As promised, we’re continuing our talk on boss fights with a look at some of my favorite boss fights of all time. If you haven’t guessed, we’re going to be heading into spoiler territory with this one. Read more…
My recent post on short and long-term progression got a mention on the Game Developers Radio podcast and they discussed the topic of progression further. During the cast, they made a good point about using mechanics or gameplay as a form of progression and that gives us another discussion on game design to talk about.
Following the success of Mad Max Fury Road, it was likely that we would be getting a movie tie-in game, and while Mad Max certainly stars the main character, the game takes a different road thanks to Avalanche Studios who made the amazing Just Cause 2. Despite that pedigree, Mad Max doesn’t quite hit the same mark as Just Cause 2, but the game definitely has scrapped together the best parts of recent popular genres to create a serviceable game.
Stealth design in video games falls into one of two categories: Either focused on keeping the player hidden and getting around enemies or about giving the player the ability to clear out a room, one enemy at a time. But where both schools of thought fail is with the concept of a boss fight or grand test of the player’s ability. For today’s post I want to share one of, if not the best example of challenging the player with a proper stealth boss fight from Batman: Arkham City.