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Re: Official Ideas for Future Bosses Thread
This is an idea I've posted before, but since this is now officially stickied, I think reposting it couldn't hurt.
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Re: Official Ideas for Future Bosses Thread
I would like it to have a few super fast moves, like Shao Kahn's swinging mallet attack in Shaolin Monks for instance. An Iron Knuckle can be a boss, but call it an Iron Fist. He/She will have multiple horizontal swing attacks, multiple vertical (swinging down at Link) swing attacks, and a combination of both. It will charge, retreat sometimes, it will be so much faster in general. Also, his axe can act as a boomerang, ala Castlevania LOI Axe+Blue Orb attack. He can jump up and slam into the ground causing you to auto pause and get dizzy if you yourself are not in mid air.
When you hurt him enough, there will be a cutscene where you slash his axe into half. He will throw it away and Part 2 of the battle begins. He will use hand to hand combat from now on. Eventually as you chip away at him, parts of his armor falls off, but this will only make him faster since he has less weight to carry. This allows him to be more acrobatic with his attacks. When all of his armor falls off, he will be the speediest mother****** around. This is the final part of the battle. You can't hit him with your sword or even with arrows as you target him. He will just be too fast. The only option for you is to sit tight and let him come to you. Only then can you find a precise moment to damage him. A cutscene will commence. However, instead of him being on the receiving end of the final blow, he somehow trips you/catches your sword, and takes it away from you. He is so pissed off that instead of using it, he chucks it away in the corner of the room. Now comes the surprise, you have to fight him with your own hands! Use the same strategy, let him come to you. When he retreats to pause for a second, you can bum rush him and succesfully nail him a few times. There will come a point when he won't even charge at you anymore, now you have to go to him, he is much slower. After enough hits, the final cutscene will occur. Link knocks him almost unconscious. You are both bloody, bruised, and tired. Link calls for the Master Sword, and it flies right back to him. This is a normal move by the way, the new game will have enemies knock your sword out of your hands, and you can retrieve it this way. Link with both hands raises his sword into the air and stabs it into the Iron Fist on the ground, much like how Link puts the Master Sword to Rest in OoT. The Boss explodes, Link is still kneeling with his hands on the sword. End Boss Fight.
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Re: Official Ideas for Future Bosses Thread
Name: Horacave, Primal Demon
Place to Fight: Primal Temple, Top of a mountain Items Used to Defeat: Sword, Chain Shot Introduction: The top of the mountain is flat for a fighting arena. Raised rocks are along the outer rim of the area. One side is a fleet of stairs from which Link enters from, and an enormous cave from which Horacave enters from. Description: A peach T-Rex-like creature with a caveman cloth around his torso and hips. His left arm is a swollen red fist while his right is much smaller and is attached to a club that is twice the size of his swollen fist. Strategy: The boss will start swinging around his club at you in a horizontal path and also use his swollen fist. The only thing you can do at this moment is dodge the attacks. The moment you attack is when he does a slamming blow with his club. The club will be stuck in the ground for the moment. When this happens, use the Chain Shot to attach to the club and the raised stones around the area. This will keep the club down and giving Link the chance to climb onto the boss, kinda like a Shadow of the Colossus thing. If the Chain Shot is not used and you climb Horacave anyways, you will be thrown off while also obtaining damage. Once you have climbed up to the back of Horacave's head, use your sword to slash away at the weak spot. After time, the Chain Shot will release and you will be thrown off but not recieve damage from the fall. Repeat this step over and over until finally, the Primal Demon falls dead. Prize: Heart Container, Primal Talisman(increased strength)
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Re: Official Ideas for Future Bosses Thread
Cool Drawing! I could see something like that!
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Re: Official Ideas for Future Bosses Thread
I want all bosses to make you use every item you've got at you're disposal. It makes you think harder on how to beat them and obviously makes the game loads tougher.
