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Showing posts with label villains. Show all posts
Showing posts with label villains. Show all posts

Sunday, December 25, 2011

25 Days of Villains - #1: Ganondorf

“My country lay within a vast desert. When the sun rose into the sky, a burning wind punished my lands, searing the world. And when the moon climbed into the dark of night, a frigid gale pierced our homes. No matter when it came the wind carried the same thing... death. But the winds that blew across the green fields of Hyrule brought something other than suffering and ruin. I coveted that wind, I suppose. It can only be called fate... That here, I would again gather the three with the crests... That I should lay my hand on that which grants the wishes of the beholder... That when power, wisdom, and courage come together, the gods would have no choice but to come down... The power of the gods… The Triforce! He who touches it will have whatever he desires granted! Already the crest of wisdom is mine. All that remains… Do not fear. I will not kill you. I merely have need of the power that dwells within you. Now! Let us put an end to that which binds us together!”


Every one hundred years, the all-female Gerudo tribe gives birth to a male who is recognized as their king. As Demise promised Link and Zelda upon his defeat at the end of Skyward Sword, there would always be an incarnation of his hatred to walk upon the Earth. That revival comes in the form of Ganondorf, king of the Gerudo, usurper of Hyrule, and (as far as I'm concerned) the single greatest villain in video game history.

In A Link to the Past, Ganon is referred to as having once been a man, before he discovered a greater power that allowed him to transform into the powerful beast. As Ocarina of Time is the first game in the timeline confirmed to follow Skyward Sword, we can only assume that to be the first appearance of Ganondorf. As he makes clear to Link, Ganondorf intends to overthrow the king of Hyrule and command the power of the Triforce as his own. When Link removes the Master Sword from its pedestal in the Temple of Time, he opens the Sacred Realm, which allows Ganondorf to steal the Triforce of Power. He then uses it to reshape the kingdom as he sees fit.

During the seven years that followed, Link spent his time asleep in the Sacred Realm, while Zelda evaded Ganondorf’s grasp by taking on the guise of Sheik. Link eventually helped all six of the sages awaken, and they in turn helped him to forge a path to Hyrule castle, but not before Zelda revealed her true identity and was captured by Ganondorf. The only one capable of stopping Ganondorf, Link proceeded to his castle and ascended to find Ganondorf waiting for him. With all three pieces of the Triforce in one place, Ganondorf intended to kill Link, his only remaining opponent, and claim the Triforce of Courage.


Reflecting his own dark magic back at him, Link was able to defeat Ganondorf, but the Gerudo King used the Triforce of Power to transform himself into the beast Ganon. While Link lost his advantage temporarily, he was able to retrieve the Master Sword and, with the help of the sages, sealed Ganondorf away.

There are a number of theories regarding how the Legend of Zelda timeline progresses. For the sake of avoiding debate, I will simply be covering Ganondorf’s actions in the other two titles he appeared. In Twilight Princess, Ganondorf was recognized as a threat to the kingdom and the sages attempted to execute him. They soon realized the extent of his power, however, as a blade to the chest did little harm. Ganondorf killed the sage of water, and – seeing the severity of the situation – the other sages sealed him away in the Twilight Realm.

Once there, Ganondorf took advantage of Zant, leading him to believe that he was some kind of a God. He granted Zant some of his powers – enough to travel to Hyrule and shroud portions of it in Twilight, but nothing comparable to the strength of the Gerudo King himself. After Zant’s defeat, Link and Midna stormed Hyrule Castle to find Ganondorf had assumed the throne. Eventually they were able to free Zelda from his control, and Link killed him, driving the Master Sword through his preexisting wound.

