Bosses appeared in the games at the dawn of their occurrence and is unlikely to ever disappear. It can be a dark copy of the hero, an exceptionally large bunch of weak opponents … or something lonely, huge and frightening. We are fighting about the congestion, everyone will prefer the last!
So people are arranged that the size makes a strong impression on them. And, of course, the developers of the games will never miss the chance to use this: in every self-respecting game no, no, and there is a giant carcass, whether it is only twice the hero or all twenty-two. So we decided to get a ruler and see what the courage has enough for the developers of the games and how they offer to deal with such large problems.
1st floor
Deadly Corrida
If the developers have at least a drop of gigantomania in the head, without a boss the size of a small house you can not do. In the case when the game gravitates to realism (as in Deus Ex), this will be the most impressive huge player. And if such bosses are quite liberal, then you can put them here and there.
► … and even alternate, as in Batman: Arkham Series : two-meter mutants, Krok killer, Bane, Solomon Grandi-in different games of the series, they complicated Bruce Wayne every now and then, each in his own way.
Of course, if the boss is healthier than our alter ego, he almost always puts on coarse strength. So, he is clumsy, slow, and his skin is two -meter thick – so know yourself dance around him, biting from all sides. If we are talking about some mutant or monster, he will almost certainly be stupid as a traffic jam-that the player can wrap himself for the benefit, forcing the reptile to hide the walls, explosive objects, and fences under the current.
► In God of War, such bosses are needed only to pose with them on camera. ► And in the Prototype of them it turns out a good breakfast.
If in the game gigantomania blooms and smells, then one -story bosses are given the role of intermediate blanks – so, to disperse boredom. Nevertheless, sensible developers can make one -story dean even more memorable than their large comrades. It is enough to recall the series Souls , so rich on wonderful opponents of all forms and sizes. Hardly the guards of Ornstein and the Smog from Dark Souls can boast of gigantic growth, but this does not prevent them from regularly visiting tops of the best and most difficult bosses in video games.
As they say, “seven are not afraid of one,” these bosses attack a duet. Ornstein is sharp like a bullet and shoots lightning, the Smogog is very slow and incredibly strong. And when the player knocks out the soul from one, the other absorbs it … restoring all health and (as if this is not enough!) becoming even more dangerous. There was no bored with these guys.
► FROM Software always had enough imagination on interesting bosses. You can only guess what horrors the future will bring down on us Bloodborne!
5th floor
Sir, you block my sun!
This is another conversation! Here we already see clearly: the guy is better not to get confused under his feet … although this still cannot be avoided. And, of course, when the boss is so great, it will take it exceptionally rough strength.
► c Prince of Persia: The Two Thrones The influence of God of War was especially great. We landed on this fat man – and shredded in QTE.
The battle with a kind of kid is traditionally turned into a real event, magnificently furnished and served with a highlight. For example, for more than a dozen years, Hideo Kojima himself has been coming to us by battles with walking death machines – "Metihirs". Devoted fans of the series Mgs More than once in this matter, they ate a dog, but the cunning Japanese does not get bored: “Here is REX, let him throw you with rockets, and you will get off with his vision to disconnect. Smog? Well, then hold. You will drag twenty pieces at once? No? Well, your problems ". I think we, in the future The Phantom Pain Kojima-san will come up with something particularly curious.
Almost always the key to the murder of the boss is in the use of his weaknesses, and this applies to giants in the first place. Often these are some vulnerable points, for convenience highlighted by bright colors. IN Dead Space it can be yellow purulent clots, in BINARY DOMAIN – Blue containers. Typically, the Achilles heel shows the gaze, so you will not miss.
► series infamous Also, she did not invent a bicycle: huge monsters here put their weaknesses for public display.
In other cases, you have to use the environment to get to the vulnerable places of the boss or equalize the forces. Sometimes we are given an alternative option: for example, to shoot a corner in the freak from RPG, as in Resident https://mystake-gb-casino.co.uk/ Evil 4.
► Brumak from GEARS of WAR and El giant from Resident Evil 4 not too great, but there are more than enough impressions of meeting with them.
► But dragons in Skyrim Only the player himself threatened: it was possible to naturally crawl with endless same type of skirmishes with them. At the end of the game, they caused only irritation.
If the game comes from the eastern part of the world, and even online, then the raid bosses will be almost one hundred percent of five floors of a minimum. Here you can enter not one MMORPG, but is especially indicative in this regard Tera: there and a ten -story boss – an ordinary sight. And although the game does not offer any flirting with the environment for victory, each boss still requires a personal approach: Non Target management will not allow you to just take and snap a healthy man with the mouse to death, and you have to study their habits and adjust their behavior and adjust their behavior.
Of course, for most of the bosses you need a good balanced batch – these frauds are more powerful than players in all respects, and each raid acquires elements of tactics. This is not your eyes to the cyclops to pull out!
