What if you were the level boss?


Adelie

 

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This is sort of an eccentric idea that's been running around my head for just shy of 15 years now, and for all this time I've never really been able to put it into words. Basically, it comes down to the title question. What if, instead of the lone, underpowered hero who has to fight a stronger, more capable enemy and triumph against all odds, you were the level boss, and the enemy were the weaker but more agile character? Or, in fact, if the enemy were weak, helpless enemies who couldn't hope to do much more than take off a bit of your life bar? Before we delve into City of Heroes, let me explain where this comes from.

"The level boss" is, classically, a creature of arcade games. My fondest memories of the best of these kind have been the MegaMan X games, specifically played with Zero, as you had to get in close to do anything with him. In this game, as you progressed, the bosses became larger, faster and more complicated. X4's General is as tall as the screen and a third of it wide, and he only takes damage if you slash him in the head. And, OK, I'm fast on my keyboard, but why am I always the weaker one? Why do I take damage if you touch the boss? Why do I die in a few hits, while having to slash his damn head eleventy billion times? X (MegaMan) gets it a bit better in most games, as with enough upgrades and special armour pieces, he can sort of boss it up to some extent, but even then, with flash timers, ultimate shields and uninterruptible powers, he's still just a player.

Enter Castlevania: Symphony of the Night for the PSX. It's an old game a friend of mine had on his PlayStation back ten years ago, which I only recently rediscovered on a chance find. It stars Alucard, son of draculA, (stupid name...), who starts out as basically a fighter, but towards the end starts developing pretty dang amazing powers, including a lot of powers from the actual Dracula final boss from Castlevania: Bloodlines. I'm not actually through the game yet, and I missed a lot of secrets already, but at the very least one spell he has has him teleport away, reappear and shoot fireballs out of his cape. That right there is perfect example of a Capcom boss tactic (despite the game being made by Konami). It got me thinking... Alucard isn't just some schmuck with a sword, you know... He's the son of Dracula. He has powers. He can turn into a bat, a wolf, into mist, he can teleport, drain people's blood, summon ghosts... Yeah, the game still treats me like a player and has me do jumping boss fights, and I still get kocked back from every frikkin' breeze, but... Well, with enough armour and levelling up, I can actually take quite a beating, even from bosses. Why, I'm like a boss, myself.

Which brings me back to an old PSX game, Jurassic Park from probably 15 years ago. Hell if I can actually find it, but it had you play a little dinosaur, a Raptor, a guy with a gun, and even a T-Rex. Now, the T-Rex was where the real fun started, because you're huge, you're slow, and people are shooting at you ALL THE TIME. They can't really hurt you, but they're constantly draining your health, which turns it from a fight for survival into an endurance race. You can eat people for some health, but basically you need to outlast the humans and get to the end. Which is, typically, how a Capcom boss usually wins. Throw out attack after attack and hope to take you down before you chip off too much of his health.

So what does this have to do with City of Heroes? After all, this isn't an arcade game, and characters are already powerful enough to take on bosses one on one. But here's the thing - even now, unless you downgrade bosses, the game still follows the same pattern as those old arcades. You fight through a level of bad guys, maybe take on a mini-boss mid-way, and end up at the level boss. Think Frostfire and you'll know what I mean. Basically, even though you're strong, the game still treats you like "just a player" engaging in "just a boss fight." And that's just regular missions. The "epic" content has you square off against archvillains, usually in groups. It still treats you like the weak player squaring off against a powerful boss, trying to find a way to win anyway. The odds are always, at least narratively, stacked against you.

Why? Why not go the other way? Let's look at an example from the game already - Mercedes Sheldon's third hero arc, the Crown of WhatWasIt. The final mission has you square off not against an AV, or even an elite boss. Instead, it's one boss, who calls in two more bosses, and when he dies, another boss arrives, who calls in two more bosses. It's an ungodly hard fight, especially since the Warriors are THE heaviest hitters at that level, but it actually has the right idea. I'm the boss of the level. I'm the strong one, the unstoppable one. I don't need to bring together seven of my friends to just hope to take on one guy. The bad guys had to bring out six of their best just to take on ME. The game's balance isn't really different, but the fight is more epic AND it feels so much more satisfying. For once, the AI is working hard to kill me, rather than crouching behind a mountain of hit points and offensive stats for me to chip through.

It's part power balance, part presentation. What makes MegaMan X's X feel like a boss is his ability to hover and crush-blast some boss projectiles. He ACTS like a boss. What makes Alucard feel like a boss is the fact that he can teleport at will, become invincible and shoot out boss attacks. He LOOKS like a boss. What made the T-Rex feel like a boss was that the enemies plain and simple could not take him down, or even phase him much. He ENDURED like a boss. What made my little ole' Scrapper feel like a boss in Mercedes' arc was that I fought back six Warriors bosses with their entire posse despite my team-mate going down. Any of these is cool. All of these is a game the likes of which I've never seen before. You're always facing some cheap, annoying problem, like enemies being too strong, having nasty effects, or what has turned me off so many Hulk: Ultimate Destruction clones - STUPID KNOCKBACK! With a zillion soldiers shooting rockets at you, you can't stand still for a nanosecond. What's the point of Prototype's Alex Mercer being a super weapon if he's a fragile little girl unless he's constantly prancing around?

