History Main / HardLevelsEasyBosses

15th Mar '17 9:15:52 PM Steven
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** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' is very similar to the first game where enemies in the overworld are a bigger threat than the dungeons themselves. The dungeons barely has any enemies since they rely more on puzzle solving and the bosses in them serve more as a PuzzleBoss. The FinalDungeon and first phase of the FinalBoss are more tricky.
14th Feb '17 3:35:20 PM bt8257
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Reasons for this can vary. Perhaps the developer honestly thought that easier bosses would balance out the game's difficulty. Maybe they wanted to be realistic and avert AuthorityEqualsAssKicking. Or there could be a PuzzleBoss which might take work to figure out, but it becomes ridiculously easy to pull off that pattern once known.

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Reasons for this can vary. Perhaps the developer honestly thought that easier bosses would balance out the game's difficulty. Maybe they difficulty, or wanted to be realistic and avert AuthorityEqualsAssKicking. Or there There could be a PuzzleBoss which might take work to figure out, but it becomes ridiculously easy to pull off that pattern once known.



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31st Jan '17 2:06:54 PM Medinoc
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* The AmstradCPC port of ''VideoGame/BadDudesVsDragonNinja'' had levels full of mooks coming from all directions, and bosses with trivial attack patterns and a glaring weakness to being attacked when they land after jumping above you.
11th Jan '17 10:48:18 AM MyFinalEdits
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** In ''VideoGame/TheLegendOfZeldaMajorasMask'', there's the Stone Tower Temple, likely the most diabolical and [[MindScrew convoluted]] dungeon in the game (and one of the most in the entire series, for that matter), but whose boss simply requires you to turn into a giant and constantly hit its permanently exposed weak points (tail and head) to be defeated. This boss, Twinmold, doesn't even try to attack you, since it just moves around the [[VisualPun battle arena]].
** ''VideoGame/TheLegendOfZelda'' has the dungeons hidden away in some places that require specific items to reach them or knowledge of where the dungeons themselves are located. Each dungeon is also filled with dangerous mooks, but the bosses themselves take no more than a minute to defeat, including the FinalBoss.

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** In ''VideoGame/TheLegendOfZeldaMajorasMask'', there's the Stone Tower Temple, likely the most diabolical and [[MindScrew convoluted]] convoluted dungeon in the game (and to an extent one of the most in the entire series, for that matter), series), but whose boss simply requires you to turn into a giant and constantly hit its permanently exposed weak points (tail and head) to be defeated. This boss, Twinmold, doesn't even try to attack you, since it just moves around the [[VisualPun battle arena]].
arena]]. This is revised in the 3DS remake, where the boss ''does'' attack Link and the strategy to defeat it is more difficult.
** ''VideoGame/TheLegendOfZelda'' ''VideoGame/TheLegendOfZeldaI'' has the dungeons hidden away in some places that require specific items to reach them or knowledge of where the dungeons themselves are located. Each dungeon is also filled with dangerous mooks, but the bosses themselves take no more than a minute to defeat, including the FinalBoss.



* In just about every playset in ''VideoGame/DisneyInfinity'' that has bosses at all, they're among the easiest parts of the game.

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* In just about every playset in ''VideoGame/DisneyInfinity'' that has bosses at all, they're among the easiest parts of the game.






** ''Mario'' games, formerly known for this trope, have eventually shaken the trend a bit. ''VideoGame/SuperMarioSunshine'' has easy bosses like Gooper Blooper, but Phantamanta and Eely-Mouth can be tricky and difficult. ''VideoGame/SuperMarioGalaxy'' has some tricky bosses, particularly in the daredevil runs; Bouldergeist in particular is frustrating. The bosses in ''VideoGame/NewSuperMarioBrosWii'' always retreat into their shell after each hit, so even the easier fights at least take some time to win. Then there's the final boss. ''VideoGame/SuperMarioGalaxy2'' has an easy final Bowser battle compared to the trials before him, while the fight in ''VideoGame/SuperMario3DLand'' is quite tough.

