GridVids
Sign in with YouTube

Boss Battle Design Vol. 3 - Okami, Sonic Mania, and what's wrong with Zorah Magdaros

Design Doc Dec 21, 2020 16:00
Create an account to hide videos, mark them watched, or save them to Don't Miss.
Don't Miss
Create an account to hide videos, mark them watched, or save them to Don't Miss.
Mark watched
Create an account to hide videos, mark them watched, or save them to Don't Miss.
Hide
Open in popup Open on YouTube
Share video

Share video

Copy the GridVids link or iframe code.

Video link
Iframe code
Iframe content

Support Design Doc on Patreon: http://www.patreon.com/designdoc You can make a good boss fight out of anything, but no matter the subject a great game boss has to respect the player’s time. But how that works in practice can be as varied as the bosses themselves. Today, we’re talking about Orochi, Gachapandora, and Zorah Magdaros and how they manage the player’s time through repetition, controllable difficulty, and spectacle, for better and for worse. Featuring: Okami Sonic Mania Monster Hunter World Design Doc on Twitter: https://twitter.com/Warbot400 #monsterhunter #okami #sonicmania
Gaming
#Monster hunter #zorah magdaros #magdaros #sonic mania #gachapandora #okami #orochi #video game bosses #boss design #boss battles #analysis #video essay #good design #bad design #mhw #okami boss #bad bosses #good bosses #game design #game discussion #sonic boss #Metallic Madness Zone #Kulve Taroth #Hardboiled Heavies #Sonic Boss fights #siege fight