What is The Commune?
We're a group of gamers, and we're always looking for new gamers to join us. Every month or so, we pick a game to play. We chat about the game together, and we record podcasts, record videos, and write essays. You can reach The Commune in the following ways:
- Register on the forums. This is where we organize events and pick games.
- Reach us by email at vgcommune *A*T* gmail *D*O*T* com.
(Close)
This is The Commune's third podcast on Magical Quest Starring Mickey Mouse, a SNES platformer with a decent variety of combat. It combines different player abilities and an array of different bosses.
This time, we're looking at boss fights in Magical Quest. Why does that miniboss only appear in the first half of the game? How are the end-of-world boss fights constructed? How do boss fights relate to one another? How do bosses relate to their respective worlds?
Also: Anodyne, an indie action/adventure title, contains some intense boss fights. I spoke with Sean Hogan, one of its (two) designers, in order to learn how the game approaches bosses. Plus, episode 4 of this podcast dealt extensively with exploration, so I also took the time to ask him what went into Anodyne's sense of discovery. Skip to 47:50 for the interview.
This time, we're looking at boss fights in Magical Quest. Why does that miniboss only appear in the first half of the game? How are the end-of-world boss fights constructed? How do boss fights relate to one another? How do bosses relate to their respective worlds?
Also: Anodyne, an indie action/adventure title, contains some intense boss fights. I spoke with Sean Hogan, one of its (two) designers, in order to learn how the game approaches bosses. Plus, episode 4 of this podcast dealt extensively with exploration, so I also took the time to ask him what went into Anodyne's sense of discovery. Skip to 47:50 for the interview.
With stunning insight provided by: