Postby Floyd » Sat Mar 28, 2015 2:53 am
One of the many things Rare were famous for in the N64 days was the epic-as-hell final battles.
This is definitely something that should return in full force with this game!
Let's talk about some of the things we want to see. Some points I can think of:
1: The battle needs to test everything you've learned throughout the game.
This is something that is too oft forgotten in games today. A good final boss isn't just a flashy showdown, but one that serves as a final exam that pushes your skills to the limits. That also means it should be nail-bitingly hard, not something you beat on your first try!
2: We need a great, lengthy piece of music to go with it!
Or multiple pieces of music even. Grant Kirkhope was always a master of this art, so it would be a crime not to have him do the honours!
3: More is more!
With final bosses, go all the way. Throw in as many phases as you can come up with. Even if one of them is a stinker it all contributes to the climatic tension. Just make sure the last phase is memorable! Oh, and taking the battle to multiple locales is great as well. And let's not forget the aerial phase...
4: No QTEs please!
This is a plague that we've all come to loathe. Pressing buttons that appear on the screen to do "cool stuff" is never satisfying. The cool stuff should be a part of regular gameplay, or a cutscene at the end you can sit back and watch without having to fear being forced to do everything over again if you get two buttons mixed up. Exceptions taken for QTEs that are a meaningful gameplay mechanic in themselves, like the Blade Mode in Metal Gear Rising.
5: Banter!
I think we can probably trust Playtonic not to forget this. We all want to hear the villains and heroes get their snark on, maybe even in rhyme...
6: An impactful battle that tells a story of its own!
Nothing duller than a boss that doesn't react to your onslaught until the last bit of health is chipped off its HP bar. The best final battles weave a back-and-forth tale where both the villain and the hero gets to have the upper hand at times before the tides turn again, and where the attacks of both parties feel like they hit home. Of course this is a tricky thing to do right, but the Rare used to do it masterfully in the past! The feeling of getting completely overwhelmed by the awesome might of the enemy and the feeling of laying the smackdown on said enemy as it's reduced to your hapless punching bag are equally satisfying and should both be present!
What do you guys think? Anything else that's essential to ensuring Ukulele has a worthy sendoff?
I hope the dev team takes a lot of inspiration from the Grunty battle in the first B-K, because it certainly got all of these points astonishingly right!