In The Wind Waker, the same Ganondorf Link sealed away in Ocarina of Time has found a way out of the Sacred Realm. When he planned a second conquest of Hyrule, there was no hero to stop him, and so the Goddesses flooded the realm, creating the Great Ocean. Hundreds of years later, there are but a few who remain that know even a little about Hyrule, one of them being the King of Red Lions, talking boat and travelling companion of this era's Link. While the two set out to face the challenges of the tower of the Gods and retrieve the pieces of the shattered Triforce of Courage, Ganondorf has already sent his minions forth to kill the last two remaining sages, Laruto and Fado. He's also gathered quite a collection of young girls with pointed ears, hoping that one of them might be the descendant of Princess Zelda.


Around the midway point of his journeys, Link finds the Master Sword beneath Hyrule Castle. But the blade of evil's bane has lost all its power, forcing Link to tackle two more dungeons to return it to its former glory. At the same time, most of Ganondorf's power was sealed beneath the pedestal of the Master Sword. With it removed, Ganondorf is once again able to assume his Ganon form, as well as his superhuman strength. When Link ventures to his tower to face him, Ganondorf already has Tetra/Zelda, and makes quick work of Link, beating him until he is nearly unconscious. The three pieces of the Triforce resonate, and Ganondorf relays his wishes to the Goddess.

Unfortunately for him, the King of Red Lions (aka the King of Hyrule) intervenes, touching the Triforce first and bringing his own wish to wash away Hyrule to fruition. Outraged, Ganondorf then faces Link and Tetra one final time, intent on taking them down with him as the ocean floods in all around. Link ultimately prevails, with help from Tetra's carefully-aimed light arrows, and drives the Master Sword into Ganondorf's skull.

In Ocarina of Time, Ganondorf is at his most malicious, sending forth every imaginable enemy to hinder Link's progress and attempting to kill the Deku Tree, Jabu Jabu, the Gorons, and the Zoras. His hatred and anger are displayed quite prominently as well, through his rage after his castle collapses. In Twilight Princess, he takes on the role of puppeteer, hoping it will be too late for the people of Hyrule by the time they realize Zant is not the true threat. And in The Wind Waker, Ganondorf shows maturation since his time in the Sacred Realm. His plan is much more carefully laid out, and he nearly succeeds. When it's all said and done, though, Ganondorf is still as vengeful as ever, throwing everything he has at Link and Zelda. Despite how many times Link defeats him, Ganondorf and Ganon will continue to return, just as Demise said he would, bringing pure hatred wherever he goes. There aren't many video game villains that can be both as iconic and as enduring as Ganondorf. And those are the reasons he ranks as the greatest villain of all time.

Boss Themes:

I have two favorite themes for Ganondorf. The first is from Ocarina of Time, when Link parries magic spheres back at him. The second is the sword duel with Ganondorf at the end of The Wind Waker, and both of these easily fall among the most atmospheric and epic final boss battles I have ever played through in any video game.



Saturday, December 24, 2011

25 Days of Villains - #2: Solidus Snake

"Damn the Patriots!"


Born of the best genes Big Boss had to offer and therefore easily the strongest of his three sons, Solidus Snake displays a near-perfect balance of tactical and physical prowess. Solidus’ interest in the Patriots came about after the Shadow Moses Incident, when he was still in office as the 43rd President of the United States. Rallying Fatman, Vamp and Fortune to his side and forming the Sons of Liberty, Solidus assumed command of Big Shell, holding everyone there – including the 44th President – as his hostages. Believing Revolver Ocelot to be his ally, Solidus initiated his plans to undo the Patriots.

Solidus’ intent was to assume command of Arsenal Gear, which lay beneath Big Shell. After his encounter with Solid Snake and Raiden, Solidus’ lost one eye and his Harrier Jet was sent crashing toward the ocean. Ocelot’s Metal Gear RAY saved him, however, and the two headed for Arsenal Gear. Realizing that Solid Snake was now on Big Shell, Solidus sped up his plans to access Arsenal Gear and retrieve the identities of all the Patriots. Before he could complete this however, Raiden was captured.

Upon recognizing Raiden, Solidus revealed he was once his adoptive father. Solidus trained Raiden to be a ruthless killer at a young age, earning him the nickname of Jack the Ripper. Shortly thereafter, Ocelot revealed that the actions of both Raiden and the Sons of Liberty had been scripted by the Patriots. Infuriated, Solidus went on a rampage, destroying as many of the Metal Gear RAYS as he could and killing Olga Gurlukovich.

Unable to initiate his plan of knocking out Manhattan’s economic structure through an electromagnetic pulse, Solidus had no further means to fight the Patriots with. As Ocelot escaped with a Metal Gear RAY, Arsenal Gear was sent on a crash-course with Manhattan. Solidus beckoned Raiden for one final showdown in New York, to determine his capabilities as comparable to Solid Snake as per the S3 Plan. The third son of Big Boss was defeated by his protégé, just as the Patriots had intended.

Solidus is not only physically strong, but utilizes some diverse weapons. Attached to his combat suit are two robotic tentacle arms, which can be used to inflict forceful blunt trauma or fire small missiles. The suit also grants him boosted strength, speed, and endurance, despite his faster aging process. Solidus wields two katanas and a P90 submachine gun, and his plans at Big Shell are indicative of his careful plotting. His goal is not so far-removed from that of Solid Snake, but the fact that he is so willing to kill many to see that end achieved sets him apart from his brother. Were it not for the Patriots’ hand in everything, Solids Snake’s determination to defeat them would have most certainly succeeded.

Boss theme:

Friday, December 23, 2011

25 Days of Villains - #3: Albert Wesker

"The right to be a God... That right is now mine."


A product of the Umbrella Corporation, Albert Wesker was the standout member in the Wesker children project. He spent many years as part of the Umbrella team, before transferring to the S.T.A.R.S. division of the Raccoon City Police Department. As Umbrella began experimenting on animals and people, Wesker began to lay out plans for his own rise to power.

During the Mansion Incident, Wesker duped his S.T.A.R.S. team into believing he was their ally and commanding officer. Faced with the mutated plants and animals that infested the mansion, all but a few of the team members died. While Chris Redfield and Jill Valentine stopped the Tyrant, Wesker led them to believe he had been killed by it. In reality, Wesker had injected himself with a chemical provided to him by former colleague William Birkin, and his body was resurrected, now with superhuman abilities.

Years later, Wesker sent Ada Wong into a remote region of Europe to retrieve Plagas samples. Ada crossed paths with Leon S. Kennedy a number of times, and though Wesker was likely aware of the aid she provided Leon, did nothing to interfere. He was prepared, however, for Chris Redfield to come looking for him following the Kennedy report that Leon followed after his eradication of the Los Illuminados.

Wesker then travelled to the estate of Ozwell E Spencer, who revealed to Wesker that he had been the one in charge of all the experimentation and bio-organic weapons. Spencer had hoped to use these to force the next phase of human evolution, but with both the Plagas and the Progenitor Virus at his disposal, Wesker informed Spencer that he would assume that role and shape the world to his own ends. As Wesker killed Spencer, Chris and Jill entered the room and engaged him in combat. Despite their skill with firearms, the duo could not compete with Wesker's inhuman physical strength and speed. Wesker leapt from the window, taking Jill with him. This led Chris to believe her dead, when in reality Wesker had taken her prisoner, attached a control device to her chest, and commanded her as one of his underlings.

Eventually Chris and Wesker met again in the Kijuju region of Africa, where he and his new partner Sheva Alomar took on wave after wave of Plagas-infected Majini and wildlife. These proved stronger than those Leon had encountered five years earlier, but the two manage to track down Wesker through Ricardo Irving and Excella Gionne. Wesker revealed to them his plans to unleash Uroboros worldwide by spreading it into the atmosphere, as well as the fact that Jill was still very much alive, albeit under his control. Chris and Sheva struggled to free Jill, but eventually succeeded. Afterwards, Chris and Sheva followed Wesker to his jet, fighting him in mid-flight until the aircraft crashed into a volcano. Furious with the duo for having foiled that which he had waited so long for, Wesker unleashed his own mutated form. While he nearly killed Chris and Sheva, he was forced into the lava and blown up by an RPG round as Jill and Josh Stone came to the rescue.

