That's a probematic viewpoint of core video game elements, the more of a reason to address everything accordingly.Obligatory mention of the Zelda formula, but I'm always of the mind that a video game series that has gone on for so long that it has been coined a formula and whose entries can be described as "traditional" is in desperate need of changing.
You have not that much of a choice to stun them with an arrow to the face - glowing eyes???? - or hack&slaying them out of existence if there is not much of another creative alternative choice and that's the prime issue: They are simply bland, all humanoid, similar to fight, similar design and similar aesthetics.The biggest difference between the stun-lock stratefy and the weakpoint strategy with every other Zelda boss is that you choose to stun-lock them.
I already know what you were referring for and I just told you they are mechanically as bland and uninteresting as their design.I've been very clear in plenty of threads that I think the aesthetics of the Blights are underwhelming, but that they are mechanically more interesting than other Zelda bosses, since they don't follow the same "formula".
That's quite a generalization, you know?I don't like the idea of a dungeon item being the key to beating each boss, because I think that each boss should be a challenge to fight. It shouldn't come down to the same stunning it three times and then smacking it with the sword routine that they've been using ever since they moved to 3D
I see this battle (not Zelda):I would much rather have a boss that you just have to outfight versus a boss with a specific win condition that you won't have to think about.
How does that work?Until BotW released, I would jokingly refer to Dark Souls 1 as my favorite Legend of Zelda game due to a structure that I more associated with Zelda games.
I am quite curious: What is your top 10 of all Zelda games?Now Dark Souls is my second favorite Zelda game
The use of the environment during boss battles is something I'd really like to see as well!I'm not sure how they could execute this, but I would like to see a boss battle where you actually have to continue traversing as you fight. I would like the open world to play more of a role in boss fights. I think it would be so cool to move through Hyrule castle/castle town as we fight Ganondorf. Jumping over rooftops and running through the streets or something. Or soaring from one floating island to the next as you shoot arrows along the way. Moving from location to location as the fight continues. (Edit: They did something like this with the secret dragon fight in BOTW. That battle is on the right track of what I'd like to see more of).
Again, I don't know exactly how they would pull something like this off, but still, I basically would like for the boss battles to feel more like they are part of the rest of the world, rather than being in their own little space away from everything else.
Don't get me wrong, the Ganon Blights do have significant issues. They suffer from the same problem I associate with the shrines: take one, copy it a bunch, and call it a day. Visually, they're pretty bland. While I have my fair share of issues with other bosses in the franchise, at least they look better aesthetically.I'm suprised then that you like the blight ganons and calamity ganon, since the only one I thought was actually hard was thunderblight.
Bosses can still be fun that way. Think of koloktos, its creative (you have to pull off his arms and smack his middle), its fun and fast paced, and its a decent challenge. Or Stallord, although easy, is creative, fun, and fast paced. Or Goht (my favorite zelda boss) is creative, fun and fast paced. Or even the helmaroc king, its fun to slam that birds head with the hammer, and it makes good use of the item. I do agree that there are some bad zelda bosses that fit this formula. Overgrown Celia is terrible, as well as Jalhalla, Morpheel, Twilit Arachnid, and many more are all terrible.
Overall, I have mixed opinions on Zelda bosse. There are some absolute bangers mixed with average ones and those that are just plain terrible. I hope BOTW2 introduces bosses that are fun as well as creative.
and make them faster, and less predictable. I would prioritize that over more healthHonestly they can just up the damage taken and amount of health and the problem’s basically solved
The items have such a cool way to take down the bosses like with the mirror shield against Twinrova, and the ball and chain with Blizzeta
If they up the health, and damage taken, and switch things up, it would be perfect
You forgot the indestructible Flower Blight Ganon.I see nothing wrong in utilizing a boss battle with the kind of gameplay you're capable of, ie using your weapon of choice and item to beat the boss. Mostly, it is a battle to find weakspots as well as aiming towards them. It is not a simple "Smash the f*cker until it is dead!", you have to actively find out how to damage the boss in the first place.
