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Oh right. Big Bros could act similarly to greeters in that they take multiple hits to dispatch, but you can hide in the shadows to fool them like normal Sligs.
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I feel the Big Bro's need to be about raw power, and above all, something to be feared rather than a big dumb easily tricked monster. Big Bro's would be essential for a game like this, and I believe it can be possible to use one in a 2D environment, as a boss. The way I'd see it, would involve the use of interactive landscape barriers (like how on Abes you had to use parts of the scenery like piping, or building parts, and stuff to avoid getting killed by Slig gunfire) as to take cover to avoid incoming blasts from the Big Bro.
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Bosses may or may not work. They might have to be more puzzle based, like the boiler part in AE with the flying Slig.
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The thing you need to understand how I'm visioning the info below, is that this will explain how a boss fight fight might go - It will be constant, and fluant. When the player fights the boss, and moves between screens/areas, the boss will follow and use the background and foreground in the areas the player is in to kill the player. There will be no breaks in a fight like this. The player will feel at edge all the time.
Big Bro Boss Scenario 1A - (Foreground combat) -
The Big Bro Slig would be able to take the player head on where the player is exposed to death the easiest in more open, larger areas for the bosses freedom. The Big Bro Slig could jump at certain points in the fighting zone to change position so that the player wouldn't just be able to run and find a spot to duck-shoot-duck-shoot-kill the boss, and the player would then be forced to use tactics, possibly using levers to open trap doors, or to take pulley elevators to escape into sub-rooms for a small breather before the Big Bro Slig manages to move to the next area and keep fighting the player. The player would have to keep on the move to avoid dying from bullets, rockets, grenades, melee attacks, and grenades probably while in this foreground combat phase.
Big Bro Slig Boss Scenario 1B - (Background combat) -
The boss would retreat to the background, and would take aim directly at the player (think like Sligs in the background gunning you when you are in the foreground trying to avoid gunfire). This phase would be the cover phase for the player, and will need to take cover to avoid instant death from the Big Bro. The cover may eventually wear down (depending on what cover the player is hiding in) and fall apart from the Big Bro's intense attacks, so the player will have to keep moving screen to screen while fighting the boss. This may mean the player will need to keep moving between cover points to even out the damage the cover has taken from the boss, making things a little more mathematical and strategic. There could also be levers to activate traps in the background to hurt and maybe weaken the Big Bro, depending on the lethality of the trap. The Big Bro would also roar in rage at the foreground when the player might hide, adding a nice camera-shaking effect for coolness.
Once the fight is over, I feel like giving the Big Bro Slig boss a homage to Doom 2 when you kill the Spider Mastermind's. The legs collapse, the sound of the machinery of the boss sounds like its had it and cant handle anymore, the boss falls down and explodes into a mix of blood everywhere and sparks and fire.
Sounds great to me (Opinion).
Whats your opinion of this?