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Last week, Destiny 2, a highly anticipated online shooter that’s best played with friends, raised the curtain on a mystery it had been teasing for weeks leading up to the game’s early September release: the Leviathan. That’s the name of the game’s marquee Raid, a massive, sprawling level that explains almost nothing about how to beat it, and requires teamwork among six players to solve its riddles and take down whatever boss lies at the end. It’s both Destiny 2’s biggest challenge and mystery, and for the past week the game’s community of players has been racing to square off with Leviathan’s mysterious boss, six people at a time.
Until somewhat recently, it seemed as if the concept of the video-game boss was on its last legs. Bosses were effectively bottlenecks at a time where games were expanding. Open-world and online games flourished, player choice became paramount, and boss fights in games that felt otherwise wide open — like the notoriously underwhelming boss confrontations in otherwise acclaimed games such as Bioshock or Deus Ex: Human Revolution — ended up feeling like dead weight.
Then a wave of nostalgia brought the boss back. Demon’s Souls had already embraced the opaque design and challenges of classic games, adding names like Ornstein and Smough to the wince-inducing canon of legendary video-game big bads. Souls and its sequels/spinoffs inspired countless imitators, like Lords of the Fallen and this year’s Nioh, to such an extent that ‘Souls-like’ is now a genre descriptor. Runaway sleeper hits like Shovel Knight and Hyper Light Drifter nakedly emulated and updated 8- and 16-bit sensibilities, where challenging levels were par for the course and boss fights took center stage. And there’s Destiny, a series that brought bosses back in a big way by borrowing ideas from massively multiplayer online games like World of Warcraft, making them nigh-insurmountable challenges that required teamwork from a large group of players.
What this big-bad revival reminds us is that we’re better off with bosses in our gaming lives. In a medium where individual experiences can now vary greatly — no two people play Minecraft the same way, nor do any two games of PlayerUnknown’s Battlegrounds even remotely resemble one another — bosses remain a common experience, cultural touchstones for entire generations of games and the people who play them. Whether it’s M. Bison or Psycho Mantis or Atheon, they’ve all served as finish lines, final examinations, and feats of collaboration.
That goes most for these 100 bosses, who have been providing gamers with shared war stories for more than 30 years. Assembled by a committee of gaming journalists with various tastes, our rank factored in each enemy’s overall difficulty, the novelty of their fight mechanics, and their influence on subsequent games. Most important, however, was how vividly they lingered in our minds. A good boss encounter elevates the game it’s in. It’s not something you easily forget.