Basically, it all comes down to feel. A few games have come pretty close to making me feel like I'm playing the level boss, with my enemies being the players (though, oddly enough, not Dungeon Keeper), but never completely. Frankly, City of Heroes has come the closest.


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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Good post as usual, Sam.

I think that sums up the part of me that screams at my Crab Spider when he still gets KB'd by stuff...finally get a VEAT, a walking tank with four freaking gun arms attached to his back, huge blades on his fore arms, maxed out height and usually unstoppable...and then he gets bounced off walls by someone like Sigil (argharghargh) because somebody in their infinite wisdom decided to give Crab Spiders a KB hole.

Thats probably also why I enjoy playing my old main when I do, Chief Centurion Z1, Invul/EM tanker. It took me numerous mistakes and respecs to get him where he is, but nowadays he feels like that End Boss feel. The majority of enemies plink away at his health. Sure its all the time, and when you add in Bosses and stuff it does become more of a fight, but it still feels epic, sat in the middle of this mass of enemies, laughing as they plink away.

Maybe that's why Reichsman bugs the hell out of me, at least Villains side. He's just a huge sack of HP, with a few Godhammer attacks and nasty debuffs.
Ok, I haven't done the LRSF either, so maybe States is just as bad, which would at least make sense.

But, yeah. In a way beating up the big bads is kinda more fun, because you kicked their *****, despite being smaller. My all time favourite I think was a Boss fight in Castlevania: Circle of the Moon on Gameboy Advance. A really neat side scroller. One boss room you walked into, hopping down a few platforms, with what looked like two random mounds beneath you.
And then the freaking Zombie Dragons actually lifted their heads up.
Not one, but two Zombie dragons, both spitting fireballs at you. And, yes, it was headshots only. Watching one of them die was satisfying...and then the other one bit a few chunks out of it to regen a chunk of health...
When the last one hit the deck...that felt good right there. I always wish those boss fights were replayable.


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Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

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Can I be a load-bearing boss? (WARNING: TV Tropes link)

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Originally Posted by Techbot Alpha View Post
Maybe that's why Reichsman bugs the hell out of me, at least Villains side. He's just a huge sack of HP, with a few Godhammer attacks and nasty debuffs.
Ok, I haven't done the LRSF either, so maybe States is just as bad, which would at least make sense.
Statesman's HP is nothing compared to Reichsman. The only thing that compares to Reichsman's HP are giant monsters.


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

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So... I've been playing Prototype lately, and I just finished a "boss battle" in Time Square, I think it took me like half an hour. And when I was done? I felt absolutely invincible. I was the lone character going against the giant pile of hit points, and for once, for whatever reason, I really enjoyed the entire fight... all of it.

I guess my point is, I kinda like things as they are, but you bring up an interesting question. What if I were the boss in that same scenario? Would it feel just as good to be a giant creature and have beaten a tiny hero hucking cars at me, with the military plinking their wittle buwwets at me? I don't think so.

In short, I don't think it would be better any other way.



 

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Originally Posted by Techbot Alpha View Post
I think that sums up the part of me that screams at my Crab Spider when he still gets KB'd by stuff...finally get a VEAT, a walking tank with four freaking gun arms attached to his back, huge blades on his fore arms, maxed out height and usually unstoppable...and then he gets bounced off walls by someone like Sigil (argharghargh) because somebody in their infinite wisdom decided to give Crab Spiders a KB hole.
Chain knockback is the FASTEST way to completely ruin a game altogether for me. Prototype just SUCKED for that. I'm this walking engine of destruction, sapwning spired of spikes from the ground, causing earthquakes, and shooting out massive explosions... And I get knocked back by every bomb, with zillions of them flying around. The only way I could reliably kill tanks in groups of two and three was to elbow-dive on them. Fighting them at ground level just got me shot-knocked-back. And the Hunters were just cheap. They don't reel, but you do, and their "combos" are just a windmill of twacks. So, I have super powers, but I'm STILL just a chump. I can see getting killed if I hit by too much enemy fire, but I'm basically helpless before them. Not enough offence to kill things before I get knocked away. Ugh...

Come to think of it, the Juggernaut from Marvel Super Heroes is very much a boss character. He was my all-time favourite back then, and is probably the most fun I've had playing him. Back in the day, I used to play him a lot, and a friend of mine used to play Wolverine a lot. I'd spend most of my time throwing out empty swings and exposing myself to counter-attacks a LOT, and he'd slash and slash and slash and slash. But it was OK. I could take a lot of damage, and because I didn't reel back until three attacks in, I could usually get a small punch in through his combo. And, really, I didn't need to hit too many times. One Power Heavy Juggernaut Punch would take off a third of his hit points anyway, if I could connect with it. Or a Headcrush, or a small combo if I could get one off, or really, just a few heavy punches.