Throughout all the Resident Evil games, Wesker carried himself with a cool confidence. Despite the fact that much of his achievements were met through manipulation and murder, he did have a hand in much of the research he ended up taking for his own use. His idea that humans needed to be saved through a forced evolution into something monstrous and controllable, as well as he desire to be akin to a God shows his delusional mindset. And it is because of this that he shows little to no restraint in just how evil he can be.

Boss theme:

Thursday, December 22, 2011

25 Days of Villains - #4: Ridley


Leader of the Space Pirates and one of Samus Aran's oldest foes, Ridley is as mean as they come. His appearance is still reptilian like the rest of the Space Pirates, but he is considerably larger, looking much like a dragon. He's faced Samus many times in battle, and each confrontation proves as lethal and unforgiving as the last.

During her Zero Mission, Samus encountered Ridley as one of two major obstacles to reaching Mother Brain. Though she was able to defeat Ridley, she discovered later on that the Space Pirates were attempting to save him by combining his organic body with mechanical elements. While Samus was able to destroy the prototype before she escaped Zebes, Meta-Ridley would be completed on board the Frigate Orpheon orbiting the planet of Tallon IV. After Samus killed the mutated Parasite Queen and started a chain reaction that led the ship to crash into the planet, Ridley began tracking her. He watched from a distance in the tundra of Phendrana Drifts, eventually facing her head-on at the Chozo Temple where the Phazon meteor crashed. Ridley went all-out, firing seeker missiles from a distance and lashing out with his tail at close range. Despite the intense fight, Samus emerged victorious, if only for a brief while.

On Norion, as the Space Pirates engaged Federation Forces, Ridley attempted to take the generators offline. At the same time, Samus was trying to keep them online to aid the Federation's defenses, and the two engaged in battle in the midst of a free-fall down the catacombs of the base. Some years after the eradication of Dark Samus and the Metroid populous of SR388, Ridley took it upon himself to steal the last living Metroid. His forces performed all manner of experimentation on the life forms of Tallon IV and Aether during Metroid Prime and Prime 2: Echoes, the Metroids included. Though Samus was able to defeat Ridley, his goal of mutating the last Metroid was already underway.

Ridley's remains were destroyed at the end of Super Metroid, confirming his final death. But in all the times Samus faced him, Ridley exhibited a balance of intellect and deadly force. On the one hand, he is well-versed in the aforementioned genetic experimentation as well as battle tactics, with the Space Pirate forces having proved themselves capable opponents to the Federation fleet. Facing Samus one-on-one, Ridley always has speed and brute force on his side, and his attacks are carefully planned.

Boss Theme:

Though Ridley's theme has been relatively consistent through the years, the version that plays in Metroid Prime is easily my favorite. The electronic sounds really help to embody both the sense of sci-fi exploration and the intensity of facing Ridley.

Wednesday, December 21, 2011

25 Days of Villains - #5: Ghirahim

"It hardly seems fair, being of my position, to take all of my anger out on you. Which is why I promise up front not to murder you... No, I'll just beat you within an inch of your life!"


One of the most flamboyant characters in Zelda history, Ghirahim - or I should say, Demon Lord Ghirahim, as per his preferred title - is also one of the best villains to grace the series. Seeking Zelda as a means to resurrect his master, Ghirahim stirs up a tornado that sucks Zelda down from Skyloft to the surface world. Things do not progress as quickly as Ghirahim had planned, however, as both Impa and Link impede his designs.