It would be absolutely kick ass if you could have a humanoid, samurai sword wielding boss to fight in one of the dungeons. Not like fighting darknuts, I'm talking insane speed, damage, and defense capabilities(AI, essentially). It would be a great gameplay twist, since all the bosses you've been fighting were giant monsters that you had to use all of your items to beat. Plus, swordsmanship skills for Link must be emphasized even more than they were for TP. Make Link have to use all of the sword skills he's learned up until now to beat him(you should have like 20 awesome skills in the game, some for different kinds of enemies). How bad ass would that be? I'm thinking important character ideas(a dude who is like Ganondorf's loyal follower his best creation, who would sort of have free will). This way it would make sense for him to fight Link in the later part of the game and at that time you would have all of your skills. |

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Re: Official Ideas for Future Bosses Thread
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Maybe it'd be a floating scythe and you'd have to get the "Lens of Truth"-like item to even see it or attack it. |

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Re: Official Ideas for Future Bosses Thread
For change I'd like to see a boss that is smaal and hard and not something massive and "here is my weak spot hit here and only here"-styled. Dark Link (OoT) was good. It was very good. Something like that. An actual character that needs some stragedy and not just hack'n'slash at massibe beasts that are easy to avoid.
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Re: Official Ideas for Future Bosses Thread
i just want to get away from the pattern of exploiting bosses weak spots again and again. i want a boss battle that actualy feels like a fight, with you in control of how tobeat him. it could be somesort of giant armored humanoid., and it would be entirely up to you how to beat him. make it into an epic sword fight? equip iron boots, grapple his armor to pull him down and go from there? there could be endless possibilities
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The formidable leader of the Darknuts.
This monster is about the size of the Mighty Darknut in the TP Temple of time (The only "Mighty" in the game) but his black and gold armor is polished to a shine, and his helm is a streamlined Armet with a Wind-Waker-Mighty-Darknut-Ish appearance. He wears a Velvet black cape with the Gerudo Death's Head emblem (Like on OoT's pushable blocks) embroidered on it in gold thread. He wears no shield, and carries a long and un-Darknut-like (2 inch wide 49 inch long blade, 10 inch leather-covered ricasso (used for a powerful close range bash. Google it if you've never heard of a "Ricasso"), 12 inch hilt, (Black leather-on-twisted-hardwood grip) gold pommel and quillions (Guard)) claymore. As you enter the chamber, Thaeleon (Thay-lee-on) is looking over a tactical chart, with two of his bodyguards (Grand Darknuts) and two reptilian Haddron (Ganondorf's personal bodyguards). The Grands turn to see Link, then the Haddron, and finally Thaeleon himself. Two Moblin archers appear on the upper level and open fire on Link. After a few shots, Thaeleon moves in. Block the first few weak attacks, and when Thaeleon uses the bash (By gripping his sword by the ricasso) use a shield bash just as he swings, knocking him back. take a few swings, and repeat once more. After volley two, the Grands move in. Fight them like normal Darknuts (They're much stronger, though). Thaeleon moves in again. Use the previous strategy, and after three sword volleys he retreats, grabs the map table, and throws it at Link. Dodge quickly, because you have a small margin of error to avoid the 4 hearts damage! (His basic strike does 1 1/2 and his bash does 3). He then hops on a COLOSSAL pipe organ at the back of the room. his haunting tunes summon weak and mid-level enemies in waves, which form barriers between Link and the general. fight through them wave by wave, until you reach the steps to the organ. Then the Haddron move in. They wield their scythes like Ironknuckle axes, with the same damage and twice the speed. take them down with about 20 hits each. Thaeleon changes strategy. He charges in swinging constantly, with no openings. Oh, and you can't out maneuver him! just hold up your shield, and DON'T GET CORNERED!!!!! If you do it's VERY HARD TO ESCAPE!!!!! Move, and Thaeleon follows! remember the Moblins? Lure him into their line of fire!!! They stay close to each other, so don't worry about getting flanked. After three hits from Moblin arrows, Thaeleon backs off, and begins using powerful, but easy to dodge, shield beams. dodge them and hit the General with one good hit IN THE FACE!!! He is too well protected elsewhere. he returns to his initial volley-then-bash strategy. block, shield-bash and volley five more times, and he falls! Take the heart container, and EXIT!!! ![]() |

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Re: Official Ideas for Future Bosses Thread
I had this idea about a Temple of Trials, consisting of three minibosses and one main boss. Here they were.
