Kotaku

Why Not Just Do Away With Boss Fights Altogether? Some people love boss fights; others dread them. Commenter TheBlackHole25 is in the latter camp, and he'll explain why in today's Speak Up on Kotaku.


Does anyone else here really dislike boss fights? I don't know why this is the case, but I always enter boss fights with a feeling of dread. And the dread is not the cool kind of dread filled with tension, excitement, and anticipation. It's the dread of feeling like "Oh great, a boss I have to slog through".


I'm certain that my dislike for them stems from the fact that most of them just really break the flow of the game so much. It's not the extra challenge that or the prospect of dying a million times that irks me, it's just that so many times the boss fight is so different from the game I've been playing.


I can't help but bring up Deus Ex: Human Revolution and its boss fights, as it's pretty much the poster child for this. However, this feeling extends to a ton of other games I've played.


I hate when you play the game a certain way, doing whatever it is you need to do using your well-honed techniques and skills... and then you get to a boss fight and suddenly the game becomes a pattern-discovery game sprinkled with a lot of deaths until you find the pattern.... that really encapsulates a majority of the bosses out there.


Here are the most common types to me:


Type A: Look for its shooting/movement patterns, watch for when its OBVIOUS weaknesses are exposed, when those OBVIOUS weaknesses are present, and pummel with weapons.


Type B: Run around like an idiot until the boss finally decides to stop shooting at you (for no reason at all) or until the boss stops running around in its "invincible" form (why would it ever STOP using its invincible form?). When that happens, shoot back for three seconds. Lather, Rinse, and Repeat.


Type C: Hit all the proper switches, hooks, platforms, or buttons to cause some environmental event that lets you indirectly kill the boss.


It's like I'm playing a puzzle game with lots of deaths. So many of them just break the flow of the game to me and sometimes I'd honestly like to just not have boss fights at all. I don't mind the CHALLENGE of the encounter... instead, it just feels so contrived to me. Really, these days, with such well-constructed and immersive worlds present in games now, the idea of "bosses" feels so artificial to me. (Especially human bosses that for some inexplicable reason have 100X the amount of hit points as other humans in the same world.)


Don't get me wrong, there are some wonderful boss fights out there that are well-designed, challenging, and use the skills you've learned through the course of the game to maximum effect. However, I just find the majority of bosses out there just break the flow of the game so much and are so out-of-place, I'd really prefer to not have them at all.


About Speak Up on Kotaku: Our readers have a lot to say, and sometimes what they have to say has nothing to do with the stories we run. That's why we have a forum on Kotaku called Speak Up. That's the place to post anecdotes, photos, game tips and hints, and anything you want to share with Kotaku at large. Every weekday we'll pull one of the best Speak Up posts we can find and highlight it here.
Kotaku

Should You Buy Deus Ex: The Missing Link? No.This week, Eidos released the first downloadable content for their acclaimed role-playing game Deus Ex: Human Revolution, titled The Missing Link. We're all looking forward to some more Deus Ex, but is The Missing Link worthy of the brand? It's time to ask our guts what they think.


Kirk Hamilton, who has written more about Deus Ex than anyone else at Kotaku: So here we are with a big huge flaming "No" at the top of this post and now you're probably wondering why I hate The Missing Link. But I don't hate it! I just don't recommend paying $15 for it.


The Missing Link picks up near the end of Human Rvolution, with protagonist Adam Jensen stowed away in cryo-sleep aboard a transport ship run by Bell Tower security. In the proper game, Jensen goes into the sleep-tank and then wakes up at his destination, slightly disoriented but ready to kick ass. In the Missing Link, he is discovered mid-trip by the crew and goes on an adventure to uncover and stop a nefarious Bell Tower plot.


