irishdelinquent said:
Yes, I'll admit that Boss X is simple to beat when the hammer is used, but to me that wasn't the point of the thread. I thought this was a discussion about which boss battles we thought were the best. Best doesn't necessarily mean most difficult IMO. I always thought he was an awesome boss because he threw you off balance; you've gone through the other dungeons, fighting through massive bosses, only to come face-to-face and blade-to-blade with yourself. That battle always stuck out for me because it was different.
Also, he's easy to beat if you spam Din's Fire.
I think you've subtly raised a very good point here. I mean, the very presence of Dark Link is enough to throw people off balance. I mean, I've written whole articles [http://3scapism.blogspot.com/2008/02/haha-now-i-shall-reveal-my-true-form.html] before on how the difficulty and presentation of bosses can effect a player's experience. Now, what about when it comes to the very placement of these enemies? You say the mini-boss in question shocks the player because of its design - a literal 'shadow' of yourself and own playing tactics. However, I pointed out that he can beaten fairly easily if you know the right strategy. Still, according to yourself, this fails to make any real difference to the true, epic atmosphere of the clash? I concur; it is the location of Dark Link which is important here. The player has spent the last few hours going against the complicated, claustrophobic puzzles of the Water Temple. Suddenly, they are thrown out into a surreal, wide-open shallow, subterranean lake in the middle of no-where. The exit seems simple: Just run to the other side of the room. Then, suddenly, a boss appears and attacks you in this otherwise strangely picturesque environment. Now, I could analyse how the room is reflected in the water you battle in, and how this is imagery for the fact you're battling your 'alter-image' or whatever, but I just think its fascinating how the location can really change the pace of gameplay. Would it have had the same effect if there was a huge build-up to that moment, as there was in, say, the Forest or Shadow Temples? No, of course not. The encounter (literally) forces the player off-guard and breaks up the constant bloody tedious task-work which that damn dungeon composed of.
Of course other games have made the environment itself a key factor in fighting bosses (Shadow of the Colossus is one such example), but nothing like in OoT, where the very scene and the simple aesthetics of such make it memorable.
Yeah. Heh.
EDIT: I was just in the bath, thinking about other instances where this sort of level design has just been kept to presenting the player with gorgeous scenery to look out whilst partaking in a battle. The final confrontation with The Boss in Metal Gear Solid 3 sprang to mind; but even then you
have to use the environment in order to survive.