I beat Ori maybe 6 months ago, but it resonated with me stronger than any other game this year. I can't hear its music or see a screenshot of it without immediately wanting to play through it again. I could make threads devoted to babbling about its incredible sound track, or its unbelievable art direction, or its opening cutscene, or other characteristics. But I think what sticks out the most to me are how perfect its boss fights are.
What are the characteristics of a great boss fight? In my opinion:
What many games miss, to their detriment, is that a boss fight does not need to be a specific creature or person you defeat. That's usually how it goes, and that's fine, but so many games shoehorn in a poorly-concepted over-powered thing where it doesn't fit. Bullet sponges rarely make for a good boss, especially if they look and act like any ordinary human enemy.
Ori's boss fights aren't the creatures you fight. But the escape sequences. And I can't think of many games in years which have accomplished all of the above (and then some) except Ori and the Blind Forest. It's is a platformer at heart, so of course its boss fights are platforming sequences.
I captured footage of the first boss fight in the game (at 30fps, wish I could have recorded it at 60fps the game runs at). It took me maybe 30 minutes to beat my first time, and this footage shows my final success after a whole lot of prior failure. I died a helluva lot, but I never got frustrated. And the sense of catharsis when finally beating it was one of my favorite moments in gaming in years - not just because of the immediately following cutscene, but because of what happens after.
SPOILERS FOR THAT FIRST ESCAPE SEQUENCE
(This is around 3 hours into a ~9 hour game)
Video: https://www.youtube.com/watch?v=i2PBPn1ZfL8
The first time I played the game, I thought it must have peaked at the superb opening sequence. I'm so glad I was wrong.
What are the characteristics of a great boss fight? In my opinion:
- A great boss fight must earn its existence. The game cannot just throw a boss fight in unexpectedly and expect you to care. The game should be building toward it the entire time.
- It should not just force you to use everything you've learned leading up to it, but the game must effectively teach you those things ahead of time. A boss fight can't succeed if the game didn't adequately teach you how to do the things it requires you to do.
- It should be more difficult than what came before, but not unfair and frustrating.
- To make it less frustrating, you should be able to retry instantly if you fail. Punishing load times are bad, but forcing you to watch a cutscene again and/or play through part of the game beforehand is the worst
- There could be a central puzzle you need to solve, but a bad puzzle is far worse than no puzzle
- Along those same lines, it shouldn't take forever to finish. My favorite boss fights can be completed fairly quickly once you master them and know what you're doing
- A masterful boss fight escalates the drama. Not just in the size and scope of the things you're doing, but why you're doing them. Backed with a swelling sound track, and art unlike anything you've seen before - hopefully within that game, but within any other game if possible
- There needs to be a sense of catharsis once it's done. And to me, the simple feeling of "whew I'm glad that's over" isn't enough. Beating the boss should mean something and change things in the wider world of the game.
What many games miss, to their detriment, is that a boss fight does not need to be a specific creature or person you defeat. That's usually how it goes, and that's fine, but so many games shoehorn in a poorly-concepted over-powered thing where it doesn't fit. Bullet sponges rarely make for a good boss, especially if they look and act like any ordinary human enemy.
Ori's boss fights aren't the creatures you fight. But the escape sequences. And I can't think of many games in years which have accomplished all of the above (and then some) except Ori and the Blind Forest. It's is a platformer at heart, so of course its boss fights are platforming sequences.
I captured footage of the first boss fight in the game (at 30fps, wish I could have recorded it at 60fps the game runs at). It took me maybe 30 minutes to beat my first time, and this footage shows my final success after a whole lot of prior failure. I died a helluva lot, but I never got frustrated. And the sense of catharsis when finally beating it was one of my favorite moments in gaming in years - not just because of the immediately following cutscene, but because of what happens after.
SPOILERS FOR THAT FIRST ESCAPE SEQUENCE
(This is around 3 hours into a ~9 hour game)
Video: https://www.youtube.com/watch?v=i2PBPn1ZfL8
The presence of the Ginso tree fills most of three hours leading up to this point. It's the central focus, an overbearing presence even from the first few minutes. You finally get to it.
You climb it for 10-15 minutes carefully working your way to the top. You learn a new ability along the way, and the game teaches you how to use it well. The music builds and builds.
You complete what you set out to do from the very beginning.
And then it all goes to hell.
You die over and over again trying to reach the top. Timing each jump with perfection. Mastering everything the game trained you to do from the beginning.
But you get stuck part of the way up. You've hit a wall. What am I missing? How is this possible?
Soon you figure it out - your boost power doesn't just work on enemy projectiles, but it works on the enemies themselves! You get a little further.
You did it!
HOLY SHIT WHAT IS THAT
You're attacked. And fall all the way back down....
....and down....and down....
....to the most beautiful, peaceful, serene landscape the game's presented you with so far. The music...and....blue? Blue water? Blue water! Finishing the Ginso tree has cleansed the previously poisonous water! Everything's changed from here on...
You climb it for 10-15 minutes carefully working your way to the top. You learn a new ability along the way, and the game teaches you how to use it well. The music builds and builds.
You complete what you set out to do from the very beginning.
And then it all goes to hell.
You die over and over again trying to reach the top. Timing each jump with perfection. Mastering everything the game trained you to do from the beginning.
But you get stuck part of the way up. You've hit a wall. What am I missing? How is this possible?
Soon you figure it out - your boost power doesn't just work on enemy projectiles, but it works on the enemies themselves! You get a little further.
You did it!
HOLY SHIT WHAT IS THAT
You're attacked. And fall all the way back down....
....and down....and down....
....to the most beautiful, peaceful, serene landscape the game's presented you with so far. The music...and....blue? Blue water? Blue water! Finishing the Ginso tree has cleansed the previously poisonous water! Everything's changed from here on...
The first time I played the game, I thought it must have peaked at the superb opening sequence. I'm so glad I was wrong.