Donkey Kong Reuses the Same Bosses and it Works | Boss Battle Breakdown

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89 Responses

  1. Vsauce Puppet

    October 16, 2018 6:10 pm

    Reused bosses can be great if done right. For example: they did the three same boss fights in shovel knight for the different campaigns and the end fights with shovel knight. While it may sound kind of stupid, the different ways to fight the bosses makes it a lot more fun. Plus, getting to them is always different with each campaign

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  2. Stalin ,exe

    October 16, 2018 8:16 pm

    Good video dude I agree that when games reuse bosses it gets stale and boring look at the imprisoned from zelda skyward sword each fight just feels the same every time and it just gets annoying to fight him 3 times when basically nothing changes. On the other end of the spectrum ridley from super metroid is a boss that is reused right, you fight him at the start of the game and he steals the baby metroid then, you go to zebes where he escaped to and go most of the game trying to find him, along the way you gain all sorts of powers and items to make you way more powerful then at the start of the game, when you go into ridley's lair to fight him your ready for revenge and the whole game builds up to it and his attack pattern stays mostly the same but the environment, damage and samus's power is different making you aproach things differently then at the very start and ends I'm a satisfying way that makes you feel accomplished your goal. Anyway good job again keep up the good work

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  3. DKzeldaman

    October 16, 2018 8:24 pm

    The Kreepy Krow boss fight in DKC2 was a great reused boss because of him coming back as a ghost, which was neat, and how the fight took new approaches with his egg attacks.

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  4. LimeFroge

    October 16, 2018 8:28 pm

    I always found the original DKC to have weak boss fights
    Also one of my absolute favourite examples of reused boss fights (mostly in RPG's) is when an early boss appears as a regular enemy later on. It's such a power trip effortlessly dispatching something that took effort near the start of the game. I also love when you inflict lasting damage to a boss in the first defeat and when they come back they're patched up or upgraded and extra angry because of the first time. Examples of this are Kuze from Yakuza 0 and Fassad in Mother 3.

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  5. Whigs98

    October 16, 2018 8:45 pm

    Don't know if this counts, but here's a few examples from Kid Icarus: Uprising (spoilers):

    >Chapter 6 is dedicated to fighting Dark Pit, and as such, he is fought a total of 4 times including the flight segment. However, the second and third fights, where Pittoo is fought as a miniboss on the ground, have him fight using different weapons for each playthrough of that chapter. Pittoo is also fought in chapter 13, but in an entirely different contex, in which you fight him and destroy a generator. On top of all that, each playthrough have the player switch out weapon sets.

    >Pandora is initially fought in chapter 5. Much later, she is revived and fought again, but as a transition to a new form, with a new moveset.

    >In chapter 2, there is a boss called Dark Lord Gaol (also the game pretty much calls itself out for the name, among other things) that you fight alongside a partner named Magnus. Near the end of the game, Gaol is fought again, but this time, Magnus fights with Gaol. Why this works is that Gaol is a ranged attacker while Magnus is a close-up fighter. In the first round, you were in a team of two, while in the second fight, you fight a team of two.

    >Palutena is fought in the middle of the game, then again near the end of the game. Again, the two fights are dufferent due to circumstance. The first time, Palutena is possessed, so you have to attack whatever is possessing her, while being careful not to kill her yourself. In the second round, you find out she's a crazed doppelganger, allowing you to go crazy, but she is also crazy when it comes to her attacks

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  6. Akira Kurusu

    October 16, 2018 8:57 pm

    why do you keep popping up in my recommended. Youtube needs to fix this. i fucking hate ur channel and i’m not subbed.

    Reply
  7. Noah Goldberg

    October 16, 2018 10:07 pm

    Here's my Question about all this: What about Miitopia's 3 Boss Battles you find at the Skyscraper Area. They are the Exact Same Bosses as Before yet you Play with a VERY Different Team then Before. Lemme know what you guys think about em…

    Reply
  8. Šime Vidas

    October 16, 2018 10:35 pm

    Ghirahim, Ghirahim, Ghirahim. Skyward Sword should have been delayed for one year and then released as a Wii U launch title with a few more unique bosses.

