Motoko
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Post by Motoko on Jul 18, 2015 9:56:51 GMT -6
For the unique mechanic part, it doesn't have to be something drastic but something that fits with the theme of the boss such as Dawn of Sorrow's puppet master:
Me personally I would like a variety/mix of both! Keep players on their toes ^_^
Thoughts?
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wiggychiggy
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Post by wiggychiggy on Jul 18, 2015 10:33:57 GMT -6
First and foremost, the Puppet Master is a pain to take on solo. I enjoyed how he moved about the stage, but felt that he was a little one note...I don't mind losing to a boss with a complex pattern if it means I learn just what it takes to take them down a notch. I'm eager to see just what IGA brings to Bloodstained...the unique and varied locales of the castle can always lend a fun element to boss battle. Fighting Frankenstein's Monster in the Alchemy Lab? Force him into the vat of acid you had to jump over earlier and watch as it peels off a quarter of his health! I don't mind straight up damage races as long as they're memorable though!
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Post by H on Jul 18, 2015 11:49:09 GMT -6
Definitely keep it varied. Have some bosses use unique attacks,while some of the just be tanks for possibly earlier areas. Also, unrelated to both ideas, but it'd be cool if we finished off a boss but it came back. For example:
We finish off a boss, it "dies", it comes back maybe in the next room, causing us to become nervous but maybe it'll go down in a hit or two (or it just dies off finally on it's own). Or maybe it goes into a second phase.I remember fighting that particular boss in Super Metroid, and although the fight itself wasn't anything special, the fact that it's physically destroyed, it tried to come after us anyway, left me being more cautious of bosses after that, wondering if they would pull something similar.
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Post by lod7 on Jul 18, 2015 12:08:56 GMT -6
There should be a 4th option Do not really care.
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Post by CastleDan on Jul 18, 2015 12:26:17 GMT -6
Regarding bosses. Please don't place every boss at the very end of every new area. Part of what made SOTN great was it didn't feel so gamey in that sense. It didn't feel Stagey, sometimes a boss was placed somewhere near the end of a new area but a lot of times it was somewhere near by, it makes it feel more believable. It's a castle not a staged based game
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Post by solomon on Jul 18, 2015 13:22:48 GMT -6
First and foremost, the Puppet Master is a pain to take on solo. I enjoyed how he moved about the stage, but felt that he was a little one note...I don't mind losing to a boss with a complex pattern if it means I learn just what it takes to take them down a notch. I'm eager to see just what IGA brings to Bloodstained...the unique and varied locales of the castle can always lend a fun element to boss battle. Fighting Frankenstein's Monster in the Alchemy Lab? Force him into the vat of acid you had to jump over earlier and watch as it peels off a quarter of his health! I don't mind straight up damage races as long as they're memorable though! Yeah, i'm totally agree. Using elements of the scenario is a feature that was almost never considered by developers in previous igavania games. This can be a very interesting idea. They should also introduce elements that can OHKO some bosses, but anyway difficult to find/use, to encourage players in finding alternative and original ways to kill the most powerful enemies.
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Motoko
Shardbinder
[TI0]Care to find out?
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Post by Motoko on Jul 18, 2015 13:42:24 GMT -6
First and foremost, the Puppet Master is a pain to take on solo. I enjoyed how he moved about the stage, but felt that he was a little one note...I don't mind losing to a boss with a complex pattern if it means I learn just what it takes to take them down a notch. I'm eager to see just what IGA brings to Bloodstained...the unique and varied locales of the castle can always lend a fun element to boss battle. Fighting Frankenstein's Monster in the Alchemy Lab? Force him into the vat of acid you had to jump over earlier and watch as it peels off a quarter of his health! I don't mind straight up damage races as long as they're memorable though! I really like this idea ^_^
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EbonAnimus
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Post by EbonAnimus on Jul 18, 2015 17:15:06 GMT -6
I don´t care anything a long as they´re challenging as hell in new game+ and roguelike dungeons^^
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zero
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Post by zero on Jul 18, 2015 22:41:29 GMT -6
I love bosses with unique mechanics. I don't know how many of you guys fought the giant brain boss from unepic but things like that are just so memorable. It gives them something to really stick out from your average cannon fodder.
