Boss Breakdown: Dark Mantis from Mega Man X8

Boss breakdown again! It’s been a while. What’s a boss breakdown? It’s a design exercise. I try to break down, to the fundamental particles, what makes up a boss fight, how its design operates under the hood, and analyze the result. Design goals, what the design accomplished, the whys, the hows, and everything between.

For this boss breakdown I want to do something a little different. I’m going to compare two versions of the same boss fight. The boss I’m going to break down is Dark Mantis from Mega Man X8 for the Playstation 2. Interestingly, one of the versions is a fan-made recreation, meant to be evocative of the 16-bit classic Mega Man X games. This ‘demake’ in question is being developed by one AlyssonDaPaz. I played a lot of this game when I was a kid, and I have fond memories of it. On balance I’d say it’s a pretty good game, but it is far from the best of the Mega Man or even the X series. It was the first game in the series following the less-than-fondly-remembered Mega Man X6 and Mega Man X7, which are both… extraordinarily flawed, each in their own way. Maybe I’ll talk about those one day. My point is that X8 was a case of the franchise trying to re-find its footing after a rough patch, and as only the 2nd ever 3D game of the main series Mega Man games, it was still experimenting on how best to leverage these new capabilities with a classic formula. The ‘demake’ Dark Mantis has no such baggage nor extant goals. The fascinating thing about fan remakes and demakes like these, I think, is how they are inherently made with the benefit of hindsight, and the added context of being made by someone a fan – a distinct perspective that colors how the design is approached.

Dark Mantis, narratively, is an assassin-type robot modeled after a praying mantis with blades attached to his arms. He skulks about in the dark for a quick, clean kill. So, a lot of his design is going to reflect that. He has a lot of fast, sudden movements to reflect this. In the original, he has two basic behaviors – hopping back and forth a short distance on the ground, from which he will react with an attack based on player-proximity, and his second behavior; jumping back and forth across the top of the screen, from wall to wall. In the demake, his hopping behavior, which characterized Dark Mantis as very cautious and careful, looking for the opportune moment to strike, has been removed. In the practice the hopping behavior slowed the pace of the fight, leaving the player more room to breathe. This reflects the design philosophy of most of the bosses of Mega Man X8, none of which are extraordinarily fast pace. In the demake, Dark Mantis is basically always attacking, with very little downtime between each attack routine. This characterizes him more as a merciless, vicious killer that dispatches his opponents quickly and efficiently. If you want my opinion, the demake does, with the benefit of hindsight, characterized the mantis better through his design – more accurately matching his written dialogue and descriptions as presented.

He still bounces between the top corners of the screen by clinging to walls, but this has been altered in the demake. In the original, this behavior would keep the player away of their relative position on the ground and discourage abusing the walls to avoid attacks too easily, and Dark Mantis would otherwise have trouble hitting players hiding in those top corners. Forcing the player to the ground also encourages them into close proximity – appropriate for this more melee-oriented boss fight. The demake version fills this some purpose, but also includes the fan version’s first new attack not present in the original. Dark Mantis will, after one or several hops, drop straight vertically out of the air, bearing his blades down when he is exactly above the player. So the player must not only be aware of their relative position on the ground, but the number of hops Dark Mantis has done, and otherwise be prepared to react with a dash to dodge out of the way. This adds a sense of tension to the behavior that the original did not have. While in the original you did not know when Dark Mantis would drop from the wall, you could always preemptively move to the opposite wall. There is no such option with his plunging attack, so the player must always be prepared to react.

The same scene plays two times, side by side. The left is a pixel-art version, the right is a PS2-era 3D version. A dark robotic mantis fights the blue android Mega Man X in a dark generator room. On the left, Dark Mantis hops from wall to wall, then plunges his blades into the ground. On the right, Dark Mantis hops back and forth on the floor, then throws a black energy projectile.

Left: Plunging Attack, Right: Shadow runner

Shadow runner is an attack that is in the original and not the remake. Which is ironic, seeing as how in the original, Shadow Runner is one of the attacks the titular X can copy from Dark Mantis after he is defeated. What it does, is produce a shadowy arrow projectile that travels horizontally, then spins outward when it reaches a close proximity to the player. This gave Dark Mantis an extra ranged option, to cover for his more melee-focus. It’s easily dodged though, by jumping over or dashing under it. It’s removal from the demake makes sense, as Dark Mantis is given an even more keen melee focus, and he much more aggressively forces the player into close proximity with him, making Shadow Runner kind of redundant. 

The same scene plays two times, side by side. The left is a pixel-art version, the right is a PS2-era 3D version. A dark robotic mantis fights the blue android Mega Man X in a dark generator room. On both sides, Dark Mantis attempts to grab X, who moves out of the way at the last moment.

Aside: The animation and sprite work on this fan game is just gorgeous.

Next, we have Blood Scythe, which works a bit differently between versions. The original  has Dark Mantis travel a set distance forward in a fast dash when the player is close enough in front of him. He may hop into this range, or the player may enter it to trigger. To dodge the player simply has to dash or jump out of the way fast enough, or else be restrained by Dark Mantis. While restrained, the player will take a small amount of damage, but Dark Mantis will have his hp restored slowly in turn, making this a highly punishing attack. This serves the purpose of making the player always away of Dark Mantis’s proximity to them. He is meant to be deadly up-close with those plays, so this attack reinforces that idea. In the original the attack can be ended early by using the assist mechanic, in which one of the player’s two controlled heroes assists the other to escape, and takes his place in the action. The demake understandably removed this mechanic, and multiple playable characters in general, presumably for simplicity and scope reasons. There is another notable difference to the demake’s blood scythe and that is its movement. Its lateral movement is now slower, but will travel however far is necessary to reach the player, before initiating the grab.

