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"Haha! Now I shall reveal my TRUE FORM!"
Posted on Friday, February 29 2008 @ 15:44:50 Eastern

I’m sick of it.

I’m tired of game writers, who not only have the cheek to put the player down a linear adventure full of irrelevant side-quests and escort missions full of adrenaline-junkie allies, but then, at the final hurdle, throw in an incomprehensibly powerful boss to throw all thoughts of realism out of the window with absolutely no thought to inventiveness or coherent narrative. Basically, I loathe writers who simply cannot write well. Allow me to elaborate:

I dislike it when, to put it simply, videogames with even a hint of even the most mediocre of stories across any genre, try to surprise the audience with a few cheap tricks. More specifically, when developers throw in the age-old mechanic of overcharging the last enemy (the vast majority of the time it is the main antagonist) as an excuse to test out the player’s ability.

Right, let's look at Mass Effect and Bioshock to begin with; these both use the predictable twists (Hah!) of a good guy turning bad (although it is earlier on in the game in Mass Effect) and then an 'epic' final battle with a boss who happens to suddenly be overpowered. Appropriately you can pound both last, suddenly superhuman bosses simply by pile-driving them to death with all your available weapons, but that is irrelevant. This plot device in games has been going on since the first Legend of Zeldas (where earlier bosses would return in harder forms later on, as the game ended) and even was applied to a lot of the common Nintendo 64 collection; ranging from Lylat Wars (“Braaaaaaains!”) to Super Mario (“More bombs, kthnx!”). It is somewhat sad that, almost a decade on, developers are still using the same mechanics to induce a 'shock' from the audience at the game's closing minutes; even though we all realise that there's always an blockbuster battle to conclude with (and, in all honesty, we would be disappointed if there wasn't). I picked Mass Effect and Bioshock out because these final encounters are explained with lore which seems like it was designed to be an excuse to bring back the character for the battle (EVE and the Reaper specifically). I am torn between liking the fact that the writers have incorporated the entire plot into the final incarnation of the antagonist, and hating the fact they were reduced to making use of such a lowly twist just to test the player’s skills built up over the course of the game. For comparison, look at my other two examples:


In Metal Gear Solid 2, the antagonist is established about half way through the game to be Solidius Snake, ‘brother’ of Solid Snake. The plot which has featured in over three games tells us how powerful Solidius is, so when we have to face him in the end without a huge, pointless morphing scene, it doesn't surprise us. In fact, the game's writers do a wonderful job of not only using Soldius's obvious power to further the plot ("Look! There's a Harrier II!") but also to build up a great amount of anticipation with the player until the moment comes where you actually do battle him. The game is a wonderful demonstration of how writers can include some really magnificent surprises (ranging from the death of E.E to the discovery of the S3) without the entire experience resting on an average (if not slightly more quick-witted than usual) character becoming extraordinarily powerful simply for the sake that the player is going to kill them six minutes later quite easily anyway (I personally found Solidius a lot harder boss than, say, Saren from Mass Effect).

My final game of choice is Final Fantasy X. FFX gets a lot of stick because of the 'weakness' of the main character; but as a journey and in relation to the issue at hand: It is beautiful. Much like Mass Effect and Bioshock, the game takes place in a fantasy universe and the final boss is based around a supernatural occurrence within the world's lore. However, similar to Metal Gear Solid 2, it is established fairly early on that the end battle will be tough as old boots. It doesn't have to suddenly surprise the player with a (somewhat anticlimactic) encounter at the finale; because it is already rest assured that the final boss will be larger-than-life. And it is. This satisfies the player, who has been baying for a piece of this gigantic beast for the entire time of playing. Along the way, big events happen due to the presence of this terrific monster (Operation Mi'Hen!) which furthers the plot still and through a line of negative conditioning, makes the player want to kill the end enemy. On top of all this, the game still includes some of the best, tear-jerking twists I've ever witnessed (Yuna's 'sacrifice', the nature of Tidus and Auron, Seymour's obsession) through any media.

