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boss | 14 k of g in a f p d
  • Who’s the Boss?

    OK, so last time I was talking about Hydrophobia Prophecy and how much it annoyed me when it suddenly broke my suspension of disbelief by suddenly throwing in elements of what was essentially “magic” into what had been a science fiction thriller. Well, I’m not through beating the dead horse of Hydrophobia yet. Because shortly after gaining magical powers from nanotechnology, our intrepid heroine Kate comes face-to-face with another one of my pet peeves in game design; a boss battle. All along Kate has been facing two things. Environmental hazards (in the form of the ship she is own being on fire and sinking) and the agents of the Malthusians attacking her. These hazards and opponents have been slowly increasing in difficulty as Kate’s resources (and the player’s skill) increase. Then suddenly Kate has magical abilities and, two rooms later, is suddenly locked in a battle with a rocket-firing turret that she has to short out with her water-based abilities then shoot in one of its flashing weak points. There is no room for error; hit the turret and weak point exactly right or die. As I have said many times I play games primarily for the story, I want to experience the story or the world as an active participant, not as a passive observer. Boss fights take me completely out of the story. They are sudden reminders that I am playing a game. At one point boss battles made sense. In the arcade days you needed a way

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