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sonictopfan

Sonic And Boss Fights In Normal Levels!

I've always wondered why haven't they ever done this idea in any 3D Sonic game before, to have a boss fight at the end of the level, in fact I can't think of any 3D platformer that ever done it before, unless my memory is failing me (I believe Mario Sunshine did it)!

But yeah I always wondered how they always have the boss levels seperate from the actual levels in the 3D Sonic games, even Sonic Heroes and Sonic 3D Blast who tried to play like the classic style broke the boss fights into their own levels, then I came with the concluding that it isn't possible to be done in 3D, but then how come we don't see them in 2D anymore either? If I'm not mistaken I think since Sonic Advance 2 all 2D Sonic games break the boss fights into a separate level, is it that hard to include it in the same level?

However earlier today I was playing Sonic Adventure on PS3, as I reached Gamma's story I noticed how most of the levels end up with a boss fight, well it's not much of a fight but it serves the purpose of how a boss fight can word at the end of a normal level, I'm sure I'm not the only one who thought of that!
Viewed: 20 times
Added: 6 years ago
 
randomguy999
6 years ago
I think at the end of the day it all comes down to level design. In 2-D games usually the sub-boss/boss fight takes place in a single screen or room that limits the area either by structures like walls or the margin of the screen itself. The problem with bosses in open 3-D like in Mario Sunshine is that the pace of a fight can be broken by just leaving the boss combat area. One could use invisible walls/energy barriers that prevent the player from leaving the fight or progressing without beating the boss but they would feel too forced. Regarding 2-D, particularly 2-D Sonic games, I think the trend started with Sonic Advance 2 where you had to chase down the bosses.
sonictopfan
6 years ago
Not necessarily, instead of using invisible walls they can add a bottomless bit or lava surrounding the battle arena, preventing you from escaping until you beat the boss, but I don't see what's wrong with using invisible walls either, how is that different from locking the screen in 2D?

That's what I thought as well, Sonic Advance 2 was the first 2D game to break the boss fights from the levels, and since then they been their own separate levels!
randomguy999
6 years ago
That could be a way... Tough I would prefer to use different means to hide the fact that the boss fight takes place in a closed area. For example the City Escape level for modern Sonic in Generations has an open space where the Goal Ring is and which could be used for a good old-style boss fight. IIRC the first Apotos night stage also had a sort of boss at the end of the act, and it took place on a circular close area.

A way in which I think they could be introduced againfor the current modern style is if before you reach the boss, he pursues you for a bit and maybe cause some damage on the surroundings, making the collapsed structures seal the area where the fight will take place.
sonictopfan
6 years ago
I always found this to be a bit weird, like the battle with Egg Viper in Sonic Adventure, in one attack he breaks the entire platform next to you then he slowly breaks the one you're on, if he really wanted to kill you don't you think he would break the whole area instead of surrounding you?

In any case I think the Big Arms boss is one of the better designs that can work in a 3D game if done correctly!
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