Briareos H on 27/3/2010 at 14:51
(
http://www.1up.com/do/previewPage?cId=3178507) Here's a short interview with Jonathan Jacques-Belletete, art director.
There are some interesting bits of info in there, like the ability to
finish the game without killing anybody.
What he says sounds rather sensible, with a good grasp on a coherent pre-DX world; This : "
You'll be facing a lot of human opponents. In terms of robots, we looked at what Deus Ex had, and stuck to that in terms of format, size, and how many there are. We went that same route, and made it more 'current-gen' -- like making them work with our cover system. But yeah, you have your walkers and your patrolling robots." hits the right strings as well.
Still optimistic.
ZylonBane on 27/3/2010 at 15:49
Every time I hear "cover system", I cringe.
PRESS X TO SNEAK
Nameless Voice on 27/3/2010 at 17:51
Maybe that means that human enemies will hide behind robots' legs to shield themselves from your fire?
Ostriig on 27/3/2010 at 18:03
Hopefully we'll finally see some gameplay at E3. Related to the interview, I can't help but wonder why he specifically mentions "boss fights" as a point of dissimilarity with the original DX - wouldn't it be a better marketing move to try and liken these DX3 boss encounters with the original's seamless take on the concept (Gunther, Anna, Simons).
EvaUnit02 on 28/3/2010 at 03:23
Really there shouldn't be any boss fights at all. They're are fast becoming an ever increasingly outmoded concept, at least in Western game design. They're usually accompanied by a sudden unneeded difficulty spike. Fewer games feature them these days, like Bioshock 2 and Gears of War 2. (They've also become glorified cutscenes in some games, littered with "Press X not to die" QTEs).
He might be mean that they're taking a more Japanese approach to bosses (ugh). To be fair, the DX1 bosses suffered from the archaic PC FPS boss design of "just strafe around and keep pumping ammo into him until he dies".
Why is everything in DX3 either sepia or orange? *shrug* Beats the gunmetal grey or shades of brown in many contemporary games, I guess.
Jashin on 28/3/2010 at 10:39
There hasn't been many bosses in "western games" cus nobody has really done a good job of creating any interesting boss fights.
Megaman, great boss fights. Metroid, great boss fights. Starfox 64, great boss fights.
The truth is Japanese are the ones who do boss fights right, whereas western devs are buncha failures at it. Solution? Be more creative. BioShock for example, credit to its designs of various forms of attacks, could've had a few interesting boss fights. That was totally a missed opportunity.
DX's "seamless take" on boss fight is actually its weakest aspect. Gunther, Anna, Simons could've all had unique weapons, augs, and behaviors. Yet they didn't behave any more differently than the average lowly grunt with a good weapons and lotsa health. It would've been tons more work, but that's what goes into a great boss fight. Imagine if Gunther, Anna, or Simons actually had the ability to do the things the ingame fiction insinuated.
EvaUnit02 on 28/3/2010 at 16:22
Quote Posted by Jashin
There hasn't been many bosses in "western games" cus nobody has really done a good job of creating any interesting boss fights.
I disagree, there's been plenty in Western games, but they are becoming more and more uncommon. The thing is though bosses can seem out of place depending on the game and its setting. Imagine if say FEAR 1 had a boss. All throughout the game you're fighting brutal squad-based AIs who work together:- flanking to get the drop on you, adjusting their strategies to your actions (eg, try to flush you out with grenades if you're camping behind cover; they start camping and blind firing if you're Rambo'ing) etc. Picture how out of place a Japanese style boss would be, with a limited cyclic set of attack patterns that to countered or avoided in specific ways, cliched weak points (eg BLINKING FUCK ME LIGHTS)... etc.
As for an example of Western games with good boss battles, there's the God of War series. They are often very "cinematic" though, after you've drained a certain portion of the enemy's health bar you have to take part in QTE sequences, if you fail them then their health recharges a bit.