The same scene plays two times, side by side. The left is a pixel-art version, the right is a PS2-era 3D version. A dark robotic mantis fights the blue android Mega Man X in a dark generator room. Dark Mantis lifts his scythes up and dashes at X, grabbing him and sucking out his energy. On the right, another android appears to free X.

Ah yes, praying mantises, well known for… sucking blood? Robot blood?

This ties into another new attack added in the demake. When Dark Mantis is on the ground and detects the player is also on the ground, he may choose to initiate one of two attacks and move him across the entire arena from his current position until he reaches the player or a wall. In the first is bloodscythe, the second is close-ranged a slashing attack. Relatively, bloodscythe has a lot more startup time and moves slightly slower than the slash. He assumes two very different poses depending on which he will initiate – raising both blade arms for bloodscythe, and moving one blade to his hip in a low stance for the slashing attack. In many cases in Mega Man X game it is the player’s instinct to dash and jump to dodge attacks – as most attacks do not cover a wide area, this offers the most vectors of escape; up and away. It takes a good amount of discipline and conscientiousness to resist this impulse, which is what the slashing attack demands. Dark Mantis propels himself with the slash just high enough into the air that it can be dodged if the player is in a dash state, in which their hitbox is shorter. If they also jump, obviously they will be struck. Dashing and jumping is the optimal strategy to avoid bloodscythe, but not the slash. This new dynamic introduced to the fight ensures the player has to keep their eyes on Dark Mantis and watch for his tells.

A dark robotic mantis fights the blue android Mega Man X in a dark generator room, all rendered in 16-bit pixel art. Dark Mantis readies an arm blade, and dashes across the enter length of the arena floor, then jumps and slashes X as he approaches. X ducks and dashes at the last second.

This animation on this attack is really well done – dynamic and threatening.

This forms a new core identity to the demake version of Dark Mantis. The slashing attack and bloodscythe become two of his most common attacks, and thus represent an ever present threat that demands skills of reflex, observation, and control. The slashing move is then followed by a short-ranged projectile that can be dodged easily enough, but adds to the complexity of the move as something you still need to be aware of.

Finally there’s the attack black arrow. It’s a spray of projectiles that launch up, and in an arc, spreading out as they go, then coming down on the position the player was in when they were launched. To dodge, anticipate where the arrows will fall, and stand in the safe gaps between them. The in demake, this further serves as a sort of misdirection. Because Dark Mantis has so little down time between attacks, his black arrow becomes a kind of provurbial smoke screen to draw player attention away while he prepares his next move. Black arrow is very similar between the versions, but demake Dark Mantis’s black arrow attack is a lot easier to see, in general. That makes it easier to dodge, but also less frustrating to deal with in general. 

Something black arrow draws into focus is the fight’s readability. Readability is essential for fast-paced action games like Mega Man. If the game is all about spatial relationships, reaction, and timing, the player’s got to see what they’re reacting to and time, and where it’s coming from, right? Now, the intentional obscuring of information like where a projectile is at any given time can be leveraged for an extra change of pace and challenge, which I presume is what the original X8 was intending, but this can very easily become frustrating. You see, each level in Mega Man X8 has some sort of unique level mechanic or gimmick, to distinctify the stage. This could have been done for any number of reasons. It’s possible it was just to give the game its own signature style compared to other Mega Man games, or it could’ve been done to broaden the game’s appeal to a more general audience, or for any other reason. In Dark Mantis’s stage, the gimmick is a generator that, when activated, turns on all the lights in the dark, shadowy level. This includes a light in Mantis’s own boss room. In light, he’s much easier to see. 

The same scene plays two times, side by side. The left is a pixel-art version, the right is a PS2-era 3D version. A dark robotic mantis fights the blue android Mega Man X in a dark generator room. Dark Mantis throws several black arrows up. They then arc as they fall, leaving behind purple trails. X walks out of their trajectory.

Side by side like this, its easy to see which version is *much* more readable.

Even with the light though, demake Dark Mantis is just a lot easier to see. This is a side effect of him being a 2D sprite. 2D sprites are a lot easier to make readable than 3D. The artistic techniques necessary to make 2D art readable are less system-dependent as well. 2D sprites can have definite outlines without need of external program scripts, for instance.  For a further example of what I mean, consider that 2D Dark Mantis is not lit by any particular source of light in the room. He has shading, but it is general purpose – meant to look good from any position in the room in which he appears. His body catches light as illustrated, but not from any particular angle. With this in mind, 2D sprites do not have to have the same relationship of color and light to their background as 3D models do to look natural. Demake Dark Mantis is actually a lot brighter on the screen than his shadowy background may imply – he actually consists of mostly mid-tones – but it doesn’t look jarring. That contrast does make him highly readable at a glance, though. 

Original Dark Mantis, on the other hand, has to “blend” more with his environment, or his 3D model would stick out in a jarring way that would seem amateurish. A 3D model’s poses also have to be manually puppeteered, and a 3D model’s anatomy cannot easily be exaggerated the way a 2D sprite’s can to convey the artist’s intended look and feel. 2D drawings can be contorted in ways 3D models can’t to be more readable. 

At this point the difference in direction here is definitely starting to come into focus for me. One of the main things, I think, is difficulty. Mega Man x8, particularly in comparison to other Mega Man games, is not extremely difficult. It’s no pushover, on the harder difficulty settings, but the most critically beloved Mega Man games can be some real killers. The series kind of has a reputation for it, actually, and that sense of intense challenge is a big appeal for a lot of its core audience. 

I’m about to engage in some protracted speculation here.

Something to understand about Mega Man as a franchise: It’s never been a blockbuster seller. Mega Man the character is one of the most famous video game icons, period. Everybody knows Mega Man. The people love him. Thing is, that popularity never especially translated to sales. However, it’s a series with about 50 or so entries, even if you’re counting conservatively. My point is, these are highly technical games with a huge skill ceiling, and an often unyielding skill floor. Some niche, fairly hardcore games, for a niche hardcore audience. They inherently don’t have the same mass market appeal as a Mario, or even a Sonic. This was never a problem for a long time, because these games typically did not cost a great deal to make. Each sequel made extensive use of art assets recycled from the one previous, was made in a fairly short amount of time, and introduced only moderate iteration along the way. 

