Quote:
Originally Posted by Kalyx triaD
It's a Japanese character action game. If it wasn't over the top and melodramatic I would deem it a presentational failure.
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He still sucked.
The problem is, these game spends most of your playthrough developing a relationship between protagonist and antagonist, little by little, delving into each other's motivations, so that by the time they fight, it has an epic feel. Then you keep going and take down the last boss in a battle devoid of everything that made the previous fight so cool.
These "Necron" bosses just pop in at the end, after maybe one or two brief appearances, and go about explaining their whole plan and why they did it during the fight. I have had no reason to give a fuck about this character, so I don't really give a fuck what he's saying. The characters have had zero interaction during the game, so it feels more like business, than a personal conflict.
That conflict needs to develop organically throughout the course of the game.