Forestina, Shrowded Plant Arena: Circular room, 2 torches on sides, 4 pots containing 1 heart each. Attacks: Vine Whip, Half a heart. Branch Grab, 1/4 Heart per second. Root Sneak: 1/2 Heart. Avoid Forestina's attacks, and use your Gale Boomerang to target a torch, and then target Forestina, which will cause her to burn. Doing this three times will cause her to turn into a bush, due to her wrath. New Attacks: Bush Ram, 1/2 Heart Leaf Frenzy, 8 Leaves, 1/4 Heart for each leaf. Forestina will make 7 copies of herself. Since the gale boomerang can only target 5 things, it's best to take a deku stick, light it up, and run through the room, lighting all the bushes. Eventually, you will hit the real one. Repeat this 2 more times to win Round 2. New Attacks: Earthquake, 1 Heart within close range, 1/2 in radius. Root Sircle, 1/4 for every root, roots surround you. Forestina will turn into a tree. use your gale boomerang to light each one of Forestina's branches, as she has 4. once done, they will shrivel, revealing a weak spot. hit it with your sword. Rince and repeat until she has had enough. Rewards: Piece of Heart. After beating Forestina, Flarium will appear. You will be transported to a field of fire, with a magma platform and a barrier. Attacks: Fire Breath 1/2 Heart Fire Ball 1/2 Heart Barrier 1 Heart Stomp 1/2 heart Flarium will start out with a Fire Breath attack. Take out your Mirror Shield and reflect it at the creature. It likes fire, so it will grow. He will then use a variety of attacks, avoid them all until he uses his fire breath again. Mirror shield it back to him. He'll grow even more. This is where it gets hard. He's so big that yo ucan't see his face, only his legs. So, be on the lookout. Mirror a final fire breath to him so that he'll grow so big he touches the barrier. Do this two more times to win Part 1. In Part two, Flarium will to the same thing, however if you try to mirror it directly back to him, he will dodge the attack, and it will bounce off the barrier, bouncing back to you. So, instead, when he hurls the fire breath, reflect it to a barrier, causing it to bounce around the circle. If you angle it right, it will reflect off and hit Flarium. Watch out, however, the fre breath could rebound and hit you. Do this 2 more times to make his foot touch the barrier, and he'll fall down. Attack him with sword swipes until he's finished. Prize: Piece of Heart. More coming soon. ![]()
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Re: Official Ideas for Future Bosses Thread
I had so many ideas when I was younger..
One of them I remember.. This massive flower-type thing.. Think of those big man-eating plants in Twilight Princess Forest Temple.. (You know, throw the bomb in there mouth..) It would have these root things around it that attack you, and out of its mouth, comes a massive Deku-Baba. (Think Dia-Baba..)
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Re: Official Ideas for Future Bosses Thread
Personally, I'd much rather see a more realistic villain, so I came up with Orin. Orin is the final boss of the game he appears in, and is a much more real villain than Vaati or Ganon. Orin is the self-titled king of several united barbarian tribes that I like to compare to the Persians from 300 or King Bohan's army from Heavenly Sword. Orin demands fear and respect from his subjects, and gets it due to his sheer size (he dwarfs normal men) and skill in battle. However, despite his size, Orin is a very calm, very intelligent man, and is a brilliant strategist.
