It is a topic that has been raised before. Why do so many games fall into the trap of having disappointing, inappropriate, or just downright silly end bosses?
Negativegamer.com takes a look at some recent examples, and what they could have done to create a more appropriate end bosses.

Go to the source for the full article.

[Fair Warning: Some end-game spoilers for Mass Effect 2, Bioshock, Uncharted 2 and Batman: Arkham Asylum follow!]

It’s the end of Back to the Future: Doc Brown is up on the clock tower, the storm is brewing and Marty McFly can’t get the DeLorian to start. Then, just in the nick of time, the ignition fires. But wait! Heading Marty off at the pass, a hulking MegaBiff Tannen charges in, dragging him out of the car and slamming him into a wall in a shower of bricks.

“Oh, man, this is heavy,” groans our hero, looking up at the huge form of his nemesis. MegaBiff bears down on Marty, smirking.

“I found out about your little Flux-Capacitor punk. Now I’ve used the time circuits to harness the power of the lightning itself… hmm… yes, that’ll do. Anyway, soon I will become the most powerful human ever and Lorraine will be mine! You’d better make like a tree–” Before he can finish, Marty is on the run in a desperate bid to get the DeLorian moving.
MegaBiff’s laughter resonates around the street and he calls out, “That’s right… I always knew you were chicken.” Marty freezes, the camera zooming in on his eyes as he responds, voice shaking:

“Nobody. Calls me. Chicken.” The fight is on.

If that’s not how you remember the ending of Back to the Future, it’s because fortunately writer Bob Gale seemed to have some idea of what was dramatically appropriate, a trait many game designers would do well to acquire. Why is it that even in the best games, designers often lose all sense of narrative perspective when it comes to the final encounter?
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