Putting in a (ironically very predictable) event such as ‘zerging’ the antagonist, even in the natural context of the game's backstory, just to have him or her be killed by the player moment's later regardless, is needless and, more often than not, ruins the immersion of the game. Certainly, I am the last to criticise an experience because of a few twists here and there within the journeys which make up all of these games, but please, when it comes to the closing moments; don’t try to fool the player by the addition of a sudden transformation. Anyone who had picked up even a reasonably long videogame within the past two years or so will know what to expect, so why patronise us with cheap tricks that even a pantomime would be ashamed of?

Mel's Note: After my last editorial/rant was featured in last month's PC Gamer UK on Cables (PCG 185, Page 49, under '(Synthetic) Interaction'), I thought it was a good idea to keep posting my words of adovcation (be that of the Devil) here.

Original post.

Melaisis

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  • mooseodeath
    mooseodeath

    Joined: Jul 2006
    Posted: Mar 1st, 2008 at 12:18 am
    firstly, i enjoy the irony of someone ranting about poor writers and spelling the fourth word of the rant incorrectly. almost immediately killing any hope of being taken seriously. but i'll ignore that, i agree with the bioshock angle that last boss was insanely powerful for no decent reason. but mass effect? all the points leading to that conflict were writing on the wall. it wasn't unexpected. we knew what was going to happen as it had happened to so many others earlier in the game. you then go onto use final fantasy and metal gear as examples of the good? there is a battle between solid snake and half a dozen giant mech's for crying out loud. that storyline was convoluted and bizarre. vampire's? someone getting possessed by someone's dead brother. and after the smoke clears they're back in new york or something and no-one knows any of it happened. there is a reason games like bioshock get accolades for their story, they ARE well written pieces.
  • StandardStache
    StandardStache

    Joined: Nov 2007
    Posted: Mar 1st, 2008 at 1:43 am
    I'm glad someone besides me believes FFX is one of the best games...ever. It just drops you into a world in which you are just as lost as the main character. I also agree with mooseodeath, however. Mass Effect and Bioshock are overarching gaming achievements despite the predictable bosses. At least they are still IN the game. The lack of bosses is becoming an annoying trend lately.
  • Roland12
    Roland12

    Joined: Jul 2006
    Posted: Mar 1st, 2008 at 5:52 am
    Mooseodeath: What does a typo have to do with writing ability? I don't see any irony in an accidental keystroke.
  • Odbarc
    Odbarc

    Joined: Apr 2007
    Posted: Mar 1st, 2008 at 10:58 am
    True form = Mega Man X games. But I suppose you expect it there. What I hate about bosses is feeling the satisfaction of KILLING THEM only to have them come back later. Seifer and Ultros are two primary examples I can give (FF 6 and 8). One major problem with reoccurring bosses is that you already know how to fight them. You know their patterns and their weakness and they are usually just 'buffed' a little bit. Final bosses, I prefer 'stages' or 'phases' of battle where it changes rather then having them 'come back' after a defeat STRONGER. I don't even mind an uber strong final boss. It's pretty much become staple in video games to have a BOSS. You feel pretty disappointed without them.
  • godkiller
    godkiller

    Joined: Sep 2006
    Posted: Mar 1st, 2008 at 2:49 pm
    I'd be inclined to think that perhaps the Dragonball series had an influence on this whole boss transformation shtick. EVERY enemy in the series always gets ultra- powerful at the end for either ridiculous or unexplained reasons. Frieza anyone?
  • Sarumusha
    Sarumusha