That, in essence, is what a boss fight is. The boss is durable and powerful, but the hero manages to avoid his attacks. And the Juggernaut actually IS a genuine boss character from X-Men: Children of the Atom, with only a slight power-down to slow down his chain Earthquakes and maybe a few of his swings. Magneto, the actual boss of XMCotA, on the other hand, has lost the bulk of his power. So, essentially, my friend was having a constant boss fight every round, and he was understandably upset when I'd turn a battle he'd worked hard at around in a couple of solid hits

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Maybe that's why Reichsman bugs the hell out of me, at least Villains side. He's just a huge sack of HP, with a few Godhammer attacks and nasty debuffs.
Reichsman is the WORST fight in the whole game, at least the hero-side version of him. What you described is ALL there is to him. A mountain of hit points and a few unreasonably powerful attacks. With Unstoppable. That's about as classic a raid as classic raids go. But then, that's kind of what TFs typically are, which makes me all the less sorry I'm missing out on them. Most of the GOOD ones are made to be self-contained, so even if I miss out, I'm not seeing a half-complete story. Now, the Caverns of Transcendence, Ernesto Hess and Katie Hannon TFs... Those suck. Not to mention the Shard' TFs.

Really, though, any activity that requires several of you to even start isn't going to make you feel like the level boss. Not unless it splits you up, I guess. I still remember my defensive stand at the doors to a smash-n-grab side mission on a Mayhem mission once, where I held off constant waves of enemies that amounted to at least 50 people overall, while the rest of the 8-man team fought their way to the vault, intentionally triggering every ambush on the way. When 20 people at a time can't punch past my Brute... Yeah, I'm the level boss

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But, yeah. In a way beating up the big bads is kinda more fun, because you kicked their *****, despite being smaller. My all time favourite I think was a Boss fight in Castlevania: Circle of the Moon on Gameboy Advance. A really neat side scroller. One boss room you walked into, hopping down a few platforms, with what looked like two random mounds beneath you.
And then the freaking Zombie Dragons actually lifted their heads up.
Not one, but two Zombie dragons, both spitting fireballs at you. And, yes, it was headshots only. Watching one of them die was satisfying...and then the other one bit a few chunks out of it to regen a chunk of health...
When the last one hit the deck...that felt good right there. I always wish those boss fights were replayable.
Oh, certainly, I agree with this very much. As I said, the MegaMan games are my inspiration for boss fights, with how diverse and responsive they are. With a dash, a double jump, an air dash and a variety of raising and falling attacks, they just give me a lot of control over my own performance, and winning those is always satisfying. Less so in the PSX Castlevania, since all the bosses are incredibly cheap, but even then. It's just cool to win like this. By the same token, though, I've simply never played a game that has consistently portrayed me as a the level boss, and the allure of this is very, very real.


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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Originally Posted by Samuel_Tow View Post
Chain knockback is the FASTEST way to completely ruin a game altogether for me. Prototype just SUCKED for that. I'm this walking engine of destruction, sapwning spired of spikes from the ground, causing earthquakes, and shooting out massive explosions... And I get knocked back by every bomb, with zillions of them flying around. The only way I could reliably kill tanks in groups of two and three was to elbow-dive on them. Fighting them at ground level just got me shot-knocked-back. And the Hunters were just cheap. They don't reel, but you do, and their "combos" are just a windmill of twacks. So, I have super powers, but I'm STILL just a chump. I can see getting killed if I hit by too much enemy fire, but I'm basically helpless before them. Not enough offence to kill things before I get knocked away. Ugh...
Isn't your mobility in that game half the fun? It's the fact that you can take the fight vertical that gives you the edge... you are, after all, just a guy who doesn't really understand all of what's transpired, sorta learning as he goes.

And as to the hunters? Yeah, they are cheap, until you unlock the spinning blade aerial attack thing (forgot the name) that insta-kills them with but a touch.



 

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Worst game for Knocback ever;
Transformers the Movie Game

Now, yes, I shouldn't have been too surprised. Film knock offs are, by dint of being film knock offs, exceptionally bad.
But the shear ammount of KB in that game was.....argharghARGHarghARGHOHGODTHERATS.

It was that freaking bad. The combat was horrible, the driving was horrible, the plot was mauled beyond belief....actually, no, thats not fair, the plot was *different* to the movie, but ACTUALLY had more character, especially for the Decepticons. (AND they had the original Megatron voice in it! Woo!)

But then...before that, there was the glory that was Transformers. I dont know what its subtitle was, but it was based off the Armada series.
And you know what? It had Knockback in it, yes, but it was done well.
Knockback was reserved for things like Spider Tanks, big walking laser guns which had an alternate power up attack that sent you flying. It was saved for Heavy Units and their foot stomp which, although powerful, was easy to dodge and so balanced. It was saved for the mini-bosses that were the Command Units in later levels, who only packed a non-seeker missile at range, but did also pack a freaking sword...

And Bosses, naturally. But you could stand and take freaking missiles to the face, and not fall over (your health would scream at you, though). And, even when you fell over, you felt like this hulking, badass robot, partially thanks to the physics, which was well done, but also to the satisfying Thud sound and the joypad rumble.