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  9. Conor McGoldrick

    October 16, 2018 10:37 pm

    What are your opinions on the rehashing of both ghirahim and the imprisoned in the legend of zelda skyward sword? (assuming you've played it)

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  10. Michael Weil

    October 16, 2018 10:49 pm

    a "trick" I like to do when running D&D (or any roleplaying game where the characters start out heros and end up basically gods), is having the group fight the same enemy twice, in different levels, so the first time they can barely beat the enemy working together and using all their best moves, and then again 2 or 3 level later they suddenly beat them without spending more than one daily and a magic spell. and than again a third time, even further down the line, essentially acting as a mook that they can now fight 1v1 while also trying to deal with a grater threat, it really highlights just how much stronger the PCs have become.

    it's also why I don't often play D&D anymore, I just prefer games with less of a curve so that if an enemy is strong at the start, they are also strong at the end, but that's just me.

    anyway, good video.

    Reply
  11. dragonstormx

    October 16, 2018 11:13 pm

    Another case of series that did boss reuse right, and wrong, would be Zelda;
    The original game did it wrong, understandable because it was the first game and it had limited hardware. Still it reused the first boss Aquamentus, without even bothering to change anything for the second fight. Because of the sword upgrades you can acquire by that point, he's even easier.
    A case of it being right is Skyward Sword's fights with Ghirahim. Each time you fight him he brings out new attacks to add the challenge each you face him. He shows more of his power, and you show you much better you have gotten by continuing to cut away at his pride, while leaving a progressively bigger scar on his face.

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  12. kbaygorman

    October 16, 2018 11:58 pm

    I was think of dk64 before i even clicked the video . Great job !!!….. my favorite example of the right to bbn do it is the chozo mini boss in super metroid . The first time he int too difficult but the 2nd time he has a new cool look and increasd power , new attacks, and its alot harder

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  13. Trophy Crusher

    October 17, 2018 12:04 am

    What about the bosses that are reused as normal enemies, the ones that make the player feel like they have become more skilled at the game cuz they can now easily beat it like a standard enemy type instead of a hard boss

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  14. James Mason

    October 17, 2018 12:51 am

    Devil may cry does boss rematches in every game. 3 might have been the best about this by making the central antagonist 3 of the fights, and how each fight ends differently.

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  15. TheShoeman

    October 17, 2018 1:08 am

    Yay, another video! I love how you are able to make these high quality videos in such a short amount of time! 😀

    Reply
  16. Yoshi Miner

    October 17, 2018 1:12 am

    I still don’t usually like when a boss is just reused, as even the design itself can cause a little if not a lot of fatigue. Some good examples of reused bosses though?

    1. Petey Piranha (Super Mario Sunshine): The first fight was pretty basic, being the first boss in the game. The inclosed space also made the fight a lot easier. The second fight on the other hand, had Petey flying all over the level, and you had to figure out to shoot him down before you could go in with FLUDD!

    2. Several bosses in Hollow Knight: While I do have a few gripes with several of the bosses in the game, the rematches made some of the earlier fights look childish in comparison. Some follow the tropes of just having the same—but harder—attacks. One example would be Hornet, who offers a variety of new attacks, as well as being faster, in her second fight.

    Anyways, great analysis! Haven’t played DK 64, but I have played the original DKC, and I completely agree on your points about the reused bosses in that game. You may have just earned yourself a new subscriber!

    Reply
  17. Sir Colco

    October 17, 2018 2:57 am

    I think the only reused bosses I’ve been okay with that weren't changed in any way was the Shovel Knight boss rush (which I believe you had a previous video on). What I really liked about it is that you have additional relics you can try using against those bosses that you didn’t have before, and, in New Game Plus mode, you only get a healing item every two bosses, meaning you have to change strategies instead of just wailing on the boss without worrying about damage.

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  18. Skylar Stellarwing

    October 17, 2018 3:05 am

    My favorite example would be the Torizo statues in Super Metroid. The first one is basically your tutorial boss, and is very easy to take down.

    Later on, in Lower Norfair, you encounter the Golden Torizo, which surprises you by being much stronger and possessing much more intense and unique abilities such as catching your super missiles in midair and tossing them back at you. It hammers in the image you've already had partially painted that Lower Norfair is serious business compared to the rest of the game.

