Boss Setting-2

 With the second boss, I intended to introduce some uncertainty into the player's choices. The second boss began to take on a human appearance, rather than the traditional robot. Its behavior was also less violent, and it didn't even actively seek to harm anyone. A malfunction allowed it to engage in activities of its own, such as playing the piano and reading. When it met the protagonist, it revealed a little: the player's company wasn't what it seemed. It was as if it had seen through the company's hypocrisy, but it didn't blame the player. After all, the player was only trying to complete the mission, and it simply used force to stop them. This level was intended to create that initial suspicion. It showed that robots weren't limited to a "berserk" malfunction; they could also develop seemingly "useless" desires and artistic pursuits unrelated to combat.




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