Results for “boss fight”
Showing videos where “boss fight” is said as a phrase. Show any video with all the words
Transcript mentions 14
See all ›Mike Catherwood | TFATK Ep. 1099
0:00Yes, we did. Cuz we back at it again. It's the fighter and the kid. This is really the fighter and the kid. Come on,1:18put comments on the fighter and the kid about John and and uh what was the overall consensus there? because there's55:01want that final boss fight to be Jon coming back? considering I I really I
I've been waiting CENTURIES for this game.. (Mortal Shell 2)
2:24:04Is there a way I can get my souls back without having to um without having to go and do the boss fight again?4:21:41like these games are best. Like a really good example of a great boss fight is something like Malakth for example4:27:34It's great for exploring, not for boss fights. It seems that way.
This is the game I’ve put 600 hours into
7:24So, I did a boss fight and it took me like 30 attempts to beat the boss.1:05:55out, the Centipede was the main the the boss fight in China. So, it seems like we're catching up to the developers uh1:14:26I understand all mechanics. The game makes it enjoyable to watch. Yeah, I tried to show the uh the boss fights and everything. So, I think those are like
Topics & chapters 12
See all ›AI summaries 3
I've been waiting CENTURIES for this game.. (Mortal Shell 2)
The host plays Mortal Shell 2, praising its core combat and exploration while heavily criticizing specific boss design choices that rely on instant-hit animations and environmental friction rather than readable patterns.summaryDifficulty Design: The 'Night Mode' (hard mode) is criticized for simply doubling enemy health and damage without adding meaningful mechanical complexity, making fights feel like repetitive execution tests rather than sktakeawayBoss Design Flaws: The host identifies 'friction' as a major issue, citing instant-hit grab attacks with no wind-up and camera angles that obscure vision as poor design choices that punish players unfairly.takeaway
I’ve been waiting all year for this game..
World Design: The game is set in Kyoto with a focus on purifying key sanctuaries (temples) corrupted by 'malice.' Players must close rifts and defeat bosses to restore these areas.takeawayDifficulty Curve: The hosts note that early bosses (like the fat Genma) are relatively easy, but difficulty ramps up significantly as players encounter more complex enemy patterns and mini-bosses that require precise partakeaway