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** ''Mario'' games, formerly known for this trope, have eventually shaken the trend a bit. ''VideoGame/SuperMarioSunshine'' has easy bosses like Gooper Blooper, but Phantamanta and Eely-Mouth can be tricky and difficult. ''VideoGame/SuperMarioGalaxy'' has some tricky bosses, particularly in the daredevil runs; Bouldergeist in particular is frustrating. The bosses in ''VideoGame/NewSuperMarioBrosWii'' always retreat into their shell after each hit, so even the easier fights at least take some time to win. Then win; then there's the final boss.boss, which requires good reflexes for being AdvancingBossOfDoom. ''VideoGame/SuperMarioGalaxy2'' has an easy final Bowser battle compared to the trials before him, while the fight in ''VideoGame/SuperMario3DLand'' is quite tough.



* ''VideoGame/PrinceOfPersia1'' had levels filled with precipitous falls and SpikesOfDoom of the deadliest sort. The almost only boss in the game is Jaffar, who fights like all the other {{Mooks}} and can be killed just by pushing him off the platform if you get behind him. (This doesn't apply to the SNES version, which has completely different bosses and many more of them.)

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* ''VideoGame/PrinceOfPersia1'' had levels filled with precipitous falls and SpikesOfDoom of the deadliest sort. The almost only boss in the game is Jaffar, who fights like all the other {{Mooks}} and can be killed just by pushing him off the platform if you get behind him. (This This doesn't apply to the SNES version, which has completely different bosses and many more of them.)



* While ''VideoGame/BanjoTooie'' wasn't really hard, the bosses actually got easier as the stages progressed, with the final boss being difficult more due to length than challenge. The sequel didn't have bosses per se, but the challenges offered by Grunty were all pathetically easy with the proper application of creative thinking. This is because the characters grow disproportionately powerful compared to the bosses, provided you find the items. There's no excusing [[AntiClimaxBoss Minji-Jongo]]. Try the bosses on Boss Replay, and the final boss suddenly becomes hair-pulling.



* ''VideoGame/MegaManClassic'' bosses also have plenty of this going. Some boss levels are much more difficult than the robot masters at the end of them, especially when utility items or Rush aren't available. Part of this can be pinned on the predictable patterns some bosses had. Guts Man's stage has the notorious platforms, Heat Man has the thrice-damned disappearing block segments over instant-death lava or bottomless pits, Toad Man has wind and water pushing Mega Man around into more bottomless pits, and so on. Don't be surprised to spend more lives on the levels than the bosses in more than a few instances.

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* ''Franchise/MegaMan'':
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''VideoGame/MegaManClassic'' bosses also have plenty of this going. Some boss levels are much more difficult than the robot masters at the end of them, especially when utility items or Rush aren't available. Part of this can be pinned on the predictable patterns some bosses had. Guts Man's stage has the notorious platforms, Heat Man has the thrice-damned disappearing block segments over instant-death lava or bottomless pits, Toad Man has wind and water pushing Mega Man around into more bottomless pits, and so on. Don't be surprised to spend more lives on the levels than the bosses in more than a few instances.



* Videogame/DemonsSouls:

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* ''Franchise/{{Ratchet and Clank}} '' tends to fall into this. The levels get more and more brutal as swarming enemies increase in both strength and number. By comparison, the bosses, especially single-target ones, aren't nearly as difficult, especially since those tough levels provide plenty of experience points.

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* ''Franchise/{{Ratchet and Clank}} '' ''Franchise/RatchetAndClank'' tends to fall into this. The levels get more and more brutal as swarming enemies increase in both strength and number. By comparison, the bosses, especially single-target ones, aren't nearly as difficult, especially since those tough levels provide plenty of experience points.



