- Joined
- Jan 10, 2022
- Gender
- Male
What do you all want the bosses to be like in BotW2?
For me, bosses in the first game were a bit of a mixed bag…not even going into the mini bosses around the overworld - though to be honest I feel like some had potential to be pretty good, could have just used far more variety.
The theming is one thing, with all of them having been Ganon. Even if they’d just named them something else would have at least made them feel more different from each other. Both the Zora and Rito ones were too easy for me, at least the other two were a bit more involved, and I’d never learned to parry Guardian beams so the penultimate one was a bit of a challenge for me. The very last one was kinda meh, more of a set piece or a victory lap than an actual fight which I guess is ok, but they make it out to be some epic moment with high stakes but it’s near impossible to lose so far as I could tell.
I get that it can be kind of hard to balance, now that dungeon items aren’t really a thing. For me, I like that approach, though the execution of the idea still hasn’t been all that great; the idea of renting items in ALBW was never an issue for me because I outright bought them all, and in BotW most of the puzzles are so simplistic because they don’t account for any items, and I feel this also effects how the bosses are designed to pretty much be vulnerable most of the time. I’d much rather they make full use of items that can be found throughout the game, maybe even make multiple different ways to defeat a boss(and with their own drawbacks - think some bosses going into rage mode from Super Metroid). Just firing endless arrows until said boss dies is kind of boring.
I really enjoyed almost all the bosses in SS. Some were a little more boring than others, but many had very particular gimmicks or ways to take them down. Unfortunately with the way BotW works, involved sword fights and directional attacks are not as much of a possibility, but I think it would go a long way to having different types of weapons be better or worse for different encounters. Perhaps that would be more viable if overall they lasted longer so you wouldn’t be stuck with nothing. But also what’s important is environmental design and interactivity as well, like the mini boss on the Sandship having to be pushed back rather than simply whittling away at his health, or having to get on to of the Imprisoned. Stuff like that was really neat.
MM is another I felt where the fights were really good, and it also ties into having different ways to approach bosses. Perhaps with the runes being expanded upon, we can have that combined with more unique level design to have more creative ways to take on different bosses. Doesn’t have to be just using weapons.
In any case I’m just hoping we get better and more varied stuff than what was in the first one.
For me, bosses in the first game were a bit of a mixed bag…not even going into the mini bosses around the overworld - though to be honest I feel like some had potential to be pretty good, could have just used far more variety.
The theming is one thing, with all of them having been Ganon. Even if they’d just named them something else would have at least made them feel more different from each other. Both the Zora and Rito ones were too easy for me, at least the other two were a bit more involved, and I’d never learned to parry Guardian beams so the penultimate one was a bit of a challenge for me. The very last one was kinda meh, more of a set piece or a victory lap than an actual fight which I guess is ok, but they make it out to be some epic moment with high stakes but it’s near impossible to lose so far as I could tell.
I get that it can be kind of hard to balance, now that dungeon items aren’t really a thing. For me, I like that approach, though the execution of the idea still hasn’t been all that great; the idea of renting items in ALBW was never an issue for me because I outright bought them all, and in BotW most of the puzzles are so simplistic because they don’t account for any items, and I feel this also effects how the bosses are designed to pretty much be vulnerable most of the time. I’d much rather they make full use of items that can be found throughout the game, maybe even make multiple different ways to defeat a boss(and with their own drawbacks - think some bosses going into rage mode from Super Metroid). Just firing endless arrows until said boss dies is kind of boring.
I really enjoyed almost all the bosses in SS. Some were a little more boring than others, but many had very particular gimmicks or ways to take them down. Unfortunately with the way BotW works, involved sword fights and directional attacks are not as much of a possibility, but I think it would go a long way to having different types of weapons be better or worse for different encounters. Perhaps that would be more viable if overall they lasted longer so you wouldn’t be stuck with nothing. But also what’s important is environmental design and interactivity as well, like the mini boss on the Sandship having to be pushed back rather than simply whittling away at his health, or having to get on to of the Imprisoned. Stuff like that was really neat.
MM is another I felt where the fights were really good, and it also ties into having different ways to approach bosses. Perhaps with the runes being expanded upon, we can have that combined with more unique level design to have more creative ways to take on different bosses. Doesn’t have to be just using weapons.
In any case I’m just hoping we get better and more varied stuff than what was in the first one.