you're the one using "nostalgia" and "shiny new thing" as a crutch here, not me.

          • 3 years ago
            Anonymous

            When all your criticism is either wrong or directly applies to every old game too. Yes, you're biased.

            • 3 years ago
              Anonymous

              I played the Zero and ZX series after Hollow Knight, by the way. I don't feel like entertaining this "it's just better because the controls/tech are better" horseshit when Dawn of Sorrow from 2005 is as fluid as Hollow Knight anyway. Maybe it doesn't have an iframe dash move, but still.

              • 3 years ago
                Anonymous

                >when Dawn of Sorrow from 2005 is as fluid as Hollow Knight anyway.
                And has much worse bosses while also being easier than HK. But sure, nice comparison.

          • 3 years ago
            Anonymous

            Also ignoring the ways in which HK does things better like in attack variety and speed being much higher.

  14. 3 years ago
    Anonymous

    As opposed to... what exactly? I've never played Mega Man Zero but looking up videos on the bosses there, they all seem to have two attacks or so, and they only ever use one or the other and never combine them, and they're all extremely telegraphed, and you attack whenever you have an opening, preferably between attacks since it seems the safest. The exception would be the final boss which seems to switch between a few sets of attacks, although again he only uses one at a time.

    I fail to see how they are any different from most bosses in Hollow Knight really, though Hollow Knight has some really tough bosses in the endgame that you probably couldn't hope to feasibly defeat if they were put at the end of a 3-4 hour long game from the 80's/90's with limited lives and continues, since they require so much practice to master.

  15. 3 years ago
    Anonymous

    HK being hated is the hollowgays's fault, they're basically the HxH gays of vidya bringing it up everytime

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