Darth Malak in KotOR comes to mind too. He's a pretty powerful opponent who utilises his force powers well. There's Jedi in cryo chambers around the room, he occasionally uses them to recharge his health with a life drain power. Dark side affinity players can make use of this same strategy as well.
Nameless Voice on 28/3/2010 at 17:05
Personally, I prefer the classic style of boss fights, where the bosses are just someone who is more powerful and tougher than normal, but is still fought in the normal way that anyone else is fought.
Deus Ex, however, is a game where boss fights don't really belong. I wouldn't really consider Anna, Gunther or Simons real boss fights per se, as they weren't really that much tougher than normal people, plus you always had alternate ways of dealing with them (killphrase or just running past them)
Jashin on 29/3/2010 at 00:03
Quote Posted by EvaUnit02
I disagree, there's been plenty in Western games, but they are becoming more and more uncommon. The thing is though bosses can seem out of place depending on the game and its setting. Imagine if say FEAR 1 had a boss. All throughout the game you're fighting brutal squad-based AIs who work together:- flanking to get the drop on you, adjusting their strategies to your actions (eg, try to flush you out with grenades if you're camping behind cover; they start camping and blind firing if you're Rambo'ing) etc. Picture how out of place a Japanese style boss would be, with a limited cyclic set of attack patterns that to countered or avoided in specific ways, cliched weak points (eg BLINKING FUCK ME LIGHTS)... etc.
As for an example of Western games with good boss battles, there's the God of War series. They are often very "cinematic" though, after you've drained a certain portion of the enemy's health bar you have to take part in QTE sequences, if you fail them then their health recharges a bit.
Darth Malak in KotOR comes to mind too. He's a pretty powerful opponent who utilises his force powers well. There's Jedi in cryo chambers around the room, he occasionally uses them to recharge his health with a life drain power. Dark side affinity players can make use of this same strategy as well.
That has nothing to do with this Japanese/Western dichotomy fools made up. It has everything to do with the type of game it is. The reason bosses seem out of place is cus they're copy&pasted from other types of games and they're not an extension of the basic underlying gameplay.
Megaman, for example, emphasizes shooting and dodging. The megaman bosses feature extensive shoot dodging while giving the enemy an enhanced array of movements, higher HP, and damage conditions. Suddenly a boss is born. Metroid focuses on the same thing, plus specialized attacks - lazers, freeze beams, missles, giving bosses different immunities and vunerabilities. Star Fox 64, same thing, plus locational damage. RPG bosses is all about extending the basic turn-based gameplay. BTW God of War is western-made, but it's hardly a western-style game.
Western games heavily rely on reaction-based gameplay. You can't dodge, you shoot the other guys before they kill you, then you grab some med packs. This basic underlying gameplay doesn't lend well to shoot-dodge-style bosses, and frankly
bosses in general. If your bottom-line is to take something out quick, it makes no sense to have an enemy with massive health. That's why there's bosses with QTE that're complete departures from the basic gameplay, whereas the traditional shoot-dodge bossfights are an extension of it.
So the task for western devs is to do for reaction-based gameplay what traditional boss fights did for shoot-dodge gameplay or turn-based RPG gameplay. No one has been creative enough to completely figure it out yet, and the recent trend is to have no bosses at all. That's not the right course of action, that's just giving up.
Finally, this Japanese/Western dichotomy thing is trending toward some very ugly non-gaming related, almost-nationalist BS. Western game development picked up its pace and suddenly people are drawing lines and talking like they don't overlap a copious copious amount, like Nintendo and Sega didn't create a culture of gamer, that somehow Japan /West game development evolved independently. Nobody needs this kind of revisionist horseshit when it should be and largely is a culture of learning and sharing ideas.
Nameless Voice on 29/3/2010 at 00:26
I agree with that. Boss fights should be an extension of the standard gameplay, not opposed to it.
That's why I hated the final boss fight in Risen, for example - it was too much of a complete departure from the rest of the game's mechanics, especially playing as a mage and suddenly being forced to use an axe and a shield.