Missing Link stands as a separate entity from Human Revolution—items gathered in the game don't carry across to your proper save, and all of Adam's augmentations are stripped away at the very start of the mission. Fortunately, the game gives you a handful of Praxis kits at the outset, which allow you to power up and specialize your character somewhat. The points are limited, however, so you won't be able to create a godlike uber-Jensen like you may have had in the game—you'll have to choose between strength, stealth, etc.


It's cool in theory—one of the shortcomings of Human Revolution was that Jensen could become too versatile, and dealing with each branching situation was more a matter of preference than necessity. Not so in The Missing Link. Especially in the first part of the story, you'll only be able to deal with situations in the ways that your augments allow.


Luke Plunkett, Fellow Human Revolution Fan: Missing Link is yet another disjointed, opportunistic piece of singleplayer downloadable content that drops you back in a story you've already finished in a world you've already saved/doomed/whatever. There's just no point to this! Remove the consequences of your actions and the context of your mission and Deus Ex is a very slow and very boring game. Making this a very slow and boring piece of DLC. No.


Okay this sounds pretty good, so why isn't it worth $15? Basically, it's uninspired. The opening hours are all corridor-sneaking aboard a rain-swept ship, with none of the open-room office desk creeping that was so enjoyable in the first game. It feels like an homage to Metal Gear Solid 2, but in setting only. It's flat, the environments are enclosed and constantly reused, and nothing is particularly exciting.


The hallways all look the same, the challenges are the same repetitive mix of computers, laser-grids, patrolling guards and locked doors. The enemies' voiceover performances are flat even by Deus Ex standards. And as a result of the closed nature of the story, there are so many possible solutions offered to every problem that things somehow feel false in a way that they never did in Human Revolution, almost like Jensen has been inserted into a Deus Ex simulator.


Most of the guards are carrying pocket secretaries loaded with codes and passwords—they're much more prevalent than in the main game. Most of the time, I'd go to hack a keypad only to find that I already had the code. Every room has the requisite alternate entrances, every camera can be bypassed in the same multiple ways. There's just nothing new going on—it feels like more of the same assets and systems from the main game.


I haven't finished The Missing Link, so take this for what it is—a gut check, me answering the question "Do I think you should spend your $15 on this?" As much as I loved Human Revolution, I just can't give this first DLC the same recommendation. As a part of an eventual GOTY collection, sure. If it goes on sale for $5? Sure. But there are better things you could spend your $15 on, especially this time of year.


Given the rumors that at least two entire hub-worlds (Montreal and somewhere in India) were withheld from Human Revolution (Luke tells me that actually, those two hubs never made it past the drawing board, but that Upper Hengsha was finished but regardless), I'm optimistic that we'll be seeing more substantive Deus Ex DLC soon. I'd say save your money and wait for that.



You can contact Kirk Hamilton, the author of this post, at kirk@kotaku.com. You can also find him on Twitter, Facebook, and lurking around our #tips page.
Kotaku

The Best Quotes of GDC Online (and Things I Noticed While I Was There)Last week, I attended the Game Developers' Conference Online in Austin. I was there to give a talk about game storytelling, but I stayed for the entire event, and caught a good number of talks, workshops, and keynotes. On Monday, Gamasutra (who helps put on GDC each year) ran a fun collection of quotes from the event, which do a great job of capturing the vibe and overarching messages of GDC Online. I thought I'd add a few of my own favorites, and share some of theirs as well.


"GDC Online" is a bit of a confusing name, since it implies that the conference itself takes place on the internet. At least, when I first heard the name, what's what I thought it was—a sort of remote GDC, similar to the one held each year in San Francisco but available online. But of course that isn't the case; GDC is a standard convention, but one aimed at online games. For the most part, the talks are given by developers working in social and online games, from Facebook titles to iOS games to MMOs. There is also something going on called the "Narrative Summit," in which game writers meet to discuss the challenges of their trade and to workshop game writing.