► If every first boss barely fits into the screen, everything is fine: you just play in tera.
Ten floors
To hell with physics!
By and large, the rules are the same as with five -story creatures. But the shooting of luminous points is slowly losing relevance, and the baton is intercepted by superweapon and environment. Although, of course, no one prevents us from simply methodically throwing the boss to everything that is in reserve, as it happens in older shooters. The approach is boring, but fair.
► Big problems require a thorough approach. Big Bosses – more formidable weapons. In the case of Dagon from Call of Cthulhu It was a ship gun. ► a thirty -meter necro -giant from Painkiller rises above us with a tower crane. It is enough to beat him with everything that is in the arsenal – then it will fall.
But in general, for some reason, ten-story bosses do not use special popularity in games-usually final opponents either more or less. So for a long time we will not stay here and we will rise by a couple of dozen floors higher.
FACT: Actually, the existence of such huge creatures on our planet is impossible-at least on land. Why? Here is a two -part video that explains this on the example of Godzilla and robot of the huntsman from the Pacific Border.
Skyscraper
Magomet goes to grief
Nevertheless, a real rampant fantasy begins with about sixty meters. Когда босс настолько огромен, драться с ним обычным оружием попросту бессмысленно. Therefore, quite often the bosses come across, which will have to be selected in a roundabout way (UGH-Zan III from Serious sam, Leviathan from Resistance 2).
► With this lady from Castlevania: Lords of Shadow It is necessary delicate: first treat it with a hefty boulder, and only then climb on it.
► such handsome deaths of such handsome mortal sometimes is simply unable to defeat.
And it is also very convenient to climb in twenty -story bosses, and the use of the environment here justifies itself even more. More opportunities for organizing a protracted battle, with a whole algorithm of various bullying over a walking skyscraper.
This mechanics are best implemented, of course, in a masterpiece Shadow of the Colossus. Sixteen Gromadin, one another is more beautiful, just walking puzzles! Not only to destroy them – to varying degrees of a difficult occupation, it is still necessary to understand what to do in general! The developers managed to file a battle with them so creatively that each was given hard work and turned into a real event.
► Let the final boss Malus be above all, but in fact the largest colossus is Falanks. About two hundred meters in length against sixty near Malus!
To clouds and above
And the head is also behind the clouds
Why not? After all, this is so flattered by pride-to destroy a creature the size of a city or two. Or, what is to trifle, the size of the planet.
On the other hand, this opens up new horizons for level design. After all, if the size of the boss allows, why not make it the level of it? And at the same time put his weaknesses … inside? This is probably the most spectacular and severe way to fill up a colossus, simultaneously smeared in her blood and insides.
In the games we get into the gut of every second gigantic boss. But the battle with a giant worm from GEARS of WAR 2. Although it was malicious plagiarism to the level inside the leviathan from Devil May Cry 3: baby the size of the Moscow region swallowed brave soldiers with Marcus Phoenix at the head.
► Perhaps this worm is even more than those that plow Arrakis sands.
The developers made sure that we naturally feel inside a living creature. Continuous meat everywhere, the doors-likes are reduced, thick films block the path through which you need to break through with a saw at the ready. And something huge pulsates at the top ..
And in God of War 3 Walking and living levels are the norm. From the first second we have fun running along Gaia, and the case will not end on it. Of course, Kratos visited Titaniha, but we are interested in another walking level – Kronos. Without reaching gastric juice, Kratos cuts the titanium stomach and gets outward while it is sores to collect the falling intestines.
► Cronos growth-some miserable eight kilometers. Think about the difference!
Another wonderful (and, apparently the rarest) way to shorten the life of a huge boss is to become the same huge. Here the recent comes to mind Saints Row 4. Walking Neboskreb Bank named Paul decided to play in Godzilla and generally ran into troubles in every way. Therefore, the main character climbed into a hefty statue, she came to life and turned into his personal “Evangelion”. Paul received his own.
► and although Saints Row 4 I did not make the same strong impression as her predecessor, we sincerely fell in love with the evil face of Paul Paul.
With the arrival of QTE, many bosses began to receive a face in semi -interactive videos. The Japanese Asura’s Wrath – One of the local bosses, Weisen, surpassed all our expectations. When he gained impudence in the middle of the battle and switched to the size of the planet, we were stupefied. We haven't killed anyone larger than Weisen in video games.
► It would be curious to see the battle of Vaisen and Galaktus in some next Marvel vs. Capsom.
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A good boss is simultaneously a test and reward for work. This is the culmination of the gameplay and the ability to feel its strength in full. There are many ways to make a battle with a gigantic monster interesting, and the power of modern consoles allows you to show truly irresistible monsters, the very presence of which in the frame is already a joy. What will the developers in the new generation surprise us, the question is open. And what giants are you personally remembered by you?