- The fighting, even if present, is actually secondary to the action and the developers want to focus the intensity on other aspects, like the general atmosphere or the HSQ of the scenario.
- The climactic battle(s) will be against an army of mooks instead of a single boss, placing the player against seemingly impossible odds to create tension.
- Sometimes, you expect enemies to be bosses, but they are fought and finished every bit like normal Mooks in the end. The difference with a mere Anti-Climax Boss being that they aren't just easy, they are identical to Mooks so you can't call it a Boss Fight.
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- There are no real major boss fights in Assassin's Creed III, unlike previous games in the series. Most of the assassination targets aren't even particularly skilled combatants. The only real exception is a Climax Boss fight against Haytham Kenway towards the end, which is more of a cinematic Puzzle Boss fight than a straight boss encounter.
- Assassin's Creed IV: Black Flag only has one enemy resembling a boss, with the other main targets being more like Elite Mooks in combat, with elements of Puzzle Boss, in determining how to assassinate them as well as receiving bonus points for killing them in a specific way.
- Batman games:
- There are only 3 bosses in Batman: Arkham Knight only encountered in the endgame, all of them being taken out either by QTEs or through a cutscene. Noticeable because the previous two Arkham games have several bosses.
- In the Batman Begins game, you fight Victor Zsasz, the Scarecrow and Henri Ducard, but they fight in exactly the same way as the Mooks, right down to the way they're taken down.
- Battlestar Galactica Online dispenses with World of Warcraft-style storied raids and bosses to focus on PVP and sector control. As a result, the lategame challenge comes from swarms of Elite Mook or enemy players instead. The closest things to bosses are the outposts, but those are more like King Mooks, if Damage Sponge ones.
- The Monsters University level of Disney Infinity has unusually nasty mooks, but just ends abruptly after the last story mission with nothing like a boss in sight.
- The video game adaptations of The Godfather series. The "bosses" are the dons of the other families but they're easy to kill, the real challenge is fighting all their mooks. The sequel adds different levels of King Mook between the dons and the street-level rent-a-mooks, who correspondingly aren't that tough either.
- In Soul Reaver 2, a good part of the game is slaughtering the soldiers and demons who want you dead, but curiously, there is no Boss. The Sarafan counterparts or Raziel's "brothers" at the end seem like they will be bosses but they turn out being like normal mooks, just tougher, and the Soul Reaver prevents you from dying anyway. The real Oh, Crap! moment comes after this battle.
- In Tomb Raider III, every single artifact you come across is guarded by a boss character who uses the powers of the artifact to kill you. However, the Element 115 artifact in the Nevada level is only guarded by regular mooks and has no one trying to use said artifact to kill you. Since the levels by region can be played in any order you want, some players may feel a bit cheated that the artifact isn't guarded by an epic boss. However, considering that the level comes directly after a level where all your weapons are taken away, the developers most likely considered that most players wouldn't be well equipped enough to take on a boss so soon with minimal gear.
- In Uncharted 3: Drake's Deception, the closest thing to boss fights in this game are basic fistfights against a guy who has a bit more HP than usual.
First Person Shooters
- BioShock 2 has no bosses, except for some Elite Mooks like the Big Daddies and the Big Sisters (and even then the latter are only optional if you harvest/rescue all the Little Sisters), and the Wales brothers and Subject Omega, who are simply tougher versions of regular enemies, with more health and a posse of helpers.
- The Call of Duty series never really had any bosses (with the exception of a Cutscene Boss fight at the end of each game since Modern Warfare), with practically all enemies fighting the same and taking the same number of bullets to kill. Modern Warfare 2 upped the ante with the addition of Juggernauts, but in general all the major, plot relevant foes are either killed in a cutscene, quick time event, or as easily as any other mook. Call Of Duty Black Ops III is the only real exception, with each of the major antagonists being fought in a "boss battle" (even then, they fight you with giant unique vehicles or waves of respawning Mooks rather than directly one-on-one).
- Call of Juarez: The Cartel doesn't have any one-on-one boss fights, unlike the previous 2 games. The closest it gets is fighting an enemy gunship at a few points in the game.
- Far Cry 2 is a game consisting of Mooks and only Mooks, due to attempting to be more realistic than its mutant-battling predecessor. There aren't even any Giant Mook or Elite Mooks. Even the assassination targets are just bog-standard enemies. This is averted in Far Cry and Far Cry 3, which do have at least one or two traditional boss fights. Far Cry 4 is filled with mooks, a few Elite Mooks during specific missions, and two badass boss fights that have almost nothing to do with guns whatsoever.
