In Neon White, a boss fight is just another level. And for a boss agnostic player like me, that's a great thing. I'm on the record as being a big fan of FromSoftware's games. Elden Ring is my favorite game of 2022 and Bloodborne is one of my favorite games of all time. But, the boss fights in FromSoftware's games — bombastic as they are — have never really been part of the appeal for me. I love the satisfying exploration, the bleakly beautiful atmosphere, and the tough enemies that push you to learn the ins and outs of each level's labyrinthine design. But, when I find myself passing through a fog gate, I can't help but lose a bit of interest.
I’m thrilled by these games because they offer worlds that are richly rewarding to journey through. Bosses are a part of this — their presence prevents you from advancing to the next area — but, for me, the joy of exploration is often overshadowed by the pain of pushing past the gigantic roadblocks with health bars the size of a 747 barring my way. And, in the moments (or, let's be honest, hours) when I'm stuck in a simple circular arena, I feel like I'm being held off from enjoying the best of what these games have to offer.
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It isn't just in Souls games. Take, for example, the first battle in the original Sonic the Hedgehog. The Blue Blur reaches the end of Green Hill Zone Act 2, and Dr. Robotnik descends from the sky in a spherical aircraft equipped with a wrecking ball that starts swinging back and forth as Sonic hops between platforms. This fight is incredibly easy (especially because new iterations show up in a bunch of Sonic games, so fans are well-practiced by now). But, it presents the
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