Saturday Soapbox: Horrible Bosses
Are gaming's greatest villains an endangered species?
I love bosses. I always have. I love their blend of spectacle and challenge, and I love their screen-shaking scale or - if it's Treasure - their luminously stupid names. Fatman, Bowser, Pinky Roader - who wouldn't want to hang out with people like that?
But I love them in principle, too. I love the fact they're called bosses, suggesting that they somehow also manage the levels they top or tail, keeping grunts signed up to the health plan and collecting timesheets. I love the way they belong only to video games, and not books or movies or paintings or folk songs. Turner wasn't moved to draw a massive lizard-headed mech stomping out of the ice storm as Hannibal crossed the Alps, and Jane Austen didn't interrupt Mansfield Park every fifty pages to make way for a thirty-foot baby skull mounted on a scorpion's body. I wish she had, frankly, but she didn't. Why? Because bosses are ours, and this is the only art form where they really make sense.
Often these days, though, you could be forgiven for thinking that they don't make as much sense as they used to. In fact, sometimes they seem distinctly out of place. Is something weird going on? Are bosses in trouble?
"Deus Ex is the poster boy for horrible bosses, but it's far from the only game knocking about that makes taking on the big guys feel like an empty, inane faff."
Look at - you guessed it - Deus Ex: Human Revolution, and you might think they are. This is, after all, a game that's been universally lauded for its intricacy, its cold-edged battle-smarts, and its crate-stacking, vent-sneaking freedom of approach. Everyone agrees that Eidos Montreal did a staggering job on this one.
But you know what else everybody agrees with? The fact that the bosses stink. They force you to kill even if you're trying to just tranq-dart everyone, they turn the game into an all-out shooter, and they interrupt the elegant make-your-own-fun pace of the whole enterprise. They're the jocks dropping in to spoil your Dungeons and Dragons evening. They shouldn't be there, and now they won't leave. (Also, they've brought brewskis.)
It's alright, though. You know why? Because apparently Eidos Montreal didn't create the bosses. The team out-sourced them to a studio called Grip Entertainment.
Seriously, the team did what?
A boss should be the kind of thing a development studio leaps at the opportunity to tackle, right? A big showboating exercise in art skills and design brilliance. It shouldn't be the sort of work you hand off to the guys down the road - but apparently that's what it's becoming. Bosses in Human Revolution appear to have been included because, well, a game needs bosses. Any bosses. Even bosses that break key mechanics and do nothing but annoy everybody.
Treasure makes some of the most lovable bosses in the business - and some of the most ingenious.
Deus Ex is the poster boy for horrible bosses, but it's far from the only game knocking about that makes taking on the big guys feel like an empty, inane faff. Sometimes it seems that everywhere you look, bosses are growing old, stale, and weary. There are still plenty of great bosses around - we'll get to them in a minute, in fact - but there are just as many that feel like vestigial tails, ideas that have outlived their time and their usefulness.
Where did bosses come from? I think they came from the arcades. If that's true, then their origins, as Eugene Jarvis, who worked on boss-masterpieces like Smash TV and NARC once said to me, were anything but respectable. Jarvis told me that the likes of Mr Big and Mutoid Man turned up in his games because someone came down to the design pit one afternoon and said, "Okay, at this point in the game, you need to take four dollars from the player right now." In terms of mechanics, they were pure road block, pure cash-sapper, and the only reason we loved them were because the people who created them were supremely talented at taking your money in a way that made you come back for more.
Here's a problem, then. It's not that designers aren't as good anymore - although, it's worth noting, almost nobody has ever been as good as Eugene Jarvis. It's that some contemporary games have changed in two crucial ways. For one thing, freed from their coin slots, they're now paced much more carefully, built around an insistent tug that keeps you moving at all times. Think of the endless forward momentum of something like Uncharted: bosses screw that kind of thing up pretty badly with restarts, reloads, and - eventually - the retreat to FAQs. Well-meant or otherwise, they're often nothing more than a wrench flung into the cogs and gears that keep the fairground ride zipping along.
Then, and I think this is particularly true for Deus Ex, there's the fact that the classic boss is often primarily a bullet sponge - and that's a problem in a world where more and more games are choosing to build their fun around mechanics that go beyond mere shooting. A boss worthy of Deus Ex would have to allow you to sneak your way to victory if you'd chosen that augmentation approach. Or one-hit-kill your way to victory. Or... Okay, I'm starting to understand why boss design was such a nightmare for a game like Human Revolution...