** ''VideoGame/GrandTheftAuto2'': On the edge of MooksButNoBosses - there are actually nine bosses to fight throughout the game, but they're not really any different from your average mooks. And the levels? Well, you get to [[NintendoHard blow up a couple heavily guarded power plants]] [[ItWontTurnOff (somehow not powering out the whole city)]].

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** * ''VideoGame/GrandTheftAuto2'': On the edge of MooksButNoBosses - there are actually nine bosses to fight throughout the game, but they're not really any different from your average mooks. And the levels? Well, you get to [[NintendoHard blow up a couple heavily guarded power plants]] [[ItWontTurnOff (somehow not powering out the whole city)]].
11th Jan '17 8:56:56 AM contrafanxxx
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* The first two ''VideoGame/VirtuaCop'' games. The bosses are easy when compared to the stages themselves.
13th Dec '16 10:37:25 PM Servbot
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* The first ''VideoGame/{{Shantae}}'' game. With every death sending you to the start of an area with only three hearts, surprisingly beefy {{Mook}}s, a normal attack with very short reach, a rather small range of vision due to the GameboyColor screen, and lots and lots of SpikesOfDoom and {{Bottomless Pit}}s, traversing the overworld and dungeons of this game is going to kill you a lot. On the other hand, most of the bosses are relatively simple affairs where the main challenge is [[PuzzleBoss figuring out how to use the latest transformation dance to beat them]]. The only exception is the FinalBoss, who is absolutely brutal.
29th Nov '16 12:40:12 PM MrLavisherMoot
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** ''VideoGame/GrandTheftAutoII'': On the edge of MooksButNoBosses - there are actually nine bosses to fight throughout the game, but they're not really any different from your average mooks. And the levels? Well, you get to [[NintendoHard blow up a couple heavily guarded power plants]] [[ItWontTurnOff (somehow not powering out the whole city)]].

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** ''VideoGame/GrandTheftAutoII'': ''VideoGame/GrandTheftAuto2'': On the edge of MooksButNoBosses - there are actually nine bosses to fight throughout the game, but they're not really any different from your average mooks. And the levels? Well, you get to [[NintendoHard blow up a couple heavily guarded power plants]] [[ItWontTurnOff (somehow not powering out the whole city)]].
18th Oct '16 10:16:49 AM Morgenthaler
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* In the various ''VideoGame/FinalFantasyTactics'' games, bosses are almost always easier than regular battles. This is because you have five or six people and they have only one, so you get several times as many actions as them, and more often than not their attacks can't hit everyone at once, or take a long time to charge.

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* In the various ''VideoGame/FinalFantasyTactics'' games, bosses are almost always easier than regular battles. This is because you have five or six people and they have only one, so you get several times as many actions as them, and more often than not their attacks can't hit everyone at once, or take a long time to charge.



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16th Oct '16 9:59:29 AM nombretomado
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* In the various ''FinalFantasyTactics'' games, bosses are almost always easier than regular battles. This is because you have five or six people and they have only one, so you get several times as many actions as them, and more often than not their attacks can't hit everyone at once, or take a long time to charge.

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* In the various ''FinalFantasyTactics'' ''VideoGame/FinalFantasyTactics'' games, bosses are almost always easier than regular battles. This is because you have five or six people and they have only one, so you get several times as many actions as them, and more often than not their attacks can't hit everyone at once, or take a long time to charge.
18th Sep '16 7:15:24 PM nombretomado
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* ''AlanWake'': Bosses are either possessed machinery, slow and cumbersome, which you don't even need your firearms to defeat, or buffed up versions of regular enemies, who only present danger through numbers and surprise, which bosses obviously lack. And the final boss is as anti-climactic as it gets.

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* ''AlanWake'': ''VideoGame/AlanWake'': Bosses are either possessed machinery, slow and cumbersome, which you don't even need your firearms to defeat, or buffed up versions of regular enemies, who only present danger through numbers and surprise, which bosses obviously lack. And the final boss is as anti-climactic as it gets.
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