Halo 4: Boss Battles

These are my opinions and assumptions on the possibility that there are boss battles in Halo 4

We all know this was something Bungie was never good at, especially in Halo. With a new developer, I’m hoping that boss battles will take a large step (if they decide to have bosses). I would like the boss battles to feel unique, that would make me want to face against those bosses again. For me, it was when Scarabs appeared that I (only to a degree) felt like I was fighting a boss. However, there may be some things that need to be taken into account.

If there are multiple boss battles throughout Halo 4’s campaign, then those in the beginning and midsections of the campaign need to be somewhat shorter as to not detract from the rest story, but not too short like the battle with Guilty Sparks. Something from 3-5 minutes seems like a good amount. Earlier battles need to be a little easier. The final battle would need to be (ony to a certain degree) harder than the other boss battles, and slightly longer (5-8 minutes).

Another thing that needs to be taken into account is that depending on how long the campaign is will determine how many boss battles there will be. If there is 8 missions, then there should be 2-3 boss battles. If there are 10-12 missions, there should be 3-5 boss battles.

Then the strengths, weaknesses, and variety. Fighting Tartarus in Halo 2 was more of a spray-and-pray type battle. Fighting Guilty Sparks was just slow and in no way felt unique. Bosses need to be able to use a wider variety of attacks. A boss needs to have a weakness that requires a level of thinking and strategy to attack. The bosses strengths should be in their attacks. There should be a main attack that is the most powerful out of their other attacks.

Now I have an example for if we ever had battled against the Gravemind in Halo 3. First off the player would need to take out its tentacles (5 tentacles). Once the 3rd tentacle is destroyed, the Gravemind would begin to call on small groups of Flood combat forms which would add a new level of difficulty as the player attempted to take out the other two tentacles. This situation would especially work well in co-op where one player goes for the tentacles while the other(s) protect that player from the combat forms. Once all the tentacles have been destroyed, the Gravemind would open its mouth, spewing Flood Spores that would act differently from the normal spores. If the player was to be hit by these spores, the player’s movement speed would be reduced for a short amount of time (2-5 seconds). To finally defeat the Gravemind the player would need to shoot inside the Gravemind’s mouth as it begins to collect the Spores to shoot out.

Again it’s just an example. Also, as to not drag on the boss battles, once the player has been fighting the boss for over a minute but hasn’t dealt any damage, then Cortana would give a hint as to where to attack.

There could be different types of boss battles from on foot combat to vehicle combat. I’m not saying that there needs to be boss battles. However, if there are, then they need to be more dynamic.

http://www.youtube.com/watch?v=Hb4VR1AfhAc&list=PL26E5511A55833C37&index=1&feature=plpp_video

> http://www.youtube.com/watch?v=Hb4VR1AfhAc&list=PL26E5511A55833C37&index=1&feature=plpp_video

Feedback would be nice. -_-

The scarab was the only real boss battle in any halo, and taking it out of reach was a stupid mistake.

I’d love to have more dynamic battles, taking down phanthoms that don’t just shoot little plasma balls at you and fighting enemies like the ones in halo wars. No one even knows what crazy mech-like contraptions the forerunners have.

> The scarab was the only real boss battle in any halo, and taking it out of reach was a stupid mistake.
>
> I’d love to have more dynamic battles, taking down phanthoms that don’t just shoot little plasma balls at you and fighting enemies like the ones in halo wars. No one even knows what crazy mech-like contraptions the forerunners have.

I agree. We should’ve fought at least one scarab. Another one of the reasons that I can add to my “Why Reach Was Bad” list. Although the game did have SOME things that were good.

I thought about Forerunner mechs too! I just think that if they plan on having bosses, then they shouldn’t just make it a 30 second battle with a bad AI opponent. Especially if all you have to do is continuously shoot where no level of thinking is involved.

You guys remember fighting that brute with the Uber Gravity Hammer in Halo 2 I believe? That felt like a boss fight. To me anyway.

> You guys remember fighting that brute with the Uber Gravity Hammer in Halo 2 I believe? That felt like a boss fight. To me anyway.

While it was more of a challenge than Guilty Sparks, it still was boring and felt like what you stated “A brute with an Uber Gravity Hammer.” The level of difficulty is hardly any different from any brute with a G-hammer in Halo 3: ODST. Halo 2 and 3’s single bosses were more of a unnecessary addition that were not unique that made the player not want to face them again and too short (at least that’s what I think). I know Bungie already has a bad reputation with making bosses, but they shouldn’t of even of tried with how the two bosses they did make were just an annoying add-on. If they took a similar direction with a Gravemind boss as I suggested, then it would’ve probably come out great and I would overlook the other two. If 343i is planning on bosses for Halo 4, then they need to make each boss battle unique.