Mega Man games were fast turnaround, low risk, with a loyal and devoted audience of hardcores. That is, until 2D games started to temporarily lose popularity in the advent of 3D graphics. It didn’t seem temporary at the time, though. Here’s the speculation: 3D games are comparatively very expensive to make. If Mega Man were to survive, it’d need to establish a broader market appeal. And so, the two 3D games in the main Mega Man series of platformers, are also known for being quite a bit less refined in terms of skill investment, and a bit less difficult than the other games. All this to say, I speculate a reprioritization to make these games more generally appealing coincides with their transition to 3D, to make up for the cost of production.

That tangent out of the way, the demake version of Dark Mantis holds no such priorities. This version of the insectoid assassin was clearly made to be more evocative of the very difficult bosses of older Mega Man games, with their zippy movements, narrow dodge windows, and rapid fire attacks. And when I say ‘difficult’ I mean specifically designed to better reward full understanding and leverage of the player’s movement capabilities. This is what the demake version of Dark Mantis has two dash attacks, and a much faster desperation attack. These are meant to further push the player’s understanding of how much distance they can clear quickly, and in what directions that distance can be covered, along with a bit of reaction time testing. 

Finally, both versions of the boss share a mechanic whose archetype appears in several games. I tend to call this a ‘desperation attack’, although I believe the official Mega Man is ‘overdrive attack’. It’s a special, rare, extremely powerful and high-spectacle move that fully shows off the boss character’s power, and in theory fully puts the player’s skills and knowledge to the test, as one final high-tension show stopper. This is a new addition with Mega Man X8 and I have to say it’s a brilliant one. These sorts of things offer a lot of opportunity to characterize boss enemies, from their dialogue to their design, and make a fight a lot more memorable, by giving it a real signature and identity. I do have to say though, Dark Mantis has one of the easier overdrive attacks in the original game to deal with. He jumps to, and floats at the top of the screen and arena, then winds up a glowing scythe over one shoulder. A second later, he slashes one half of the arena entirely, dealing massive damage – always the side opposite the windup. He then repeats the attack on the opposite side. This is a really cool attack, conceptually, and from sheer spectacle I really think it does its job of characterizing Dark Mantis and making him very memorable.

The same scene plays two times, side by side. The left is a pixel-art version, the right is a PS2-era 3D version. A dark robotic mantis fights the blue android Mega Man X in a dark generator room. Dark Mantis jumps up to and floats at the top-center of the room, before extending an arm blade to a great length behind his shoulder. He then slashes more than half of the room in one swipe, then alternates to the other side. On the left, he does this several times.

“I wanna see you CRY!”

The demake version once again ups the ante in terms of difficulty and challenge. The attack is basically the same, except the slash is now *even larger*, encompassing more than half of the arena, requiring a well-timed dash jump at a specific angle, and memorization of the attack pattern. That, and he will alternate slashing the left and right halves of the screen several times before his attack is done. This all makes the move much more menacing, and Dark Mantis as a result a lot more impressive, so I have to praise that. I would say it is perhaps a little less reasonable to be able to dodge this move the first go around, compared to the original, and while the enormity of the slashing effect reads perfectly well after the fact, it’s a little tough to predict that will happen if you haven’t seen it before. This is a little harder to work around, as part of the point of this assassination attack is that it has only a very subtle warning compared to its monstrous effect.

As a longtime and very hardcore action platformer(and Mega Man in particular) fan myself, I have to admit my bias for the more challenging, fast-paced Dark Mantis of the demake. I do have to reiterate that remakes and remasters, especially fan-made ones, have very different circumstances and context to the original design. I in no way mean to disparage the very talented folks behind Mega Man X8, they did not have the hindsight and their own game and future games to draw on. I do have to praise AlyssonDaPaz for his impressive work in re-adapting this boss fight for the kind of fan it’s clearly intended for – that is, longtime hardcore Mega Man fans. I think X8 was likely aiming for a broader audience and many of its design decisions reflect that. I hope you found this interesting. I know I always find boss analysis fascinating, and this sort of comparison is a rare and very educational opportunity. I feel like I was able to learn a lot from this.

Your actions are those of a Maverick!

Splatoon’s Salmon Run: Fine-Tuned Machine of Industry

Got Splatoon on the brain, so that’s what I’m gonna talk about today. The game’s preeminent horde mode, added in Splatoon 2, and expanded in Splatoon 3, to be specific, Salmon Run. So essentially I adore Salmon Run, it’s some of the most fun I’ve had with a horde mode in a game, that is, a mode in which waves of enemies hound a team of players in hordes, as the players are tasked with holding them off. In Salmon Run, four plucky young squidkids and octoteens are on the clock to collect golden salmon eggs for their employer. Each run is divided into three waves of increasing difficulty, which can take a number of different forms at random. During each wave, hordes of minor salmonids of a small, medium, and large variety will hound the players, and occasionally larger ‘boss salmonids’ will appear. They are more dangerous and harder to take down, but each drop a number of golden salmon eggs, which then must be carried, one at a time per player, back to a centrally located basket to meet each wave’s quota of golden eggs. Fulfill that goal, and you progress to the next wave. I’m going to go over my perspective on the various elements that make Salmon Run work so damn well. It starts with the maps the game mode takes place on.

