Which way should the boss should fight?
Mortal Kombat X
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Which way should the boss should fight?
I personally liked how MKDA did the bosses. Just normal Shang Tsung and Quan Chi at the end. MK4 did this as well, with Shinnok, and I actually like Shinnok.
I would prefer the boss to be like this again in MK7, because that's how I like it in fighting games. Always have.
But would you prefer a selectable character, a beefed-up selectable character (a la Guilty Gear X2), or a non-selectable kick your ass character?
I would prefer the boss to be like this again in MK7, because that's how I like it in fighting games. Always have.
But would you prefer a selectable character, a beefed-up selectable character (a la Guilty Gear X2), or a non-selectable kick your ass character?
Should the bosses be more agile and not just big slow muscle beasts? Yes, I totally agree.
Should the bosses look human-like (Tsung, Quan Chi, Shinnok) and fight with normal power? No, definitely a big no.
We need a boss who looks powerful and intimidating, a power hungry monster with some human features. But please, make him a challenge, not a cheap beast who can easily be killed. Make him a challenge!
Should the bosses look human-like (Tsung, Quan Chi, Shinnok) and fight with normal power? No, definitely a big no.
We need a boss who looks powerful and intimidating, a power hungry monster with some human features. But please, make him a challenge, not a cheap beast who can easily be killed. Make him a challenge!
red_dragon •12/22/2005 06:35 PM (UTC) •
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I think they should give the big monster style bosses a miss next game. They've got kinda boring and only ever come with a few heavy attacks. I'd rather some new character who fights like the regular fighters with a full set of basic moves and combos, but stronger, with more, stronger moves.
I'm also quite into the idea of character specific bosses. They did this in a few Street Fighter games, where each character fought a final opponent who was more relevant to them and their own storyline. For example, Kung Lao could end up fighting Shang Tsung as his last battle, while Mileena would have her final fight against Kitana. Maybe strengthen the characters a bit more (or simply increase the AI) when you fight them as bosses.
I'm also quite into the idea of character specific bosses. They did this in a few Street Fighter games, where each character fought a final opponent who was more relevant to them and their own storyline. For example, Kung Lao could end up fighting Shang Tsung as his last battle, while Mileena would have her final fight against Kitana. Maybe strengthen the characters a bit more (or simply increase the AI) when you fight them as bosses.
The bosses in MKDA were too easy. The concept was right..I believe bosses should be 'human' or normal sized atleast, but the AI needs to be more intelligent and powerful, Quan Chi and Shang Tsung just played like normal AI in the game.
Noob-Smoke in deception was the closest I've seen to a decent 'normal' boss character because of their relentless attacks they spring on you.
Noob-Smoke in deception was the closest I've seen to a decent 'normal' boss character because of their relentless attacks they spring on you.
Weskerian •12/22/2005 09:43 PM (UTC) •
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Actually, I loved Moloch, and I thought it was a pity that it was so underrated. And also that you could easily cheapy it to death with, say, Jax's X-X-O combo and then switch character during the last two fights. There was no real sense of accomplishment to beating Moloch on the cheap, but I felt it was just too difficult to beat without being a cheese. Meanwhile, beating Onaga actually got a whoop of victory from me when beating him with Dairou, who was depressingly difficult to use.
I think if they are gonna have a tough boss monster then it should have a strategy you need to use to beat it, kind of like the Kamidogu in MKD, else it'll just be like the older MK's (i.e. bashing your head against a wall). I disliked the way they allowed the boss characters to be selectable, particularly when they were selectable right from the start; it seemed to make them less special. The boss needs to be powerful and awe-inspiring, and needs to actually feel like a boss. That end battle has to feel like the culmination of everything that has come before, your final moment. It has to be special, or there might as well be no point. There must be drama, and the boss has to be either massively hate-worthy, or at least an excellent character.
That said, if everyone had a different enemy to face in the final battle, ala Soul Calibur 2 but without Inferno, I could live with the bosses being selectable.
I think if they are gonna have a tough boss monster then it should have a strategy you need to use to beat it, kind of like the Kamidogu in MKD, else it'll just be like the older MK's (i.e. bashing your head against a wall). I disliked the way they allowed the boss characters to be selectable, particularly when they were selectable right from the start; it seemed to make them less special. The boss needs to be powerful and awe-inspiring, and needs to actually feel like a boss. That end battle has to feel like the culmination of everything that has come before, your final moment. It has to be special, or there might as well be no point. There must be drama, and the boss has to be either massively hate-worthy, or at least an excellent character.
That said, if everyone had a different enemy to face in the final battle, ala Soul Calibur 2 but without Inferno, I could live with the bosses being selectable.
I also liked Moloch. He actually had a story with his involvement with Quan Chi and Drahmin, it was cool. He should be developed.
I LOVED the original idea they had for Moloch that they never used, the chain ball that would be dropped by a giant raven while in gameplay, and he would emerge from the ground and be ready to fight.
Too bad they didnt use it.
I LOVED the original idea they had for Moloch that they never used, the chain ball that would be dropped by a giant raven while in gameplay, and he would emerge from the ground and be ready to fight.
