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Originally posted by Superman Falls View PostWhy are developers still mostly so incapable of making final bosses in fighters that aren't cheap?
A question arises here; what do people feel makes a fighting game final boss "good"?
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For me it's pretty much down to just visual design and the way the game stages the fight.
Given in most games the boss is a playable character they should be just as balanced as any other fighter, throwing lazy stuff in like tons of teleport/projectile/moves from other fighters just makes them feel broken and cheap. Coupled with when they are cheap.
Most games though you can almost guarantee they're the worst visual design too
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Originally posted by Superman Falls View PostGiven in most games the boss is a playable character they should be just as balanced as any other fighter, throwing lazy stuff in like tons of teleport/projectile/moves from other fighters just makes them feel broken and cheap. Coupled with when they are cheap.
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I can't think of any amazing boss fights off the top of my head, strangely enough.
I quite like Bad Dudes Vs. Dragon Ninja where you fight all the previous bosses.
I had to search what the actual final boss was and it's some kabuki dude on a helicopter.
This is out on Switch now in America, but it's $9.99. I love the game, but ten bucks? Sheesh!
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Originally posted by Cassius_Smoke View PostCyber Akuma in Marvel vs Capcom seemed good. He was just a tougher faster version though really.
It was due to a weird quirk. In the Vs games on PS1 (X-Men vs, MSH vs and Marvel vs) you didn't have a team of 2 characters; you just had the 1 character and a partner who could, at times, jump onscreen for individual moves. This was balanced out because the opponent had the same restriction.
However, when you fought Cyber-Akuma, he was designed in the arcade version to fight both your characters on his own. You can probably already see the problem.
As a result, he was incredibly difficult to beat. I remember once it took me an entire day of retrying.
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Fighting game AI is completely broken.
All it's doing is input reading and producing a response. Difficulty is determined by how it reacts to what it reads.
I've been playing Street Fighter Turbo on the SNES mini recently and the AI is hilarious.
Playing level 7 difficulty - Every time I press a punch I get counter hit, if I press nothing I get thrown and if I do something invincible it gets blocked
The only way to play is basically put it in situations it can't deal with e.g. make it jump over a fireball or doing something deliberate to make it open itself up e.g. do a light DP in front of Guile to make him instantly flash kick.
I can't believe I never really spotted it back in the day or maybe I was just more accepting because multi-player was harder to come by. Either way its difficult to get any satisfaction from playing fighting game AI these days.Last edited by Goemon; 15-05-2018, 18:03.
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Originally posted by Goemon View PostI can't believe I never really spotted it back in the day or maybe I was just more accepting because multi-player was harder to come by. Either way its find it difficult to get any satisfaction from paying fighting game AI these days.
The best fighting game AI I can remember is Virtua Fighter 4. I played the learning mode a great deal, and I used to main Lau - one of my friends later played against the AI and he swore that it played like me.
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Yea, I played right through the progression mode of VF4 Evo and don’t ever remember feeling frustrated with the AI at any point.
Still, I was playing VF2 on the Saturn last week and was laughing within a few mins! I got to fight 5, which is Jeffery and I watched the AI react to my standing kick by ducking for a split second and instantly grabbing me while I was still in recovery. Like literally within 1/2 a second.
I’m pretty sure the grab he did can only be done on crouching opponents too!
What I find interesting, if you can call it that, is that I think the shonky AI can be a large contributing factor on if someone will actually ultimately get into the game.
I personally never liked VF, because 99% of the time with the early versions the only opponent I had was the AI and dying by the 3rd/4th character I was like “no, I don’t like this game”
I didn’t actually get into it until VF4 when there was a group of people I knew all playing it together. Playing human opponents made it much more back and forth where I was going away, learning things, and getting better.
Arcade modes of fighting games are literally just a cheap coin guzzling mode with no intention of ever getting you to learn anything, and I understand why a lot of people are put off and can’t get into them.
It’s a shame because once you can get into a fighting game they can be some of the most rewarding.
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Originally posted by Goemon View PostI personally never liked VF, because 99% of the time with the early versions the only opponent I had was the AI and dying by the 3rd/4th character I was like “no, I don’t like this game”
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