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  19. Mathking18

    October 17, 2018 3:30 am

    I really like how Bravely Second goes and recontextualizes their bosses… basically the bosses are pretty much exactly the same, but they're in pairs and have more HP. And yes, the HP is just so that it's balanced with how much further into the game you are, you have to take new things into account. Just having to deal with the ways that two different characters (that yes you've already dealt with before by themselves) can interact with each other. I mean yeah there probs would have been better combos they could have done, and you'd already encountered one of the combos before, but it sorta seemed like they were going for story at that point. But hey no problem with that. I like the story.

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  20. Gavriel Miller

    October 17, 2018 3:46 am

    I think shovel knight did a good job at this with the section where a number of bosses rematches you. (I forgot their names). They would fight you in a random order. So you had to constantly remember what you did the last time you fought them.

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  21. Josh I

    October 17, 2018 4:05 am

    The GBA port of DKC did something similar to how DK64 handled its bosses.

    Some of the recoloured bosses had their original counterparts join the battle, resulting in a slightly more challenging fight.

    The other bosses also had some changes to up the difficulty.

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  22. Da Nintendude

    October 17, 2018 4:14 am

    I feel like the best type of reused Boss fight is one that keeps the core mechanics of the original fight, but have completely new challenging moves, a new setpiece with new hazards, and a twist.
    I can't think of an example on the top of my head, but some RPG's tend to do this quite well.

    Jr Troopa evolves throughout the game, and gets stronger attacks and new moves. It's the same ol' dude, but he gets harder and harder each time you see him, and you feel more acquainted with him and his goals as the game progresses.
    He goes from being a simple bully, to an abomination that actually poses some threat.
    Each encounter seems like its own thing.

    That is what a good refight is… in my opinion.

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  23. David Djordjevic

    October 17, 2018 7:47 am

    The two Hornet fights in Hollow Knight really hit the spot for me, with the second fight being completely different to the first and feeling like you've mastered the game

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  24. Prinnydad Nope

    October 17, 2018 8:57 am

    Monster Hunter games (previous to World) were good at that. You were discovering sub species of said monster with different attack patterns and elements that often forced you into new strategy, and once you reach the late game, every monster in the game comes back with actually decent stat, high speed and all the movepool. It's great 'cause it's progressive

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  25. Luigio

    October 17, 2018 2:25 pm

    there's one aspect of those two fights I would mention, the fight against really naughty, it's just a small… squirrel? jumping around. However, the DK64 boss is much more memorable, it's a giant dragon you defeat with EXPLOSIONS. obviously the latter will stick with you much more than the former, making a round 2 even stronger, added on to good design.

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  26. Fawn

    October 17, 2018 2:30 pm

    Going even earlier in the timeline, I was half-expecting the repurpose you used to be the direct sequel's Krow/Kreepy Krow fights. One is the ideal tutorial bossfight, teaching the player that fights in this game are going to involve throwing things back at the boss, yet Krow never directly swoops down or attacks the player. Fast-forward to Gloomy Gulch, the rematch with Kreepy has him summoning minions to attack you (testing timing and basic platforming, since you have to hit the living enemy to spawn the object to hurt Kreepy) doing this three times in the fight, each time with less room to move around in, and between hits tests your ability to dodge projectiles while being limited to where on the screen the rope will let you travel, all climaxing to dealing the final blow to put Kreepy Krow's soul to rest at the top of the ghostly ship.

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  27. Lugmillord

    October 17, 2018 3:22 pm

    I really like the DK64 bosses, even though two were reused. They were just so fun in the first place, that I really didn't mind fighting them again in longer fights.

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  28. BlueKirby64

    October 17, 2018 3:49 pm

    I'm going to get lynched by the fanbase for saying this, but I really like the way Kirby Star Allies reused bosses.
    Stronger versions of existing bosses are nothing new to the series, they've been around for 4 games now, but they've always been in the extra modes replacing the older ones. In Star Allies instead, they are all in the last, huge world of the main story; it may be disappointing for many, but to me it feels like a breath of fresh air after the 3 previous games had a very similar formula to eachother.

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  29. Rainy Android

    October 17, 2018 4:04 pm

    Skyward Sword, ugh. I have no idea how this game went past all its phases of production.

    When over half the bosses are rehashes, it actually takes work NOT to notice a pattern and not be off-put by it.

