PixelKnight
Observing the process
- Pronouns
- He/Him
This thread is obviously going to be packed full of spoilers, so I encourage liberal use of the spoiler tag and being clear what game you are talking about in the spoiler for any relatively recent games. All good? Let’s go!
I love a final boss fight. I like the grand spectacle of them. I like the way they act as a cap for the game (to the point where it’s relatively rare for me to stick around for a post-game afterwards). But there’s stuff about them that has often either sealed the deal on a game stuck in my memory as ‘that was epic!’, or ‘that was a complete slog, I’m glad that’s over’.
What encouraged me to make it was the final boss of Fire Emblem TMS.
So what exactly are the kind of elements that make good final boss fights, or poor ones? I’ll list some below, but interested to hear your thoughts. This isn’t a decisive ‘all games must do this/avoid this’ list, but it’s certainly a list of things I’ve noticed enough in decades of playing video games.
The Good
A reward for mastering the mechanics. A game that encourages you to have mastered the key combat mechanics of the game, where your muscle memory is now enough to get you through and feel badass. Parry mechanics often fall under this (see: BotW/TotK) although I confess I largely suck at timed counters.
A thematic, visual spectacle that brings the campaign to a pleasing crescendo.
Whether it’s a duel that you’ve been itching for since Lord Evilbloke kicked you in the face and burned your village, on the deck of the war engine he used to do it. Or in the throne room of a warlord you’ve pursued back to their lair after foiling their dreams of conquest. Or perhaps on something falling down an endless pit while the game’s themes of ‘descent into hell/oblivion/madness’ evoke a sense of ‘we were always gonna end here’. I like such spectacular endings that are rounding the game off thematically before anyone has used an attack ability.
Surprise!
While it might sound like it doesn’t work with the above, you can have a thematic ending without the player seeing exactly what form it will take coming. It just has to feel right, but at the same time not be predictable. See final phase of TotK’s final boss.
The bad
‘Oh, it’s this again’
Have you ever played a game where the final boss is massive, only its head and hands are on screen. You know the drill already. Dodge the hand’s slam attacks. When they are on the ground, get on top of them, dodging projectiles. Then use the height gained to attack the head. I’ve seen this in so many games since the NES. I get that it’s a template for a good boss fight involving pattern recognition, dodging, attacking, an enemy so big that it’s clearly stronger than you and not being able to just hammer the attack button, but if I see a boss fight and immediately know how it works, it feels a bit like a tried and tested win for mechanics over ‘surprise!’ above.
However! That doesn’t mean you can’t put a new spin on it. For example, it’s not the final boss, but a late stage in Mario Wonder has
Split into teams!
You now need to use all the characters you haven’t levelled up or equipped for at least a dozen hours in this one, compulsory, most difficult fight in the game. You don’t know what their new abilities from rapid levelling up do. There’s 6+ of them but only 3 get xp at a time. Haven’t seen this in RPGs for a while, but I really wish that games wanting to do this would at least give you some kind of warning, or preferably have reserve characters catch up really fast.
All that stuff you’ve learned while preparing for the big showdown? Forget that, genre shift!
The opposite to ‘reward for mastering mechanics’, this is where the final battle is some wild-ass minigame or a different genre entirely, abandoning the stuff that’s made up 95% of the game. Not too common these days, but Mass Effect 3 probably lands here- if players were expecting a big fight to end an interplanetary war that’s pursued humanity back to earth, a moment it leans on from the start of the game, they got something that was a poorly written lecture with a multiple choice question from an NPC instead. Really it’s about surprising and exceeding player expectations being way better than surprising by being underwhelming.
Anyway, what are your favourite and least favourite aspects of final boss fights/final encounters, or examples of any of the above? What would you add to the list, and what title would you give to describe it?
I love a final boss fight. I like the grand spectacle of them. I like the way they act as a cap for the game (to the point where it’s relatively rare for me to stick around for a post-game afterwards). But there’s stuff about them that has often either sealed the deal on a game stuck in my memory as ‘that was epic!’, or ‘that was a complete slog, I’m glad that’s over’.
