One concept of game design almost as old as video games themselves is the boss battle. It's exactly what it sounds like. Throw a super tough enemy at a relatively competent player, and let them fight. But what makes for a "good" boss battle? Well strap in, ladies and gentlemen, because this is the post where I talk about boss battles. A fair warning before we begin. Given the nature of some of the bosses, beware of mild-to-extreme spoilers for the games I use as examples. Oh, and all thoughts shared here are my opinion, so agree to disagree. Or agree in general. I'm not the boss of you. See what I did there? …Let's just move on.
One factor that separates bosses from regular enemies is the spectacle of the fight. Pretty much every boss from The Wonderful 101 (or really, ANY Platinum Game) has tons of style and flair. The first boss of that game, for example, is a giant three-headed cyborg dragon controlled by an 20-foot-tall alien swordsman named Laambo. The fight begins with a aerial chase scene through Blossom City (which is the main setting for the game), trying to shoot down the dragon while dodging its own attacks. After that you climb up on to the dragon's back to fight both it and Laambo in melee range. The whole fight makes liberal use of the Unite Morph ability, which lets the titular superhero team create giant tools and weapons to fight with (guns, whips, hammers, etc.).
The fight ends with a free-fall chase scene as the dragon harasses you with charge attacks. To finish the fight, your team Unite Morphs into a giant hand that steals Laambo's sword, then chops both Laambo AND his dragon in half with a single blow. While still in free fall! This fight is spectacular, over-the-top and just plain fun. And this is just the first boss! From boxing matches with mountain-sized mechs, to duels with space pirates that can mimic your every move, to a final showdown with a sentient planet from the future, the bosses in Wonderful 101 get increasingly absurd. Honestly, if you never played that game, play for the bosses. They're great.
For another series with great boss battles, The Legend of Zelda, developed and published by Nintendo, has literal decades' worth of examples. Most bosses in this series showcase another aspect of boss battle design. Figuring out weaknesses to exploit. Usually the boss will be susceptible to whichever tool Link (the main hero of Legend of Zelda) most recently acquired. There are exceptions, of course. The duels with Ghirahim from Skyward Sword are based around swordsmanship, and how precise and unpredictable you can keep Link's attacks (just swinging your sword willy-nilly will result in Ghirahim countering you).
And of course, bosses in this series usually have a specific part on their body that deals extra damage if struck (in most cases, this is the ONLY way to deal damage). Nine times out of ten the weak spot is an unusually large eye, but exceptions do exist. Ganon can only be damaged in his tail, for example. Usually the weak spot is a bright, distinct color to make it more obvious. But of course, bosses with specific weak spots usually defend themselves pretty well, forcing Link to find a creative way to expose or attack the weak spot. Because of this, weak-spot bosses are kind of like puzzles. Living, breathing puzzles that want to kill you, but puzzles nonetheless.
In Metroid: Fusion, the legendary bounty hunter Samus Aran (pictured above, on the right) encounters the SA-X, an alien doppelganger that stole all her weapons and armor from the previous Metroid game, Super Metroid. Anyway, the SA-X is encountered multiple times throughout the adventure, and is more than strong enough to take Samus down with just a single shot. Whenever the SA-X shows up. you're given three choices; Run away, hide, or die. That is, until you get the Plasma Beam, the one weapon that can fight back against this monstrosity. Every encounter you have with the SA-X until then is bound to be filled with terror as you try to avoid getting caught out in the open. I should mention that Metroid series as a whole has some great bosses, but the SA-X is probably the most terrifying of the bunch because of how helpless you feel every time you bump into it.
Of course, spectacle and atmosphere don't matter much if the bosses are mechanically underwhelming. The Batman Arkham series, developed by Rocksteady Studios, has a ton of creative bosses that not only have spectacle appropriate for Batman's Rogues Gallery, but most of those bosses also have some unique mechanics that make them stand out. The Scarecrow fight from Arkham Asylum has Batman getting hit with Fear Gas, causing him to hallucinate a freaky nightmare realm. To break free he must sneak past a giant Scarecrow and shine the Bat-Signal's light on him. It's freaky, but incredibly creative. The Killer Croc fight involves Batman sneaking around in a sewer system, trying to make as little noise as possible while laying traps to weaken Killer Croc. A boss fight so intense they reused it in the sequel, this time with a great white shark. The final boss of Arkham City has Batman take down swathes of Clay Face clones using a katana sword. Just the idea of Batman fighting with a katana is hilariously over-the-top that it wraps around to being completely awesome. But speaking of Arkham City bosses...