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  30. Fedora Gamer

    October 17, 2018 5:27 pm

    I kinda like what A Hat in Time did with their Death Wish bosses. The bosses weren't exactly easy to begin with, and now, for a contract (with bonus rewards), you fight them again, but they're harder and have bonus objectives you can try to beat. Example: The conductor/DJ Grooves boss battle normally has you fighting just one of them, depending on how you play through chapter 2, but in this mode, instead of just making the attacks harder, you fight both of them at once (and they call it a collaboration. That's honestly perfect, considering they're movie directors). And as a bonus, you can try to attack only one of them, until the very end (which is surprisingly difficult). It's hard, but never unfair, and you can always quit, or turn on easy mode. (Yes, easy-mode speficially designed for a hard-mode.)

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  31. Damian R

    October 17, 2018 5:43 pm

    in hollow knight, you battle certain bosses more than once. but rather than feel like a cop out, because of how well the game molds with its story, it feels right at home. story can hide some lazy stuff. hollow knight certainly isn't a bad game though. theirs some good video stuff there!

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  32. HyperGhost

    October 17, 2018 6:16 pm

    Zelda: Breath of the Wild does the concept so well! There's only 3 different overworld bosses – one that is only in one area – but every encounter is not only a little different, but also accompanied by a new arena and AWESOME themes!
    Stone Tali come in Ice and Fire variants, and sometimes they even have the weakness crystal on their back, forcing you to shoot it with arrows instead of just hitting it by climbing on it's head. Some arenas are open mountains, some are enclosed beach coves.
    The Hinoxes are enormous tribal-like beasts that can pick up trees, and all SEEM the same, but all the arenas they can appear in just flesh them out so much more!
    The Moldugas swim through sand while JAWS-esque music plays, as you scramble to get to safety so you can bomb him and then shoot him.
    There's also Lynels, who are classified as enemies instead of bosses. Despite this, they have a moveset that can counter Link's, with jumping, shooting fire, creating shockwaves, and more.

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  33. GameBoy 3D

    October 17, 2018 7:08 pm

    Sonic Colors did a similar thing to the bosses as well. Planet Wisp’s boss is a re-do of Tropical Resort’s, Aquarium Park to Sweet Mountain, and Asteroid Coaster to Starlight Speedway. The boss in Planet Wisp uses circular platforms rather than the rectangular ones in Resort. Aquarium Park’s boss has you underwater and you have to deal with homing missiles. Plus you have to chase the boss to damage it. Asteroid Coaster’s boss is the same as with Speedway, but it teleports away and asteroids will try to hit you. You also can go under the boss in Coaster. All of them use different wisps, minus Aquarium Park, as it still uses Drill, like in the Sweet Mountain boss. They’re not bad, as it does change up the strategy a bit, but they could be better.

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  34. Carnidrome

    October 17, 2018 7:39 pm

    The deviants from Monster Hunter Generations are easily my favourite example of reused bosses, if you could even call them that for just how much they change compared to the normal counterparts. Crystalbeard Uragaan being the least interesting of the bunch, due to a lack of noticeable new moves, and a way to similar design to the original Uragaan. And, of the ones I've actually faced, the Thunderlord Zinogre and Dreadqueen Rathian would probably be my personal favourites. (The deviant system ofcourse wasn't perfect, due to just how many times you had to redo the quests to get everything you need)

    Subspecies (in seemingly most cases) are another example of reusing assets being done well, though they are more similar to their normal counterparts.

    The bossfights in Shovel Knight across the three campaigns would also be a example of reusing assets.

    A good example of reusing bosses poorly comes from Monster Hunter World, tempered monsters and arch tempered monsters are nothing more then slightly buffed repeats. (The biggest issue I have with it (mainly the arch tempered system) is how only the elderdragons remain relevant through them, even though this could have easily have allowed for monsters like Tobi Kadachi or Dodogama to get a second chance in the spotlight, letting them actually be relevant to the player again.)

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  35. Spaghetti Yeti

    October 17, 2018 9:24 pm

    I think one of my favorite examples of this is from donkey kong country returns, In world 1 you fight a strange creature called mugly, And he does a good job at being a first boss. Then at the cliff world, you meet another one called Thugly. He has a whole slew of new moves from fire breathing to iron plates to protect from hits.