- The Halo series is known for this, with Halo 2 and Halo 5: Guardians being the only real exceptions. In particular, the boss fights in Halo 2 were so highly criticized that Bungie decided to not put traditional boss fights in any of their subsequent games (with the possible exception of Halo 3's Scarab fights).
- Left 4 Dead and Left 4 Dead 2 opts out of boss fights in exchange for finales involving huge hordes of the infected. These fights are often coupled with some other task (get from point A to point B, fill the car with gas, restart the generator, etc.) and while climactic, involve no real bosses. Granted you might get a few more Tanks or other special infected than usual, but since they can all be encountered at random intervals during normal levels, they can't really be considered bosses.
- The Medal of Honor series has generally avoided boss fights and other elements that would conflict with its more realistic tone. There have been a couple of exceptions, though, namely Baron Sturmgeist in Frontline and the officer battles in European Assault.
- Star Wars: Republic Commando completely lacks bosses (although it does have a Boss in Mook Clothing in the form of spider droids and occasional Magnaguards).
- S.T.A.L.K.E.R. has the occasional Boss in Mook Clothing in the form of some of the more monstrous and powerful mutants, but none of them are unique and, for the most part, they spawn randomly in addition to scripted encounters. The final level of the first and third game both essentially boil down to "get to the place while under fire from Elite Mooks", and the first game's such sequence can even be solved without killing anyone, assuming the player has the capability to tank it out.
- The tie-in game for the film Land of the Dead has zombies. Only zombies. Some of them have weapons, some of them throw up occasionally, and one was a buddy, but none of them are anything special.
- The Walking Dead: Survival Instinct only has one enemy type; the basic zombie. There are no Elite Zombie enemies, let alone a boss. The closest you get is the occasional zombie herd.
- Every level in the Commander Keen games is devoid of bosses, with the exception of the final level in the third (the Grand Intellect), fifth (the Shikadi Master) and spin-off episodes (Boobus Tuber).
- The second episode (game) of Cosmo's Cosmic Adventure doesn't have any bosses at all, and the first and third only have a Final Boss (the same in both cases).
- Dustforce. The boss-looking Evil Counterparts from the intro and trailer are actually multiplayer characters.
- Electro Man by xLand Games. The last level is particularly brutal, and may serve as the "boss" of the whole game, but, due to the nature of the game, there's never once any real bosses.
- Eversion has no bosses, but it makes up for that with its more famous attributes.
- The 2D PlayStation game Heart of Darkness is like this. The final battle is against a huge number of mooks but you never actually fight the Evil Overlord, he's just destroyed in the following cutscene.
- Mutant Mudds has no bosses, instead focusing on the platforming levels. Once all of the Plot Coupons are collected, the Mudds are defeated, and the game is won.
- The first two Oddworld games involve killing a lot of guards in usually gruesome ways, but since Abe has no weapon nor actual fighting skills there is nothing in the games that looks like a Boss (well there are "bosses" but not in the video game sense. Abe actually has to possess those and guide them to voice locks only they can open ― and only then kill them by dispossessing. So the trek to the lock becomes a "boss encounter").
- In Prince of Persia, Jaffar is the Final Boss only in the sense that, unlike any other enemy, you have to kill him; he fights like all the other Mooks, and though he does have more health, that advantage is nullified by an obvious weakness. Only the SNES version has real Boss Battles.
- Neither of the Speedy Eggbert (aka Speedy Blupi) games have any bosses.
- Toe Jam And Earl in Panic on Funkotron has lots of tough Earthlings and they all have to be captured before finishing the level, but there are no bosses and the final challenge of the game is an underwater maze.
- Monkey Shines has hundreds of different mooks, but no bosses.
- While Ori and the Blind Forest has plenty of enemies and combat techniques, the closest thing to a boss fight that exists in the game are escape sequences.
- In Azure Dreams, all combat takes place within a tower teeming with monsters, but with no unique encounters. The powerful sorcerer Beldo waits on the top floor, but it's impossible to actually lose to him
- Roguelite Toe Jam And Earl has a veritable cast of Demonic Spiders, but no actual bosses, and no need to attack any enemies beyond getting rid of them.
Role Playing Games
- Deus Ex: You do engage several elite enemy operatives, but they are not much stronger than a regular mook, if better armed and augmented, and die almost just as easily. The same is true of Deus Ex: Invisible War, even more so than the original as all the elite operatives are just regular enemies with somewhat more health. They don't even have any special abilities even though plot-wise they are supposed to.
- Dishonored plays it straight save for the possibility of Daud, who not only has similar powers to Corvo but is quite resilient and has Contractual Boss Immunity. However, he can also be dealt with sneakily.
- Mass Effect 3: There are only two bosses in the game, and one of them is closer to a beefed-up Phantom than anything. The second being one of the three Reapers (the first and third encounters function more as environmental hazards than enemies with which Shepard can interact).