Cheap tricks and moves: Bad
Logical and well made moves: Good


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Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
Quote:
Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

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Originally Posted by Thirty_Seven View Post
Isn't your mobility in that game half the fun? It's the fact that you can take the fight vertical that gives you the edge... you are, after all, just a guy who doesn't really understand all of what's transpired, sorta learning as he goes.
Well... Yes and no. Just about any attack worth its salt needed to be charged up, at least a little bit, and I cannot BEGIN to tell you how many times I've been shot out of the air while charging up a Spin Blade elbow slam. And it doesn't even take out tanks in a single hit. And if you try to use anything BUT? You know, those claws that become worthless mid-way through the game or the heavy tumour hands that are so slow you get bazooka-d three times before you can even swing a decent attack? No use. In fact, practically anything you could do on the ground was no use, which reduced the game to a boring series of running around, super-jumping and dive-bombing enemies, wash, rinse, repeat. The only way to avoid the cheapness was to act cheap, myself, and that just reduced the game to something not nearly as spectacular as it could have been.

Speed, in general, is only as good as your slowest action, and in this game, EVERYTHING other than running around was slow, or at least rooted you to the ground. And the running attacks were completely impossible to aim, and would actually sort of slide off enemies, rather than slashing at them. Basically, most of my battles consisted of running around, jump-elbowing enemies, grabbing a soldier and running off the consume him where he won't be shot off my hands as soon as I set both feet on the ground. And mobility is only as good as your offence, and since practically every single offensive move rooted you, that went right out the window.

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And as to the hunters? Yeah, they are cheap, until you unlock the spinning blade aerial attack thing (forgot the name) that insta-kills them with but a touch.
Yeah, the one cheap move that killed everything in a hit or two. When I have to resort to recycling the same attack time and time again because all my other attacks are too weak and/or too slow, that's bad game design. Why give me this huge arsenal of weapons, skills and moves if only a couple are actually going to be useful. Like the Bullet Dive move. Said to be the strongest one of them all, but you have to charge it so long you get shot out of the air, and if you dive from above shooting range, it's impossible to hit anything worth hitting. It was said the be the strongest move, but to also be very difficult to aim. Well if it's difficult to aim and doesn't hit anything, fat lot of good it does me that it's the strongest, huh? That whole game is packed full of awesome but impractical skills and powers. I HATE it when games do that.

In fact, and this is slightly off topic, but in City of Heroes, almost EVERY power I have has a use and has its place. And I'm the guy that takes every damn power from his primary and secondary 99% of the time. Even on a Blaster, who has more powers than he strictly needs, I still have use for all of them at different times.

But this is sort of what I mean. I haven't played the Hulk game, and I'd assume the Incredible Hulk would be a bit more steady on his feet, but in Prototype, Alex is billed as this unstoppable super weapon, yet he's weak, slow, cumbersome, fragile and undirected, and even though the player can somewhat fudge being able to triumph, he's nowhere near the unstoppable threat the Army makes him out to be. And the bosses (boss, one fought twice) - the Supreme Hunters - are still bigger than you, stronger than you, faster than you, all but impervious to melee attacks AND you have to fight one on a ticking timer. If I'm this unstoppable threat, why am I squishy while they are immovable objects?

I HATE HATE HATE bosses that my normal powers simply don't work on. Big beef with the Purple Triangles of Death, but it just goes on and on. Any character with grappling moves will be unable to grapple bosses. Any character with incapacitating or hindering moves will be unable to incapacitate or hinder bosses. Power Word: Kill will NOT kill Belifeth. It goes on and on. Not only is the boss so much stronger than you, but half your powers don't actually work, so you're restricted to recycling that one skill which actually works worth a crap.

And this is present in the MegaMan games I keep praising, by the way. Because MegaMan essentially gets to shoot different things for his powerups, the bulk of those different things are completely useless, very weak or incredibly dangerous. Zero gets a lot more leeway, because his boss-taken powerups actually give him extra abilities, like double jump and air dash, vertical attack, dropping attack, longer-range horizontal attack, additional weapons and so forth. Some skills won't work on some bosses, but they will all typically work on all regular enemies, and its rare a skill would be completely useless on a boss, too. Generally, a boss will be immune to his own weapon and not a lot else.

And I am more sick than I can describe of getting hit just touching the boss. Alucard may be a wimp who gets knocked back by running into the back of some dude with a mace, but at least here in City of Heroes, enemies generally have to HIT us before we get hurt.


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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You should try playing Assassins Creed 2, Sam. There is something immensly satisfying running someone through with a spear you picked up off the last mob, then proceeding to take out a whole detachment of guards steadily and methodically, while the citizens flee from the Man in the White hood.

Especially since AC2 perfected the combat system, it really is one of the most satisfying around. Sure, certain enemies can't be counter-killed in one shot, but they still get hurt by the attack. Sure some of them can't be grabbed or disarmed in one shot, but once you weaken them a little bit you can. Its diverse, it stays fresh, the ammount of combo kills, counter kills and special weapon kills is so large there will always be one that pops up that makes you go 'oooo neat'.
Fun times.


