There Have Been Many Good Video Game Bosses. Most Of Them In Soulsborne Games If We're Being Honest...

There have been many good video game bosses. Most of them in Soulsborne games if we're being honest... But nothing will ever make me forget the first time fighting Spirit of Motherwill in Armored Core: For Answer (incidentally, also a game by From Software... go figure)

The fact that the battle begins as soon as you load into the level, how you have to dodge its long range artillery before you even get in sight of this mechanical monstrosity while you're doing mach fuck across a desert. Then once you're actually in close enough to start shooting, it's so big. IT'S SO BIG. it's only ("only") the first boss, but by now you're used to your mech needing an entire 10 lane highway to stand, towering over buildings and literally crushing huge tanks underfoot. But Motherwill... It actually takes a long time to fly around her. But of course, you won't really have time to check because there is a CONSTANT barrage of AA guns, missile salvos, tiny mechs (in comparison to you but still bigger than a Gundam) flying out of her two hangers. You need to be constantly moving in two directions and using your limited (!!!!) supply of flares to survive the onslaught, all while chipping away at her superstructure. She doesn't even have the decency to display a health bar, none of the AC:FA bosses do. But if she did, you'd realize right away (instead of 15 minutes into the fight, like me) that you literally don't have enough ammo for this. You HAVE to bring a sword because your guns, missile launchers, grenade cannons, railguns, and more will simply run out of bang bangs before Motherwill stops trying to kill you. When the victory cutscene plays, and your mech poses next to a piece of wreckage with "Motherwi" written on it, the rush comes to an end and you finally realize you were holding your breath for way too long. The mission complete screen loads up and you get paid, despairing at the repair and ammo costs, and then. Instead of returning to the hanger like usual, the chapter end cutscene plays, and you get another tidbit of lore.

And THEN, two hours later, you fight the SECOND BOSS OF THE GAME and get absolutely rinsed because oh yeah. The folks that made this game went on to create Dark Souls.

Spirit of Motherwill was the best video game boss I've ever faced, and she was only the warmup for Armored Core: For Answer. Over a decade later, I've yet to play anything that comes close to giving me such an experience.

More Posts from Thegigabrain and Others

1 year ago

me not using social media because I rarely have anything worth saying and don't want my only post in a year to be some random comment on something from 4 months ago like:


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1 year ago

ok its hyperrogue infodump time because boy do i have a story to tell

so, hyperrogue as a game is incredibly open-ended. there really isn’t a set goal for ANYTHING – it’s really an open-world, choose-your-own-adventure game with over 60 different biomes each with their own mechanics and quirks. however, it does have a few major quests that are kept track of by the game.

one of these quests is the Yendor quest, which involves collecting an Orb of Yendor, which needs to be unlocked with its Key before it can be collected. you do need to do some work to make these things even spawn in the first place, but that’s beside the point. once you touch an Orb of Yendor, a beacon will activate telling you which direction the key is and how far away from your current location it is. it looks something like this:

Ok Its Hyperrogue Infodump Time Because Boy Do I Have A Story To Tell

your goal during the Yendor quest is to go get the key and fetch it back to its orb, at which point it will be consumed, you will gain the Orb of Yendor (and a hearty helping of various orb powers, along with the orb itself worth 50 points), and formally win the game (with your turncount and real time recorded on leaderboards and the like). and the key is a mere 100 tiles away! how hard could it be?

the answer is: incredibly fucking hard.

hyperrogue’s whole thing is that the world is based on hyperbolic geometry, and in hyperbolic geometry, big things grow exponentially. the number of cells at distance 100 from you would have been around 600 in a flat, euclidean hexagonal grid, but here it’s to the tune of 700 sextillion (the same order of magnitude as avogadro’s constant)! if you don’t know EXACTLY what you’re doing and retrace your EXACT steps (such as by dropping a breadcrumb trail on the way there), the slightest deviation from your path will almost certainly lead you hopelessly astray – you have no hope whatsoever of getting back to where you came.

or do you?

see, the thing about hyperrogue is that its many lands tell the story of its geometry in many different ways. and this could not be more true for gravity lands like Ivory Tower.