Team Ico elevated bosses to centre stage with Shadow of the Colossus, and turned each battle into something strange and poignant.
Luckily, the illnesses that plague bosses aren't terminal. In fact, as doctors often say, bosses just need to change their lifestyle a little. If a boss is really a blend of spectacle and challenge - a sort of walking set-piece - there's no reason they have to be a hulking damage sponge in the first place, is there?
Back in 2001, the first Halo showed that an end of game boss could actually take the form of a long Warthog ride across an exploding environment - the perfect final showdown for an adventure with such rangy, cinematic ambitions. And this week, the likes of Dark Souls suggests that it's alright if your boss is a damage sponge as long as it's also a puzzle - near impossible to defeat at first, but slowly made manageable as you learn your craft in playing the game.
And while some bosses are starting to look a little peaky, it's worth noting that others are really thriving: even a likeably middle-of-the-road offering like Spider-Man: Shattered Dimensions can have a little fun with them by stepping away from the standard template and threading its bosses right through the entirety of a level, so you're always fighting them, and always learning how to fight them a little bit better.
I'm not resting, I'm crying.
This, then, is why it would be a real shame if bosses ever left gaming behind for good and went padding off into the mist like those sorrowful ancients in that bit in The Dark Crystal. A really good boss doesn't just ramp up the challenge, it ramps up your own skills too, allowing you to revel in your emerging mastery. The best bosses aren't just about handing out punishment, they're about holding a mirror up to your dextrous brilliance, which is why the likes of Radiant Silvergun can offer you bosses that have the audacity to actually commit suicide if you don't finish them off quickly - and stylishly - enough yourself.
So bosses aren't on the way out. Sorry about all that: it was just a cheap starting point to build a discussion around. But, as with any game mechanic like traversal, levelling, or even health, it's worth taking a look at bosses every now and then just to make sure that they're still fit for purpose. Pinky Roader, after all, deserves nothing less.
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Comments (75) Latest comment 8 months ago
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I think this may be the single greatest sentence written in the history of computer games journalism
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Now Dark Souls has arrived, I'm sure we'll all have a few more nasty boss fights to talk about.
EDIT: I've thought of a boss in films - surely the Alien Queen in Aliens qualifies??
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The first big game i experienced where the bosses were an expic fail was Donkey Kong Country on the SNES. It was like, whoever was behind those bosses didn't have a clue. The boss design was abysmal. So it is not a new thing in gaming.
For those who havn't played and completed DKC, to give you an idea of how poor the bosses are, here is an example:
Imagine, your jumping through an amazing looking snow level, it looks beautiful. There's these funny little crocodile creatures snapping away, the game feels great, and looks better than anything available at that time. The end of the level is approaching, you know there's going to be a boss, you hope they've managed to invent something better than the big bird (ostrich / flamingo) on a previous level (where only the head was shown ?) and your gamers mind thinks, there is bound to be some sort of snow monster anytime soon. But no, at the end of the snow level is a large black barrel. The best thing RARE could come up with was a f-cking big black barrel ???
YouTube: the barrel isn't even as big as i remembered. Look at the shaking action, its like they came up with this one during lunch
http://www.youtube.com/watch?v=Qt9tD65SX...
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I don't think, therefore, that certain games should be afraid to shy away from bosses (and by bosses I mean the Big Bad). So far, the bosses in the Uncharted series have disappointed me completely - I'd much rather they used an experience à la Halo.Yet games like SotC are built around bosses - and done well! So if a game doesn't suit a boss, it shouldn't be included.
In conclusion: god, I hope Uncharted 3 doesn't have a terrible end-game boss...
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There's loads of games that I've given up on because of boss fights, and loads of others that I really loved and completed, but have never been able to face playing through again, precisely because of the boss fights. Deus Ex : HR is a classic example, I loved the game, and was determined to complete it, and I did even though I hated the boss fights, however despite loving it and wanting to play through it again, I just can't face playing through the boss fight sections again.
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Speaking of Treasue, while their boss fetish is remarkable, I don't think they have THAT much knack for making their bosses good. Konami ways of of doing things is more pleasing to me. Compare Gunstar Heroes, Alien Soldier and Dynamite Headdy to Contra: Hard Corps and Rocket Knight Adventures (not just YouTube vids, but, you know, how the games actually play). Just saying.