The bulk of the sessions I attended were in the narrative summit. Video game storytelling is something I'm really interested in, and I feel like sometimes I'm overly hard on game writers when they aren't actually at fault for a game's lackluster story. Often, the problem is that writers are brought in at the last minute to "fix" the game's story, and it's far too late for them to do anything more than apply a veneer of narrative over an already finished game.


One of the talks I most enjoyed was the one given by Deus Ex: Human Revolution's head writer Mary DeMarle, who showed the entirety of Human Revolution's story in spreadsheet form. When Eidos was getting ready to make the game, DeMarle said, they did something very smart: "They hired me." It was a bit of a laugh line, but throughout her talk, she made it clear how integral her ground-floor presence had been to making the game have a story that was coherently crafted. DeMarle also shared that the outsourced boss fights and the somewhat tacked-on ending were both sacrifices that the team had to make due to a lack of time. "We did want to have a deeper level of choice than just being in a room and hitting a button," she said, "but unfortunately that also came down to scheduling and time."


Here are a few of the quotes from Gamasutra's collection that I, too, enjoyed:


"I'm inherently super-duper lazy, so if I think of something, it's going in."


Valve writer Eric Wolpaw responds when asked if he has a larger vision of his games' worlds than what players experience on screen. Teammate Marc Laidlaw agreed, saying that creating things that don't make it into the game is "kind of counterproductive."


"You click through everything until it explodes with blood and treasure."


-Blizzard's Kevin Martens' mantra for the upcoming Diablo III. He, along with several other writers and designers, provided a fast and off-the-cuff talk about their inspirations and what makes a great gaming moment.


"Writers don't often get to sit at the adults table."


-Game writer and Extra Lives author Tom Bissell calls for writers to be ingrained deeper in the development process.


"A few Kotaku articles and IGN front pages do not make a hit game."


-BioWare San Francisco's Ethan Levy, from an insightful and open talk about how the studio's social game Dragon Age Legends attracted a lot of temporary Facebook likes, yet wasn't a big hit.


Again and again, developers shared the opinion that social games as we know them are changing so quickly that soon they will be unrecognizable. As much as those of us who prefer harder-core games may disparage social and facebook gaming, there is a sizable difference between "social gaming" and "casual gaming," and while casual gaming is in many ways similar to what it was 20 years ago, social gaming has changed significantly even in the last six months.


I thought PopCap co-founder John Vechey said it best when he said, "The way we make social games is going to be different in two years. I don't know how it's going to be different, but it's going to be different." Later in his keynote, he reiterated this belief: "Everything we think we know about social is going to go away." I was impressed with how engaged many of the speakers where when discussing these games, not just about how they can make money off of them, but how they can make them legitimately fun games. The entire concept of "social gaming" is changing with remarkable speed.


The rest of the conference provided some great quotes as well, from celebrated Sci-Fi author Neal Stephenson playing Halo 3 on his elliptical machine to Atari founder Nolan Bushnell, who dropped a gold mine of outstanding quotes into his talk. One of my favorites was this gem: "Everybody who's had a shower has had a good idea. The question is what you do when you get out of the shower. It is the doers who make the difference. ... An idea is due to ownership. Ownership of an idea is something that you earn; it's not something that you get. Having an idea is not even the first step."


All in all, it was a very cool week, and refreshing to hear so many game creators talk candidly about their trade, away from the hype and PR spin of press events.


The 25 Most Memorable Quotes from GDC Online 2011 [Gamasutra]



You can contact Kirk Hamilton, the author of this post, at kirk@kotaku.com. You can also find him on Twitter, Facebook, and lurking around our #tips page.
Product Update - Valve
- A fix for some players that get stuck on an infinity loading screen in Detroit.
- Fixes for some issues that caused crashes for players using specific firewall or proxy software.
- Additional improvements to counter stuttering in the game.
- Support for Eyefinity in combination with 3D when using interleaved stereoscopic monitors.
- Support for additional brands of stereoscopic interleaved monitors when using AMD graphics hardware.
- Support for Nvidia 3DVision.
- Support for Nvidia Surround, also in combination with 3DVision.
- Improved control over the stereo-3D display in the game.
o The allowed range for the stereo 3D Strength setting has been increased.
o A Stereo 3D Plane setting was added to provide additional control over the 3D effect.
- Various performance improvements.
- Fix for ‘moire’ issues seen on billboards in DX11 mode.
- Some changes to try to counter specific driver issues causing crashes in DX11 mode.