Ok Its Hyperrogue Infodump Time Because Boy Do I Have A Story To Tell

the mechanic introduced by this land is artificial, magical gravity, which makes objects and non-flying monsters (and also you) unable to move upward (which, in Ivory Tower’s case, means away from the Great Wall). tiles within the land are colored in a way that reflects this - the alternating color “bands” in the screenshot above are horizontal from the viewpoint of the gravity mechanic.

and because this is hyperbolic geometry, things grow exponentially as you go higher and higher up. the numbers work out so that, for every two tiles in elevation, the number of tiles approximately triples. this means that, once you’re a few dozen tiles up the Ivory Tower, the horizontal movements you make barely have any effect on your movement left or right relative to your entry point back at the bottom. and usually, you’ll come back exactly the way you came.

another gravity land is Yendorian Forest, whose gravity works the same way as in Ivory Tower, except on the tree trunks where movement is unrestricted (except birds can’t fly through them):

Ok Its Hyperrogue Infodump Time Because Boy Do I Have A Story To Tell

just like elsewhere in the world, under the right conditions, Orbs of Yendor can spawn here. and the key will be generated further into the Yendorian Forest. and you may think, hey, since descending in a gravity land takes you back where you came, doesn’t that mean getting your Yendor here is basically trivial? and you’d be right to think that… if The DevTeam didn’t Think Of Everything.

when you travel to the key in YF, you will at first see the beacon take you up the tree trunk, perhaps taking different turns at the branching points sometimes, but still a very easy path to follow back.

and then at some point you’ll see the beacon point directly upward, out of the canopy. which, if you are unprepared, it will be very hard to continue your journey to the key from here.

and about 20 more tiles up, high in the Yendorian Forest sky…

Ok Its Hyperrogue Infodump Time Because Boy Do I Have A Story To Tell

there will be the key, sitting atop a single-block platform placed there with the sole purpose of ensuring the key won’t just fall to the canopy.

this sort of thing happens in Ivory Tower too, in which the key is placed on a platform unreachable by normal climbing, but it’s easier to pass that off as natural terrain generation there. here, however, it is a special exception made specifically to ensure the quest never becomes trivial. and i think that’s both beautiful and kind of funny. one of the many things that gives hyperrogue this je ne sais quoi that makes it so addictive.

1 year ago
I Painted 03-aaliyah From Armored Core 4 And For Answer

I painted 03-aaliyah from armored core 4 and for answer

1 year ago

Humans are weird: MMO’s

Alien: What do these letters mean? Human: “Massively Multiplayer Online Game” Alien: Shouldn’t there be a “G” in there as well then? Human: Then it would be “MMOG”, and that sounds silly when said out loud. Alien: *Looks sad* Human: Oh Christ your name is Mmog, isn’t it? ---------------------------

Alien: So this game is about the star wars religious fanatics fighting each other? Human: Pretty much. Alien: You would think the rest of the galaxy would have united and wiped them all out by now since it looks like the majority of conflicts are started by one side or the other. Human: Pretty hard to stamp them out when they can crush your windpipe from half a star system away. ----------------------------

Alien: So evil triangles fighting good spheres? Human: Pretty much. Alien: That doesn’t sound exciting. Human: It was before they put up a paywall around everything believe it or not. Alien: How so? Human: Well for one thing you got to punch an ancient worm god the size of a skyscraper in the face on Mars. Alien: Wow, that does sound like fun. -------------------------------

Alien: Friend human, I wish to start a fight but I don’t know hard. Human: Oh that’s easy. Human: Walk into any of those blue cities and shout in chat “Sylvanas did nothing wrong!”. Alien: Thanks. *An hour passes* Human: How’s it going? Alien: I’m not sure how but I may have started an in-game race war. Human: Ah; classic indeed. ---------------------------------

Alien: So this one is about flying around the universe and raiding people? Human: Yup. Alien: Isn’t that what we do now though? Human: Well when it came out it was depicting the future so it was more exciting. Alien: I’ll say. Alien: For being supposedly dangerous I’ve seen waiting lines at amusement parks on Florp III that were more harrowing. Human: They never did find that little girl waiting for the teacup ride. -------------------

Alien: Why are there fire pits everywhere?!?! Alien: There are not enough players to need so many. Human: you just don’t understand. Alien: Understand what? Human: You always need to leave a trail of fire pits behind you as you go in this game. Alien: Why? Human: *Points behind alien character to see angry band of players dodging way through fire pits trying to attack them* ---------------------

Alien: I don’t like this one. Human: Really? Human: You loved the two previous entries. Alien: Those were both offline games and this one isn’t. Alien: Plus it has a really annoying feature I hate. Human: Which is? Alien: Having to interact with other players to complete missions. -------------------

Human: They called this one a wow killer. Alien: How’d this get a name like that? Human: Well for starters they invested in decent writers. ------------------

Human: I heard that one is rather good. Alien: I guess. Human: You sound disappointed. Alien: Well I’ve yet to come across this black desert the title speaks of and I’m starting to get upset. -------------------

