Snowy
PersistantRubine/Void
Forgive me if this seems a bit cluttered or worse for wear, I haven't used forums in quite a while. Anyway, onto the main point.
Metal Sonic, the last boss before Black/Brak Eggman. The good ol' duplicate. I think he's in need of a rework of some sort, though possibly not a major one. Below are the good and the bad of the battle itself, as I can see them. Please do correct me on anything, I'd like to actually discuss this. And yes, I know that ERZ has not been touched in 2.2, but I'd still like to get my thoughts out.
The examples I'm going to use is purely based on Sonic- Tails and Knuckles are ignored as they trivialize the bosses of SRB2 anyway.
I'll start with the good;
The fight concept itself is perfect for Metal Sonic, or perfect enough. Move fast to make him dodge and spiral out of control, then jump into him and deal damage. Rinse and repeat while dodging energy spheres, charged dashes, etc. It's a very hectic boss encounter that rewards fast movement and good reaction times, while not being too fast that it ends up confusing the players as to what they have to do. They see him dodge and spin in place, and naturally jump again. They hit him, and now they know how they have to hit the boss itself. This is a good back and forth and makes you feel like you're outspeeding Metal in combat, while not making it just a "Hit him and you succeed" deal with an annoying target.
And now the bad.
The arena sucks. Flat-out. It's horrible for the flow this boss is seeming to aim for. What should be a fast paced boss filled with quick reactions and careful maneuvering is instead turned into a painfully slow-moving and almost unfairly punishing boss fight that can test one's patience.
Moving fast is how you hit Metal in the first place, but due to how SRB2 handles momentum and impacts with the bosses, you always end up soaring backwards at roughly the same speed you attacked with, which can cause one of two things to occur if you fight this boss fast, like how all the signs seem to demand you do:
1: You're launched backwards into the electric gates, and take a hit of damage after landing a hit on Metal Sonic himself. Goodbye guard bonus for perfectionists, and goodbye multiple rings for anyone who just hit Metal.
2: You're launched straight into the death pit with pretty much no way to recover (Granted, this is if you move TOO fast) and as a result, that's a goodbye to all of your progress. Need I point out having to wait out his charges in phase 2 over and over and over again if you're unlucky?
As it is, this forces the player to move slowly. This is not a bad thing in itself, as that's not something this game hasn't done before- Looking at you Egg Colosseum. However, Metal Sonic requires you move fast to make him vulnerable... Which means you have to wait for Metal to move into a good position, while positioning yourself, as he circles you, then get up JUST enough speed to not fly off and lose a life, or get hit. Then, you have to rush over, hit Metal Sonic, and not move so fast the game sends you soaring backwards and, again, causes you to get hurt or lose a life.
This, again, doesn't seem so bad. Until the final hit comes into play.
Very small window of time to trigger vulnerability, very small window of time to hit Metal Sonic while he's vulnerable. Which means you have to move fast. Which means you have to risk the previously stated chances to get hurt or fall into the death plain. Which means having to restart the entire fight over potentially.
All in all, I think the issue may boil down to this:
The Arena and boss fight do not agree with eachother. They conflict with eachother in a bad way, that causes the fight as a whole to be unfun, or just "Meh". This is in contrast with Brak/Black Eggman, who has a massive arena that doesn't enforce death pits until phase 2. But even then, you have a large amount of area to move, so speed is easy to achieve at a fair risk. This overall makes it more fun to build up massive speed when striking, as you should, given the limited time you have to hit him, as you almost always feel like you can recover from such a powerful bounce-back.
Solutions?
Apart from reworking the boss itself, I feel like the major solutions would come from reworking the arena Metal is fought in itself. Possibly making it larger to allow for a slightly bigger amount of speed than what is presently allowed, or changing the penalties for moving too fast to something slightly less punishing, so that players feel like there's a fairer risk and reward.