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  36. Awesoman9001

    October 17, 2018 10:25 pm

    Honestly, i feel like the Rival fights in the Pokemon games are a perfect example. Sure, you battle your rival several times during a single playthrough, but each time is different. Whether it be new Pokemon to deal with, or just being overall stronger, each battle feels unique and challenging, while still keeping a little bit of the previous fights.

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  37. Ukulele Skye

    October 17, 2018 11:57 pm

    I'm kinda surprised you didn't bring up the Mega Man series. In every game you rematch all 8 Robot Masters in a boss rush. While obviously early on it was for padding, it's a beloved part of the series.
    I think why is because of how fun it can be to see how strong you've gotten.
    Before these bosses where the end of the level roadblock, your last text.
    Now you have to beat all 8 in a row.
    Having their weaknesses makes you see how far you've come and often the Boss Rush is my favorite part of Mega Man games

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  38. Cuckasaurus Rex

    October 18, 2018 12:26 am

    DK2/3 had much better bosses with 2 rehashing the first boss again later but with more variance.

    DK1 bosses were just prep for the final fight against K. Rool and at this point in video games lifespan developers were moving away from the ultra insane difficulty of the past a la Ninja Gaiden so that wider audiences could be reached.

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  39. Xavier Caron

    October 18, 2018 1:17 am

    Having more fights with a boss helps build their character, moveset, personality, connection. When done well it's a great way to cement a boss as iconic rival of the hero

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  40. Occam's Beatin' Stick.

    October 18, 2018 3:40 pm

    Megaman does reuse bosses, sometimes from other games like in the Saturn version of 8, but the rematches at every Wily castle have always served a very good purpose; to show how far you've come. Especially in the X and Battle Network games since by the time the rematches come about, you've gotten far stronger and you have so many more tools at your disposal along with being more accustomed to the game.

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  41. Jerico Jabsworth

    October 18, 2018 4:46 pm

    There's asking for subs and then there's suggesting to check out other videos on your channel. 1 of them makes you look like you're looking for subs, and the other makes you look more interested in making videos for people to watch

    Reply
  42. Ice Bash

    October 19, 2018 5:26 am

    What about New Super Mario Bros. U and Yoshi's Woolly World? (NSMBU: Boom Boom, YWW: Big Montgomery and Knot-Wing Koopa). I think both games are a good examples, since each repetition brings new situations and mechanics to the battle.

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  43. PelicanOf Death

    October 19, 2018 3:05 pm

    I'd say Bravely Default does this well with Victor and Victoria. When you first run into them, they're a hopeless boss fight, and someone's liable to die. However, when you fight them again, you're on relatively equal footing, and it quickly becomes a thrash if you know what you're doing.

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  44. Video Game Animation Study

    October 20, 2018 2:12 pm

    One thing I hate and one thing I love are boss battle refight gauntlets.
    Mega Man and Zelda are two examples of how they can both reinvent the concept.

    For example in Mega Man 10, though you still refight the robot masters, the first Wily Stage boss is the Weapons Archive, which is just a machine that uses old weapons in tandem, which I think is great!

    Wind Waker toward the end just gave you desaturated boss fights exactly as they were. Whereas Twilight Princess had Zant reuse the battle concepts from earlier and reuse them in different, interesting ways.
    The environment and music usually have away how to attack him, based on the battle he was mimicking.

    Mega Man 11 disappointed me in the robot master refight, I'd love it if they changed it up a bit, let maybe mashing two robot masters together and having to deal with two attack patterns.

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  45. Thesaurus Rex

    October 29, 2018 3:40 am

    I feel like another group of games that can serve as examples of this are the Dark Souls and Bloodborne games. In Dark Souls 1, the first boss, the Asylum Demon, is reused twice. The first reuse, the Stray Demon, is nearly identical to the original, with just one or two new attacks, an identical appearance, and boosted stats. The second reuse, the Demon Firesage, is more of the same of the Stray Demon, except it's visually on fire and slightly faster. Neither reuse is a very enjoyable fight, because they tend to play out very similarly to the Asylum Demon fight, and a player doesn't really need to learn many new skills or patterns if they approach it like the original.

