Issue 47 Nine encounters logged 1,240 attempts recorded No difficulty apologies
Boss Fight Weekly emblem Boss Fight Weekly Encounters, read closely
What we measure

A boss fight is a conversation. Most of the bad ones are just interruptions.

Every review on this site is written from the encounters outward. Not because bosses are the only thing in a game worth discussing, but because a boss is the moment a game states its rules plainly, and a game that cheats will cheat here first. We log every attempt, time every tell, and count how many deaths came from a mistake we could name.

01

Tell length, measured in frames

How long a wind-up lasts before the damage lands, recorded from capture footage rather than estimated. A fight where the shortest tell is under nine frames is not asking for reactions, it is asking for memorisation.

Median across archive 18 framesShortest fair tell 11
Timed
02

Attempts to first clean phase

How many tries it takes to get through a phase without taking damage. This separates a fight that teaches from one that simply outlasts you, and it is the single most predictive number we collect.

Good design 4–12Worst logged 61
Counted
03

Named-cause deaths

The share of deaths where we could state what we did wrong. A fight where you cannot explain your own failures is not difficult, it is opaque, and no amount of spectacle fixes that.

Best in archive 97%Worst 41%
Logged
04

Arena and camera

Whether the room is large enough for the creature in it, whether the lock-on can hold the part of the boss that is attacking, and how often the fight is lost to geometry rather than to the enemy.

Camera deaths, median 9%Worst 31%
Observed
Issue 47

Eight games, judged on the fights that define them

All reviews
01

Crowned Ash

Nineteen bosses, all of them large, all of them readable. The Warden alone justifies the game, and the fight that follows it is nearly as good.

Attempts 206Shortest tell 16 fNamed deaths 97%
9.3
02

Spire Of Glass

A duelling game with four bosses and no filler between them. Punishing, entirely fair, and the only game this issue where we never blamed the camera.

Attempts 178Shortest tell 13 fNamed deaths 94%
9.0
03

Hangar Cluster

Excellent creature design trapped in rooms two sizes too small, with a lock-on that surrenders every time a boss changes shape.

Attempts 141Camera deaths 31%Named deaths 58%
6.3
04

Tidewake

The most impressive thing we have looked at this year and the least interesting to play twice. Phase transitions are scripted to the second.

Attempts 44Scripted phases 3 of 3Named deaths 71%
7.2
05

Hollow Choir

A horror game whose bosses are conversations you can lose. Two of them cannot be fought at all, and the game is better for it.

Attempts 62Unfightable bosses 2Named deaths 88%
8.6
06

Ember Antler

One boss, fought eleven times, changed slightly each time. An idea good enough that we spent a week arguing about whether it was a boss at all.

Attempts 97Variants 11Named deaths 91%
8.8
07

Sable Ring

Twenty-eight bosses, six of which are the same fight with more health. Volume mistaken for variety, but the six good ones are very good.

Attempts 289Reused fights 9Named deaths 79%
7.4
08

Canyon Shell

An enormous armoured creature you fight by dismantling it, which works exactly once. The second encounter reveals how little is underneath.

Attempts 73Shortest tell 8 fNamed deaths 52%
6.8

The finding that holds across four hundred encounters: nobody dies to difficulty, they die to eight frames

Across the archive we have timed the shortest tell in four hundred and eleven boss encounters. The distribution has a cliff in it. Above roughly eleven frames, players describe a fight as hard. Below nine, they describe it as unfair — and they say so at almost exactly the same attempt count, regardless of how much damage the attack does.

This matters because a great many games attempt to raise difficulty by shortening wind-ups, which is the cheapest lever available and the one that most reliably converts a challenging fight into a memorisation exercise. The alternative — more attack variety, longer chains, arenas that ask something of you — costs more to build and is what every fight in our top ten does instead.

  • Readable Shortest tell above 14 frames, distinct silhouette per attack
  • Demanding 11 to 14 frames, still recoverable on sight
  • Memorised 9 to 11 frames, must be learned rather than seen
  • Opaque Under 9 frames, or no visual tell at all
  • Hidden Tell obscured by the camera or by the boss itself
From the attempt logs

Notes from the people who kept dying on purpose

Encounter notes
▪ ▪ ▪ ▪ ▪

Two hundred and six attempts on one fight and I could still tell you what killed me every single time. That is the whole review of Crowned Ash in one sentence.

Encounter logger, melee Crowned Ash, 206 attempts
▪ ▪ ▪ ▪ □

Hangar Cluster has the best monster in the issue and I spent a third of my deaths looking at a wall. Nothing about that is the creature's fault.

Encounter logger, ranged Hangar Cluster, 141 attempts
▪ ▪ ▪ □ □

By the fourth attempt on Tidewake I knew the whole fight, because it is the same forty seconds every time. Enormous, and over the moment you see the seams.

Encounter logger, spectacle Tidewake, 44 attempts