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Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
Quote:
Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

Interestingly players can become Boss characters in CoH however it's very limited set of builds that can pull this off.

My Bots/Traps is only 32 and barely slotted for IOs BUT she already feels like a 'Boss with Minions' type fight that tends to crop up in the scrolling beat'em up genre. Anything under an Elite Boss (which are meant to be the mini-boss of the CoH world) barely causes her to flinch. Once she's fully IO'd out to have range defense soft-capped and a few other things, she'll be fully capable of taking on the 'final boss' grade foes that are Giant Monsters on her own.

Sonic/Rad defenders/corruptors, Illusion/Rad Controllers, Dark/SR Scrappers/Brutes can all be atleast end level boss type power since they can all take out AVs.


 

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Oh yeah... endurance tests. How long can you stay alive until the little guys finally take you down? That is nice. I remember playing the Incredible Hulk demo in a GameStop some years back, and dude... Hulk was practically invincible. Every little piddly hit from a cop's gun only took off a pixel of health and only the Hulk-buster suits had a chance of really damaging him somewhat. And the whole time? Hulk smash. Hulk smash a lot.

My tanker, Destructeon, felt like this a couple days ago on the very same Mercedes mission you were referring to. Try as the Warriors might, they couldn't kill me fast enough.


 

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Originally Posted by Samuel_Tow View Post
Let's look at an example from the game already - Mercedes Sheldon's third hero arc, the Crown of WhatWasIt. The final mission has you square off not against an AV, or even an elite boss. Instead, it's one boss, who calls in two more bosses, and when he dies, another boss arrives, who calls in two more bosses. It's an ungodly hard fight, especially since the Warriors are THE heaviest hitters at that level, but it actually has the right idea. I'm the boss of the level. I'm the strong one, the unstoppable one. I don't need to bring together seven of my friends to just hope to take on one guy. The bad guys had to bring out six of their best just to take on ME. The game's balance isn't really different, but the fight is more epic AND it feels so much more satisfying. For once, the AI is working hard to kill me, rather than crouching behind a mountain of hit points and offensive stats for me to chip through.
This is one of the many reasons I keep my brute moving constantly so that I'm never below the aggro cap. As an added bonus, with the way aggro priority works, you can end up with yourself facing off against several bosses while a bunch of minions just form a ring around you watching passively. It's like a kung-fu movie!


Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.

 

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Originally Posted by Scythus View Post
Oh yeah... endurance tests. How long can you stay alive until the little guys finally take you down? That is nice. I remember playing the Incredible Hulk demo in a GameStop some years back, and dude... Hulk was practically invincible. Every little piddly hit from a cop's gun only took off a pixel of health and only the Hulk-buster suits had a chance of really damaging him somewhat. And the whole time? Hulk smash. Hulk smash a lot.
That's exactly what I meant, and I had a strong suspicion the Hulk game was like that. They did it right once. Why couldn't they do it right any of the other zillion times they've tried? I mean, we practically have a whole genre of Ultimate Destruction clones, and yet most of them end up playing like a GTA with super powers (or like Mercenaries 2, which actually fits that description).

In fact, Castlevania with enough of a level difference also tends to work like this. You can take out most things in a single hit, and what you can't take out in a hit you can't sort of glitch a double hit and kill anyway (swing just as you land and the landing will interrupt, freeing you to swing again). Trick is, if you miss, you get hit. It doesn't hurt a lot, but it adds up. Since you don't heal outside of very expensive potions and largely limited food (and Dark Metamorphosis sucks), you're essentially limited by your life bar to make it to the next coffin. It can get pretty dicey, especially with the strongest enemies, but the weaker ones you just have to mind not to get hit. They can't kill you (unless you fall asleep at the controls), but the attrition from a lot of annoying enemies does add up. Especially if you slip up and get hit with something unreasonably damaging.

Actually, this is one of the primary reasons I enjoy Scrappers and Blasters so much. Minions FEEL like minions. Though it never gets down quite to one-hit-kill (all of the time), minions ARE throwaway. Any self-respecting Scrapper can shred down most lieutenants in under 5 seconds, and most minions are swatted in a hit or two. Even if bosses and above REALLY hurt, minions being fodder like this actually helps a lot. They provide a fight, but they honestly couldn't kill me.

Thank GOD Jack never had his way with making one hero equal to two white minions!


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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Originally Posted by Techbot Alpha View Post
You should try playing Assassins Creed 2, Sam. There is something immensly satisfying running someone through with a spear you picked up off the last mob, then proceeding to take out a whole detachment of guards steadily and methodically, while the citizens flee from the Man in the White hood.
Ah, combat in Assassin's Creed... It's rare I find a game that is SO satisfying to fight in And I wasn't one of the munchkins who just turtled until I could counter-attack. I'd conter-kill a couple of soldiers, then either watch for those who drop their guard or just guard-break someone and combo him to death. In fact, I only ever blocked when I was being attacked. When we're all standing around, I'm attacking full-time. It's especially cool when we get to fence a little. Say...