    In Dark Souls 3, the first boss is reused again, but somewhat better. Iudex Gundyr, the first boss, tends to use one attack at a time, with reasonable breaks between attacks, intended more to teach the player about how to time dodges or raise their shield. At half health, Iudex Gundyr will transform into a massive serpent made of black goop that, while intimidating, has a very slow attack rate, and is so massive that it serves to teach the player that locking on with the camera isn't always the best option, especially when fighting larger foes. In both forms, Iudex Gundry doesn't really have many options for catching a fleeing player, as he walks fairly slowly. Much later on, the player can encounter Champion Gundyr, who is visually identical to Iudex Gundyr. However, Champion Gundyr is much faster (both in running and attack speed), more aggressive, and tends to combo 2 of his attacks together to make dodging more tricky and blocking more risky. While he has no new attacks, his aggression and combo capabilities require the player to approach him somewhat differently. At half health, instead of transforming, Champion Gundyr will bellow, and his eyes will begin to glow red. At this point, he will tend to combo his attacks in sets of 3, and will have very little downtime between attacks, increasing his aggression even further. He also gains a new move that he will often use if the player attempts to flee or heal, where he will charge, halberd first, at the player, dealing many consecutive strikes, followed by a sweeping slash that will send the player flying. These changes further change the fight, so that while the boss's appearance is much the same, the tactics required to address him are quite different, making him feel like almost a different boss.

    In Bloodborne, the first boss (or possibly the first boss, since it's semi-optional), the Cleric Beast, is reused in the DLC. The Cleric Beast itself is a decently difficult boss, but, like Iudex, is relatively slow moving, and doesn't really have any way to pursue a fleeing player. It does become gradually more aggressive throughout the fight, but to a player familiar with the type of game, it poses a limited threat. In the DLC, the boss Lauence, the First Vicar has the same model as the Cleric Beast, except on fire. However, each of his attacks has a fiery trail or explosion that Cleric Beast lacked, which makes dodging his attacks require much better timing and choice of direction. It also has much, much higher defenses and health (the highest of any boss in the game), turning what was a relative sprint into a marathon. Once he loses around 30% of his health, he will gain the same expanded moveset as Cleric Beast has at the end of its fight, but will have the ability to alter several of Cleric Beast's combo's by flopping onto the floor, greatly increasing the reach of that attack, and causing a player to need to be prepared for both the normal and flopping variations of his combos. Once he loses around 60% of his health, he will flop onto the floor one last time, losing his legs, and constantly leaking a trail of magma behind itself from the new hole in his abdomen. His moveset, at this point, completely changes, and the player's approach must similarly change. In addition to his fearsome new melee attacks, he gains the ability to spray magma in front and behind him, making a large area that the player dare not enter, and making distancing oneself a poor idea, as the spewing magma has quite a lot of range. The end result is a boss that at no time can be treated like his first iteration, completely recontextualizing the fight into a new, unique fight, despite sharing clear similarities with the Cleric Beast fight.

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  46. Curtis Jensen

    November 8, 2018 5:16 pm

    Boss rushes are a great way to reuse bosses. They’re more difficult because of the close proximity of bosses but easier because (usually) you’ve already beaten them all once before.

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  47. NinjaMaster909

    November 20, 2018 4:34 pm

    I enjoyed the first phase of the final boss in Plague of Shadows, as it plays out pretty similarly to the Dogadon fight. You’re pitted against a familiar boss, but this time you’re playing as Plague Knight instead of Shovel Knight. The floors are also constantly rising with destructible blocks, so the battlefield is always unpredictable as opposed to the arena in the explodatoreum, where there’s flat ground under the destructible blocks. It feels like one of the most chaotic fights in the entire game, as two wild bomb flinging fighters duel in an ever changing arena.

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  48. GosuCab

    November 24, 2018 12:01 am

    Darks souls 3's champion gundyr/iudex gundyr is also a good example on how to do it right. First phase in your rematch he is pretty much the same but his 2nd phase starts early and is completely different. Retaining his original firm and gaining more martial arts like moves that can't be parried which is his biggest weakness. Just made me think that I'm not the only one learning new tricks

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  49. ThermiteFe8

    November 24, 2018 2:18 am

    In Deltarune the reused K. Round fights aren't really used for introducing new concepts/recontextualizing the bosses – they more aid in Susie's character development.