Alien: All I wanted to do was mine asteroids!!! Human: Yeah, but you did it in their territory. Alien: This is government controlled systems! Alien: Nothing is player controlled!!! Human: Probably explains why they are swarming you with cheap ships. Alien: Why!?!? Human: They’re probably hoping they can take you out before concord floods the system and wipes them all out. Alien: That’s crazy! Alien: They’d waste dozens of ships just to take out my lone miner? Human: Let me tell you about a little group called “Goonswarm”. ----------------------------

Alien: So everything is player created in this world? Human: For the economy at least.  Alien: That would explain a few things. Human: Like why there is super inflation for a bundle of wood? Alien: More so why every sword for sale is called a variation of “Buttsmasher”

1 year ago
She Sleeps
She Sleeps
She Sleeps

She sleeps

1 year ago

I think my dream career would be lying under the reactor of a spaceship and rapidly splicing cables with my teeth while we're narrowly escaping a pirate's harpoon by juicing the engine so hard we rip the launcher out of the other ship's frame but I don't think that exists yet so I have to settle for esoteric wizard languages that make light and sound. also there would be a greasy girl there with me who's the ship's munitions expert and she teaches me more about the guns on the ship and I convince her to stick her hand into the shield generator. she's mostly there for tumblr notes but we're in love regardless

2 weeks ago

The problem with Gleba

There's a game I'm a big ol' fan of and don't write about enough called Factorio. It's an interesting beast of a game. There's a lot of RTS DNA in it, and a lot of grand logistics puzzle/progammer-brain game. The main appeal is that as a the player, you are running around setting up a giant tangled mess of machines, conveyor belts, and little robot arms to produce large amounts of stuff to feed into research machines, teching up to more on more complex stuff, requiring you to scale up more and more until eventually hitting a win condition, but the more you expand and produce, the more the resulting polution causes your basically-Zerg neighbors to become larger and more aggressive. There's a really great inherent push and pull to this where if you're new to the game and just kinda struggling along, you generally have a lot more leeway on enemy aggression, and if you're really confidently rushing through (or just seriously overbuilding all your production), big deadly attacks roll in super early and you'll have to be way more aggressive about defenses.

Back in October, Factorio got an expansion, which I described while streaming it as the sort of expansion that's for "real Factorio sickos only." It makes the game significantly longer and more difficult, mainly in that normally, you advance through 5 flavors of science packs, each more of a challenge to produce at the rate you'd like, then head off into space. In the expansion, you can get into space with just the first 3 science flavors, but to hit the new victory condition, you need to be producing the original 5, plus an additional 5, one produced on orbital space platforms and the rest each coming from setting up bases on 4 new planets, each of which basically require you not only to start your big setup from scratch, but have their own resoruces, tech trees, and obstacles, meaning you end up playing 5 variations of the base game, simultaneously, and an extra logistical challenge in tying their science outputs together.

As a real Factorio sicko myself, I love this, for the most part. I have long since mastered the base game to the point where it's fairly trivial for me to get a thriving base going on what's now just the starting planet, and set up defenses that won't hold up INDEFINITELY without any further input from me (places to mine up the most basic resources do eventually run dry and one must push out into the map to set up new outposts now and then). So hitting a point where I have to just step away from my primary base and spend several hours setting things up on new planets is a cool change of pace.

And of the new planets, three of them are just fine. There's a volcanic planet where there's no water with which to set up the usual early game steam power nor the late game nuclear plants, nor can you mine for the iron and copper you need to produce basically everything in the game. The big challenge is figuring out the new tech tree and how to get the basics set up, then in realizing just how incredibly generous this new tech tree is with everything, and how much more efficiently you can set everything up, and the normal enemies that would be harassing you have no real equivalent. There ARE stupifyingly large and tough new enemies, but they won't come to you. They camp out around the map, guarding their personal territory, and requiring you to essentially handle a boss fight every time you need more territory to set up your stuff or harvest finite resources (but honestly, in practice, you'll need to expand in this just once, most likely).

Another planet's main hook is that literally the only resources to work with come from setting up your mining drills on the ruins of a long-dead civilization, pulling up an odd slurry of what in the base game are end-game resources. Complicated electronics, fuel, and superstructure materials just come out of the ground, and need to be broken down in recyclers for the actual base resources, which is just sort of hilarious. And the real puzzle is you have this mixed slurry of all these resources you need to sort out, then also deal with the incredibly unbalanced ratio, and find some way to keep the resource pipeline flowing and not getting gummed up with all that concrete and super advanced electronics you don't actually need that many of. And the final planet, only unlockable after mastering the rest, needs a good interplanetary logistics network as you need to important damn near everything from elsewhere.