P.S. That being said, Treasure made YOU the boss in Gunstar Heroes (the Minion Soldier thing) and it was rad. Shadow of the Colossus seems to have aped the idea to an extent (the endgame thing).
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- fixed
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The problem with deus ex, like a lot of the game, is that it had the air of choice but it was fairly clear how the designers *wanted* you to play. This utterly punished me in sections like the police station, where i hadnt chosen speech or hacking but ended up being a boon when it came to the bosses.
Suddenly the augs I had previously been punished for choosing came into their own. I had the weapons and skills to kill them in three seconds flat. The second boss that everyone moans about was killed in about 30 seconds with 3 typhoon rounds and a heavy rifle clip on my first go.
So, yeah, I had no real problems with the bosses at all because I, luckily, had made the specific build to kick their faces off, which is just stupid design.
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Super Probotector on the SNES was great because of the continuous stream of the boss-variant, the mid-level bosses.
Oh, but the last boss on hard... That was one of the most punishing, most frustrating experiences in my gaming life. It was a painful struggle to lose as few lives as possible on the way there, only to have all remaining ones destroyed in ten seconds by that bastard. I never beat him without Action Replay, and the fight always took 5-10 minutes losing literally dozens of lives.
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Best film boss, Ever.
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(shakes walking stick) Yup, they don't make em like they used to!
I'm pretty sure that super probotector was made by a Konami development team that eventually formed Treasure. You ever play Alien soldier? It's like a game of boss fights occasionally punctuated by standard enemies! Truly epic 16 bit gaming.
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I've only encountered one that I recall with any fondness, and precisely because it defies the standard boss fight cliches. The tentacle boss from Half Life.
You enter its "arena", but are free to leave at any point. It has no glowing points of weakness for you to shoot. You can shoot it all day and do no damage. In order to kill it you have to interact with the game just as you have been doing up to that point, clearing out enemies and manipulating switches to change the environment.
It's tense because to complete the sequence you must sneak past the creature a number of times. It tracks by sound, so running is a bad move. Death can be almost instantaneous, yet is completely avoidable with care.
To me that sums up what a boss fight should be, a large environmental puzzle in effect, rather than a faintly ridiculous intermission between the proper sections of the game.
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Bosses arent always necessary for modern games, but Demon's Souls had some of the best bosses, the boss designs were really big, ugly and intimidating, and considering the game was already intimidating when you were just taking on the normal enemies, this made the bosses seem impossible to defeat.
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Once you work out the weakness(es) and have a moderate amount of skill, the boss should be killable almost every time i.e. no cheap shots.
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That's a pretty poor analogy to use on a European-centric web site.
Jon
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A really good boss battle can make a game for me, the Metal Gear Solid series would be less without them for example. MGS1 and 3 in particular had very good bosses in the main.
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I think the problem is, the boss fight has had to diversify - so often, you wouldn't really notice what is meant to be a boss fight. Technically, I always consider a fight against any creature/NPC that is 'named' (i.e. "Lord Seraphim" instead of his adds called "Blood Mages"
Bosses that come with their own levels, stages etc. are showboats, and that is where a designer can have the most fun. When you self-contain a boss in their own little room, you can do... well. A lot more than if you were chasing a boss down a few ruined tunnels on foot. But they're becoming rarer as games become more adept at telling stories; left for the latter stages of a game if not the end, a reward for your effort and a brick wall to test if you've paid attention the past 6-12 hours of gameplay.
Bosses aren't doomed. But I think sometimes they are getting to be a little "Blink and you'll miss them".
And who knows, maybe one day we'll run into a digital version of Jennifer Aniston, trying desperately to be slutty and failing a little bit too much at it. Perhaps the best thing to do on a boss that like that is put it out of its misery...
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An example of a game making a lot of hoo-hah about its bosses without making the bosses all that great deal of fun to fight - Diablo 1&2 (I did have some fun fighting some of them, but why of why aren't they of the Ys level of ingenuity).
...and yet Metal Gear Solid games, with all their awesome bosses, take all the flak in the world for setting the rot in the apple of videogaming. I say skip all the cutscenes and radio/codec chat if you want, and there is still a good video game underneath.
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Never watched a Bond movie then?
Personally I'm all for getting rid of bosses. So many games I never finished due to unfair cheat bosses.
Strangely enough my 2 most memorable bosses were in tenchu (level 9, I think) and the first boss in headhunter. Rather than hulking monstrosities, both bosses were pretty "even" humans with similar ability to me.
