- Joined
- Jan 11, 2021
- Gender
- man
Spoilers for bosses:
I was fighting Fireblight Ganon, and as someone who hadn't really paid attention to the bosses in the game, I realized that the weapon type that the boss uses matches the weapon type that the champion used when fighting them. Mipha used the Lightscale Trident (a spear weapon) and Waterblight uses a spear. Urbosa used the Scimitar of the Seven, a single-handed weapon and Thunderblight uses a single-handed blade. Fireblight uses a bigger double-handed weapon and Daruk used the Boulder Breaker. And Revali uses his bow and Windblight has a Guardian laser which kind of functions as a bow.
ANOTHER CONNECTION: Each of the bosses is weak to one of the runes. Fireblight can be taken down with bombs, Windblight spawns little triangle things that can be statis'd, Waterblight shoots those cryonis blocks, and Thunderblight has those magnesis rods.
I wonder: if the bosses weren't so constrained to the weapon-type format, the element format, and the rune format (each needing to fit into one of the categories) if they could have made more interesting designs. In "normal" Zelda games, boss designs are structurally allowed more freedom, but the devs kind of backed themselves into a corner by going with this limited scope of ideas. Maybe it was time constraints?
I was fighting Fireblight Ganon, and as someone who hadn't really paid attention to the bosses in the game, I realized that the weapon type that the boss uses matches the weapon type that the champion used when fighting them. Mipha used the Lightscale Trident (a spear weapon) and Waterblight uses a spear. Urbosa used the Scimitar of the Seven, a single-handed weapon and Thunderblight uses a single-handed blade. Fireblight uses a bigger double-handed weapon and Daruk used the Boulder Breaker. And Revali uses his bow and Windblight has a Guardian laser which kind of functions as a bow.
ANOTHER CONNECTION: Each of the bosses is weak to one of the runes. Fireblight can be taken down with bombs, Windblight spawns little triangle things that can be statis'd, Waterblight shoots those cryonis blocks, and Thunderblight has those magnesis rods.
I wonder: if the bosses weren't so constrained to the weapon-type format, the element format, and the rune format (each needing to fit into one of the categories) if they could have made more interesting designs. In "normal" Zelda games, boss designs are structurally allowed more freedom, but the devs kind of backed themselves into a corner by going with this limited scope of ideas. Maybe it was time constraints?