A Space Where Moments Happen

Salmon Run maps seem pretty simple on the surface. Smaller than Splatoon‘s versus maps, and usually approximately circle or square shaped. They all hold a few interesting features in common, though. For one, they all feature a large amount of elevation variation. This is important, as most salmonid cannot directly climb walls like players can, and thus will have to path around and through the level’s various ground passages. That’s important too, those passages. The heavily varied elevations create a lot of corridors and enclosed spaces. These enclosed spaces can lead to players getting trapped with enemies, in dangerous situations. That’s the point, Salmon Run maps tend to be less open to facilitate this up-close encounters, to really engage the players with how their enemies move and operate. Strategy becomes essential to keep yourself from being cornered. All this creates exciting ‘Moments’ of high action, that keep Salmon Run interesting.

Speaking of being cornered. Ever notice how all the Salmon Run maps are similarly shaped? Specifically I mean, if we are to assume they are basically the shape of a square, then three of their ‘sides’ are always exposed to the water, where salmonid always spawn from. The fourth side, is not.

This will cause salmonid, again always approaching from the beachheads, to surround players as they navigate, but never directly from behind, as that would feel unfair. So the minor salmonids; tiny small fry, player-sized chums, and larger imposing cohawks, all walk toward players at a moderate speed, usually in lines and clumps, then try to melee attack. The damage dealt by each, and the damage each can incur before being dispatched is proportional to their size. It might be one’s inclination to largely ignore the unruly masses and focus solely on bosses, but this would be a mistake, especially as that aforementioned difficulty scale begins to skyrocket. There is one wall for players to back up against in the face of the coming forces, but they also must keep an eye out for flankers, constantly. peripheral attention becomes essential. Reacting for flanks is another of these exciting ‘Moments’. Waves of high danger follow waves of control, forming Salmon Run’s interest curve.

Game is Hard

So one thing that a cooperative experience like Salmon Run needs is longevity – something for players to latch onto so they keep coming back. One way Salmon Run achieves this is through an adaptive difficulty system. Based on how frequently a player is winning at Salmon Run, an invisible difficulty scale will begin to go up for them. Higher difficulty scales mean more frequent salmon spawns, and higher egg quotas. The higher scales demand more and more efficiency of the players.

So, cleverly, Salmon Run starts out very forgiving, allowing players of any skill level to begin to succeed and claim their rewards for the game mode. What I find commendable is how unrestrained the upper echelons of this scale is. A lot of the fun of horde mode comes from the horde- tons and tons of enemies coming at you all at once. Through grit and determination, you can overcome.

An octopus girl is surrounded by fireflies as she picks up a golden egg with a net. She swims through blue ink to escape a frenzied mosh pit of enraged salmon, who flail at her with frying pans. She swims frantically away.
More like Salmon RUUUUUUUUUUN

Salmon Run also includes a lot of wrinkles and surprises, such as the special event waves, where the rules of the game are tweaked slightly. For example, high tide might shrink the play area, making the next round very claustrophobic. What is all this for, then? Well, like the level design which emphasizes situation awareness, every aspect of Salmon Run from its maps, to its enemies and bosses reinforces specific fundamental skills in the Splatoon player’s toolkit. Players are randomly assigned weapons they are forced to use, reinforcing general adaptability and understanding of the game’s mechanics. The maps are laid out to reinforce situational awareness and navigation skills. Specific bosses reinforce specific weapon-handing skills. As the game’s difficulty ramps up, so does the speed of the game, and the skills needed for mastery are further and more rapidly drilled into the player.

Entity Cramming

“Entity Cramming” is a term originating from Minecraft, a game which allows a very large number of entities like players, enemies, and animals to coexist in a very small space. Salmon Runs can get very cramped, very fast. Especially at higher difficulties with very high spawn rates, or during high tide, at which the viable play space shrinks. There is a need to combat the problem of overpopulation in a small space, to keep the game running smoothly and feeling fair. A lot of salmonid bosses possess some way to impede player movements or player attacks, or both. Even beyond that, with too many enemies present, it would become unfeasible for four meager squids to fight back, which would create an overwhelming and unfair disadvantage for the minor mistake of acting just a little too slow or inefficiently. There’s also the random chance that bosses might occupy the same relative space.

To combat this, salmonid bosses represent an inherent risk-reward factor. With many of them bunched up, there is great risk to approach them, but many slamonid bosses represent an opportunity to clear wide swathes of salmon all at once. There are bomb salmonid, for example, which explode and deal damage to their allies when defeated. When enemies are bunched up, players with wide-reaching area-affecting weapons can take out multiple of them at once. All bosses explode into friendly ink, which is toxic to some salmonid. The new Slammin’ Lid boss, added in Splatoon 3, will utterly crush any salmonid beneath it, bosses included, if it is goaded to use its slam attack.

An octopus-girl in a slopsuit approaches a green UFO piloted by a fish. The UFO hangs over two giant fish with bombs strapped to their heads. The UFO flashes, them falls directly onto the giant fish like a rapid hydraulic press, crushing them utterly into an explosion of orange ink.
Good Cod that is satisfying

So with this built-in risk-reward for salmonid bosses, it’s never too daunting when they team up. With a clever and careful approach, bosses can be used as weapons to take out other bosses! So while difficulty scaling leads to huge hordes of enemies, it also creates this rubber-banding effect where huge hordes of enemies can actual mean an increase in overall efficiency, where you’re dispatching two or three bosses at once, along with their smaller minions, rather than just one. At high levels of play, golden egg collection can skyrocket to huge profits.

Teamwork Teamwork Teamwork!

The real key to excelling at Salmon Run is efficiency, and efficiency is teamwork. It is virtually impossible to accomplish some of this game mode’s higher-end challenges without utter mastery and knowledge of your role on the team. The randomly assigned weapons ensure each player accels and struggles with some specific task. Long ranged precision weapons can take out unshield bosses from a distance with ease. Heavier wide-area weapons can dispatch crowds of small salmonid *much* faster that snipers can. Some weapons can defeat salmon from safety whereas others have to get up close and personal.