While Impa leads Zelda to the various locations around Hyrule that are crucial to her role in keeping the Demon King Demise sealed forever, Link face Ghirahim and all of his followers head on. Ghirahim sends one monstrous foe after another to face Link, only to see them fall to the hero's blade. Ghirahim is introduced as someone who thoroughly enjoys displaying his powers, and likes to lean toward the most theatrical of presentations. But as the game progresses and Link defeats each new challenge thrown his way, the Demon Lord becomes frustrated, allowing his dark side to emerge. By the time the last few hours of the game roll around, Ghirahim is infuriated at how many defeats he suffered because of Link, and becomes a more collected individual, though he is still simmering in hatred and frustration.

His final solution to revive his master is to undo everything Link managed to accomplish, using the Gate of Time to travel back to an era when his master was just freshly sealed away by the goddess Hylia. Link follows, but this time Ghirahim is determined to finish his work. He begins his ritual, intent on using Zelda's life force to free Demise from his current form as the Imprisoned. Summoning the full force of the Dark Tribe with a single snap of his fingers, Ghirahim commands them to keep Link at bay, informing them that whatever they might fear of Link is nowhere near as frightening as what he will do to them if they fail.

But even this massive force proves unable to stop Link, which leads Ghirahim to throw a bit of a temper tantrum, demanding to know why Link won't let him finish his ritual. Ghirahim then moves Zelda off to the side and forges a battlefield high above the Sealed Grounds so that he may face Link once more. He tells the hero that he plans to knock him off the edge and kill him as a sacrifice to Demise. It is then that Ghirahim reveals his true form - a black and grey sword spirit, and something of a polar opposite to Link's companion Fi.


In his new form, Ghirahim's body is impenetrable, save for the diamond on his chest, which Link thrusts his sword into enough times to bring the two back to ground level. But Ghirahim is not done. He utilizes the same tactics he displayed before, though this time his sword is considerably larger and more lethal. It's also somewhat fragile, assuming Link strikes it at the proper angles.

Finally beaten, Ghirahim is appalled at Link's skill. He never fathomed that a human could beat him. In his final moments, Ghirahim informs Link that his effort was all for naught, as the ritual had continued during their fight. Ghirahim laughs maniacally as the Imprisoned absorbs Zelda's spirit, allowing Demise to assume his proper form. Ghirahim welcomes his master back, but is cut short as the Demon King absorbs Ghirahim back into his own sword. His role complete, Ghirahim dies at the hand of the one he fought so long to revive.

Ghirahim is one of the notable exceptions on this list of villains who actually succeeded in their aims. Though Demise was eventually defeated by Link, Ghirahim's sworn duty was only ever to see to his master's return. Ghirahim is a curious individual. Rather than going from collected to crazy, he sort of does the opposite, displaying a very angry yet serious demeanor when he decides to travel back in time - a far cry from the energetic sadist Link encountered in the Skyview Temple.

Boss theme:

This is the track that plays during the final confrontation between Link and Ghirahim at the Sealed Grounds. It's very befitting Lord Ghirahim, and this is my favorite variation.

Tuesday, December 20, 2011

25 Days of Villains - #6: Dr. Robotnik

"I am Dr. Ivo Robotnik, the greatest scientific genius in the world!"


Hear me out - I realize Dr. Robotnik (or Eggman, as he is referred to nowadays) is not among the most successful of villains. Sonic has foiled every single one of his plans, from his earliest robotic creations to his most recent time-travelling beast. But there's no denying how iconic the goofy main antagonist of the Sonic the Hedgehog franchise is.

Robotnik has never been known for subtlety. His classic hover chair accommodated a number of attachments, from spiked wrecking balls, to drills, to hydro cannons. His floating Death Egg fortress was one of his earliest creations that reached mammoth proportions. In Sonic Adventure 2, he reactivated the lost colony ARK, which was revealed to have a giant cannon capable of shattering half of the moon, and that just so happened to bear a striking resemblance to his own visage. Even the Egg Dragoon, though considerably smaller than the other two, is an ostentatious mecha unit loaded with every imaginable form of ammunition to serve as overkill in taking down one hedgehog.