I get hit with a guard break, I dodge the next attack, counter-attack, clang once, then he guards, I follow with a guard break and then a combo kill. It LOOKS really cool, and it's actually kind of hard to pull off. Pity I could never turn off the STUPID action camera.

Now, if only the game would come out for the PC...


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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Originally Posted by Samuel_Tow View Post
That's exactly what I meant, and I had a strong suspicion the Hulk game was like that. They did it right once. Why couldn't they do it right any of the other zillion times they've tried? I mean, we practically have a whole genre of Ultimate Destruction clones, and yet most of them end up playing like a GTA with super powers (or like Mercenaries 2, which actually fits that description).
Yeah... that is a tragedy. I do hear that the boss fight with Abomination is rather challenging, but then you have to remember... it's the friggin' Abomination for Jack Kirby's sake. Of course he'll be the only guy to easily hurt Hulk.


 

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Yes yes yes and yes!
Hehehe...

Don't get me wrong, it's great (as Sam points out) to be the one fighting against the boss as well... I just love being on the opposite side too. And love the thought of having more options for that in CoH.

In fact... I have to check out this Mercedes Sheldon mission. I don't remember ever doing that!
And... I've made some attempts in the MArc to accomplish this, but I don't think I've set it up quite that well with this full concept in mind.
I think I am going to run and do that right now, heehee!

That is a beautiful thing about CoH and the Mission Architect... perhaps we can, at least, come close to capturing some of this feel within this game.

Sure, we can go to lower level zones or something, but that's not nearly the same.


And, beyond CoH...
The idea of playing a game where I'm an enormous, slow, stiff moving powerhouse fending off against pesky tiny agile heroes... Well, I think someone should make a whole game where you play as each of the level bosses of famous games of the past!

Haha, that could be a blast!


And... I remember really enjoying that first Hulk game that seemed to get it right (I cannot remember what the title was). That was a fun time. You had to endure some Banner missions in-between the fun smashing (And I only say "endure" because the HULK SMASH bits were so much damn fun).

Yeah, that was one of the few times I can remember a game coming close to getting it right about a different sort of concept for your character's "life energy". (Although, I think we even had to change the settings in that game to make Hulk as tough and monstrous as can be, for it to feel better).

A game doesn't necessarily have to be about being vulnerable. Failure can come in other ways beyond getting hit and losing health.

And yes, the single enemy behind the mountain of hit points is a bit disappointing for my enjoyment. Giant Monsters are one thing... but I'd love to see something different and more dynamic for epic AV (Or whatever) battles.

No knock on CoH, just saying!

Definitely, great topic, Sam!



Oh hey... The NES Mike Tyson's Punchout was practically an entire game of nothing but level boss fights. That was a good example of the fun of it (Learning the exact tricks needed for each individual foe).


@Zethustra
"Now at midnight all the agents and the superhuman crew come out
and round up everyone that knows more than they do"
-Dylan

 

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Originally Posted by Electric-Knight View Post
The idea of playing a game where I'm an enormous, slow, stiff moving powerhouse fending off against pesky tiny agile heroes... Well, I think someone should make a whole game where you play as each of the level bosses of famous games of the past!
It actually IS a novel idea in and of itself, not so much because it's new, but because of how few people have actually ever had the balls to see it through to the end. It seems game designers just can't stop themselves from suddenly inventing new an powerful enemies who just overpower you by a large margin and that reduce your "giant monster" to little weakling who has to avoid and evade.

In fact, the Kind of Monsters 2 game (to which I won't link because it just... Looks bad) has you playing a giant monster, smashing mountains, tearing buildings at the foundation and even destroying the twin towers (yeah, it was made in 1992). Yet your primary enemies are even BIGGER monsters, thereby eliminating the effect.

On the flip side, Psychonauts' Lungfishopolis is a perfect example of how a GOOD monster rampage should be done... And you play a little kid In Lungfishopolis, the mind of the giant monster, everyone is small and YOU are the giant monsters. You get attacked by tanks and aeroplanes, subs, ships and even a blimp at one point, but none of that stuff can do too much to you on its own. And you don't even need to hit them. You can just walk over them and step on them. Or, you know, grab one off the ground and toss it at another one. There's even a King Kong moment where you climb very tall buildings to swat bi-planes out of the air Of course, the final boss of the stage is the controlling psychic, who's the giant super hero of the town set out to stop you, who yells out comic attacks like "Haaard to avooooooooid... AREA ATTACK!!!"

Comedy aside, nothing in Lungfishopolis can beat you down on its own. Even the monster-killing tanks that make you reel when they hit you. At best, they are annoying and at worst they chip away health you can't recover. The stronger the enemy is, the harder it is to prevent from chipping away from your damage, but aside from Lysander, no-one is actually strong enough to so much as faze you unless you just incur too much fire over time. The game goes a LONG way to show you that the little lung fish really, REALLY can't do absolutely anything to stop you, but hope to wound you enough that you retreat, or maybe just wear you down. That's sort of what it means to be the level boss. Players, generally, don't beat level bosses by pwning them, weakness exploitation aside. They beat them by chip damage over time if the player can survive long enough to inflict it. That's how the player-as-a-boss should play. Not losing to even stronger foes you have to chip to death, but losing to attrition because even your invincibility can't keep you alive forever if you sit on your hands.