    Joined: Mar 2008
    Posted: Mar 2nd, 2008 at 8:41 am
    Odbarc is correct in that you would feel let down NOT to encounter a tough boss at the end of some games. I can't really think of any better ways to end the game than with a good showdown. What I find funny is the fact that in some ways the characterisitcs of the end bosses in games like Bioshock and Mass Effect were no treally in keeping with the rest of the game's style. For example, Saren was just a beefed-up version of the agile jumping elsato-Geth you'd killed countless times already - hardly a form befitting a Reaper. At the end of BIoshock I expected to be fighting something that essentially looked human, but had mastery of all the Plasmids and unlimited reserves of Eve. What I met instead was a sort of big "rock troll" that would look more at home in a sword-and-sorcery game! He was a big, weird monster because...hell, I don't know, that's what you kill at the end of a game.
  • 3scapism
    3scapism

    Joined: Jan 2008
    Posted: Mar 2nd, 2008 at 9:02 am
    I've fixed the typo, cough. I really didn't expect the amount of coverage this would gain actually. Er... thank you all.
  • Odbarc
    Odbarc

    Joined: Apr 2007
    Posted: Mar 2nd, 2008 at 2:40 pm
    Dragonball Z's "everyone transforms" is kind of the basis of the show though. One major problem with the show is that you can't really have a 'time out' for those enemies to train like the Z-fighters had. Transformations were really the only way to upset the balance when needed. What I've always liked were multiple 'stages' to a final boss (like FF6 had 3 pre-battles before we got to see Kefka)
  • Geodole
    Geodole

    Joined: Oct 2005
    Posted: Mar 2nd, 2008 at 3:43 pm
    Personally, as much as the Post-Ryan bit of Bioshock isn't as good as the lead-up, the final encounter with Atlas was pretty much as expected: you're up against someone pumped to the brim with ADAM, and you've got a little sister's siphon to take it from him. It's not a difficult fight any way you shake it, moreso a device to bring closure while maintaining the game's mechanic. I didn't get more than half an hour into Mass Effect before dropping it to play something fun, so I can't really comment on that.
  • DrHuggles
    DrHuggles

    Joined: Mar 2007
    Posted: Mar 3rd, 2008 at 12:10 am
    The final battle in Bioshock WAS a let down. I honestly thought it it was a fairly lackluster way to finish a spectacular game and I'd hardly call the outcome (ze cutscene) a satisfying ending. I don't really agree with your take on Mass Effect's final battle (even if it did feel kind of tacked on), I was so into the game I didn't even notice. However I can see the point your making.
  • Melaisis
    Melaisis

    Joined: Jan 2008
    Posted: Mar 3rd, 2008 at 11:29 am
    Haha! My own account so that 3scapism itself doesn't get attacked for my scandalous comments; or at least when I try to defend myself. :P I've also just written out a response that was longer than the actual article itself to you all, but GR didn't allow me to post it. Moose: I also find it rather paradoxical that you pick me up on a typo, yet later include a sentence (amongst other spelling and grammar inaccuracies) simply consisting of: 'vampire's?' Right... The Dragonball Z thing is reflected across the board in Animes from Digimon to Bleach. People and their respective enemies just get stronger so companies can cash in on hardcore fans (which are actually more common in the West) buying DVDs of the new series; which are actually just copy and pastes of the same scenes with the same camera angles, and the same characters screeching at each other for episodes at a time. PART TWO COMING UP!
  • Melaisis
    Melaisis

    Joined: Jan 2008
    Posted: Mar 3rd, 2008 at 11:32 am
    Its a really cheap business model which requires hardly any effort (as long as the story was good enough to begin with) and it is shameful to see game designers resort to the same thing to stretch out gameplay by a few more minutes by boosting an enemy or two. Again; its a Western thing. This mechanic is used rarely in popular Eastern imports but is squeezed for everything it is worth in the 'revolutionary' Bioshock? Purlease! Saru gets exactly what I'm saying: Why boost an ordinary man simply for the sake of satisfying gamers' expectations in the finale? Heck, even the end of Half Life 2 (Episode 2) manages to avoid this by making an epic conflict with a bunch of Striders and their Hunter pets, which was considerably more tense than throwing a load of rockets at Fontaine. At least they didn't have a set bloody pattern of attack.

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