Some of his more successful endeavors include the creation of Metal Sonic, and the occasions where he turned to Knuckles, Chaos, and Shadow as his ever-powerful number one fighters. Through Chaos, Robotnik managed to acquire each and every one of the Chaos Emeralds, though things went south once Chaos morphed into his uncontrollable perfect form. Shadow, on the other hand, proved much more loyal to Robotnik for the majority of Sonic Adventure 2, even continuing his search for the Master Emeralds as he questioned his purpose late in the game.


Probably the two instances Robotnik came closest to victory over Sonic were during the events of Sonic Adventure 2 and Sonic Generations. His plans in Sonic Adventure 2 would have succeeded, had he not misunderstood his grandfather's legacy. In Sonic Generations, Robotnik (both his past and present selves) used the Time Eater to erase history and every instance of Sonic's victory over him. As a side effect, all of Sonic's friends were locked away in various places from his past journeys. The thing Robotnik had not counted on was the fact that, without any measure of time present, the two versions of Sonic were able to move back and forth freely, and this allowed them to quickly gather the Chaos Emeralds to go Super Sonic on the Time Eater.

Robotnik's victories may be small and limited - often they are through the actions of his creations and subordinates. But he certainly is persistent, and is determined to someday defeat the famous blue hedgehog. His methods can be a bit ridiculous, but you have to give the man credit for his style.

Theme:

Yes, it's cheesy music from the early 2000s. But I love how catchy Eggman's theme from Sonic Adventure 2 is - very befitting of someone who enjoys tooting his own horn so frequently.

Monday, December 19, 2011

25 Days of Villains - #7: Prophet of Truth

"You are, all of you, vermin! Cowering in the dirt, thinking... what, I wonder? That you might escape the coming fire? No! Your world will burn until its surface is but glass! And not even your Demon will live to creep - blackened - from its hole to mar the reflection of our passage, the culmination of our Journey. For your destruction is the will of the gods. And I? I am their instrument!"


Religious fanatic and one of the hierarchs of the Covenant, the Prophet of Truth commands his forces with a calm but passionate demeanor. He is constantly spouting forth propaganda to boost the morale of the various species that make up the Covenant, while demonizing the humans they are in a constant race against to recover Forerunner artifacts.

Though the three Prophets of Truth, Mercy, and Regret all technically oversee the Covenant and help to maintain its path toward the Great Journey, the events of Halo 2 make it abundantly clear that Truth is the one pulling most of the strings. While the Covenant forces respect each Prophet, following their commands without question, Truth is the one Tartarus, the Arbiter, and Half-Jaw all turn to for their next orders. He is always at the forefront during any proclamations to the Covenant masses.

When Regret makes his preemptive strike on Earth, Truth informs him that his actions nearly jeopardized the Great Journey. When Master Chief crosses paths with Regret and kills him, Truth orders a ship to fire on their location, implying that he would have killed Truth whether Chief beat him to it or not - Master Chief's presence there was merely an excuse. Toward the end of Halo 2, when the Prophets and the Brutes are leaving High Charity for Earth, a flood spore attacks Mercy. Tartarus tries to help him, but Truth stops him, claiming that the Great Journey will wait for no one. With both Mercy and Regret out of the picture, Truth officially assumes complete control of the Covenant.

There are a few things that Truth indirectly caused without realizing the impact it would have. In ordering Tartarus and the Arbiter to retrieve the Icon on Delta Halo, his unleashed the Flood from containment, allowing the Gravemind to leave, claim High Charity, and invade both Earth and the Ark. Also, Truth's aims are misguided. He believes that activating the Halo array will lead to the Great Journey, some sort of spiritual transcendence, when in reality, activation of the rings will wipe out all life in the galaxy.

