Why can't western devs make good bosses?

fuck you I totally forgot about Ian Terry winning Big Brother

youtu.be/eTN6gL21F60

i was talking about the examples you listed, don't switch goal posts. Demon souls was niche when it came out, it was middle market shit. KCD, is niche. It was aimed at a niche audience, despite its budget. Mount and blade combat is great compared to jap AAA. Darksiders 3 is not great but it is still ok. How do you judge combat systems? I judge them based on how fun and challenging they are. Based on that the games i listed are perfectly fine. And lets not forget that west also has superior turn based combat, Xcom and DOS 2 has better combat than most jrps ive played. The games i listed stand up very well against jap AAA like pokemon, mario, zelda, MH, dragon quest, etc

>At least 4 is a breath of fresh air in that regard. Even if its combat isn't perfect I'd say with some tweaks it could work. Removing the iceskating bullshit all the enemies/kratos do to hit each other would be a good start.

Oh, you're one of those people.

Reminder a nuGOW fanboy posted this in a previous thread thinking it looked good.

I'd take any of the 5 God of War games that came out over NUGOW any day of the week, twice on Sunday

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>>KCD had a budget of $30+ million or so
>AA at best. I guarantee cod, ass creed, death stranding, spider man, and whatever sony currently has cooking costs at least double that before marketing.

Okay so by your logic the only AAA games from Japan that aren't niche are always bloated Square enix projects like FF15

>Mount and blade combat is great compared to jap AAA.

Mount & Blade's combat is just a complicated version of a musou game, and that's the nicest I can be about it.

It handles multiple enemies very well, but I'd rather play KCD.

FPS games, which the west excels at, don't lend themselves well to the concept of boss fights, a singular powerful enemy. Those games are at their best when you're fighting several different enemy types and juggling between weapons. A FPS boss fight, even in a game with otherwise great action, is usually reduced to either circlestrafing/backpedaling while using your most powerful weapon or a puzzle.

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>The scripted sequences in HL1 were impressive for the time because there was nothing like them
The funny thing is that wasn't even true

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Good Build games like Duke and SW have good bosses. Even the mediocre Blood has good bosses.

HL1 had voice acting and lipsync (as primitive as it was). Not even Perfect Dark had lipsync.

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>HL1 had voice acting and lipsync (as primitive as it was). Not even Perfect Dark had lipsync.
Half Life didn't invent voice acting in video games. The impressive part of both Goldeneye and Half-Life is the fact that there was in-engine storytelling, not that it was voiced.

ultimately this is completely subjective. You can't objectively prove that one game has better combat, it depends on your tastes

>the fact that there was in-engine storytelling,

Oh look, Japan innovating games before the west could do it

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