Later on efficiency becomes to important, that if you are ever swimming around with a full tank of ink ammunition, you are kind of a liability. My advice to ace Salmon Run? Always be doing something, whether its clearing small enemies or ferrying eggs. Rescue teammates as quickly as possible – four sets of hands outperform two or three. Everyone has a role to fill, even if that role is just moving eggs around, because you’re weapon is ill-suited to the current event wave. In Splatoon 3, a new event wave called the Tornado was implemented to highlight this. Large quantities of eggs spawn far away from the basket, so the four players must form an assembly line of sorts to taxi them across enemy territory. Kind of reflects the rough work environments that the game uses as its horde mode backdrop, huh? In fact, there’s a lot of parallels to game development in general..

An octopus girl in a slopsuit swims back and forth across blue ink, each time grabbing a golden salmon egg in a net, and hurling it up a ledge to a friendly squid kid, to whom it is handed off.
Pictured: The Production Pipeline

The Main Event: The Bosses

The bosses in Salmon Run are fun, inventive, visually creative, goofy, funny, and irresistibly compelling. They all fill specialized niches in the gameplay, and each reinforce a skill for the player. They all have specific rules for how best to deal with them. There’s a lot, so I’m going to rapid-fire-style review them in a series of mini boss breakdowns and see how they fit into this scheme, with a little more detail given on the new bosses added to Splatoon 3‘s Salmon Run.

Steelheads are giant salmon with bombs in their heads. They arm the bombs for a moment, then throw them as a player approaches. They teach precision aiming, as their weak point bobs about while it’s vulnerable. They also reinforce reactiveness to bombs and ground hazards – a common danger in Splatoon.

Steel Eels demand the skill of tracking moving targets, their weak point constantly on the move, and occasionally blocked by their own shield-like bodies. Terrain navigation is crucial here too, as getting sandwiched by one against another enemy or wall means death.

Scrappers, or Jalopies, as I like to call them, teach the skill of flanking. They always turn to face attacking players, and they are shielded from the front. Using teamwork, one player can distract or stun from the front as they other takes them out. This is one of the ‘kiteable’ bosses, which can be lured by the player to be very close to the basket when they die, leaving eggs right there. Retrieving golden eggs past salmonid enemy lines

Stingers are of a class of salmonid bosses I call ‘globals’, as they can damage players from anywhere on the map. Stingers use a long-range beam unimpeded by terrain. Stingers teach players a hierarchy of needs for the game. It’s near-impossible to kill every enemy as they spawn. Just reaching your egg quota and surviving is paramount. You have to triage your attention to what’s most important. Stingers are important. You’re excelling when you put out fires before they happen, and addressing Stingers quickly is a good example.

Maws can also be kited to the basket for easy eggs. They teach how to swim away while placing a bomb, which generally kills them. A surprisingly practical skill, as bombs cost a lot of ink, but swimming replenishes it. Efficient!

Drizzlers are a global salmon which create damaging rain that also ruins friendly turf. They teach lining up shots, and maintaining relative positions between player and enemy, as they are most easily dispatched by deflecting their projectile back at them. Lining this up is strict, to aim well!

Flyfish. Ooooh Flyfish. Perhaps most infamous of all salmonid. They are hovering mobile missile vehicles which periodically fire squid-seeking missiles at players who must be moving to avoid them. This is global. They are easily one of the most dangerous bosses to keep alive, so a great marker of Salmon Run mastery has become one’s ability to safely and efficiently take them out. Taking them out quick is a true marker of friendship between allies. They teach precision use of the grenade sub-weapon, as you must land a grenade in its open missile launchers after it fires. Twice. Once for each launcher. It also teaches patience, and the truth of your own mortality.

An octopus girl in a slopsuit swims through green ink to throw a grenade into the open missile launcher of a hovercraft being piloted by a salmon, just as its second missile launcher as been destroyed in a similar way by a friendly squid kid nearby.
Any man who can one-cycle a flyfish with me, I would trust with the life of my child.

The Slammin’ Lids (god I love that name) are one of two new Salmonid that seem to be purposed to teach one of the two new movement options in Splatoon 3. The lids are easiest to kill by baiting out their slam attack, then mounting them while they’re on the ground, to kill the pilot. The easiest way to do that, is by using the new Squid Roll, which allows rapid turning while swimming through ink. They are also one of the best example of the entity cramming solutions in Salmon Run, as I’d shown earlier. Their main threat is the impenetrable shield they produce beneath themselves, which can obscure lines of fire while they pump out small salmonid to shore up the enemy forces. They aren’t high-priority targets, but can become dangerous if they take up advantageous positions.

The Fish Stick is a toward carries by a rotating contingent of salmon. The stick is easily dispatched using the new Squid Surge, which allows one to rapidly ascend a vertical surface. The Fish Stick fills a new niche in the game mode, which is the use of the player’s wall-scaling abilities, and introduces an enemy that is itself terrain that can be inked. What’s really interesting is that the Fish Stick’s terrain remains in play even after it’s defeated and its eggs are retrieved, opening new strategic options for players. This can be a double edges stick though, as while the extreme vantage is usually safe, some salmon like the maws or dreaded fly fish can use its small surface area to trap players.

The Flip Flapper is a salmon dressed like a dolphin which drops rings of enemy ink where it is about to dive. Filling in this ink with friendly colors before it lands, stuns it and renders it vulnerable. I love this thing because it teaches the teamwork of efficient ink coverage. Nothing worse than teammates who waste time inking something you’ve already inked. Working together, these dolphin wannabes are no challenge, but they also serve Entity Cramming well, as they are very weak to the splatter from other enemies nearby being killed.

Big Shots are tough guys with lots of health that stay on the sidelines. I think what these guys are meant to teach is how the AI operates and reacts to player movement. You see, the Big Shot is a global who uses a machine at the beach to launch wave-generating projectiles toward the basket. Very inconvenient. What is, convenient, though is that the player can use the same device to launch golden eggs toward the basket. Toward, not in, mind you. Another player still has to be there to cash the eggs. If they don’t, salmonid will come in and snatch them up, making the players’ efforts a waste of time. What’s more, is that spending too much time on the beach, which I might remind you is where salmonid come from, can mean quickly becoming overrun by enemies, and trapping you in a place which is very dangerous and inconvenient to reach. Teaches teamwork and restraint.

