Favorite boss fight?
#1 Posted 26 July 2014 - 01:08 PM
Also, if anyone is interested here's a highlight video of time spent on that fight! http://youtu.be/HetBGVOI4fQ
#3 Posted 27 July 2014 - 01:37 AM
#6 Posted 27 July 2014 - 07:12 PM
But I have a favorite moment in the game : the one you slaughter Pigcops and Executors with the huge mortar in your dropship and with some WAGNER as the ambient music ^^ !
This post has been edited by gemeaux333: 27 July 2014 - 07:12 PM
#8 Posted 29 July 2014 - 01:51 PM
#9 Posted 30 July 2014 - 05:31 AM
#10 Posted 30 July 2014 - 01:30 PM
P.S. I love the last fight of Duke Nukem 3D. Oh, wrong topic...
This post has been edited by Artem Nevinchany: 30 July 2014 - 01:30 PM
#11 Posted 30 July 2014 - 02:18 PM
#12 Posted 30 July 2014 - 02:25 PM
However, the worst one for me is definitly the 2nd Octobrain fight for me. The idea is cool but the execution is terrible and leads in getting hit and dying in bullshit ways.
#13 Posted 06 August 2014 - 12:44 PM
#14 Posted 06 August 2014 - 12:55 PM
This post has been edited by MetHy: 06 August 2014 - 12:56 PM
#15 Posted 15 August 2014 - 02:12 AM
The boss fights I enjoyed though were the two battlelord fights. I love the way the first battlelord introduces himself by swinging in on an alien fighter. That was very cool. Too bad they ruined it a little with the boring ass day-time scenery instead of that nice backlit stuff that was shown in the early leaked footage. The other reason those two fights were at least somewhat enjoyable were the combination of the environment letting the boss move around, and that it was more down to the player's wits to fight the boss (Much like in Duke3D) and less to do with some derpy gimmicky. (Like having to bounce pipe bombs off lily pads while the queen stares at you. Dumb bitch.)
Proton was a fun fight. Had a bit of a Half-Life vibe to the nature of the battle. I wish it had come later in the game though, as Proton was actually probably the best part of the DLC. It was made more entertaining also by the narrative. The feud between Duke and Proton was a highlight.
The Empress fight on the moon was also an interesting battle, making use of the various mechanics and the setting very nicely.
#16 Posted 15 August 2014 - 05:54 AM
More seriously, it seems I have totallized 212 hours on Duke Nukem Forever since its release, the proove the game and the bossfights are not so bad !
#17 Posted 15 August 2014 - 06:14 AM
gemeaux333, on 15 August 2014 - 05:54 AM, said:
I still say so, because the DLC was basically what was cut from the game earlier and should have been there from the beginning (well, from the original release ... "beginning" is a bit of a stretch when it comes to DNF)
gemeaux333, on 15 August 2014 - 05:54 AM, said:
Or it is proof you that have lower standards than others.
This post has been edited by fuegerstef: 15 August 2014 - 06:16 AM
#18 Posted 15 August 2014 - 06:18 AM
gemeaux333, on 15 August 2014 - 05:54 AM, said:
Doctor Who Cloned Me was a quick and dirty way for Gearbox to make more money, and was built off of content cut from the base campaign.
gemeaux333, on 15 August 2014 - 05:54 AM, said:
Not necessarily, true. It could just be that you have poor tastes in games. That is certainly a possibility I am not going to rule out at this time.
#19 Posted 15 August 2014 - 06:25 AM
Commando Nukem, on 15 August 2014 - 02:12 AM, said:
Serious question now; then what makes a good FPS bossfight ? let's be honest, Wolf3D, every Doom and Build engine games, have terrible boss fights. Boring bulletsponges in big open arenas.
If that sucks; and if "gimmicky" bossfights suck too; then what is a good FPS bossfight?
I'm generalizing though. It all depends on execution I guess. Like you said the BLord in DNF is in essence not different than boss fights from the 2.5D FPS era ; but it works, perhaps better than most 2.5D FPS even; because it's well executed, in the way you can take cover and shoot, run to get supplies, etc
Take that BLord, put it inside a big open area, get rid of the weapon limit and give the players a HUGE arsenal, and you have the boss fight of DN3D's ep1. And it's worse. I think that the weapon limit worked in the favour of that boss; not necessarily the 2 or 4 weapons limit; but rather how your rocket and pipebomb counts is very limited, forcing you to run and get supplies during the bossfight which makes things more dynamic.
I think one could make a similar bossfight in DN3D. But you'd have to take out the weapons of the player before the fight, and have supplies scattered throughout the entire arena, with ways to take cover.
Actually, that's kind of the idea of Mikko's bossfight against the Cycloid Emperor in the Metropolitan Mayhem episode... And it works really well.
This post has been edited by MetHy: 15 August 2014 - 06:29 AM
#20 Posted 15 August 2014 - 08:46 AM
http://youtu.be/CiLKrDWgGYs
Maybe DNF is becoming funnier every times I play it because I have the french version, or because it is faithful to Duke 3d way more than close to COD !