My favorite boss battle in the whole series is in the second game, Arkham City. I am of course referring to Mr. Freeze. In this fight, Mr. Freeze is too strong to fight directly. So Batman must use every stealth trick and gadget in his arsenal just to make a dent in this guy's armor. Every combat mechanic in the game is put to use here, from backstabs, to explosive mines, to Batarang trick shots. What's more, Mr. Freeze will update his suit to counter whichever method damaged him previously, forcing you to adapt and change your tactics. And any boss that forces the player to adapt and change tactics is, in my eyes, an amazing boss battle. Honestly, as much as I love seeing Batman fight with a samurai sword, Mr. Freeze would make for a great final boss in his own right. At least from a gameplay perspective. From a story perspective, obviously not. Do you really think that they would have a Batman game that doesn't have a final showdown with the Joker?
Some bosses have additional rules to how they work. Usually with the goal of making the boss harder. For example, most of the bosses in Re-Digit's Terraria require you to track down an item to summon them, and some of these items only work at certain hours of the day. The Twins for example can only appear at night, the Eater of Worlds can only appear in the Corruption (the spooky purple area). Some bosses will straight up refuse to spawn until another boss has been defeated, such as how the Machines won't appear at all until you reach Hard Mode. Attempting to fight these bosses without the proper requirements will either prevent the boss from appearing or even make the boss battle harder, like how The Empress of Light gets a one-hit kill move if fought during the day.
Then we get to Team Cherry's Hollow Knight, which is (surprise) another example of awesome boss battles. The bosses here are based around finding patterns and openings in your opponents' attacks, and behaving accordingly. The interesting thing about Hollow Knight's bosses is that not only are most of them optional, the game's most challenging bosses (Nightmare King Grimm, the Pure Vessel, Nail Master Sly, etc.) are completely skippable. In fact, the only bosses that are mandatory for progression are Hornet, Uumuu, The Watcher Knights, and the Hollow Knight himself. Additionally, even though some bosses have higher difficulty spikes than others, not a single boss in this game feels unfair or poorly balanced. Which is yet another important aspect of boss battle design. No matter how hard a boss is, it has to feel fair. An unfair, overpowered boss is going to make the player want to quit. A challenging but fairly balanced boss is going to make the player keep going on, because they can tell the fight is winnable, and that victory is just out of reach. And with enough practice, they'll conquer everything the game has to offer.
But of course, no discussion on boss battles is complete without mentioning the Souls Borne series. Otherwise known as From Software's greatest hits album. In this series your character is given the task to hunt down a whole assortment of nightmarish, grotesque monsters. Why? Because you can't have a Dark Fantasy adventure without some eldritch horrors to smack around (or get smacked around by). But that's not the point. The point is, you fight a lot of bosses. And while this series has a reputation for its difficulty, there are ways to make certain bosses easier on yourself. Several bosses throughout the series have a trick you can pull off just before entering the arena that makes the whole ordeal more bearable. For example, the battle against the Lost Sinner from Dark Souls 2 normally has you stumbling blindly in the dark while the Sinner takes potshots at you with her greatsword. But if you have a torch, you can light up a pair of oil lanterns just outside the Lost Sinner's hideout, illuminating the room and removing the Sinner's stealth advantage. Granted, they sometimes go so far with the "here's a neat thing you can do to weaken a boss before fighting it" idea that sometimes a boss is literally invincible until you find that trick *cough cough* Mytha the Baneful Queen. *cough cough* But we're here for GOOD boss battles, and Mytha is just one dud in a franchise of awesome bosses.
So, in conclusion, boss battles can prove to be the highlights of a video game experience. Testing your skills, expanding the story, or guarding valuable treasure. Bosses fulfill all these roles and more. And sometimes, if you are really good at making boss battles, you can build entire games centered around them. So now you know the Art of making a video game boss battle. According to a funny Internet Florida man. On a very subjective topic. But anyway, have a favorite boss battle? Feel free to share it with the rest of the Internet. What could go wrong?
Such a great grasp of classic "conflict" between self, others and the "unknown". Puzzles are like challenges we all face , as each has to decide to overcome the seen and unseen. Well done !
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