PC Gamer
Deus Ex Human Revolution Missing Link - all aboard
The headline says it all. The Missing Link fills in the gap you probably didn't know existed in Deus Ex: Human Revolution's main storyline. A quiet sleep in a transport pod in the story turns out not to have been a quiet sleep at all, but a terrible nightmare in which Jensen loses his shirt aboard a stormy ship, and must get it back by any means necessary.

In seriousness, The Missing Link is surprisingly good. "It’s rare for DLC to live up to a great game, rarer still for it to fix that game’s biggest flaw," says Tom in our Missing Link review. You guessed it. They actually fixed the boss fights. It's almost as though everything turns out better when the core developers design every aspect of their game.

The Missing Link is available now on Steam for £8.99 / $14.99 / €10.99. Deus Ex: Human Revolution is also on sale at 25% off. Coincidence? I think not. There is surely a conspiracy at work here...
Announcement - Valve
Save 25% on Deus Ex: Human Revolution during the Midweek Madness sale!

You play Adam Jensen, a security specialist, handpicked to oversee the defense of one of America’s most experimental biotechnology firms. But when a black ops team uses a plan you designed to break in and kill the scientists you were hired to protect, everything you thought you knew about your job changes.

Deus Ex: Game of the Year Edition
Deus Ex Collector's Edition
With the Deus Ex: Human Revolution Missing Link DLC out next week the nice chaps of Square-Enix have given us some of Human Revolution to give away. Not just any copies though. No, we've got three Collectors Editions. Each one comes with tons of bonus material, in game items and even an Adam Jensen action figure. He definitely asked for this.

Check inside to see exactly what you can win, and how to enter.

The Deus Ex: Human Revolution Collector's Edition contains:

A poseable Adam Jensen action figure
DVD featuring a 44-minute “making of” special, 30-minute game soundtrack, motion-comic (adapted from DC Comics’ official series), E3 trailer and animated storyboard.
40-page art book.
The Explosive Mission Pack, featuring the 'Tong's Rescue' mission
In game weapons: Automatic Unlocking Device, M-28 Utility Remote-Detonated Explosive Device (UR-DED), Linebacker G-87 multiple shot grenade launcher, Huntsman Silverback Double-Barrel Shotgun, SERSR Longsword Whisperhead silenced sniper rifle.
10,000 extra credits to buy or upgrade weapons.

 
Plus some gorgeous box art:



To enter, answer me this question in the comments below.

If you had the chance, what cybernetic enhancements would you have, and what would you use them for?

The cleverest, funniest, smartest or most moving entries... basically whichever ones I like most, will win the prizes. Once again this competition is for European readers only (sorry rest of the world), if you win you'll be notified in This Week's Winners.

Good luck everyone!
Deus Ex: Game of the Year Edition
Deus Ex Human Revolution Missing Link
Human Revolution was brilliant at letting you play the way you wanted. Its boss fights were terrible for not doing that. When it emerged that they’d been outsourced to another developer, you had to wonder: what would they have been like if Eidos Montreal had made them?

Here’s one they did. I won’t spoil anything about the plot of the new Missing Link DLC, but I’ll tell you how I took out its boss.

After ten minutes of methodically stalking and knocking out the guards patrolling the area, I hacked a turret. Bulletproof glass separated the room the boss was in from the larger open area I was clearing out, so I couldn’t make the turret shoot him directly. But I could get beneath that room, and when I did, I found an open doorway at the back. Too high to jump to, even with my augmented legs, and no crates nearby to stack. But there was that turret.