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Post by DragonByDegrees on Jul 18, 2015 23:29:59 GMT -6
First and foremost, the Puppet Master is a pain to take on solo. I enjoyed how he moved about the stage, but felt that he was a little one note...I don't mind losing to a boss with a complex pattern if it means I learn just what it takes to take them down a notch. I'm eager to see just what IGA brings to Bloodstained...the unique and varied locales of the castle can always lend a fun element to boss battle. Fighting Frankenstein's Monster in the Alchemy Lab? Force him into the vat of acid you had to jump over earlier and watch as it peels off a quarter of his health! I don't mind straight up damage races as long as they're memorable though! I hated him in CV:HD, but didn't mind him much when I first fought him in DoS.
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Post by DragonByDegrees on Jul 18, 2015 23:49:26 GMT -6
Definitely keep it varied. Have some bosses use unique attacks,while some of the just be tanks for possibly earlier areas. Also, unrelated to both ideas, but it'd be cool if we finished off a boss but it came back. For example: We finish off a boss, it "dies", it comes back maybe in the next room, causing us to become nervous but maybe it'll go down in a hit or two (or it just dies off finally on it's own). Or maybe it goes into a second phase.I remember fighting that particular boss in Super Metroid, and although the fight itself wasn't anything special, the fact that it's physically destroyed, it tried to come after us anyway, left me being more cautious of bosses after that, wondering if they would pull something similar.I do a little amateur game design in my free time (nothing published, just word documents and maps in notebooks), but the one I'm working on has a powerful necromancer as a recurring enemy. The game map has a little bit of forced backtracking (there are warp points so it isn't really a pain in the butt) and level design bottlenecks at boss rooms. They aren't always at the end of the area, but most of the bosses are mandatory, so the player winds up in the room during progression, and due to intentional design, passes through a few of them again during backtracking. Boss corpses remain in the rooms, partially because I want players to look at them and feel a sense of accomplishment, and partially because I'm a dirty little trickster. Most necromancers I see in games don't really raise corpses, they actually just kind of summon zombies and skeletons and stuff out of the ground, whether it's plausible for them to be there or not, and you usually don't see the bodies beforehand. Manzazuu, on the other hand, does both. When you enter a certain boss room, Manzazuu appears, rezzes the boss and quickexits stage left, leaving the player locked in a room with this giant, rotting, vengeful creature. I think it's hilarious, and if it ever gets published, hopefully players will too.
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LuckPercentSRL
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Post by LuckPercentSRL on Jul 22, 2015 12:48:50 GMT -6
There should be a 4th option Do not really care. Sooo what's the point of you posting here then? If you don't care then why say that? Just go on your merry way mate. To the topic: I agree, bosses should be a huge part of the game to remember by. I'm not much of a boring boss that has a ton of hp. I want tanks that do things and can hit hard. There has been too many times in Castlevania games where you have the one boss that is supremely easy and is basically a let down. Or at other times, the boss is just bland. Look at Gergoth from Dawn of Sorrow. First time playing that was awesome. Fighting in a tower then suddenly the floor breaks and you're both falling. One awesome thing to do in that boss is after the floor breaks do a down kick as you're falling on top of Gergoth. It looks awesome.
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thrashinuva
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Post by thrashinuva on Jul 22, 2015 14:40:47 GMT -6
There should be a 4th option Do not really care. Sooo what's the point of you posting here then? If you don't care then why say that? I think it's to emphasize that instead of wanting particular features he just wants to be surprised or let the developers try to come up with their own stuff. As the poll stands now, it's either "I want this or that" and there's no way to express to anyone reading that there could be a divide in the audience that is impartial.