And octopus girl holding a bathtub uses it to throw green bubbles at a giant salmon on the beach below who is fiddling with a wood-chipper like machine, and is then exploded into green ink. An allied squidkid below loads a golden egg into the machine, which is then launched across the field of view.
Couldn’t have gotten better footage of that egg being thrown by the Big Shot if I’d planned it

There are a few more event-specific bosses, but that was a lot, I think, so we’ll leave it at that.

EMERGENCY!

Octo-girls and squidkids are celebrating, only.. "EMERGENCY!" appears in orange text. Suddenly, a GIANT, like 30-60 foot tall salmon appears, and roars like godzilla. "King Salmond Cohozuna" appears in white text.

JUST KIDDING! They couldn’t have a sequel without upping the ante a little, right. At (slight) random, after winning a few Salmon Runs, the new King Salmonid Cohozuna will appear. You have a mere 100 seconds to send him back to the briny deep in order to secure the special fish scale rewards he provides. Really, there isn’t much to him or his AI beyond standing as a suitable final challenge to really test the player’s mastery over all these bosses and systems. His implementation is pretty clever, though.

He has a LOT of health, so normal weapons will simply not do enough damage to vanquish him on their own, not in the time allotted. To beat him, you’ll have to leverage golden eggs, which can, in this bonus boss round, be thrown with zero ammunition cost. They deal massive damage to him, and the only way to get them remains the same: defeat the boss salmonid that accompany him. You’ve only got 100 seconds, your team, one special weapon, and the ink your back, so I hope you’ve been practicing your aim and reaction time.

He seems to prefer to follow the last player who damaged him, so he can be tanked somewhat. He’s not that dangerous on his own. He’s slow, and only has two real attacks. One where he belly flops right in front of him – so keep somewhat at a distance. His other is a jump, which does heavy damage where he lands. Be ready to move. Other than that, it’s his health and his bulk that is the challenge. The team needs to work together to get enough eggs to bring him down, while positioning him such that he is not a threat to the team, and such that he is not covering vital resources with his body. It’s a stiff challenge, but if you really push your self and put a full understanding of all the little things Salmon Run has been teaching you, it’s very doable. A suitable finale to any work day.

A giant 30-foot-tall salmon flops toward an octopus girl wielding a an automatic ink-gun. He is being pelted from the sides by golden projectiles. He turns around, then bursts into green ink in a fantastic explosion. A squidkid declares "Booyah!" as the four cephalopod teammates, now friends, celebrate.
That’s teamwork!

The Cohonclusion

Where. That felt like a gauntlet. We all get through okay? Yeah so I love Salmon Run, to reiterate. It’s got so many little clever design considerations to acutely tune the experience and promote active thinking while playing. Sure, it’s great fun to goof around in with friends, but even at a casual level, enough exposure to the game mode will gradually train certain behaviors that make you better at it. I think that’s a sign of some absolutely excellent game design, that deep consideration of incentives and how minor tweaks to Splatoon‘s gameplay setup will reinforce certain behaviors. Salmon Run is also just where some of Splatoon‘s considerable creativity comes to the fore. I mean “Slammin’ Lid”? An eel made of shower heads that forms an impenetrable wall of showering ink? A mothership that is a warehouse container full of smaller crates that deploy salmon? Come on. This stuff is gold.

An octopus girl swims across orange and green into into a torrent of orange produced by  allied weapons. She is showered with golden eggs as salmon burst around her. She grabs one and throws it into a large basket.

DO YOUR JOB!

Difficulty as Narrative Design – The Emotions That Might Happen When You Fight Sans

I’ve had some stuff on the brain lately, in regards to difficulty’s place in design, which is what tends to happen when you play Elden Ring for so many hours straight. I’ve also been replaying Toby Fox’s Deltarune with a friend, another game that uses difficulty in interesting ways. I’ve had this thought for a while, to do a write up about how difficulty can be, and is, deployed in design to affect the greater experience. This article contains major spoilers for Undertale and mild spoilers for FromSoftware’s Elden Ring.

To be unambiguous here – difficulty is a very nuanced and at times personal subject in design that touches on a host of other things such as game balance, technical depth, general play enjoyment, and of course accessibility. These are very complex subjects that deserve their own discussions. What I’m specifically focusing on in this article is how difficulty can be deployed with purpose, and often has more relevance to the overall design than is often attributed to it, as a simple measure of player competence for the purposes of challenge. I wanted to look at an example of a game where difficulty is an intimate part of its narrative design, where the reactions it illicit is very much a product of how difficulty is utilized.

The idea that difficulty in gameplay can be a narrative tool should be fairly straightforward to grasp when looking at a couple of examples. In Elden Ring, all of your primary boss characters are demigods, children of gods, who once fought over the shards of the titular ring. The demigod Radahn fought his half-sister Malenia to a standstill. Radahn is oft touted as the strongest of all demigods – he holds the stars in stasis by his own power – he takes an entire platoon of elite soldiers in gameplay just to take down! This assertion that Radahn is the strongest remains more or less unchallenged for some time. There are harder bosses, but none that require so much backup to defeat, nor any nearly as hobbled with injury as poor Radahn.

There is a secret and hidden boss, however, another demigod called Malenia, who is still alive. When Radahn is found, Malenia’s power, the same power that has scarred the landscape around Radahn has left him ‘divested of his wits’, and fighting like a wild animal. Malenia, however, is more or less totally lucid, angrily awaiting the return of her missing twin brother and liege lord, Miquella. Malenia has never been in better form – there was nothing stopping her from taking Radahn’s shard of the Elden Ring and yet she did not, so clearly she has no interest in ruling. Indeed her dialogue reinforces the notion that she fought only for loyalty to her brother’s ambitions.

