Scale Is An Illusion
Every giant boss fight in gaming falls into the same two traps — and Shadow of the Colossus figured out how to avoid them over a decade before most AAA studios did. This video breaks down why giant bosses in games like Elden Ring, God of War, Sekiro, and Final Fantasy 16 either work brilliantly or feel like a chore, and what separates good giant boss design from just scaling up a 3D model. I look at the two most common problems with giant boss fights (the chase and the unreadable tell), why the camera is usually the real culprit, the psychology behind why we love fighting things bigger than us, and how games like Shadow of the Colossus, God of War III, Sekiro, and FF16 actually solved these problems. timestamps:- 0:00 – Chasing Something Too Big to Hold 1:48 – The Two Core Problems 3:50 – The Real Issue Isn't Technical 4:36 – Why Giant Bosses Exist 5:38 – Where Scale-Only Design Falls Apart 6:22 – Case Studies 9:00 – Fixing It: Cameras & Pacing 11:53 – the Thesis & Outro

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