The tenchu boss, I realised we didn't even need to fight in the designated area, and ended up running around and fighting all over the entire stage, a true epic sword battle. It ended in a gaming glitch with him falling into the river.
The headhunter boss was just cool; 2 guys fighting on a rainy rooftop playing hide & seek + kill.
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Another cool "mini boss" was the The Beserker in Gears of War.
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I LOVE BOSS FIGHTS.
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As for more recent examples, I thought the bosses in Bayonetta were pretty much spot on. Despite being plagued by the modern day easy way out when it comes to toppling the hulking bastards (yes, that means you, quick time events), that single moment where you finally overpower them and give them a taste of their own medicine by summoning your own oversized embodiment of arse kicking and watch the baddies quiver in terror and try to run for their lives is just too satisfying.
So as far as I'm concerned, long live boss battles. Until the player shows up, at least.
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"I love the way they belong only to video games, and not books or movies"
This is simply wrong and should be rewritten. There are plenty of movies predating videogames that served as inspiration for videogame bosses, at the arcades or at home. The Death Star at the end of SW Ep. IV is basically one huge boss and the ventilation shaft was probably the biggest inspiration for the boss core in Gradius. Bosses in Bond movies and the alienqueen in Aliens are even more obvious examples. Another major inspiration for videogame bosses is the Dungeons and Dragons pen&paper RPG.
"In terms of mechanics, they were pure road block, pure cash-sapper, and the only reason we loved them were because the people who created them were supremely talented at taking your money in a way that made you come back for more."
Pretty sloppy conclusion imho if you look back at the history of arcade games. Many Japanese game designers most certainly didn't follow such cheap design courses - the bosses in R-Type, Strider or the Metal Slug games are no cash-sappers, they're the final test of a level, combinig all the skills you learned before. Gamers love them because destroying the boss meant you're worthy of the next level.Credit feeding through the games is a form of training but has nothing to do with proper skills.
"It's not that designers aren't as good anymore - although, it's worth noting, almost nobody has ever been as good as Eugene Jarvis."
It's also worth noting that your statement is pure fanboy talk and lacks any significant backup, considering the genius behind titles like Ghost 'n Goblins or R-Type - both predating Smash Tv and Narc. Once again, sloppy research for an otherwise well written article.
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Keep the character of the bad boss but do it in a more grounded fight, see the effects of the immortality and the side effects up close, script it in better in another word. Instead running round and round and round the same closed jungle, shooting the pulps from trees and dodging grenades.
Worse anticlimax to a very well put together game.
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/properly fixed
I have to echo statements others have made about boss battles in film. The first thing I thought of when reading that line in the article was the chubby Freddie Mercury look-a-like in Commando. The second was Roy Batty in Bladerunner. In fact you could even say Bladerunner is a series of mini-boss battles that lead up to the final boss. If you wanted to boil it down to the mundane, that is.
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It also did a really good job of shafting it's own story - telling the player to go and wait for a dropship, which subsequently gets shot down before it reaches you, so on a replay you just ignore the stupid plot, because you already know that waiting for the dropship is a pointless waste of time and is only going to screw your chances of getting out alive.
I loved the game as a whole, but that last bit was utterly dreadful for me and would have been wiped from my memory if I didn't hate it quite so much.
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This meant the boss fights were frantic, blink-and-you're-dead affairs - which not only makes sense, but was actually pretty damn fun.
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The one type of game where a Boss a must, are shoor'em ups!
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I think the writer nailed it, spectacle and/or gameplay makes the memories. A lot of seemingly impressive bosses will fall by the wayside of history as the spectacle is eclipsed by newer games, unless they have that special something.
Also, kudos to Body-builder, i think you're referring to Onikage, truly a great fight
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<a href="http://www.youtube.com/watch?v=RkCqxKFYOJo
">http://www.youtube.com/watch?v=RkCqxKFYOJo
</a>
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Too short an article. This is 5 page material!
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The most ridiculous and memorable boss battles for me are definitely in the Metal Slug games. It's just manic shooting and dodging but they're pretty challenging and they're so overblown and crazy that I love them. Being chased down a rickety walkway by a giant crab firing cannon shells will stay with me for years to come.
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In fact a lot of the time it doesn't make sense and is overused.
"I love the way they belong only to video games, and not books or movies or paintings or folk songs"
They do belong in Movies and Books. It's just that you don't think of them as bosses!!