Two warrior women face each other in a lush cavern filled with white flowers. One has red hair and is in golden Valkyrie garb, with a sword. One is in a blue hood, with a spear. The Valkyrie ascends into the air and swings her sword with such ferocity it creates white-hot slashes of air in a blurring flurry around her. The blood-hooded woman runs and rolls around the attacks.
I can practically feel the hairs being shaved off the back of my neck.

Any who’ve fought Malenia will tell you, the idea that Radahn could stand a chance against Malenia in combat, is laughable. They could tell you entirely because of how demanding of a boss she is, how difficult she is tells you the entire story. There’s no possible way she left her encounter with Radahn in defeat, or even in a draw. Her swordsmanship is deadly and near insurmountable, and she hides an even greater power beyond that. She defeated him, and he was left without his senses. She must have left because her brother, the real aspirant to the Elden Ring, went missing. The player will know this intuitively, through experience. They lived it. They will feel it in their bones. Radahn could not have defeated Malenia, and the rest of the story follows. Without Miquella, there would be no reason to collect Radahn’s shard. If you’ve explored the world of Elden Ring thoroughly, this line of thinking is vindicated, as you’ll know Miquella underwent a sudden and shocking disappearance, followed by an extended and secretive absence.

A woman in a blue hood runs her spear through the chest of a taller woman with red hair and golden Valkyrie garb, the stabbed Valkyrie falls onto her back in a pool of blood as the spear is removed.
Difficulty is a marker of power in games, and examining power is essential in stories of conflict

If you’ll indulge me to invoke the first of two quotes from Bennett Foddy, designer of Getting Over It With Bennett Foddy, a notoriously difficult game.

The act of climbing, in the digital world or in real life, has certain essential properties that give the game its flavor. No amount of forward progress is guaranteed; some cliffs are too sheer or too slippery. And the player is constantly, unremittingly in danger of falling and losing everything.” – Bennett Foddy

All that said, difficulty is not just a mechanical gameplay consideration. Like all aspects of a game, it is an essential part of the cumulative experience. I am of the opinion that if an obstacle within your narrative is meant to be threatening, formidable, out to kill our dear player character, then the player should get the sense that this force is threatening and formidable. To trivialize it, or deny the sensation that there is an opposing force trying to halt the player’s forward motion, is to render the narrative dishonest, and rob it of its power. If conflict is about power, than difficulty is one of the most genuine ways power can be communicated in an interactive system. This isn’t to say that every game needs extreme challenge, or even that every game with conflict is necessarily trying to create the aforementioned sense of opposing force. This is but one type of experience you might seek to create, a goal your art may aspire to. In fact, this is just one way to deploy difficulty as a mode of narrative design. That brings us to Undertale.

The skeleton Sans stands in a black void, above a battle UI overlay. He says "ready?" then suddenly unleashes a barrage of bones and laser beams to attack the player, represented by a red heart-shaped cursor.
“No.”

In Undertale, the story is persistent – and any runs of the game, even when reset, are remembered and color the experience of playing Undertale going forward in little ways. Death and resetting is diegetic, meaning the player character is literally dying and coming back to life at a previous point in time, within the game’s fiction. In this way failure is kind of inherently tied to the narrative. Undertale comes packaged with a few predefined paths to play that present themselves based on how the player tackles obstacles. Killing monsters casually as they come to confront you will result in one of several ‘neutral’ endings, in which the player’s human character escapes the world of monsters, which is left in varying states of disarray as a result. The ‘pacifist’ run will see the player avoiding lethal violence, and reaching out the hand of friendship to major characters to achieve the best world for everyone. The ‘no mercy’ run is the third and most obscure path, in which not only is lethal force deployed against all obstacles, lethal force is deployed against every potential obstacle, wiping out all monsters in the underground.

To do this, the player has to spend an inordinate amount of time trawling around for enemies to fight. Every single one needs to be killed for the No Mercy ending to hold true. This process is long, repetitive, somewhat dull, and even grueling at times. And yet, it remains an immensely popular way to play this already immensely popular game. There is a purpose to all this consternation, though. I think it pretty noncontroversial to say Undertale‘s ultimate message is one of nonviolence – that the best way to solve conflict is through open communication and a curious, empathic heart. The No Mercy run exists as a counterpoint to this message, to prove its efficacy. Killing everything in Undertale is a pain, frankly. It takes a lot of effort but not necessarily the kind of effort a player seeking challenge might be after. More of that exists along the less violent story routes. No, Undertale is instilling through the avenue of frustration that ‘the easy way out’ isn’t always easy, and while ‘the high road’ isn’t always easy either, it’s a heck of a lot more fun than willful cruelty, which is a continuous and conscious effort on the part of the abuser.

And yet, most playing through will persist. They have buy in, and as Undertale expects, most will be curious enough to want to know what happens next, not in spite of the frustration, but perhaps even because of it. One of Undertale‘s most infamous features is the normally comedic, friendly, and jovial character Sans, who is a bit of an internet meme. There’s a lot of reasons for that, but I think one of them has to be his sudden transformation into the game’s greatest and most stubborn challenge. The boss battle against Sans, with one other exception, is the only real challenge in the No Mercy run, with all other opposition crumpling like paper before the player. The player has not had a ramp up in difficulty in this point, and Sans comes out of the gate swinging with one of the most demanding gameplay experiences in modern popular interactive media. No punches pulled here, Sans is meant to be a brick wall of a boss, one that will have to be worn down with patience if it’s to be cleared at all.

Sans the skeleton stares you down from a black void with a battle UI overlay, as the player's heart-cursor, now blue, jumps across platforms littered with bones.
I have SO MUCH patience right now, you wouldn’t believe. Oh god the patience I have.