I love boss battles. I was really disappointed that Gravemind wasn’t a boss at the end of The Covenant in Halo 3. It was a perfect setup.

> > You guys remember fighting that brute with the Uber Gravity Hammer in Halo 2 I believe? That felt like a boss fight. To me anyway.
>
> While it was more of a challenge than Guilty Sparks, it still was boring and felt like what you stated “A brute with an Uber Gravity Hammer.” The level of difficulty is hardly any different from any brute with a G-hammer in Halo 3: ODST. Halo 2 and 3’s single bosses were more of a unnecessary addition that were not unique that made the player not want to face them again and too short (at least that’s what I think). I know Bungie already has a bad reputation with making bosses, but they shouldn’t of even of tried with how the two bosses they did make were just an annoying add-on. If they took a similar direction with a Gravemind boss as I suggested, then it would’ve probably come out great and I would overlook the other two. If 343i is planning on bosses for Halo 4, then they need to make each boss battle unique.

I disagree Tartarus was a lot more difficult then your average brute with a grav hammer

Halo 2 had Tartarus. Halo 3 had Guilty Spark. Halo:Reach had a Super carrier. (Lolz, if that counts.)

Halo 4 will be hard to decide, seeing as we don’t know who the heck we’re fighting!

> I love boss battles. I was really disappointed that Gravemind wasn’t a boss at the end of The Covenant in Halo 3. It was a perfect setup.

Agreed.

> > > You guys remember fighting that brute with the Uber Gravity Hammer in Halo 2 I believe? That felt like a boss fight. To me anyway.
> >
> > While it was more of a challenge than Guilty Sparks, it still was boring and felt like what you stated “A brute with an Uber Gravity Hammer.” The level of difficulty is hardly any different from any brute with a G-hammer in Halo 3: ODST. Halo 2 and 3’s single bosses were more of a unnecessary addition that were not unique that made the player not want to face them again and too short (at least that’s what I think). I know Bungie already has a bad reputation with making bosses, but they shouldn’t of even of tried with how the two bosses they did make were just an annoying add-on. If they took a similar direction with a Gravemind boss as I suggested, then it would’ve probably come out great and I would overlook the other two. If 343i is planning on bosses for Halo 4, then they need to make each boss battle unique.
>
> I disagree Tartarus was a lot more difficult then your average brute with a grav hammer

Maybe in Halo 3 and Reach, but in ODST it was very close to the same in my opinion. At least if you were doing it solo.

> > > > You guys remember fighting that brute with the Uber Gravity Hammer in Halo 2 I believe? That felt like a boss fight. To me anyway.
> > >
> > > While it was more of a challenge than Guilty Sparks, it still was boring and felt like what you stated “A brute with an Uber Gravity Hammer.” The level of difficulty is hardly any different from any brute with a G-hammer in Halo 3: ODST. Halo 2 and 3’s single bosses were more of a unnecessary addition that were not unique that made the player not want to face them again and too short (at least that’s what I think). I know Bungie already has a bad reputation with making bosses, but they shouldn’t of even of tried with how the two bosses they did make were just an annoying add-on. If they took a similar direction with a Gravemind boss as I suggested, then it would’ve probably come out great and I would overlook the other two. If 343i is planning on bosses for Halo 4, then they need to make each boss battle unique.
> >
> > I disagree Tartarus was a lot more difficult then your average brute with a grav hammer
>
> Maybe in Halo 3 and Reach, but in ODST it was very close to the same in my opinion. At least if you were doing it solo.

Ever fought Tartarus on Legendary, or worse, Mythic?

> Halo 2 had Tartarus. Halo 3 had Guilty Spark. Halo:Reach had a Super carrier. (Lolz, if that counts.)
>
> Halo 4 will be hard to decide, seeing as we don’t know who the heck we’re fighting!

Lol! I don’t think we could count any of them as bosses really! XD I really hope for better boss battles, if there are any.I’m really excited for them to unmask this new threat. I believe if there are bosses, then they will be better than the two before since it’s a new team with different people from across the gaming industry. I honestly don’t mind bad bosses as I’ll be more focused on the story, but they really should consider making good ones instead of just slapping on a character model of the same enemy and giving it familiar moves with a higher attack power. It doesn’t appeal to me.