What encouraged me to make it was the final boss of Fire Emblem TMS.
The final boss is a brutal fight, but a thematic one you’ve been working towards. Its setup is a ritual, which the game links to the history of entertainment descended from ritual dance. One line that adds so much to the game in linking modern media to FE’s rituals and magic. During the fight, you are taking heavy damage, but have the tools to deal with it as both the sessions and random dual skills offer a range of things you can exploit for breathing room, plus a new, expensive ability to weather the boss’s attacks for a round, just long enough to regroup. It is truly the culmination of both the combat system at the core of the game and the story and its themes.
So what exactly are the kind of elements that make good final boss fights, or poor ones? I’ll list some below, but interested to hear your thoughts. This isn’t a decisive ‘all games must do this/avoid this’ list, but it’s certainly a list of things I’ve noticed enough in decades of playing video games.
The Good
A reward for mastering the mechanics. A game that encourages you to have mastered the key combat mechanics of the game, where your muscle memory is now enough to get you through and feel badass. Parry mechanics often fall under this (see: BotW/TotK) although I confess I largely suck at timed counters.
A thematic, visual spectacle that brings the campaign to a pleasing crescendo.
Whether it’s a duel that you’ve been itching for since Lord Evilbloke kicked you in the face and burned your village, on the deck of the war engine he used to do it. Or in the throne room of a warlord you’ve pursued back to their lair after foiling their dreams of conquest. Or perhaps on something falling down an endless pit while the game’s themes of ‘descent into hell/oblivion/madness’ evoke a sense of ‘we were always gonna end here’. I like such spectacular endings that are rounding the game off thematically before anyone has used an attack ability.
Surprise!
While it might sound like it doesn’t work with the above, you can have a thematic ending without the player seeing exactly what form it will take coming. It just has to feel right, but at the same time not be predictable. See final phase of TotK’s final boss.
The bad
‘Oh, it’s this again’
Have you ever played a game where the final boss is massive, only its head and hands are on screen. You know the drill already. Dodge the hand’s slam attacks. When they are on the ground, get on top of them, dodging projectiles. Then use the height gained to attack the head. I’ve seen this in so many games since the NES. I get that it’s a template for a good boss fight involving pattern recognition, dodging, attacking, an enemy so big that it’s clearly stronger than you and not being able to just hammer the attack button, but if I see a boss fight and immediately know how it works, it feels a bit like a tried and tested win for mechanics over ‘surprise!’ above.
However! That doesn’t mean you can’t put a new spin on it. For example, it’s not the final boss, but a late stage in Mario Wonder has
‘go around the airship knocking out turrets before dealing with the core’. It feels like a reference to R-Type’s stage 3 from over 30 years previous. The complete genre shift renders it fresh again
Split into teams!
You now need to use all the characters you haven’t levelled up or equipped for at least a dozen hours in this one, compulsory, most difficult fight in the game. You don’t know what their new abilities from rapid levelling up do. There’s 6+ of them but only 3 get xp at a time. Haven’t seen this in RPGs for a while, but I really wish that games wanting to do this would at least give you some kind of warning, or preferably have reserve characters catch up really fast.
All that stuff you’ve learned while preparing for the big showdown? Forget that, genre shift!
The opposite to ‘reward for mastering mechanics’, this is where the final battle is some wild-ass minigame or a different genre entirely, abandoning the stuff that’s made up 95% of the game. Not too common these days, but Mass Effect 3 probably lands here- if players were expecting a big fight to end an interplanetary war that’s pursued humanity back to earth, a moment it leans on from the start of the game, they got something that was a poorly written lecture with a multiple choice question from an NPC instead. Really it’s about surprising and exceeding player expectations being way better than surprising by being underwhelming.
Anyway, what are your favourite and least favourite aspects of final boss fights/final encounters, or examples of any of the above? What would you add to the list, and what title would you give to describe it?
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