All of this is great. Head to a new planet, spend a couple hours puzzling out it's quirks and how to set up a new rocket platform, its required inputs for perpetual rocket launches, and how to produce each planet's science flavor to send home. Then since it's been a few hours since you've checked on your main base, you head back, do some maintenance, maybe move some mines, maybe take a moment to make upgrades everywhere as each planet also has some infrastructural stuff that can't be made anywhere else, giving you better production structures and faster conveyor belts and so forth you might want to use everywhere. But then there's Gleba.

The gimmick of Gleba is it's the biological planet. There's no metal to work with (technically). No oil. Solar power doesn't even work particularly well. So like the volcano planet, you have to reinvent the wheel with everything using a new tech tree where you harvest two types of fruit, throw them into a series of goop-filled tanks powered by "nutrients" rather than electricity, and various combinations of byproducts your tanks spit out let you make literally everything you're ever going to need. In fact, a properly set up Gleba base becomes a perfect closed system, circulating seeds back to the two fruit farms for an infinite suppy, producing all the nutrients required to keep everything running, and enough surplus production of some form or another to feed into incinerators to provide electricity for the few things that still need it (basically just the inserters moving things from one tank to another).

And then there's the downsides. First, and this is a real serious problem for anyone dealing with this for the first time, Gleba has a real serious problem of "what the hell am I even looking at?" Everywhere else, there's pretty clear divisons between flat open ground, cliffs, some sort of liquid, and whatever useful resources you can harvest, without anything else really factoring in. And then here's Gleba.

The Problem With Gleba
The Problem With Gleba
The Problem With Gleba
The Problem With Gleba

I love the visual variety, but for comparison's sake, the base game looks like this:

The Problem With Gleba

It is very clear where the water is, it is very clear that there is a big patch of copper you can mine up. Meanwhile in these Gleba screenshots, you can't make out where the important resources are (a bit of a cheat because I didn't actually include the biomes where either of the plants that matter grow), and it's honestly quite hard to tell where the water is (I'm PRETTY SURE there's some in every screenshot, and probably a lot more than you'd think as it looks real different when very shallow)... oh and almost all water on Gleba is shallow to various degrees so you can't even go by what's walkable, you'll only really notice an area is flooded when you try to place stuff on it. It will probably take you quite some time before you can even successfully identify what's important, where it comes from, and where you have enough dry land to set your base up. And during that time you'll probably start dealing with the second complication.

Everything rots on Gleba. Well, almost everything. Stuff you build is fine, but the two important fruits, their intermediary peeled forms, the main intermediary material you make from mashing them together, the nutrients that power everything, the bacteria that you need to breed for your basic metal supplies, the one ingredient I haven't mentioned, and even the science packs you're eventually going to be exporting decay over time. Fresh picked fruit spoils in an hour. Peeled fruit and nutrients only last a few seconds. And once stuff rots, generally, you have this completely different item called spoilage, which is going to gum up all your automation by blocking conveyor belts or the input slots of machines and it can be pretty difficult to clear out.

Also as some things decay VERY quickly, any number of problems can cause something vital to spoil in transit, like say the nutrient supply to getting fruit initially processed, or the nutrients powering your production of nutrients, and everything's going to grind to a halt. Including the little inserters that move stuff to the burners providing power to those very inserters. So it's not at all uncommon when setting stuff up on Gleba that one tiny thing will be wrong, maybe as you cut off a belt to reroute it for a change in your overall design, everything rots, the whole base dies, and you have to go around clearing out rotted gunk from literally everything by hand, hand-produce a few nutrients from said rotted gunk, and slowly manually restart everything. Meanwhile we have the last issue to worry about.

Gleba is the one planet other than the one you start on with aggressive enemies to worry about. And there's a lot more to worry about from them. As the above sizzle real shows, they're significantly tougher on an individual level, but also, having these cool stretchy legs, they ignore all terrain. So you can't funnel them to choke points with walls, and they're likely to skim over water you can't build on in their approach. So you just sort of have to have a huge amount of standing firepower where they're likely to attack, which will only be your tree farms (and the path they need to take to them) which will be two very remote locations that are more or less completely flooded out... and your defenses most likely will require a lot of electricity, which is hard to get.

Also that last ingredient you have to worry about rotting? These things' eggs. Yeah both the buildings you use to produce everything on Gleba, and the science packs you eventually export, require the eggs of the local monsters to produce. Good news is, you really just need to risk your life attacking their nests to run off with a couple to start with, since you can make more eggs from eggs without too much trouble, but if one sits around for a few minutes without being processed, it hatches, and now there's a bunch of baby monsters freaking out in the middle of your base. And more importantly, after you clean that resulting mess up, you have to go on another super dangerous safari to get fresh eggs.

Now, individually, I actually love all this. There's some delightful cruelty and the puzzle of working out how to keep everything from rotting and clogging everything up in a fail-safe way is pretty neat. But putting it all together, there's two big things here that just feel real real bad.

First there's the pollution system that makes me love the base game so much. If I'm barely mining and producing stuff, I'm not causing a lot of pollution, so enemies aren't getting big and scary. If I make some huge mistake like, oh, running my whole base on coal power, scaling up a ton, and forgetting that I'm just plain not bringing enough coal in to sustain that, and my entire base de-powers and grinds to a halt, that's pretty bad, but I am producing zero pollution until I get it back online. If some small part of my factory stops working, because I'm massively overproducing something or I'm under-producing something, some machines are just going to stop doing anything until they get what they need, or have a place to dump their stuff, and even mines will stop mining if their output backs up.

Gleba... doesn't work that way. When anything goes wrong in any way, you go from having a ton of stuff you've produced to having a ton of spoilage. Or if you have some safety valves, you are suddenly tossing a massive overproduction of eggs or science or something straight into the furnace. But you're always going to be planting and harvesting the important plants (unless all your fruit rots on the line and there's no seeds to plant) whether you're really doing useful things with that fruit or not, and that's the one and only thing that generates "pollution" (officially it's spores that smell really delicious as a byproduct of harvesting). So catastrophes that end up being more of a full reset than a pause still leave you with jacked up pollution and much deadlier attacks, and that self-balancing difficulty just doesn't happen.

The other big problem, and this may be a bigger one, is you're really discouraged from tweaks and experimentation. You really are just sort of forced to fully design and deploy your entire Gleba base, with every emergency pressure valve and contingency, and the full production line to producing the final products you're shipping offworld before you even "plug it in" and start the actual plant harvesting. You can't really slowly build it up as you go (largely because you kinda get all your power by burning overproduction at the end), making a tiny change is going to make something start starving or backing up which can cause a disaster within seconds, and you either need to really really carefully manage ratios, or commit to massive overproduction and burning everything (spiking the difficulty).

So the first time you ever set up a base on Gleba, you're probably going to spiral into a failure state and need to reload from when you first landed there, maybe several times. But once you know what a functioning base looks like, either from your own trial and error or copying from someone else, you're going to have a nice little blueprint saved of this very nice compact efficient closed-loop base you can just stamp down on future play-throughs, hook up, and basically never have to look at again, ever. I was prompted to write this because I'm doing my second run of the expansion, got set up real quick here, and it's going to be a couple hours still before my defenses even get tested. Meanwhile I have basically all the Gleba research done already. There's no middle ground here between overwhelming and frustrating and a totally dull turn-key setup. Which is a huge shame!

Of course I'm also saying that before testing my defenses. The other inherent problem with Gleba is that from the moment you set foot on it, you do inherently have two planets with a steadily increasing difficulty modifier. Plus the science rots. So you are always going to have to divert SOME mental processing cycles to babysitting it at least a little bit even after you've solved the planet, even if it's just remembering to clean rotting science out of the labs on your starting planet here and there. And that really makes it into something you're still going to want to put off visiting for as long as possible even after playtest response to it being such a nightmare lead to the developers locking all sorts of cool researchable goodies behind it.

And then thing that really bothers me about all this is I can't really think of an easy fix for it. The closed loop where overproduction gets burnt is too conceptually foundational to really mess with. The cascading difficulty spike you could maybe fix by tying it to space launches and not basic production (rockets ignite methane in the air and freak the locals out)? Make solar work OK or take inserters out of the equation maybe by just letting belts feed directly into and out of the important machines here? If nothing else it'd certainly help if coastlines were more obviously marked in some way.

Also like... I'm not an outlier griping about this. Everyone hates Gleba. I just want to be the weird contrarian who thinks no, rotten planet is super rad, you should head there first even, get all that cool stuff to use elsewhere but... no there really are problems with it that are always gonna suck.

1 year ago

Trying to S-rank random missions in Armoured Core 6 is made infinitely funnier by considering the music I'm currently listening to as being diagetic.

You're G5 Iguazu, desperately trying to kill this random freelancer dipshit so you can finally escape this nightmarish government maze, and they scoot onto the scene, Yakuza 0 karaoke tracks blaring in their cockpit so loudly you can hear it, and proceeds to fucking shred you in under a minute with enough rockets to make god cry.

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thegigabrain - TheGigaBrain
TheGigaBrain

metafiction and fourth-wall breaks are my platonic fetish

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