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  50. Kevin Griffith

    December 2, 2018 8:49 pm

    For the most part, a re-hashed boss is best when you fundamentally have to change the way you approach the fight. There are plenty of ways to do this well, either by having the boss actually learn from your last encounter and learn to defeat some of your most effective tools (Star Wolf, Star Fox 64), having to approach the boss with a different character that has a different set of tools (Sonic Adventure 2 does this occasionally), or changing the context of the boss (Monster Hunter's Rathalos is a good example, as when you first meet the creature it's far more powerful than anything you've faced before and defeating it isn't part of your mission… the first time you see it your only goal is to avoid and escape, but eventually you'll have to fight it head on)

    From a writing perspective, re-using bosses can be used to emphasize the growth in the character's skill, the difference in power or strategies between two different protagonists being put into the same situation, or to give the boss character a chance to develop and change over the course of the story. Naturally there are other things that can be done with a re-used boss, but these are the most obvious to me… and in my opinion if you can't justify your boss re-appearing in the story then it really has no business coming back at all.

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  51. TheMaleLilligant

    December 3, 2018 4:21 pm

    I think Bomberman Hero is a great example of a game that reuse bosses in ways that differentiate them from the initial encounter. For instance, the second boss is a giant bird, and you fight him with a helicopter power up and drop bombs on him from above while dodging his attacks. But in the rematch, you are on a platform while he flies above you. You'd need to throw your bombs as he skydives into you.

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  52. Austin Reed

    December 16, 2018 4:17 am

    Other notes:

    * GBA Really Gnawty had an extra attack Very Gnawty lacked, a hail of spikes from the celing. Master Necky Sr. in the GBA version fought alongside the younger one.
    * What’s your thoughts on games like Cadillacs and Dinosaurs bringing back the early bosses as standard enemies later in the game?

    Reply
  53. None of your Business

    December 31, 2018 6:41 am

    The True Arena mode in the Kirby series, in my opinion, is a great example. It’s a boss rush mode, where nearly every boss you previously encountered in the game gets significantly harder, with a tweaked visual design, quicker reaction times and a couple of new moves. And with only a few minor healing items in between battles, you have to come up with new strategies to defeat these new superpowered bosses while conserving as much health as possible.

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  54. Austin Crist

    January 8, 2019 3:00 am

    A lot of Mario World hacks just change the terrain AROUND the boss since ASM is difficult, so that's an interesting place to look for what does and doesn't work since there are probably hundreds of fights in different locations with the same boss AI by now.

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  55. Triler500

    January 16, 2019 9:42 pm

    for me, the naughty fights do work, because, in the fist one, you might not be the most fammilliar with the game, you'r still new, so when you reach the secxond one, you cank see the difference of skill in you

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  56. spinningninja2

    January 17, 2019 5:33 am

    Ok I know that the game as a whole was pretty weak, but that weird gunship in the rich casino level of the Force Unleashed Two? Man battling that thing was basically one big quicktime event but damn if it didn't feel good to finally see that thing go down… twice

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  57. Derrin Errow

    January 18, 2019 4:46 pm

    you could also do the armadillo boss from DK64, except in both fights you play as DK but in the round 2 fight the Armidillo got a few upgrades

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  58. David Brickey

    January 24, 2019 1:15 pm

    Crosscode springs to mind with a few examples. First is the PVP battles (3 with the same guy, 1 with another person of the same class). They don't feel even slightly rehashed because each time, both fighters have powerful new moves and the AI and dialog is designed to showcase those new moves. There's also that monkey temple boss; when you have your final fight with him, he alternates 50-50 between his previous moveset and making you fight his mount. And in the last dungeon, you face different-element versions of the same boss 4 times (tying in with each floor's theme) and then face all four of them together with each one giving you the powerup needed to hit a different boss

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  59. Bogumila Czwakiel

    June 8, 2019 7:29 pm

    Ja grajem w dkcretunes wii pastysgoiusa😹🖕🏿😿😿💅🏿💅🏿😡💤💩

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  60. Derrin Errow

    December 24, 2019 1:34 am

    I remember DK64 reused the 1st boss fight as well (the Big Armadillo which I don't know his name) you still fight him as DK like the first time, but he's gotten several new toys since then.

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