I genuinely want to enjoy this fight, but I can't due to the above reasoning. Anyone have better thoughts? Arguments against me? Am I just complaining?
Metal Sonic, the last boss before Black/Brak Eggman. The good ol' duplicate. I think he's in need of a rework of some sort, though possibly not a major one. Below are the good and the bad of the battle itself, as I can see them. Please do correct me on anything, I'd like to actually discuss this. And yes, I know that ERZ has not been touched in 2.2, but I'd still like to get my thoughts out.
The examples I'm going to use is purely based on Sonic- Tails and Knuckles are ignored as they trivialize the bosses of SRB2 anyway.
I'll start with the good;
The fight concept itself is perfect for Metal Sonic, or perfect enough. Move fast to make him dodge and spiral out of control, then jump into him and deal damage. Rinse and repeat while dodging energy spheres, charged dashes, etc. It's a very hectic boss encounter that rewards fast movement and good reaction times, while not being too fast that it ends up confusing the players as to what they have to do. They see him dodge and spin in place, and naturally jump again. They hit him, and now they know how they have to hit the boss itself. This is a good back and forth and makes you feel like you're outspeeding Metal in combat, while not making it just a "Hit him and you succeed" deal with an annoying target.
And now the bad.
The arena sucks. Flat-out. It's horrible for the flow this boss is seeming to aim for. What should be a fast paced boss filled with quick reactions and careful maneuvering is instead turned into a painfully slow-moving and almost unfairly punishing boss fight that can test one's patience.
Moving fast is how you hit Metal in the first place, but due to how SRB2 handles momentum and impacts with the bosses, you always end up soaring backwards at roughly the same speed you attacked with, which can cause one of two things to occur if you fight this boss fast, like how all the signs seem to demand you do:
1: You're launched backwards into the electric gates, and take a hit of damage after landing a hit on Metal Sonic himself. Goodbye guard bonus for perfectionists, and goodbye multiple rings for anyone who just hit Metal.
2: You're launched straight into the death pit with pretty much no way to recover (Granted, this is if you move TOO fast) and as a result, that's a goodbye to all of your progress. Need I point out having to wait out his charges in phase 2 over and over and over again if you're unlucky?
As it is, this forces the player to move slowly. This is not a bad thing in itself, as that's not something this game hasn't done before- Looking at you Egg Colosseum. However, Metal Sonic requires you move fast to make him vulnerable... Which means you have to wait for Metal to move into a good position, while positioning yourself, as he circles you, then get up JUST enough speed to not fly off and lose a life, or get hit. Then, you have to rush over, hit Metal Sonic, and not move so fast the game sends you soaring backwards and, again, causes you to get hurt or lose a life.
This, again, doesn't seem so bad. Until the final hit comes into play.
Very small window of time to trigger vulnerability, very small window of time to hit Metal Sonic while he's vulnerable. Which means you have to move fast. Which means you have to risk the previously stated chances to get hurt or fall into the death plain. Which means having to restart the entire fight over potentially.
All in all, I think the issue may boil down to this:
The Arena and boss fight do not agree with eachother. They conflict with eachother in a bad way, that causes the fight as a whole to be unfun, or just "Meh". This is in contrast with Brak/Black Eggman, who has a massive arena that doesn't enforce death pits until phase 2. But even then, you have a large amount of area to move, so speed is easy to achieve at a fair risk. This overall makes it more fun to build up massive speed when striking, as you should, given the limited time you have to hit him, as you almost always feel like you can recover from such a powerful bounce-back.
Solutions?
Apart from reworking the boss itself, I feel like the major solutions would come from reworking the arena Metal is fought in itself. Possibly making it larger to allow for a slightly bigger amount of speed than what is presently allowed, or changing the penalties for moving too fast to something slightly less punishing, so that players feel like there's a fairer risk and reward.
I genuinely want to enjoy this fight, but I can't due to the above reasoning. Anyone have better thoughts? Arguments against me? Am I just complaining?