Ideally, I think a great final boss should be
- Introduced way in advance and be a memorable character
- Have great gameplay, a final culmination of what you've been taught so far
- Be somewhat of a challenge
- Have some wonderful spectacle or setpiece to really make it clear that this is the climax and have it stand out from the earlier trials
Some games can manage to get by with one of these. You can also subvert the boss tropes if it fits your game. I don't mind that Demon's Souls' final boss(Allant) is a complete pushover, because it's incredibly atmospheric and story-relevant, and right before him you face a very hard and climactic boss fight(False Allant). On the other hand, I think Gwyn is a weak final boss because he's either an easily abused pushover or an impossible wall just depending on if you can parry, bro. The only part I like is his unusual and memorable music. The last phase of the final boss of Dark Souls 3 was a much better version of the same idea.
I think most Metal Gear games manage with the spectacle part, usually with a big mecha fight and then a follow-up fight with the pilot. The gameplay usually suffers because they reduce all your options in the duel with the person, though. If your spectacle and story is incredible enough, I can live. Metal Gear Solid 4's final boss is mechanically awful, but because of the story, the cutscenes, the presentation with the music and animations and UI, it feels like the perfect culmination of the series.
They avoid the barebones gameplay in Metal Gear Solid 3, which essentially has 4 final boss fights, including a chase sequence, all of which are spectacular. Dueling Volgin, the spectacle sequence on the bike, a rematch with Volgin on the Shagohod, followed by a great stealthy final battle against The Boss... And both of those characters have gotten more than enough screentime at this point to be worth remembering. Metal Gear Rising Revengeance is also fantastic about it. An awesome mecha fight, a ton of quotable cutscenes that portray an unforgettable villain, including some spectacle sequences, and then a final difficult duel.
I'd also like to mention Dragon's Dogma. The final fight is terrible, but it's entirely a simple story boss, so I'll go by the rules I laid out in that mail I sent in to the Bombcast recently and say semi-final bosses count.
The second to last boss is The Dragon, Grigori. He's there from the first minute of the game, and while he disappears for much of the story, he steals every scene he's in. When you get to the actual fight, you get several chase and spectacle sequences, including some QTEs, but then at last you're just thrown into a giant arena and it's you against him, using all you've learned to take on this foe that towers over every other monster. It's a phenomenal fight.
Of course, this depends on the game. I don't hold it against for instance Super Mario Bros. that its final bosses usually suck, 'cause combat isn't what those games are about. Doing some simple thing three times is about all they've got in terms of combat depth. However, even games with simple combat can benefit from making an event out of its bosses. Yoshi's Island has some very fun bosses that all do unique things visually, including a final boss where the perspective changes somewhat but the gameplay does not. All of Kirby's platform games have gone for this sick RPG- or anime-style godlike boss that seems way cooler than what should be in an easy pink blob platformer game, including a Gurren Lagann homage for Planet Robobot. I love what they do with their bosses in general, and their final bosses are always a treat.
I think the worst job a ton of games do with their villains is reducing them to QTEs, a gang of mooks, some tower defense, a cutscene or whatever else other way we can get out of actually making this a fight. Somewhere along the way it just looks like many devs decided that they were either incapable or uninterested in making good boss fights, so they entirely stopped trying. Maybe it just doesn't fit with their attempts at a more serious or Hollywood-like story. Additionally, a strong final boss needs focus. You can't just throw some random doofus into a final fight and expect people to remember him. A lot of Japanese games are on my good bosses list just 'cause those guys tend to make gamey games, and they spend a lot of time on their villains. I rarely play a Japanese game that's 50% combat and then has a super bad final boss the way, say, Mass Effect does.
Just off the top of my head, examples of bad final bosses from some games I've played over the last few years(spoilers, natch, keep a look out):
- Horizon Zero Dawn. The semi-final boss is just some human dude that you run circles around, followed by a final boss that consists of nothing except enemies you've already beaten many times before.
- Tomb Raider 2013. The best you've got is an armored dude you tumble around and shoot in the back a few times, followed by a cutscene.
- Bioshock Infinite. Instead of actually fighting the giant monster that's hounded you all this time, you use it in a tower defense segment.
- God of War. I have no idea why they did this, but in the final fight Kratos grows to titanic size and has a fight in an entirely new system with Ares. Neither you nor him feel big, and are constrained to a very tiny arena. Each hit one of you does drains the other person's energy. This lasted forever.
-Half-Life 2. What do you do for a final boss again? Shoot some dumb pillar in the center of a tower while the doctor yells at you?
- Alan Wake. You throw a few flashbangs into a tornado. It's real dumb and underwhelming.
-Bastion. Bastion's bosses are overall pretty weak. I think they entirely consist of the plant monster that just sits still and shoots at you, and also the underground crocodile monster? I feel like the devs were on a tight budget when it came to animations, so both of those only have like two frames of animation. For the final boss, they just forego any fight and just has an event match where you smack some dudes with a pillar, then walk out while carrying your buddy. It's a decent story moment, but it's no climactic boss fight to a game where all you do is fight.
- Mass Effect 1 and Mass Effect 3.Mass Effect 2 is usually the one that gets a lot of flak here for having a final boss that people didn't feel fit the tone, but in my opinion it's probably the closest the series has gotten to a decent boss fight, possibly save for the shadow broker. Meanwhile, Mass Effect 3 has nothing, while Mass Effect 1 has Saren as a reskinned version of the regular Geth Hopper enemy. It's no good, and a big bummer as the finale for those games.
- Skyrim.The final boss is done in a flash, visually unimpressive and indisctinct from all previous dragons, and despite his amazing title of World-Eater is just an unimpressive and forgettable boss. I could swear those viking dudes from Valhalla beat him for me while I wasn't looking.
All of the games above attempt to do some big setpiece in place of having an actual good boss, but none of them worked for me. If pressed, Horizon was the closest to being fun, because it's a pretty grand setpiece taking place in a familiar location with all your allies.
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