Board 8 > Should superbosses be available before the player is ready to fight them?

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Big_Bob
10/24/23 6:45:29 PM
#1:


I at least wish Bug Fables would let me easily backtrack out of the dungeon when I realize I'm not ready to defeat the secret boss...

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Leonhart4
10/24/23 6:47:21 PM
#2:


Yes, there's nothing quite like that feeling of seeing Emerald Weapon for the first time, wondering "What's that?" and immediately getting obliterated.

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hombad46
10/24/23 6:49:40 PM
#3:


Big_Bob posted...
I at least wish Bug Fables would let me easily backtrack out of the dungeon when I realize I'm not ready to defeat the secret boss...

Don't you have the Ant Compass?

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Pirateking2000
10/24/23 6:56:30 PM
#4:


Yes. Its hilarious running into a super boss and getting fucking smacked out of nowhere. Still remember the first time I ran into Kingdom Hearts 1 Sephiroth after the other Colosseum stuff and being left dumbstruck as I proceeded to get two shotted by regular strikes.

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KamikazePotato
10/24/23 7:11:29 PM
#5:


Leonhart4 posted...
Yes, there's nothing quite like that feeling of seeing Emerald Weapon for the first time, wondering "What's that?" and immediately getting obliterated.
Not quite a superboss, but in the same vein, FF12 sticking an unstoppable T-Rex in the starting zone was fun.

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Pirateking2000
10/24/23 7:18:49 PM
#6:


KamikazePotato posted...
Not quite a superboss, but in the same vein, FF12 sticking an unstoppable T-Rex in the starting zone was fun.
(Not grinding and killing the T-Rex anyway)

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Johnbobb
10/24/23 9:00:16 PM
#7:


Only if it's like absolutely obvious you're not supposed to beat them yet

it sucks trying to fight a boss that seems doable only for it to turn out this boss is basically impossible until you're like 2 levels higher

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Fiop
10/24/23 9:46:53 PM
#8:


Or you could be like Chrono Trigger and give people the final boss before they're ready to fight it.

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redrocket
10/24/23 9:49:39 PM
#9:


Fiop posted...
Or you could be like Chrono Trigger and give people the final boss before they're ready to fight it.

This is Chad game design.

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neonreaper
10/24/23 9:52:45 PM
#10:


not really a boss but makes me think of Son of Arugal

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MacArrowny
10/24/23 10:12:25 PM
#11:


It works great in Xenoblade.

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Isquen
10/25/23 1:53:28 AM
#12:


Only if it isnt a 100% roadblock. Emerald Weapon? Sure. Dark Valefor if I want to get back into Besaid or Dark Bahamut while trying to go for an Ultimate weapon and screwed the timing? Fuck off.

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Xtlm
10/25/23 2:09:18 AM
#13:


I like when games give you a map and go "Have at it" and you can run into all sorts of stuff you just ain't ready for yet.

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Cavedweller2000
10/25/23 2:21:56 AM
#14:


KamikazePotato posted...
Not quite a superboss, but in the same vein, FF12 sticking an unstoppable T-Rex in the starting zone was fun.
You know what? This is exactly where my mind went!

FFXII had a great way of making you feel invincible until you go stumble upon a region with far stronger enemies that smack the shit out of you. The hellhounds in Golmore Jungle is example I think of

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XIII_Rocks
10/25/23 2:44:20 AM
#15:


Sure
It was pretty fun getting destroyed by the South Park one

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UF8
10/25/23 4:11:41 AM
#16:


the brutal challenge is what makes a superboss a superboss so by default i think my favourite kind of superbosses are ones that are just extra hidden optionals at lategame strength that are only available at an early point that makes them only barely winnable in a best case scenario with optimal builds. getting the chance to lose to them horrendously badly and eventually come back on a later playthrough perhaps to work out how to beat them is what makes them cathartic. better yet if the game doesn't allow you a means of grinding/ng+ to make them trivial by the time you know what to do
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