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Add me to the hate-bosses list, never met one I play a level for, except maybe Sion in kotor 2, he was cool.
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I'm the type of player who usually plays a game "for the experience" (which is another way of saying I'm a wimp who rarely plays on a difficulty level higher than medium
Occasionally I do like to take a stab at more difficult games. I managed to put around 30 hours into Demon's Souls with relatively little frustration. Right now I'm playing Dark Souls, and the second boss required in excess of 30 attempts from me before I finally got him - in what still felt like a terribly awkward and not at all graceful display of combat skills from my character.
And now I'm tearing my hair out over the next major boss (the "mini bosses" on the way were fortunately fairly easily dealt with).
Obviously I don't blame a game like this with a stated purpose of killing you over and over again, for having tough boss fights. But there certainly have been many other games I've the years where I've absolutely hated them - and sometimes even stopped playing a game altogether because of a blood pressure increasing boss fight (Deus Ex: HR wasn't one of them though, I actually found those boss fights relatively easy - although I did resort to a little YouTube help with one of them).
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I also think R-Type is one of the early archetypes for bosses that actually added something to the experience. They're intimidating, imaginative and impressive, never cheap (except maybe the last one) and make you think and alter your rhythm without breaking any rules. And that's one of the most common failings, too many games allow their bosses to cheat the established rules of the gameplay.
Tomb Raider was another notable example to me, there were only a handful of bosses in a very very long game. And not that any of them were outstanding from a conceptual standpoint, but they never seemed forced, like when they showed up it's because it felt appropriate for that moment in the design of the game holistically. It's kind of weird how few games have managed to take the lesson in the interim. And one of the things I thought was worse about Gears 2 compared to the first game, the bosses generally felt both rote and forced.
Halo was mentioned by the article, but as much as Halo 2 also disappointed me one of the few real highlights was actually it's boss fight. The Prophet of Truth is truly one of the best bosses ever, and again it's not about the object as such but the setup. How you approach and initiate that fight can have a massive effect on how difficult it is and how it ultimately plays out. So basically it's absolutely in keeping with the most notable virtue of a Halo game.
Mega Man is a very clear example bosses with meaning. Which bosses you defeat first affects how you will play the rest of the game, and there's been surprisingly few games that have notably tapped that sort of psychology either.
The Eugene Jarvis anecdote is really fascinating though, even if I'm not sure it should be considered so universally. But it serves to frame the deepest problem as I see it: when the "boss" is treated as a regimented obligation, it's creation and execution is likely to become as much a chore for the designers/artists/engineers as it then is for the player. Just a hurdle to get over and a box to check off before they can get back to the fun parts.
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Really good article, well written.
Bosses are a bit of a trouble in a game. I mean, if your character is not modded and equipped enough to deal with them adequately then they're a frustrating cheat (I mean, the number of games I've only played about 60% of because of an impossible boss makes me feel cheated out of the full price paid for the game). If your character is adequately modded/equipped then they're slightly more of a challenge than the rest of the game and simply serve as a delay to progress. If your character is over-modded/equipped then they're not really a boss. I just finished playing "Singularity" which was pretty good fun. But once past the train/dragon thing (which was an utter nightmare) I was totally untroubled because the game was generous with mods and ammo so I was virtually indestructable. Far Cry, on the other hand . . . . pfff.
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If the battle is indeed fun and not taken too seriously then boss fights can continue to exist in the right games.
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So it's not bosses as a concept that's the problem, but lazy game design. Having a big enemy, which takes time, brains, skill and patience to take down is fine. But it has to be a better game mechanic than pumping endless bullets into weak spots, forcing the player to get stuck in an obvious cover-free arena where the only real danger is forced stops and runs for ammo, plus one hit kills.
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(Except level 3)
(Maybe level 2 as well...)
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The single worst "boss battle" of all time, in terms of being totally out of context in an otherwise brilliant game, is in the final scene of "Risen". It becomes an entirely different game for 5 minutes, and not in a good way by any measure.
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Another honourable mention has to go to the Metroid Prime bosses - you ha to use your brain and recently acquired skills to fight the bosses, and it was great the way you'd scan them and your computer would give you info on how to fight it rather than relying on dumb luck as to discovering how to battle them as with a lot of other games. Unfortunately MP3 became more 'shooty', and it was just a question of blasting them down, the shape-shifter woman was particularly frustrating, as was the final boss on hard mode. That took me an hour of shooting, replenishing health, then rinse and repeat.