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Brosnan
Nov 13, 2004

Pwning the incels with my waifu fg character. Get trolled :twisted:
Lipstick Apathy
Remember that one time when Oblivion built up to this huge climactic fight with a giant and then your character literally fights and kills him in a cinematic and the game ends?

Good thing they corrected it in Skyrim by having the final boss be the same as all the other dragons you fight in the game except with a scripted tutorial sequence built in.

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Brosnan
Nov 13, 2004

Pwning the incels with my waifu fg character. Get trolled :twisted:
Lipstick Apathy
Yeah the concept of a climax is definitely a thing that comes from Final Fight.

Brosnan
Nov 13, 2004

Pwning the incels with my waifu fg character. Get trolled :twisted:
Lipstick Apathy

Wanderer posted:

One of the relatively recent innovations in game design is in the construction of a level so some secondary challenge is the actual boss fight. In Prince of Persia: The Sands of Time, the run up to the final encounter, during which you don't have the time rewind anymore, is the "boss fight"; the later game Forgotten Sands, where you're forced to wall-jump between temporary walls of water, pulls a similar trick. In the older Resident Evil games or something like Zombies Ate My Neighbors, the "boss fight" is managing your inventory well enough so that you have the ability to participate in the fight at all, and if you've done that well enough the fight itself is trivial.

The Boss Fight is the part where you Fight the Boss you weirdo.

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