In essence, the level boss isn't fighting for his life. He's gonna' win, one way the other. He's fighting to win by incurring as little damage as he can and expending as little ammunition as he can get away with, because there's a whole army waiting, and only so much health and fire breath to go around. Let me put it this way - when is the last time you played a game where the best way to deal with damage was to just face it and take it on the chin, killing what's shooting at you THROUGH its own hail of fire? If that's in your game, you're on the right track.

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A game doesn't necessarily have to be about being vulnerable. Failure can come in other ways beyond getting hit and losing health.
Again from Castlevania, there is a small section that takes place inside Alucard's nightmare. There, he sees his mother strung up on a cross, and she's telling him to watch her die (ugh... Japanese games...) and hate and kill humans for it. "There, kill that one over there!" Of course, Alucard is a good guy in this, rather than the psycho from Hellsing, so he refuses. His mother tells him to not be afraid, and at this point one thought just rings through my head: "Ugh... They couldn't hurt me if I LET them, but that's not the point!" And it's true. I'd already slain a giant ball of corpses, a demigod lizard thing, hordes of zombies, ghosts, skeletons, werewolves, possessed suits of armour, ghosts, just... Legions of monsters. What am I going to fear from a bunch of peasants with torches and pitchforks?

Of course, it's all an illusion, she's a Succubus, and I slashed her into goo (she was an easy boss), but the point remains. This actually goes in my scrapbook, right next to "I would love to see you try." You couldn't hurt me if I let you. A lot of times, that's actually true for both heroes and villains alike when they deal with regular people. Think about someone like, say, Superman facing off against a common thug with a knife. Superman can go to SLEEP and there isn't a damn thing the thug can do to hurt him. It takes some serious firepower to even knock the guy back, and alien rocks to actually hurt him, so a street punk isn't going to do jack to him. It's when this extends to actual, meaningful enemies, however, that we approach the "player as level boss" design. Granted, for a game to be meaningful, all enemies need to make some progress, but put it like this - when a lot of enemies, at least individually, can't really harm you, then you know you're looking at the level boss design.

And, as was said, not all games need to be about losing via getting killed. As the bad guy from the Metero Man (I'm starting to feel like such a nerd quoting all that stuff off memory) said: "You can't be everywhere and you can't save everyone." Maybe the bad guys can't stop YOU, but they can kill innocent people that you have to get through an army to save. Yeah, you're not gonna' die, but if you let them slow you down too much, you're still gonna' lose. Or maybe you just need to step on all the bad guys, but you need to make sure there's a city left to save in the end. Think Hancock and his approach towards "saving the day." If you don't want that, you're facing limitations other than pure survival. At the end, a lot of these come down to a world of cardboard design.

Basically, I've gone on and on about how I don't want every fight to be a boss fight before, but I've secretly wanted, at least for a few of my characters, for the game to be the reverse - that every fight is a boss fight, only I AM THE BOSS. I actually had that, sort of, with my Necro/Dark Mastermind. I play at -1x3, and I somehow managed to aggro I think four spawns. I got beset by what looked like 30 people, complete with an Agony Mage, a Chief Soldier, several Behemoths and several Spectral Demon Lords. Now THAT was a boss fight with me acting as the boss. I was sort of like the man behind the curtain constantly throwing zombies at you that you had to kill while dodging dark blasts, keeping out of the sticky tar patches and being weakened all the time. Sure, it wasn't one hero against my horde, but lots of enemies also counted. It cost me pretty much a tray of inspirations and I think two full sets of henchmen, but hey! It worked, and it was amazing

That's sort of what I've always wanted to see more of. That's why I dropped enemy level and turned off bosses, while increasing enemy numbers significantly. Because that sea of minions trying to chip me to death is what I feel is the most epic. A lot more than a constant fight for my life against an enemy and a half.


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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Speaking of Superman, there was another game that got this somewhat right, if I recall correctly... Superman: Shadow Of Apokolips.

I'm pretty sure there were bosses to fight though, but I think they were more on that planetary Superman scale.
Honestly, I rented it back when it came out and finished it in one or two days of play. So, my memory of it is somewhat poor at this point... Other than I enjoyed it, seemed to think it was a surprisingly good video game representation of being Superman (Being the Level Boss), but was short enough to finish too quickly (Not bad for a rental though). It was good enough that I still kept it in my head to buy some time, but never did.

I may have to check out Lungfishopolis, hehe.
Oh, and I didn't go and work on a MArc yet, but I will let you know if I think I get something worthy.


@Zethustra
"Now at midnight all the agents and the superhuman crew come out
and round up everyone that knows more than they do"
-Dylan

 

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Originally Posted by Dr_Mechano View Post
My Bots/Traps is only 32 and barely slotted for IOs BUT she already feels like a 'Boss with Minions' type fight that tends to crop up in the scrolling beat'em up genre. Anything under an Elite Boss (which are meant to be the mini-boss of the CoH world) barely causes her to flinch
Most lv32+ Masterminds are good for this feeling. I ran my Thugs/Dark through Operative Grillo's Escaped! twice the other day at -1/x8 difficulty (working on the Infiltrator badge), and it was awesome to just wade through a sea of Crey falling dead left and right.