Avoiding the gaze of a well-armed heavy on a high balcony, I snuck out to grab the gun emplacement with my strength aug, carried it beneath the boss room, and climbed on top of it. Using X-ray vision to see the boss through the floor, I waited until he turned away from the opening, leapt up through it, and grabbed him from behind in a sleeper hold.

It was tense, tough and brilliant, and this whole enormous mission is tense, tough and brilliant. It inserts itself into the timeline of the original game, between leaving Heng Sha on a mysterious boat and arriving in Singapore. Rather than sleeping soundly in a stasis pod, as the main game implied, you’re discovered and wake up in captivity.

You’ve lost your items and all but the basic augmentations – punching and level one hacking – but you’re soon given a generous windfall of praxis points to buy new ones. Starting from scratch, using what you find, and trying new options in a hostile environment – it’s all an intentional nod to the excellent prison break in the original Deus Ex.



I assumed that was the whole thing – an exciting escape section on a prison ship – but that’s just the intro. The bulk of it takes place after you dock. It’s a huge mission with masses to discover, and Eidos Montreal have given it an almost hub-like structure. A lot of the later encounters take place in areas you’ve already cleared out, repopulated with guards and hastily set up defences – like that turret I used for a boost to take out the boss.

It’s not like the main game’s cities, Detroit and Heng Sha. This isn’t a friendly area, and despite a few sidequests, it doesn’t have that same sense of open exploration. But there is a surprisingly in-depth story, and some tricky decisions to make.

While the backtracking is necessary for the story to make sense, the way it’s handled isn’t ideal. There are no loading screens, but you have to sit through a suspiciously long ‘bioscan’ between each area, during which the game is obviously loading the chunk of level you’re about to enter. When objectives lead you back through two or three areas you’ve already visited, it means a boring walk through covered ground with several painfully long waits along the way.



It’s not a big deal. The levels themselves are magnificently rich with alternate routes, plot detail, and subvertible security systems – including a new turret that fires Typhoon mines. The structure makes it possible to complete later objectives before you’ve been given them, and it’s handled elegantly – you can even steal the boss’s personalised weapon before you fight him. And the whole thing is just massive. It took me five hours to play through, with a quick and brutal stealth combat style, exploring the levels but not scouring them.

The excellent boss fight and a satisfying story conclusion end it on a high note, with a strong hint at more to come. It’s rare for DLC to live up to a great game, rarer still for it to fix that game’s biggest flaw.

The Missing Link is priced at £8.99 / $14.99 / €10.99, and it's out on Steam next Tuesday - October 18th.
Rock, Paper, Shotgun - contact@rockpapershotgun.com (Jim Rossignol)

What a shame.Deus Ex: Human Revolutions’s first piece of expansion DLC turns up on the 18th, for the price of $14.99 USD, €10.99, or £8.99. I’ve been having a bit of a play, and I’ll be able to tell you a bit more – while attempting to dodge spoilers (there are few quite stealthy ones, but nothing fatal) – below.> (more…)

PC Gamer
Deus Ex Human Revolution Missing Link
Sometimes, even the best games end up with the absolute worst DLC. Fortunately, Jensen's not being saddled with the latest in cybernetically enhanced horse armor. Missing Link's looking like quite the thing, and the boss fight sounds like it'll make all my wildest dreams come true - including the part where I'm always wearing a trench coat for some reason.

Best of all, the wait's nowhere near as excruciating as, say, getting your arms replaced with transforming robot swords. According to Human Revolution's Facebook page, the DLC's launching on October 18 - aka, next week. The price is a bit steep at $14.99/€10.99, but you're getting what essentially amounts to a whole new chapter in the game. Regardless, I'm pretty thrilled. Are you?

Update: Square Enix have sent over word that Missing Link will cost £8.99 in the UK.
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