I am a fan of bosses being clearly portrayed as bosses - powerful rare enemies being more unique than the average foes. Metroid did it great, Zelda as well... until Breath of the Wild.
Nowadays I see bosses of many games and I am just seriously bored. It is always the same boring and repetitive hack & slay ****. I'd rather see hundreds of traditional Zelda bosses formular battles instead of one more of the aforementioned bosses. Well, at least in most games, it doesn't require that much of equipment to beat most of those hack&slay bosses, so they're kinda save. But BotW? Hell, the overworld is your playfield of pure experiments of gameplay elements, items and much more supported by the physics engine... Making up one or two gigantic dungeon bosses in which you have to use your actual surroundings and the physics engine, ie throwing rocks with the stasis towards a boss to weaken their defence or some similar stuff, would already be a fine start!
Furthermore, your argument "They should be more of a challenge" can be easily implemented with the traditional Zelda formular as well. Just make the weakspots more tricky, give the boss more HP, make it deal more damage and more unpredictable moves, bring up more weapon varieties as well as the use of specific items - there you have your challenge. A Link to the Past, again, was quite close to it. I knew the weakspot of Helmaroc King, yet it didn't stop the boss to whoop my ass several times.
Arrows + weapon of choice - that's how I beat them mostly.
Due to them being very boring I tried finding out ways to beat them differently; it didn't change my viewpoint that much since Ganon Ganon was still annoyingly boring.
That's actually a mechanism to stun the boss without aiming towards their weakspot whilst giving Ganon Ganon the hack&slay experience.
They clearly regressed this stun formular what you've been criticizing so far.
You know, there were some gameplay mechanism of bosses being weak to arrows... which made the use of the bow against them quite satisfying - until BotW brought up 4 Ganon Ganons with the same mechanism. They are just as bad as the bland Divine Beasts, no love but copy & paste.
I might be really harsh on some core elements of BotW but it is necessary. I view them as huge weaknesses of the new Zelda formular and it needs to be addressed and changed. As I said, it is a clear regression in terms of bosses, especially since they're not even in common with the more unique gameplay mechanism of BotW itself. I loved Zelda bosses because they were so well tied to the physics engine, level design as well as the gameplay. When you battled one boss, you clearly felt the impact of said boss how it is connected to the game, figuratively.
I partially agree, they need to be more tricky but not exactly as similar as those bosses in Dark Souls: bring up more roots from the traditional Zelda bosses while looking out for some gameplay varieties from Metroid bosses or maybe other ones, as long as they stop doing the old hack & slay boss battles, I'm fine with either options.
Also, again, I can just highlight the possibility of the creative use of items here again. You can use items as well to open up the defences, I don't see the issues in here - as long as the boss battle feels creative again... Once again, it works with SoulsBorne games perfectly fine and it is alright since it fits to the gameplay mechanics but Zelda games are still built different (not in terms of quality btw). You can't just demonstrate the players a vast world with very interesting physics engine + gameplay and then throwing it away for the most uninteresting, repetitive and bland looking bosses in the history of Zelda games. Ironically, the DLC boss was a very cool boss - because it was required to use a high amount of the gameplay elements against him; and the monk was just a humanoid boss. Imagine bosses like Gohma, plant based bosses, dragons and other creatures.
Glowing eyeball, glowing eyeball, glowing eyeball, and glowing eyeball + Ganon Ganon, Ganon Ganon, Ganon Ganon and... Ganon Ganon? Another regression!
Hell, even Age of Calamity - a Zelda Warriors game! - brought a more individual design to them:
Man, I can just hysterically cry and laugh about this one, the designs are actually so bad, a Warrior's game surpassed them. Please Nintendo, my heart cannot bear one more of the Ganon Ganon guys in BotW2 anymore.