The french version of DNF is so great that it allowed me to make a mod to have the same lines available in Duke 3d, and I know Methy appreciate my hard work very much (No Bragging intended) !
This post has been edited by gemeaux333: 15 August 2014 - 09:08 AM
#21 Posted 15 August 2014 - 05:18 PM
MetHy, on 15 August 2014 - 06:25 AM, said:
If that sucks; and if "gimmicky" bossfights suck too; then what is a good FPS bossfight?
Generally a good/interesting boss battle is something that really changes up the status quo, that gives you something distinctly (in some way) different from fighting the regular enemies. Something like the Garg in Half-Life comes to mind. A good boss battle should make use of some skills the player has picked up over the course of the game so far. It should feel intense, and it should be more than just a bigger badder enemy.(Though sometimes this works too if it's essentially introducing the heavy tier enemies to the player for the first time. (See: Doom E1M8, Prey, and Serious Sam, for examples of that.)
All the bosses of old school games are admittedly falling into the trap of being "just bigger sprites with more HP and maybe a bigger fuck off gun." However, the build up to fighting the BL in Duke3D is incredible. The sense of absolute shock when you first fight the Barons of Hell in Doom is fantastic. They tried to make the experience of fighting those monsters for the first time something truly incredible. The Abyss is still one of the most genuinely epic descents to a final showdown I have ever played. I really wish I really nice DOS computer with a big CRT monitor to experience the game like it was 1996 all over again.
I'd say a good example of boss battles done well would be the bosses of Turok 2 Seeds of Evil. They're all unique, interesting, and offer something more than just a bullet sponge. There's usually strategies and patterns that will work most effectively against those bosses. Not to mention the battles actually change over the course of the engagement, becoming more and more desperate.
MetHy, on 15 August 2014 - 06:25 AM, said:
Take that BLord, put it inside a big open area, get rid of the weapon limit and give the players a HUGE arsenal, and you have the boss fight of DN3D's ep1. And it's worse. I think that the weapon limit worked in the favour of that boss; not necessarily the 2 or 4 weapons limit; but rather how your rocket and pipebomb counts is very limited, forcing you to run and get supplies during the bossfight which makes things more dynamic.
I think one could make a similar bossfight in DN3D. But you'd have to take out the weapons of the player before the fight, and have supplies scattered throughout the entire arena, with ways to take cover.
Actually, that's kind of the idea of Mikko's bossfight against the Cycloid Emperor in the Metropolitan Mayhem episode... And it works really well.
It's not really the weapons or the limit on how many weapons you carry per se. In Duke3D ALL the boss battles literally are sat in big open arenas with dozens and dozens and dozens of weapon and ammo pickups. Plus if you played conservatively in the levels previous to the boss battle, you should have so much fire power that you'll annihilate the boss. Personally, i'd really make the environment more important to the battle. I'd give the bosses more things to do in terms of AI, as well. Different attacks depending on the distance and location of the player, and based on how much health it has.
gemeaux333, on 15 August 2014 - 08:46 AM, said:
It has more in common with Halo than it does Duke Nukem.
This post has been edited by Commando Nukem: 15 August 2014 - 05:19 PM
#22 Posted 16 August 2014 - 06:02 AM
#23 Posted 19 August 2014 - 06:20 AM
#25 Posted 19 August 2014 - 05:59 PM
#26 Posted 19 August 2014 - 06:42 PM
MusicallyInspired, on 19 August 2014 - 05:59 PM, said:
I'm sure my huge-ass expectations made the game looking like the worst piece of garbage on earth, but even removing them DNF is still a mediocre game with facepalm-inducing cutscenes and COD-like/Halo-like gameplay. Also, despite the overall more positive reception on this forum, in my opinion the DLC was as mediocre as the main campaign, but shorter. If you look close they share a lot of similarities, as It had:
- an RC circuit level
- xxx point-and-click level (strip club vs whorehouse)
- one "Im looking for air" level (underwater vs moon)
- one "race against the monsters" level (monster truck vs ... the mighty school bus?)
- a relatively long introductory level (penthouse vs Proton's Clone Training HQ)
- kind of forced turret segment
The main difference was the length and the total absence of hype compared to the base game.
This post has been edited by LkMax: 19 August 2014 - 06:46 PM
#27 Posted 19 August 2014 - 07:17 PM
#28 Posted 19 August 2014 - 07:42 PM
#29 Posted 19 August 2014 - 08:55 PM
gemeaux333, on 19 August 2014 - 06:20 AM, said:
Aside of there being, effectively at least, completely different games under the DNF name I think it's safe to say that the game we got, plus the DLC, is more or less everything. The leaked documents from 09 indicated a huge level at the end of the game called the "Father Ship" originally the mighty foot level was going to be much more open ended in that you would drive and visit different areas in a non-linear fashion. (Which was later changed to a very unidirectional level). The Hive Ship stuff was originally supposed to take place inside of an alien ship that was crashed into Duke's large ass swimming pool outside his casino. You were to swim into it from underneath, use various shrinker puzzles to make your way through and sabotage it from inside. There were other little tiny things. The entire characterisation of Bombshell. A lot of this stuff likely got hacked out when George started the "cutting is shipping" line of thinking.