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

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Originally Posted by Samuel_Tow View Post
Thank GOD Jack never had his way with making one hero equal to two white minions!
Geez, Sam. Give you a couple more years and you'll be telling everybody how we escaped a design where a hero was equal to half a white minion.

The actual commentary was the other way 'round - no matter how team-focused your build or archetype one hero would always be a match for at least three white minions.


Up with the overworld! Up with exploration! | Want a review of your arc?

My arcs: Dream Paper (ID: 1874) | Bricked Electronics (ID: 2180) | The Bravuran Jobs (ID: 5073) | Backwards Day (ID: 329000) | Operation Fair Trade (ID: 391172)

 

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Originally Posted by Samuel_Tow View Post
Again from Castlevania, there is a small section that takes place inside Alucard's nightmare. There, he sees his mother strung up on a cross, and she's telling him to watch her die (ugh... Japanese games...) and hate and kill humans for it. "There, kill that one over there!" Of course, Alucard is a good guy in this, rather than the psycho from Hellsing, so he refuses. His mother tells him to not be afraid, and at this point one thought just rings through my head: "Ugh... They couldn't hurt me if I LET them, but that's not the point!" And it's true. I'd already slain a giant ball of corpses, a demigod lizard thing, hordes of zombies, ghosts, skeletons, werewolves, possessed suits of armour, ghosts, just... Legions of monsters. What am I going to fear from a bunch of peasants with torches and pitchforks?
.
They bring in a Belmont and you're toast. Also, if you want to be boss in SotN, I think it was the chrisagrym was a weapon with such ungodly speed that anything that stayed within your reach was soon to fall. Couple that with the armor that let you regenerate just for moving around and you became pretty boss.


 

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Originally Posted by GlaziusF View Post
Geez, Sam. Give you a couple more years and you'll be telling everybody how we escaped a design where a hero was equal to half a white minion.

The actual commentary was the other way 'round - no matter how team-focused your build or archetype one hero would always be a match for at least three white minions.
Except for the fact that the game routinely spawned much more than just three white minions, and most people were equal to a lot more, which led to power restrictions, enemy buffs and, yes, even nerfs. Remember the boss buff of I4 (or was that I3)? Clear example of just that. Because someone's fat head thought bosses HAD to be team content, they decided to just buff them over the top, which still didn't make them unsoloable for Scrappers and some Tankers, but made them impossible for pretty much everything else. My Blasters were being routinely one-shotted by bosses back then. That was such a terribly change they rolled it back and have never attempted to reinstate it in any incarnation. In fact, some time later they gave us the ability to TURN OFF bosses in our missions.

That, and the "1 hero = 3 white minions" was amended to "1 hero = 3 +3 minions" or some such, when Jack and crew finally admitted that their intended power curve was never going to happen. The way the game was originally designed was a TRAIN WRECK, and it was only through the inability to actually enforce that original design that the game is as cool as it is today. Because it was overpowered characters who set the benchmark, we got a pretty damn lenient power curve, and that's precisely what has kept me here all these years.


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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Originally Posted by ketch View Post
They bring in a Belmont and you're toast. Also, if you want to be boss in SotN, I think it was the chrisagrym was a weapon with such ungodly speed that anything that stayed within your reach was soon to fall. Couple that with the armor that let you regenerate just for moving around and you became pretty boss.
A Belmont? Ha! I slapped Richter around like a red-headed stepchild! Well, Before I realised that that was the bad ending...

I've also already gotten the regeneration armour, but I never put it on. Its defence value is crap, and I didn't think it regenerated very fast. I've also seen this awesome sword, but it removed my shield and actually debuffed my defence, so things were hitting me for 40-50 out of 400, whereas with my armour, they were hitting me for 1. HUGE difference. Pity, though, because that sword was a BLENDER


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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You want to be the end boss and throw dozens of minions at he hero, play Evil Genius.


 

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Originally Posted by Samuel_Tow View Post
A Belmont? Ha! I slapped Richter around like a red-headed stepchild! Well, Before I realised that that was the bad ending...

I've also already gotten the regeneration armour, but I never put it on. Its defence value is crap, and I didn't think it regenerated very fast. I've also seen this awesome sword, but it removed my shield and actually debuffed my defence, so things were hitting me for 40-50 out of 400, whereas with my armour, they were hitting me for 1. HUGE difference. Pity, though, because that sword was a BLENDER
Castlevania: Circle of the Moon for Gameboy Advance had 1 ultimate armour called Shining Armour. Couple that with two double grips (they boosted your stats through the roof when you managed to get two of them) and the elemental card system they had in that game, and you feel rather Boss-like.

Even with all that stuff, though, Dracula is still really nasty. But at least you can counter some of his nastier attacks. Theres also a sense of superiority when you hit things you used to find tough for 9999 damage ^^


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Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.