Few video game traditions go as far back as the noble boss fight. From the valiant pursuit of a single pixelated barrel-slinging, kidnapper ape in the original Donkey Kong, to the cinematic destruction of cosmic beings and the gods themselves in the Bayonetta series, half the games we remember, we remember for their climatic showdowns.
That being said, a boss fight is no guarantee of excitement, nor of satisfaction. A lot of modern games are happy to condense what should feel like an epic confrontation down to a series of quick time events, like the pirate slavery goon squad leaders in Far Cry 3, or perhaps decide to test something totally illogical, like making the Bed of Chaos in Dark Souls a platforming boss. Or what about Fable II, in which you spend the whole game trying to get to your hated nemesis, only to press one button and unceremoniously blow a hole in his head ten minutes from the end, never to be mentioned again?
So bearing that in mind, over the next week or so we’re going to be going over five great boss fights from gaming history, what made them work, what they have to teach us, and where they might just have fumbled too. And to begin with, we’ll begin with something a little…
Hold on, were there any ice puns that Arnold Schwarzenegger didn’t use up?
“MISTER FREEZE,” BATMAN: ARKHAM CITY
Nobody would initially look to the Arkham series for examples of good boss fights. Out of the whole four games and all that DLC, I think I recall only one worth mentioning, maybe two if you count the Scarecrow sections (which I do think are slightly over-praised as a whole).
That boss fight is, of course, the confrontation with frosty foe Mister Freeze, taking place midway through the second game. After an uneasy alliance between him and Batman collapses with all the predictability of the Statue of Liberty in a disaster movie, Freeze seals the doorways with ice and decides to clip this bothersome Bat’s wings. Acting fast, the caped Crusader retreats into the shadows – and the game is suddenly on.
WHAT IT INCLUDES
This is one of those fights that actually feels like you’re doing the Batman shtick, because Freezey isn’t going to just go down with a sturdy punch to the face. The guy’s surrounded by more metal than the editor of Decibel magazine, and the only thing apparently bigger than all that power armour is the ice-powered proton pack he’s carrying around with him.
So the key is to slink around, staying stealthy, and using all kinds of special tricks to slowly compromise Freeze’s suit until it’s worn down to the point where you can drive your fist through his helmet and take time showing him the true meaning of the phrase “cold snap.” But Victor isn’t exactly going to go along with that, and what makes him genuinely intimidating is the fact that every time you use one of your tactics, he does something to ensure it can’t be used happen again. Leapt up at him through a floor vent? He seals it shut when he realises what’s happening. Power up a generator to mess with his electronics? He’ll break it afterwards. Tried sneaking up behind him? He turns on a jetpack to burn you if you try it again. No gimmick will work twice, so you’d better be playing it smart, and playing it very, very careful.
WHY IT’S GOOD
Oh, this is good for a whole bunch of reasons. First of all, you’re forced to Batman as well as a Batman can. This is the make-or-break moment, where your cunning is suddenly put against an AI who learns from your actions, and it feels tense and exciting in a way that we haven’t encountered since Killer Croc in the first game, and certainly not as well.
In fact, considering you’re usually against thugs who pose about as much threat to you individually as a stale Hobnob, the single figure of Freeze suddenly throws that sense of superiority off-balance, making you feel like you’re the one being hunted. He can follow the warm footprints you leave behind, devastate your health bar in a couple of shots, and even getting close to him feels nerve-wracking, as he scans for a hint of bodily warmth or fires off drones to pinpoint your location. Not to mention the fact that his emotionless, artificial voice and glowing red goggles beneath the misted helmet make him startlingly creepy as an antagonist, even in a series that was usually pretty good at that sort of thing to begin with.
As crazy as it sounds, I think a bigger environment with some more elements at play wouldn’t have gone amiss, nor would I have objected to seeing him come back in a different location with new tricks later on, considering he’s a great part of the game that’s finished with halfway through the second act.
Also, taking stock of Freeze’s tricks does take a while, but once you’ve worked out everything in your arsenal, he’s not as difficult as you’d think to take him out. The warm footprints can even be used to lure him around into certain traps, and he’s slow enough and loud enough that a clever player can avoid being caught without using their detective vision. Ideally, this would be the moment in which he brings in more drones or throws something new at you, but that never really happens. It’s not so much an error in the fight as the unused potential to be even better.
WHAT WE CAN LEARN
A boss fight is not only some culmination of spectacle or the chance to try out a gimmick, it’s the moment where the player’s skills are truly put under the magnifying glass and milked for all they’re worth. There’s so many times where a boss doesn’t seem measurably much more difficult than their collected minions, and you wonder A) how they got to be the boss in the first place, and B) where on earth the challenge is supposed to be if not here.
But Freeze is most certainly the grand exam for the stealth element of the game, testing the player by forcing them to try out every pouch in their utility belt, not to mention stopping them from using the same tricks over and over. He pushes you in every respect, surely the true point of a boss fight?
Well, depends who you ask. I know some games that would Pokemon X. Er, I mean, that would disagree.
NEXT TIME: Big, bad and beaky.