Justac00lguy
BooBoo
Boss Stages are important in my eyes, of course it's about the boss, the boss design, the challenge etc. However, I feel that the actual stage sets the tone and the pace of the battle itself.
There can be a wide variety in Boss Stages, you have your standard medium sized room, a lot more compact spaces, themed rooma that make use of elements; water, fire etc, outside stages - then you have the more unique stages that make use of more vertical movements, for example the Argorok boss battle.
However, my main gripe with boss Battles is how plain and one dimensional they can be, you have this visually threatening boss stuck, or in a sense, "limited", by the fact that they're stuck in this small boss stage; a main example of this being Fyrus from Twilight Princess. I want a stage that allows for more freedom, not in the way the boss typically acts but how we defeat the boss itself. Not just a standard room, but a stage where we can traverse the surrounding environment, a stage which changes throughout the battle etc.
So would you like more variety within Boss Stages? Maybe more complex designs?
There can be a wide variety in Boss Stages, you have your standard medium sized room, a lot more compact spaces, themed rooma that make use of elements; water, fire etc, outside stages - then you have the more unique stages that make use of more vertical movements, for example the Argorok boss battle.
However, my main gripe with boss Battles is how plain and one dimensional they can be, you have this visually threatening boss stuck, or in a sense, "limited", by the fact that they're stuck in this small boss stage; a main example of this being Fyrus from Twilight Princess. I want a stage that allows for more freedom, not in the way the boss typically acts but how we defeat the boss itself. Not just a standard room, but a stage where we can traverse the surrounding environment, a stage which changes throughout the battle etc.
So would you like more variety within Boss Stages? Maybe more complex designs?