Orin's army (he has a navy as well) is composed mainly of humans from the western lands, but he also has tamed monsters at his disposal, and he has struck an allegiance with with Moblin clans, who he uses as mercenaries (their payment is food, resources, etc.). His footsoldiers are armed with iron blades and bronze shields, and wear armor made from animal pelts. The type of pelt defines their rank. The lowest warriors wear fox pelt, and the soldiers above them wear wolf pelts. Officers wear bear pelt, and Generals wear tiger pelt. Obviously, the higher the quality of pelt, the more protection it offers. Now, about Orin's intentions. In this particular title, Hyrule is home to five creatures called the Immortals. These beings are incredibly old and incredibly powerful, but they are not impossible to defeat. Orin's plan is to use his armies to defeat the Immortals and take control of them. With the Immortals and his armies at his disposal, he will be nigh unstoppable, and would be more than able to take over every nation in the world. How do you prevent this? If you kill the Immortals yourself. (Bear in mind that the Immortals are not necessarily the bosses of the dungeons.) So, how do you defeat him? Toward the end of the game, Orin and his forces have taken over the Hyrule Castle Town, and Orin has seized the castle and killed the king. After fighting your way through the city's maze-like layout, you'll find yourself at the castle. Once you battle your way through it, you'll arrive at the throne room where you'll find Orin, who is sufficiently pissed off at the fact that you defeated the Immortals before he did. However, he takes his defeat in stride, and has instead formulated a new plan: conquer Hyrule, strengthen his forces, and continue on from there. This is where the battle starts. Orin is armed with a pair of large swords that deal tons of damage if they hit you (a whopping 5 hearts per hit). He also has archers stationed around the room, who will shoot arrows at you throughout the battle. (It would be wise to kill the archers immediately, as they will only make the fight harder.) Although his strikes are devastating, he's slow. Because of this, Link can use the fact he is smaller, faster, and more nimble than Orin to get the best of him. After you land enough hits, Orin will shed his heavy pelt armor, revealing himself to be very well built, but somewhat neglectful due to his protruding midsection (beer belly). Due to not being encumbered by his armor, he is much faster than he was before. This raises the challenge of the fight, but overall, the nuts and bolts remain the same. After a while, you will be able to deliver the final blow. Orin falls to the ground and dies. Or did he? As Link begins to walk off, Orin stands up, screaming about how it is his destiny to fulfill his desires and he isn't going to let Link ruin it. His eyes begin to glow white, and dark magic begins to encircle his hands. The throne room's roof and walls are shattered, and the floor rises far into the air. Now, the final battle begins. This time around, Orin is a lot faster and a lot stronger. His hits now do a whopping 7 hearts worth of damage, and he has the ability to jump hundreds of feet in the air. Your only chance to injure him is to wait until he stops to rest after doing this, and even then, you can only get a single hit in. To make things worse, as the battle goes on, your chances of hitting him decrease, and he gets faster. However, once you defeat him, he falls off the platform to his death. Zelda, who has been following you around like Midna or Navi, slowly lowers the platform to the ground. Orin's soldiers, demoralized by the defeat of their king, escape Hyrule. Link is crowned as the new king of Hyrule, and an era of peace and prosperity begins.
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Re: Official Ideas for Future Bosses Thread
I was thinking of a captain keeta-like boss.Upon entering the room(which is the bottom of a crevice in the desert),you notice him heaped up in a pile of bones(like stalfos from TP)You cannot do anything at first,so head in the direction opposite of the skeleton guy(can't think of a name).After you go far enough,the bones assemle together into a 40 foot tall skeleton armed with a spiked club that can take 3 of link's hearts away with one hit.You cannot damage him at first,so run through the ravine,fighting off redeads and stalchildren that get in your way.Once you reach a certain point,you can shoot a bomb arrow at a stone slab laying across the top of the crevice.A big part of the rock lands on him,crushing him.Then you go a little further until he gets back up and you have to fight him by throwing bombs on the ground near where he's standing.This will cause him to kneel.You can then climb him and stab your sword into his head.The procces is done 3-5 times.
Attacks:Club hit(takes away 2 hearts),an overhead club smash (5 hearts ).Sandstorm breath(blinds link for a few seconds,making it harder to avoid club attacks,and he can summon redeads and stalfos to help him.
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Re: Official Ideas for Future Bosses Thread
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Re: Official Ideas for Future Bosses Thread
As an advocate of radical change in the next Zelda, it is undeniably contradictory for me to suggest yet another incarnation of Gohma, but I've long envisioned a battle staged on Gohma's web, itself set above a deep chasm.