IMO it depends on the situation. People say Heretic Leader, Regret, Tartarus and Guilty Spark were bad, but else should have they been done?

Heretic Leader is just an elite with a jeckpack so he really isn’t much better than common Elite, Tartarus is a leader of Brutes so he’s a bit better but nothing overly cheap or “unrealistic”, Guilty Spark just can’t do much other than call Sentinels…

I agree Gravemind could have been a great more traditional uber and pattern based boss, but that just doesn’t suit all characters. And 343 shouldn’t make up 10 equally hyperuber huge near invincible creatures or machines with obvious weaknesses and patterns that we encounter at every level.

I for one would have hated if Heretic Leader or the other “bosses” were heavily scripted with unbelievable phases and patterns to make them seem more bossy. This isn’t an arcade game but story heavy one.

I made this suggest back in 08’ but no one really wanted something like that… They they all their reasons, so it was brought down to a pulp.

But I seriously think that this is an excellent idea, I love having boss battles it brings that nostalgic feeling of playing older games.

:smiley:

> IMO it depends on the situation. People say Heretic Leader, Regret, Tartarus and Guilty Spark were bad, but else should have they been done?
>
> Heretic Leader is just an elite with a jeckpack so he really isn’t much better than common Elite, Tartarus is a leader of Brutes so he’s a bit better but nothing overly cheap or “unrealistic”, Guilty Spark just can’t do much other than call Sentinels…
>
> I agree Gravemind could have been a great more traditional uber and pattern based boss, but that just doesn’t suit all characters.
>
> I for one would have hated if Heretic Leader or the other “bosses” were heavily scripted with unbelievable phases and patterns to make them seem more bossy. This isn’t an arcade game but story heavy one.

I don’t necessarily disagree with you. However, if the phases were applied properly in a way that made sense, then would it really matter? I mean you could be tasked with getting behind the Heretic Leader and taking out his jet pack first and then finishing him with a series of attacks.

Or with Tartarus you could of had to shoot the G-hammer out of his hands, and then would’ve had to run over to the G-hammer, pick it up and finish him. It’s even just the little things that make the encounters feel better than just continuously shoot and hope your enemy’s health is about to fully deplete.

I have an even better scenario with Guilty Sparks. First off, he doesn’t have that strange shield/barrier and you don’t use the Spartan laser. He calls upon sentinels and the player has to jump across each one. A scripted moment does pop up at the last sentinel, but it shows a Chief jumping off the sentinel, grabbing Guilty Spark, and with rapid button pushing by the player, has Chief use his Spartan strength to tear parts off of Sparks. More dynamic? Yes! Scripted? Yes! Amusing to the player? Depends on the eye of the beholder I suppose. They don’t need to have these scripted sequences like I just used, but something that changes in the attack pattern of the enemy would be nice and the boss battles should last a couple minutes.

Halo 2 had the Heretic Leader, Regret and Tartarus, Halo 3 had Guilty Spark. All of those were terrible. Now, things like the Scarabs are good. They’re large, rare and they’re not blatantly obvious boss fights. There’s not a cutscene before and after them, they’re not one of a kind, but they could be better. Boss fights are either bullet sponges, things with one weakpoint, or things with a series of small weakpoints that must be destroyed before the main weakpoints. They need to be more subtle, oh, and they shouldn’t use the Quicktime events that modern games have been shoving down our throats.

> I made this suggest back in 08’ but no one really wanted something like that… They they all their reasons, so it was brought down to a pulp.
>
> But I seriously think that this is an excellent idea, I love having boss battles it brings that nostalgic feeling of playing older games.
>
> :smiley:

I could even list newer games that still have this feeling. I’m dumbstruck that no one wanted better bosses back then, especially after 2 and 3’s bosses. Not like Bungie included bosses for ODST and Reach anyways, which was probably smarter than attempting at making a boss that could of ultimately failed.

> Halo 2 had the Heretic Leader, Regret and Tartarus, Halo 3 had Guilty Spark. All of those were terrible. Now, things like the Scarabs are good. They’re large, rare and they’re not blatantly obvious boss fights. There’s not a cutscene before and after them, they’re not one of a kind, but they could be better. Boss fights are either bullet sponges, things with one weakpoint, or things with a series of small weakpoints that must be destroyed before the main weakpoints. They need to be more subtle, oh, and they shouldn’t use the Quicktime events that modern games have been shoving down our throats.

Of course they don’t have to use quicktime events! I would just like bosses to change their patterns of attack over the course of the battle and feel somewhat like “I’m in trouble and need to learn this thing’s strengths and weakness.”