- The Ultima series in general is known for not having bosses at all, with many of the games being more about actual role-playing than pure combat. Some of the games do have a final confrontation against a unique enemy, but they're usually not noticeably tougher than regular enemies.
- MOTHER probably comes closer to this trope than any other Japanese RPG. It has very few boss battles at all and many of them are unconventional and/or scripted fights. Most dungeons have nothing resembling a boss.
- Albion is almost like this. There's really only one regular boss (the avatar of Kamulos); the few other boss-ish characters include a unique named character who's not actually powerful, a more powerful version of a regular bandit who's only here for being unique (more powerful versions of monsters being otherwise common), a strong guard you don't have to fight, and a Hopeless Boss Fight. Most of the time, the final fight somewhere will just be a group of powerful regular enemies.
- Most targets in the Hitman series go down just as easily as regular enemies, unless they are scripted or wearing body armor (Which doesn't help if they're being strangled from behind). The catch is to actually get to them, which is more difficult than it sounds. In the earlier games major assassination targets were much tougher than regular Mooks, but could still be killed with a headshot or taken out stealthily. This has been downplayed in the most recent games starting with Blood Money. The 2016 Hitman game is the most extreme example, without a single assassination target that's any tougher than a normal Mook (with the exception of an Iron Man-expy in one of the bonus levels).
- Mark of the Ninja does have plot-critical antagonists, but none of them are fought as anything other than a Cutscene Boss.
- The Alan Wake series seems to avoid boss fights, instead using large numbers of regular enemies combined with a few Elite Mooks for major encounters.
- There is only one type of enemy at all in Silent Hill: Shattered Memories. They are mooks which grapple the protagonist and drain his body heat away.
- The Walking Dead: Apart from the zombies and human mooks, there are only two Cutscene Bosses that incorporate the game's Press X to Not Die function; Andrew and The Stranger.
Third Person Shooters
- Link's Crossbow Training: Link spends most of the game shooting down common enemies and targets. The only two enemies that approximate bosses are the Darknut and Stallord. Even then, the player doesn't actually have to defeat either of them; as there is no health system and points are based solely on shooting, the stages they're in can be passed just by waiting for time to run out.
- In Max Payne, there were many fights against "boss" mobsters who could withstand boss levels of punishment before being defeated. Max Payne 2 does away with these fights almost completely. There's only one enemy who's at all tougher than a regular Mook, Kaufman, and even he goes down in less than a dozen shots. The final boss fight is mostly a Puzzle Boss, although you do shoot him up after solving the puzzle. Max Payne 3 is mostly like Max Payne 2 in this regard, although there is one boss fight against an armored Giant Mook about 4/5ths of the way through the game.
- Power Pete: Bad toys abound, some a little tougher than others, but none of them serve as bosses.
- Spec Ops: The Line, which features stronger-than-usual enemies but otherwise no conventional bosses. The closest thing to a traditional boss is Captain Walker's hallucination of Lugo. If the player is killed by "Lugo" and continues playing, it will be replaced by a normal Heavy enemy.
- Ratchet & Clank (2002) has all of 3 bosses: A Giant Space Flea from Nowhere Queen Mook who is so easy that there's a Skill Point for killing it with the Omniwrench, the Blargian Snagglebeast that Captain Qwark traps you with, and the Final Boss, the Big Bad Chairman Drek.
- Warp, hosted by FreeArcade. Reach a certain distance and you pass automatically.
- Electroman by Epic Megagames.
Wide Open Sandbox
- The nearest you'll ever get to a boss in L.A. Noire is an important enemy with a slighly better gun than usual, unusual car chase (such as the one against a tram), or the occasional scripted Good Old Fisticuffs fight or "shoot the villain before he shoots the hostage" minigame. The emphasis being on detective work.
- In Red Dead Redemption, the closest thing there is to a Boss Fight is Edgar Ross in the epilogue but it's played like a normal duel (except you don't have the option of sparing his life). As for John's old companions, two are summary executions and the last throws himself from a cliff.
- Spore: the closest thing is has are Grox and even then they act more like Elite Mooks.
- Ending C in Grand Theft Auto V pits the player against all of the antagonists at once, but none of them have unique strengths and go down as easily as any random pedestrian; Steve Haines and Devin Weston, in particular, don't even get to be truly "fought", as the former is sniped and the latter is kidnapped in a cutscene.
- Watch_Dogs only has one boss-like encounter, Delford "Iraq" Wade, fought at the top of his building. And it's only barely stronger than an Armored Guard. All other plot-critical targets are killed in cutscenes, quick-time events or in the same way a traditional enemy is.