However, Truth knows full well that the humans want information from any and all Forerunner technology they can get their hands on, and sees this as a threat to the Great Journey. He sees humans as a significant threat to the Covenant, as well as the Separatist forces. In Halo 3, the Covenant Separatists are a full-fledged fighting force allied with the humans of the UNSC. But in Halo 2 they are scattered rebel groups, and Truth orders the Arbiter to quell them with edge of his blade.

Truth comes very close to achieving his dream, initiating the entire Halo array at once near the end of Halo 3. But Master Chief and the Arbiter manage to stop him just before the rings can fire. The Arbiter then kills the Prophet who tarnished his image.

Truth always keeps his wits about him, save perhaps in his final hours, when he sends his forces out in desperation, hoping they can buy him enough time to complete his work. For someone so delusional, Truth is always depicted as calm and confident, if not power-hungry. And the fact that he was able to command so many who would follow his word to their dying breaths says a lot about his leadership and manipulation skills.

Theme:

There isn't ever any boss fight against Truth. But the Sacred Icon Suite from Halo 2's soundtrack is perhaps the single tune most closely tied to him. Plus, it's easily one of the best tunes from any of the Halo games.

Sunday, December 18, 2011

25 Days of Villains - #8: Dormin


Following Barthandelus is another deity-level being. Dormin's presence is made known from the very start of the Wanderer's quest inside the Forbidden Land, but just what his role in everything is kept a secret until the very end.

His girlfriend dead, the Wanderer seeks out a legendary power, word of which has been passed down through his people for generations. However, this power lies in a land that has been deemed a forbidden place. There is hardly any life within its borders, but upon his arrival to the central temple, Wanderer is greeted by a bodiless voice that seemingly emanates from an opening in the ceiling of the temple where sunlight shines through. The voice tells Wanderer that he can bring the girl back to life, but only if Wanderer is able to slay the sixteen Colossi that roam the land. Determined to save his lover, Wanderer sets out on his horse Aggro, sword in hand.

While it isn't apparent right off the bat, Wanderer undergoes physical changes after defeating each Colossi. About halfway through his quest, it is easy to notice that the hue of Wanderer's skin has become more pale, almost grey. Before facing the last few Colossi, a cutscene is prompted, showing a group of masked men on horseback headed toward the Forbidden Land. Only after Wanderer defeats the final Colossi is it made apparent that these men are familiar with the main character, and warned him never to come here.

Thus is the game's big plot twist - Wanderer was not the knight in shining armor players were led on to believe. His aims are still to revive his lover, but the means to achieve that were dark and taboo. Knowing the severity of what Wanderer has done, the men try to kill him with sword and arrows, but it is already too late. With all sixteen of the Colossi slain, the voice from above is now freed, his sixteen pieces no longer sealed.

Dormin, as this deity is known, assumes the body of the Wanderer as his vessel for resurrection. He then proceeds to attack the men, knowing they are all that stands between him and the outside world. Despite his power, Dormin is only able to hinder their escape within the cramped spaces of the temple. The men make their way to the top of the spiral ramp, then turn to an enchantment as one last-ditch effort to defeat Dormin. This opens a portal within the pool of water at the bottom of the ramp and, despite their attempts to escape, both Dormin and the Wanderer are sucked in. The men leave, destroying the bridge, barring anyone from ever entering these lands again.

In the final moments of the game, it is revealed that the young girl has been brought back to life. Though Dormin kept his word, the Wanderer is no longer the man who brought his girlfriend to this temple. He is still alive, but in the form of a baby with horns on its head, implying Wanderer to be the first of the horned people in ICO. As for the fate of Dormin, things are not as clear. As Wanderer defeats each Colossi, a new shadowy figure is waiting in the temple. The enemies in ICO look similar, and it is possible that Dormin scattered in many smaller shadow beings after his defeat. It is also possible that his power merged with Wanderer, and that the horned people are a kind of human-demon hybrids.