There are a number of ways to approach the mechanics of the battle. Perhaps Gohma, herself invulnerable, could only be defeated by burning through several layers of web, dropping her into the chasm (while you hookshot to safety). In this case, victory would entail fleeing Gohma's range and slicing (or setting fire to) key points where the web is attached to the wall. Additional phases could be added for increased complexity; remember how Link ran away from Gohma in the GDC 2005 trailer? That scene led me to imagine a long winded battle in which you chase Gohma through many corridors and perform certain tasks at designated points to stay alive or inflict damage (think of a more complex version of Metroid Prime). Perhaps these altercations could take place over the course of an entire dungeon. In any event, Gohma will naturally dispatch her colony to make things difficult for you. The other approach would be the exact opposite--you must defeat Gohma (through other means) before all the layers of web have been disposed of, lest you fall into the chasm! I think the preceding ideas, while themselves far from brilliant, would inject dynamism and originality into an area of Zelda that has become incredibly stale. There is no question that we need new takes on boss fights. The stun/damage paradigm is old and should not remain the basis for every boss. Alternate methods for defeating the same boss is another concept I'd like to see implemented whenever possible. It would add depth and reward player creativity.* *Taking the Gohma proposal from above, for example, perhaps she could be defeated either by conventional means or from burning away all of the webs. It would be even more sophisticated design if different strategies resulted in different outcomes.
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Re: Official Ideas for Future Bosses Thread
Actually, I quite like that idea. It's about time Zelda had a boss that requires you to outsmart the boss rather than the good ol' stun-and-slice method we've come to know and love.
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Re: Official Ideas for Future Bosses Thread
I want the next zelda game to be a LOT harder than TP was.
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Re: Official Ideas for Future Bosses Thread
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Midna: Do you know why no one wanted you as king? Because they could see the wisdom in your eyes! ![]() Or even better: Ganondorf: As long as I have the Triforce of Courage in my hand... It would just be wierd. Also, I thought up a lot of bosses for no apparent reason. Here they are: Ulka: Kindof like a giant octopus, Ulka would have tentacles with "swords" on them, and would slash you if you got anywhere near it. Now, in the dungeon this would be in, the main item would be a hang glider made from a giant deku leaf. This would allow you to fly on air currents without falling down slowly, allowing for miles of dungeon which is just "air." Using this, you would have to fly from stone alcoves in the walls and slash at Ulka's eye. Unfortunatly, it breaks the alcoves as you use them, causing you to go higher and higher. This gives you less time to slash, and you would have to do incredibly steep dives. Eventaully, Ulka dies and a cutscene shows where a Zoran prince jumps and staps it in the eye and they both die. Twinetta: This would be the desert boss. When you first walk into the boss room, all there is is one of those giant Gerudo statues with the snake all around it. Now, Link would start looking elsewhere, and the snakes eyes would open. It would uncurl from the statue and go into a tunnel behind the wall. It will go through this round tunnel really, really fast, so you can't tell where it is in the tunnel. Then, I will randomly break through a section of the wall. You need to dodge this, and it's fangs will get stuck in the sand. You then need to hit it with your MEGATON HAMMER, which you recieved in the dungeon. After the cycle repeats a few times, the snake starts doing other attacks, each with a dodge and "spot' to hit. Eventaully, the snake dies and you get a heart piece. Goldnut: This would be in the Temple of Time (Hyrule Castle Basement). After going through thousands of milesof ancient catacombs, you reach the boss room. Now, in this room there are statues quite like the ones in Wind Waker, with giant swords in the Master swords chamber. Now, one of these statues is diffrent from the rest. It's golden. When you start to look around and step forward, the statues "eyes" glow red and it springs to life. All the other statues dissenagrate when it yells and then you fight the golden statue. Your sword, megaton hammer and bombs don't work on it, but around the room there are these orbs. Now, this dungeon's item is the boomerang, and these orbs can change the direction and speed of this boomerang. You then take out your boomerang and target the orbs. It speeds around and then shoots up into the statue's eyes. He then screams in agony, causing a layer of his "armor" to fall off. Eventaully, you hit him so much, all thats left is a golden darknut. You then beat him in a normal fashion (slashing, getting rid of armor, etc.) The floor then lowers and you get the Master Sword. I have more, but I haven't thought them completely through yet. I do know the Ganon in this will have something to do with fire. |

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