Fans of Undertale have such a personal relationship with it, and given its immense popularity that is quite impressive. The player at this point, is acting as an agent within the narrative, separate and apart from their controlled character, Frisk, who ambiguously is either mind-controlled by the player, or influenced by the player subtly to act or fight. Sans tries everything he can to appeal to the player to start over, to do anything but follow through on the path they’re on. He pleads, he appeals to humanity, he threatens, and he even cheats. After each failure, Sans comes up with some new unique dialogue with which to taunt and belittle you for trying. The player can come back as many times as they want to try again, so words and his ability to act as an immovable object are Sans’s only real forms of power over you. The ironclad stubbornness of this encounter, the unerring, unflinching confidence in its unreasonableness makes it feel real, like Sans is a thinking actor specifically trying to get under your skin, and make your goal unreachable, and that is what makes it feel personal.

Sans the skeleton says, "sounds strange, but before all this i was secretly hoping we could be friends. i always thought the anomaly was doing this cause they were unhappy. and when they got what they wanted, they would stop."

He then fires a bevy of skull-shaped laser cannons at the player's red cursor.
Oh. Kind of makes me feel bad I’m trying so hard to kil- OH GOD LASERS

Sans isn’t trying to kill you – he knows that is beyond his power. He’s trying to wear you down, to frustrate you, to bore you, whatever it takes to make you give up on your killing spree, and maybe start over, or even give up. The story was very carefully set up to make this a legitimate way to cap off the narrative. In Undertale, the story is persistent – and any runs of the game, even when reset, are remembered and color the experience of playing Undertale going forward in little ways. In Undertale, giving up and starting over is a legitimate and designed-for chapter of the narrative.

The skeleton Sans sends an onslaught of bones and laser beams at the player's heart-shaped cursor, turned blue now. After a moment he sends the blue heart careening into a deadly maze of bones as it flies against its will to the right side of the screen.
What a reasonable amount of garbage that can instantly kill me, on the screen, all at once

Giving up can mean a new beginning, a world where the player is not a force for destruction and misery, but a force for change and friendship. Whenever I play Undertale, I love to play the part of the sinister player destroying the world and its inhabitants for callous entertainment (and in a way, I truly am that), but then our protagonist, Frisk, overtaken by sorrow after killing Sans, is able to wrestle back control and ease me into a more peaceful, and ultimately more fulfilling world. I’ll play a No Mercy run just up until I’ve killed Sans, and no further. I’ll then roleplay the regretful monster, the powerful demon whose lost everything, and has no more mountains to conquer. From there I return, back to the beginning of the game, anew with a desire to learn and try again. Undertale makes failure an avenue for learning and improving at the game yes, but also a potential narrative moment of fulfillment.

I love this scenario. It creates a full arc for me, as the will and intention of the player character Frisk, to go through. It’s a rich narrative that unfolds entirely through gameplay that I get to be a part of. That’s the real magic of difficulty in games for me, it’s something entirely unique to the medium, a level of interactivity other forms of art simply cannot achieve. Sans is blisteringly difficult, to the point that he may even feel antagonistic to the human behind the screen. But the game isn’t trying to punish you, nor look down on you, it’s trying to play with you. It is a game, after all. It is interactive theater, a stage show where you are the star. And maybe just maybe you’ll get something valuable out of the experience.

Death and rebirth, trying and overcoming—we want that cycle to be enjoyable. In life, death is a horrible thing. In play, it can be something else.“-Hidetaka Miyazaki

You are meant to be along for this emotional ride through joy, through sorrow, through fear, through love, through distress, and yes, through frustration. It’s a frustrating thing to be denied passage, to face an opposing force that’ll do everything in it’s power to stop you. If the art is to be evocative, it may be necessary to instill that sense of frustration. I will deploy the second of two Bennett Foddy quotes, as I admire the way he puts it;

What’s the feeling like? Are you stressed? I guess you don’t hate it if you got this far, feeling frustrated. It’s underrated. An orange, a sweet juicy fruit locked inside a bitter peel. That’s not how I feel about a challenge. I only want the bitterness. It’s coffee, it’s grapefruit, it’s licorice.” – Bennett Foddy

Sans the skeleton sleeps, standing up, in the center of a screen with a battle UI. A red heart-shaped cursor moves over to the UI button labeled "FIGHT". A slashing effect moves toward Sans, but he slides out of the way and begins to speak, but is cut off by a second attack, which leaves a violent gash across his chest.
Frustration and loss isn’t just a roadblock to joy and catharsis, it’s an essential part of the whole.

Frustration is not the opposite of fun. I think the runaway success of games like Dark Souls, Elden Ring, and Undertale, games that very much use frustration as feature of their storytelling, are strong evidence of this. There are hosts of games that follow similar patterns. When you play and watch people play difficult games as much as I do, you begin to notice that not only is frustration not a deterrent to the fun for most, it often accompanies the highest highs of player’s positive emotional reactions. Art is not a vehicle for merely delivering joy and nothing else. Life is a rich tapestry of a variety of emotions, and if art is to speak truth, then I think it’s worth considering how best to accurately reflect that. I’ve been talking a lot about feelings and emotional reaction, and I can’t overstate how subjective such things can be. You’re walking a fine line when utilizing traditionally negative emotions such as frustration to tell a story. As I said before, difficulty is a very nuanced and complex topic and this is just one aspect of it, one feature of difficulty to consider when configuring the shape of the experience you want to create. Difficulty can be used to tell and legitimize interactive narrative in a very profound way. That said, not all games need to, and by no means should they, take the same shape. Knowing how best to achieve the goals of your design starts with understanding your goals, and understanding the tools at your disposal.

Sans the skeleton sleeps soundly, standing up, in the center of a screen with a battle UI overlay.

You have something called ‘determination.’ So as long as you hold on… so as long as you do what’s in your heart… I believe you can do the right thing…