There have been countless games with a "very big tough, charging" boss fights. The latest that I played was Batman: Arkham Asylum and can take a few examples from there.
This boss encounter seems like an oversight coming from the view that people made extreme challenges by playing DOA solo on nightmare which required you to act in tedious ways to succeed or stack a big amount of potions grenades and poisons.
I can see how this encounter can easily become a fun fight without changing the Arishkon himself but by allowing you to utilize different parts of the environment against him. For example making him to be stunned for a few seconds after charging headlong into the wall or making the environment collapse over him, his axe to be stuck in the floor etc.. etc.
Modifié par Waltzingbear, 19 mars 2011 - 05:07 .