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Well I will tell you that no, they dont, in fact boss fights themselves are very simple, for the most part I found the best strategy to be run-hide-strike-repeat, unless you are in open space and can't hide, but even then outmanuvering the enemy seems to be thee way to go.
whether or not they are good, I would say, they serve the purpose, which is making the game tenser, and solidifying the story, they could make certain aspects better, but they serve the purpose of that regardless, all in all, they are good enough.
So not surprisingly, I love this game at large. The tactical sequences and the parts where I can just explore are great. However, I find the boss fights rather annoying. Even though they are by no means difficult, as even I could finish most of them in relatively few tries, they do require some trial and error to figure out where to look and when, and also some precision timing.
The most annoying part is when the Count chases you and you get stuck in a storeroom and you have to open a portcullis with a really loud crank. The first time I played, it took me a lot of tries, because I often got lost (turns out that there are two cranks, so you have to choose one and only push that, otherwise you're just wasting your time) but also because that sequence requires some really good timing. Second time, I got annoyed so much that I stopped playing, thinking that I won't even finish it as I already know the story and it's mostly boss fights after that anyway. Nevertheless, I returned a week later and finished a sequence in about 3 tries. The trick is to crank until the last possible moment, run away, lure the Count into a room and lock him away, then finish cranking; the important part is to lure him into the room opposite to the portcullis you open, otherwise he'll be right behind you and the exit.
But you know what? It's no longer a '80s platformer where you enter a room, the music changes, and then you face off a huge enemy that shoots at you from multiple guns. The term "boss" has less meaning here. There are just different kinds of scenes, some stealth, some action, some puzzle, while others a combination of these. And any of them easier than in a game focused on just one of these elements. Though to be fair, Innocence has clearly defined bosses. Requiem does not.
Also, I really hate QTEs. This game lost points with me when I saw the prompts. Remember how Innocence did not have to rely on crap like that? Gosh, I do.
it's not the games that need to change, it's the term.
QTEs are such a cop out on showing your skills as a gamer. It really takes me out of the immersion.
I had the same - I didn't know what's happening it was just *boom* *boom* and a cut scene.
The good thing is that besides the stock mechanics that appear in several scenes, such as sneaking around with or without the possibility to kill enemies, running away from rats or other enemies, fighting enemies, etc., there are some scenes with unique game mechanics. These are, for example, the aforementioned storeroom scene or the entire ending. Then there are some scenes where the creators failed to come up with something better and used QTEs. These could as well as be cutscenes. For example, the part where wounded Amicia fights the Count with a sword. You have to succeed in the QTEs or die, but you lose anyway so giving it interactivity doesn't add much to the game. Maybe they didn't want to make such a long cutscene, given there are already cutscenes at that part, dunno. But anyway, gameplay-wise, that scene is a filler. Story-wise, it's perfectly good.
In Innocence the boss fights kind of spoiled the game for me. I was enjoying the story and light puzzles, so to have to grind at working out how to get past a boss character to carry on spoiled it somewhat. There were only 3 that I recall. The first in the village was easy, Nicolas was a slog, and the Grand Inquisitor at the end was somewhat frustrating because the pattern of what to do was easy to work out but bad luck would get in the way sometimes.
Requiem seemed a little more balanced. The heavy guard near the start was silly as without knowing that you had to get him from behind I imagine people could waste a lot of time on that. If you know what to do it takes seconds, but if you don't get it straight away you can spend ages trying to get the positions right at the risk of running out of ammo. The rest of the game mostly relied on waves of enemies, which was a little more realistic than some guy in armour who just won't die despite being engulfed in fire multiple times. However, they were still a slog, especially at the end of the game on the beach where I didn't noticed anything to suggest it was the end of the game. The "escape an angry bad guy" scenes were a little more interesting, and nowhere near as annoying as the escape runs in something like Ori.
Overall, I didn't much like the "boss" sections, however they were presented, as I was more interested in working through the story, the puzzles and stealth aspects.