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Post by LuckPercentSRL on Jul 22, 2015 14:43:18 GMT -6
Sooo what's the point of you posting here then? If you don't care then why say that? I think it's to emphasize that instead of wanting particular features he just wants to be surprised or let the developers try to come up with their own stuff. As the poll stands now, it's either "I want this or that" and there's no way to express to anyone reading that there could be a divide in the audience that is impartial. That is true and I believe what you're saying. I'm just thinking if that's the case then it was worded a bit wrong. I saw the post and thought "Who cares about certain boss battles?" was his post.
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Post by thrashinuva on Jul 22, 2015 15:05:11 GMT -6
I think it's to emphasize that instead of wanting particular features he just wants to be surprised or let the developers try to come up with their own stuff. As the poll stands now, it's either "I want this or that" and there's no way to express to anyone reading that there could be a divide in the audience that is impartial. That is true and I believe what you're saying. I'm just thinking if that's the case then it was worded a bit wrong. I saw the post and thought "Who cares about certain boss battles?" was his post. I agree it sounds a bit negative and someone would naturally come to that conclusion, and maybe he did mean it that way. But that's just my logical positive spin to it.
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Post by lod7 on Jul 22, 2015 22:22:16 GMT -6
thrashinuva yes it was more to represent the community that generally would not care. My topic ragarding level up systems also included a "Neither, never paid attention to the leveling system" option. Sorry if it came off as a bit negative was never my intention.
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Rigel
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Post by Rigel on Jul 27, 2015 23:22:56 GMT -6
I agree with the mix of both, trying to melt their flesh after you activated or destroyed something.
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Post by Dragon_of_Dojima on Aug 6, 2015 11:24:09 GMT -6
I'm thinking for Gebel or Iga specifically, they would behave like Dracula for the first 3 or 4 times you strike them. Once you do that, they say something along the lines of "Screw this" and the real boss battle(s) start where they have a completely different pattern. I think that would be a nice joke.
Ok seriously though, I like my bosses aggressive. Most of the bosses in Order of Ecclesia or Dawn of Sorrow for example put up a hell of a fight. It keeps the battles intense and interesting. They were a mixture of the high HP attack sponges and the unique mechanics.
This may be a 3D game, but the bosses in Devil May Cry 1, 4, and especially 3 felt like a test of the skills you've learned so far. If Miriam learned, say the ability to wall jump, there could be a boss that tests your ability to wall jump.
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Post by H on Aug 8, 2015 16:19:51 GMT -6
It'd be nice to have a few bosses that have a unique mechanic that we "steal" from them afterwards. I remember Metroid Fusion specifically used this as a way to gain upgrades. An example of what I mean: In the game there is a boss named Serris, a giant aquatic serpent that attacks by going at super speeds. You defeat the boss, and absorb the "X-parasite" leftover from the fight to grant you the "Speed Booster" ability.
I guess this wouldn't too different from Aria of Sorrow, except that with that game the soul drops were randomized and weren't necessary to proceed if I remember correctly. I like to imagine the fear in our foes when we use their former masters' abilities against them.
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Post by crocodile on Aug 9, 2015 10:26:40 GMT -6
Inticreates are masters of boss fights - many in the Zero and ZX series where just fabulous and though I haven't had a chance to play Gunvolt yet the bosses look great in there too. I think bosses that are memorable with unique mechanics, aesthetics, attack patterns, etc. are the way to go. Being a meat shield is not the important part of a boss battle but rather one that keeps you on your toes at all times, makes you flex your movement and attack repertoire, and rewards dexterity (while being fair and not cheap) and smart thinking (as well as some good preparation before the fight). Engaging the environment is also key, I think its more fun if not every boss encounter takes place in the same sort of large square room and the terrian plays into the nature of the fight. To that end, I just hope the bosses come in a wide range of forms - from human sized to the absolutely gigantic and everything in between. Order of Eccelasia I already thought was taking Igavania boss fights in a good direction. That combined with Inticreates experience gives me strong hopes.
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