Too bad they didnt use it.
chardballz •12/23/2005 10:23 PM (UTC) •
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queve Wrote:
Should the bosses be more agile and not just big slow muscle beasts? Yes, I totally agree.
Should the bosses look human-like (Tsung, Quan Chi, Shinnok) and fight with normal power? No, definitely a big no.
We need a boss who looks powerful and intimidating, a power hungry monster with some human features. But please, make him a challenge, not a cheap beast who can easily be killed. Make him a challenge!
Should the bosses be more agile and not just big slow muscle beasts? Yes, I totally agree.
Should the bosses look human-like (Tsung, Quan Chi, Shinnok) and fight with normal power? No, definitely a big no.
We need a boss who looks powerful and intimidating, a power hungry monster with some human features. But please, make him a challenge, not a cheap beast who can easily be killed. Make him a challenge!
= Rayden..
well most of it
No...definitely not Rayden.
That would be, IMO, one of the worst things to happen for a boss.
Unless they change is look entirely and make him look like an evil crazed Godlike beast/, unrecognizable as the Rayden we all love, it would never work.
Besides, I hate the stupid idea of Rayden being the next boss. Make him neutral or evil for a change, that I like, the possibility of seeing him go crazy/psycho thanks to his ending in MKD is amazing, but THE next boss?
It would never work right.
What we need is a new force of true evil (not like the crap that Onaga was)...we dont need another good to bad character that happens to be the next boss, just like we dont need a bad (or neutral) to good character to be the next hero (silly silly Scorpion).
That would be, IMO, one of the worst things to happen for a boss.
Unless they change is look entirely and make him look like an evil crazed Godlike beast/, unrecognizable as the Rayden we all love, it would never work.
Besides, I hate the stupid idea of Rayden being the next boss. Make him neutral or evil for a change, that I like, the possibility of seeing him go crazy/psycho thanks to his ending in MKD is amazing, but THE next boss?
It would never work right.
What we need is a new force of true evil (not like the crap that Onaga was)...we dont need another good to bad character that happens to be the next boss, just like we dont need a bad (or neutral) to good character to be the next hero (silly silly Scorpion).
tgrant •12/24/2005 03:47 PM (UTC) •
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queve Wrote:
We need a boss who looks powerful and intimidating, a power hungry monster with some human features. But please, make him a challenge, not a cheap beast who can easily be killed. Make him a challenge!
We need a boss who looks powerful and intimidating, a power hungry monster with some human features. But please, make him a challenge, not a cheap beast who can easily be killed. Make him a challenge!
I agree. And I also agree that Raiden should not be a boss. I wouldn't forgive them if they made him one. He's my fave character and I believe it could ruin him. And the thought of him not being playable because of being a boss is even worse.
We definitely need a break form the norm and something monstrous, but fast and powerful would would be great. It doesn't need to be bulky, but thin and agile. Human features would be cool, but as long as it wasn't a total human entity, it'd be cool.
TheSoulOfErmac •12/24/2005 03:55 PM (UTC) •
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I think the boss needs to fight like a normal character with the fighting styles and such, but just make them ridiculously hard. The best fight isn't with a normal sized character versus a behemoth monster. It's when two evenly sized and match characters go at it. That's just my opinion.
It would be awesome to see some changes in the final boss fight.
It would be cool for example, to make it like a 3 times battle. For instance, picture Onaga fighting like in MKD, after you beat him the first time, he recovers with upgraded speed and special attacks, cinematic style, where instead of just hand-to-hand button smash combat, you need to use a strategy, a puzzle system to beat him, and finally, after that, he transforms himself into something epic and seriously difficult, but at the same time, NOT cheap.
I would love to see the One Being like that.
Something we can kill, but that we have some little trouble with if in Medium+ difficulty.
As for the looks, please, nothing that looks too human (Shinnok), yet nothing that looks too uninspired (Onaga).
It would be cool for example, to make it like a 3 times battle. For instance, picture Onaga fighting like in MKD, after you beat him the first time, he recovers with upgraded speed and special attacks, cinematic style, where instead of just hand-to-hand button smash combat, you need to use a strategy, a puzzle system to beat him, and finally, after that, he transforms himself into something epic and seriously difficult, but at the same time, NOT cheap.
I would love to see the One Being like that.
Something we can kill, but that we have some little trouble with if in Medium+ difficulty.
As for the looks, please, nothing that looks too human (Shinnok), yet nothing that looks too uninspired (Onaga).
Weskerian •12/24/2005 09:17 PM (UTC) •
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I remember the days of games like Sonic. Every boss would have a certain patten that they went through. With enough play-throughs you could get that patten and formulate a strategy to defeat the boss. Even then it would sometimes be a little more difficult than that, because the application was harder than the theory. I would love to see a boss with a strategy to it in MK, or in fact any fighting game, since I have never played one where cheapying didn't work just as well as fighting "properly". If they created a CPU boss where you needed to observe and calculate for a while before acting then the game might work out being better. I'm not quite sure how they would implement something like that and keep it feeling spectacular like a boss fight should though.
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