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Do you remember the film called "The Cube", it's some 10, 15 years old about people trapped in a huge, deadly, maze-like cube? It was perfect, but the sequels and prequels that tried to explain the logic and reasons actually killed the whole magic.
As for the game, it starts very strong, but the finale fight is horrible. Boss fights are a consolistic disease, and piled bossfights are an absolure horror. It was a test of endurance above everything. Reading the original poster's complains, you depend on the blocking too much. I played the 1.0 version of the game where blocking against an opponent with shield actually made you lose the combo chain, and I almost never blocked, it was very situational. My go-to, safe, automatic defense was that overused roll.
I also did not have that much problems with the plague trio, but the scales were absolutely horrible, the fight took ages and ages.
As for bosses, I DEFINITELY cannot agree with you on there. I've loved bosses in games, simply for a number of reasons. For one, think of what a boss IS... A challenge, yes? I do believe the bosses in this game could use more moves, to be unpredictable in action, but yes. In games, bosses are meant to be tests of skill, a way of saying "Can you handle this?". They are by NO means a disease, and even this was not, as you said, an absolute horror. They piled these specific bosses together in their suites, and together, they have a fun synergy, that tests both your skill and cunning. As I stated for the first two and the last of these gauntlets, they have certain ways you can go about it, that both eases your pain, tests your ability to dodge in time, and when to decide your blows... My second reason, is that bosses in games are also cinematic. Like a treat...
I view bosses much like a desert after dinner. Bosses in games tend to always have not just a trick to them, but you must still challenge yourself to avoid their attacks, and choose when it is best to draw the line, and go on the offensive. In a single player game, this is especially essential, because having NO challenging bosses would make it so that it's nothing but a slog through a bunch of the same enemies. Bosses are as much a treat for the eyes as they are a treat for difficulty. They change up the pace, they give you a new enemy to look at rather then the relentless horde... I cannot describe to you how wrong it is to get rid of 'boss fights' in gaming, because you aren't the first that has argued against it.
But seriously, screw those rats. Argh.
Anywho, Cube was nice, but like ya said, I ain't happy they tried to explain things away. T'was a silly endeavor. Anywho, hope to hear from Morgan on this a bit, if I can get his take on it. Again, maybe it's just me, but those rats were relentless, and I saw no real 'openings' like any of the others, and that is what gets to me...
https://www.youtube.com/watch?v=8ESfN3lUNRM
However, most bossfights in console games are repetitive hacking at something that has hundreds and thousands of "hitpoints", so it's a test of endurance, pattern recognition and mouse-like reflex training. As such, I hate them.
On Hands of Fate, I like everything but the bossfight.
A challenging enemy should not be a moronic heap of hitpoints.
The curse stacking in the last two levels is even worse though. It basically becomes a "Do you have Sweetwoods" check. If you draw it early, then you clear the curses and it becomes a normal and reasonably fun game again. Otherwise it deteriorates into a tedious experience of drawing -maxhp after -maxhp and having to put up with obnoxious curses. Also, the King of Scales fight not mentioning the invulnerability buff he gives his minions was right nasty. I had about a ten minute fight with him before losing, and I was a bit salty when I looked it up and found that out.
Anywho, I will concede that this game's boss fights aren't QUITE full-on huge bosses, but honestly, I do like them as they are. Mainly because the point of them IS to finish you off. They are given the challenge by your own curses and worn-ragged form by the dungeon. This is why there's no "Boss Rush" mode, because a simple fight where you got all the basic gear against the bosses would just be... Well, like killing an extra strong enemy. Nothing really huge there. But the point is that the fights are made more difficult in this game BY the curses, and by the dungeons, which is when the strongest enemy around is meant to deal a finishing blow, or you fend them off proper. Each boss individually is just an extra-strength enemy, but when in a group, and with your own faults and whatnot? Makes for the challenge OF Hand of Fate. So these...
Ya can't really call them boss fights. Just extra challenging fights. So it's a bit of a misnomer. The only real boss is the Dealer, which again, I liked. But anywho, not much I can really say on that.
Also, Thalton, to fight the King of Scales? Just use his own Jack to beat him up, deflect his queens fire, and you'll be fine with him. Throw in a few of your own blows and whatnot.
Also, Thallton... If you read his card? it -does- say that he gives his minions that buff... Sorry to say man, but it -does- mention it. THis is a case where ya gotta read the card. Maybe it wasn't that way in a previous patch, but when I beat it about... What, three days ago? It definitely said it man.
Anywho, as for Boss Fights themselves? I still cannot agree for the most part about them needing to go, because again, they are what MAKES games sweet to me, they ARE what attracts me to games like this, or Shadow of the Colossus, or a variety of other games... But eh. THis is a case of "To each their own" I guess.
Another example of what is not a boss fight: Sponges. Aka, Deus Ex: Human Revolution... Those were... A league of their own. I'm not sure how the Director's Cut has changed them, but yeah.
ANywho, again, all this topic was to do was to inform the makers of another opinion on their final bout. Again, it was enjoyable, as a touch of cunning, patience, and good timing solved most of it, which I found delightful. But those rats were far too aggrivating. If at least one of them had a counterable attack of some sort, I could be completely okay with it, but when they get that 7-hit chain of melee strikes going, it is intolerable... Only made worse by the lady-rat.
The boss fights - or rather, face cards - become much more frustrating once randomness is added in, so later in the game when bosses may show up randomly. With a bit of bad luck - it happens often enough - you´ll fight multiple face cards in tiny arenas which leave hardly any room for avoiding attacks (King of Plagues three-split, anyone?), absolutely underprepared and possibly with extra added difficulty due to boss synergies (mainly plagues and scales). This somewhat leads the whole idea of "cilmatic boss fights" at the end of the level ad-absurdum when *getting* to a boss is multiple times harder than actually killing it. At least for me, the last three court levels caused me to relax quite noticeably once I reached the "boss": "Oh, just a single face card in a wide open arena! Finally, an easy fight - and one I am prepared for."
Now, the Dealer is a different case. You are very unlikely to defeat him on the first try because you have no idea what he will be capable of (unless you looked it up). And, unless you a very lucky, you will probably be at your WEAKEST at the end of the dungeon thanks to all the curses and pain cards, given you even survive the likely face-card-onslaught beforehand. Rather than progression towards a goal, you feel your chances decreasing more and more as the dungeon goes on. So, you just take the shortest route possible and hope you find the required items along the way. Every extra step has only a slim chance of awarding something useful, but a much higher chance for face card battles made worse by unlucky timing or combinations and brings you closer to the next pain card. Pretty much the only possibility to avoid this is an early draw of the often mentioned "Nymphs of Sweetwoods" card, which many players see as required for the run. It is not neccesarrily because it makes the run easier (though it certainly does!), but, I would argue, it changes the last level´s feeling from constant DEgresion to PROgression. To me, that seems to be the real game changer: All the other bosses feel like something to work towards to, while the Dealer is something you probably want to fight rather sooner than later unless you get that really lucky draw early in the run. No other level relies on pure luck so much.
That feeling of "plenty of luck required" coupled with the feeling of constat degression is, in my eyes, where most fo the frustration regarding the final battle stems from. While the Dealer certainly is hard, it would not be as rage-enducing if players felt they had a fair chance of adequateley preparing for it.
At least the dealer IS climatic given that he is multiple times harder than anything you encountered before, including multiple facecard encounters, unlike the other bosses. But not because he requires a special skill set but rather because he´s an extreme form of endurance test ON TOP of an extreme endurance test - the previous dungeon.