Why do final bosses in rpgs sometimes feel like cutscenes?
#1
I just finished the main story of the new RPG everyone's talking about, and I'm honestly a bit let down by the final boss fight. It felt more like a long, flashy cutscene than an actual challenging test of everything I'd learned, which left the whole ending feeling kind of hollow. Did anyone else find the lack of a proper mechanical climax a bit disappointing?
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#2
Yeah, I felt that too. After hours learning the rhythm, the ending just rang in with flash and not much pushback. It didn't test my rotation or my timing; it felt more like watching a trailer than playing a climactic fight.
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#3
I actually tried pushing different builds, thinking I missed something, but the moment still felt over scripted. I swapped from dual wield to a heavy mace, tried clutch heals, and it ended with one big animation and a sigh.
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#4
Do you think maybe the problem isn’t the fight but the pacing of the whole ending arc?
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#5
I walked away and did something mundane, like laundry, and the ending kept nagging at me. I can't tell if I want to replay for a different choice, but the clash felt hollow.
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