![]() ![]() “Here’s an immediate follow up to the boss fight you just had, but now you have to fight TWO of them simultaneously.” I can get back to the game I liked and get out of this boss fight nonsense.” While I was still sweating with a pounding heart, relief started washing over me. After double-digit deaths against a creature who has an everything-proof shield, I finally ( finally) defeated him. What happened to the fun, frantic demon-killing game I was playing five minutes ago? I want that game back, not this lame, long boss fight with an unreasonably overpowered enemy.Īnother boss fight later in the game was even worse. To add insult to injury, Doom’s boss fights also do the thing when a boss loses half his health, they get harder and unleash an entirely new set of skills to learn and counter. By the time I learned one attack and how to dodge it, I was dead from the next attack and still had more moves to learn. I’d be OK with this kind of boss design if each attack didn’t slash a substantial chunk off my health. Doom isn’t breaking any ground here this is an age-old way of designing a boss encounter.Īdding to their out-of-place feel and incongruous mechanics, they’re just hard and made me want to stop playing the game altogether. Doom’s boss fights are the kind where players have to learn each boss’ attacks, decipher how to evade them, and counter between attacks. This trajectory was thrown completely off when the Cyberdemon shows up halfway through the game for a traditional boss fight, and by ‘traditional’ I mean he has a ridiculously huge life bar, and when I fire rockets into his face they do about as much damage as clipping a fingernail.Īll of a sudden, despite all the momentum Doom’s gunplay had going for it, I was forced to play defensively for the first time. Each one provides slightly more challenge than the last. ![]() Arena fights crescendo in difficulty over the campaign, but through powering up weapons and armor, they rarely feel impossible or unfair. Doom is me running my ass off and firing guns in every direction because if I stand still for more than five seconds I’m toast, and I like that dynamic an awful lot. Doom isn’t a tactical, cover-based shooter where I hunker down, think about my options, equip the best one and go. Despite a plethora of weapons and grenades at my disposal, the action in the fights proved so intense that I rarely had time to strategize. I would be thrilled if I never had to fight another traditional, overpowered boss as long as I live.ĭoom is almost entirely comprised of big-scale arena fights with dozens of enemies. Other games have attempted to solve the problem by overlaying quick-time events in lieu of boss fights. Some contemporary games shed the trend, so it’s not uncommon to see the end credits roll without a big finale boss. Play a level, get to a boss, beat boss, continue. For a long time, they were the only way to symbolize concrete progression in a game. However, the blistering pace nearly came to a forced halt a few times during the campaign.īoss fights, love them or hate them, have been around about as long as video games themselves. I found it to be an exhilarating, agile shooter whose pace will most likely leave me seeking more of the same from other shooters in the future. I recently played id Software’s new Doom. ![]() This post contains light spoiler information about Doom’s bosses.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |