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Battle Double Pamish: Every boss I've ever seen is a flesh-and-blood machine

As a game with apocalyptic science fiction themes, boss design is inevitably imaginative, or imaginative creation, or a transformation based on world view settings, in short, can not let the player play.

At this point, "Battle Double Pamish" does a good job.

The world view of the war double is set to the end of the world after the mechanical infection, so most of the boss settings are obedient mechanical bodies, such as the early spraying robots, assault barriers, etc.; later to the parmesh virus intensified, the emergence of humanoid organisms; and now hit the outer space moon, the boss has also become an alien. It can be seen that the shape and ability of these characters are closely related to the worldview.

Battle Double Pamish: Every boss I've ever seen is a flesh-and-blood machine

Launched for more than 2 years, the boss of the battle double has continued to grow with the plot chapters, and has now launched more than 30, including the deformations of Luna, Roland, Gabriel and so on who often brush their faces in the main plot.

These numerous bosses form a plot portrait outside the two protagonists of the battle group, and while the player fights the boss, he also examines the boss's position in the game, such as the pursuit and helplessness of the daughter of the torturer, Gabriel's willingness to pay for the purity of his life, the survival concept of the humanoid organism without the concept of good and evil, etc., they all have their own stories.

Even in the end, as players, we can't clearly point out right and wrong, and the so-called good and evil sides are just the survival position under the siege of this catastrophe.

Battle Double Pamish: Every boss I've ever seen is a flesh-and-blood machine

Battle Double not only adds some boss perspectives through the dark line, allowing players to experience their mental journey, but also enriches the image of these characters and the story behind them through some chapters and plots.

I believe that every player has a deeper understanding of nuns, girls of torture, Rosetta, Qu and other characters after experiencing their perspective battles. Even in the face of Roland, a cunning boss who made people hate in the early stages, after experiencing the chapter of "A Good Play", he also understood the lamentable life behind the Joker character, and after reading the storyline between him and Luna, Roland also became a knight in the player's heart from "Joker".

Battle Double Pamish: Every boss I've ever seen is a flesh-and-blood machine

These are the bosses that have a weight and a plot in the game, and some bosses may not have a lot of plot but are still impressive, such as Amboria, orbital heterogeneous, cardinal queen, etc., the challenge difficulty is not high, but the image design and momentum are really eye-catching, especially in the [Ark of the Far Shore] version, the new BOSS Glorious Marcher directly ascends to the sky, from the previous infection body to Gundam, the visual shock is self-evident, can only say that the battle pair understands the player too much.

Battle Double Pamish: Every boss I've ever seen is a flesh-and-blood machine

The quality of boss design is related to the overall connotation and theme of the game, because it is through the comparison between the BOSS and the protagonist group that we can better explore the deeper things that are wanted to be expressed behind a game. The boss of the battle double is not only the opposite side of the player, but also the protagonist group in another story.

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