Boss theme:

Since there is no actual boss battle against Dormin, the closest thing is the point where players assume control of him, attempting to stop the men from leaving the temple. The whole soundtrack to Shadow of the Colossus is gorgeous, and this track is no exception.

Saturday, December 17, 2011

25 Days of Villains - #9: Barthandelus

“I am Fal'Cie. My name is Barthandelus; voice of the Sanctum, and Lord-Sovereign of the Cocoon Fal'Cie. Your kind feared the darkness, so we gave you light. You begged us for the Purge, and did it not come to pass? Now you spurn our counsel? You must learn your place!"


Disguising himself as a human and assuming the role of Primarch Dysley, Barthandelus is the Fal’Cie who reigns over the people of Cocoon. He manipulates them into believing that Gran Pulse, the expansive realm that exists below the floating world of Cocoon, is a dangerous place. He also incites fear into the people by leading them to believe the L’Cie are dangerous, violent beings. But at the same time, Barthandelus is the one who led Fang, Vanille, Lightning, Sazh, Snow, and Hope to become branded as L’Cie.

Barthandelus’ aims are no quite as simple as a lust for power or greed. He has already cemented himself in a position of power before the game begins. What he wants is to bring back the Maker, the Final Fantasy XIII God, hoping that said Maker would create the world anew, presumably with the Fal’Cie able to act on their own, not requiring the Focuses of L’Cie to see their own aims met.

When Lightning and the rest of the L’Cie first confront Dysley, they believe him to be human. Knowing what must be done, Barthandelus reveals his true form to them, humoring himself with a short fight. But he also realizes that, in order to bring back the Maker, Barthandelus must leave the L’Cie with a desire to destroy Fal’Cie – most notably, the Fal’Cie Orphan.

Even after he steps down from his position as Primarch, Barthandelus continues to manipulate the people, choosing Cid Raines as his successor. He meets the L’Cie during their travels on Gran Pulse, offering them a means of transport back to Cocoon once their trials are completed. Making their way through the streets of Cocoon’s capital Eden, now ringing with the chaos of combat as the worlds of Cocoon and Gran Pulse collide, the L’Cie enter Orphan’s Cradle. Once at the center of Orphan’s Cradle, Barthandelus challenges the L’Cie to one final battle. Upon his defeat, Barthandelus is assimilated into Orphan’s consciousness, along with Eden. Barthandelus is then able to influence Orphan to the same goal of bringing back the Maker.


Ultimately, the Maker never comes, even after Barthandelus, Eden, and Orphan die. But their death does trigger something else – something Barthandelus had longed for, believing it a necessary part of the ritual to call back the Maker. Ragnarok is born of Fang and Vanille’s L’Cie powers, and manipulates the environments around itself to stop Cocoon from falling out of the sky.

Barthandelus exhibits a careful and calculating behavior, having plotted every step of the L’Cie’s journey and the manner in which he will propel them forward. He also has an unwavering patience, having waited a half-millennia for his plans to come full circle. That said, he does appear quite eager to finally see the fruits of his labor in Final Fantasy XIII. His classical appearance as something distinctly demonic, yet at the same time slightly angelic is well-suited to his role as puppeteer and borderline-demigod.

Boss theme:

This is one of my favorite tracks from the Final Fantasy XIII soundtrack. And the Final Fantasy XIII soundtrack in its entirety is one of my favorite video game soundtracks of all time.

Friday, December 16, 2011

25 Days of Villains - #10: Majora


Chaos incarnate, Majora is the reason everything turns out so terrible for the inhabitants of Termina. True, Skull Kid takes the initiative to steal the mask. But as the game indicates, Majora was affecting Skull Kid's thoughts and actions - by the end of the game, Majora tosses Skull Kid aside, feeling that his usefulness is over.

Most of Majora's acts of malice come into play before Link arrives in Termina. With Skull Kid as a medium, Majora directs its power to cause harm to the different races - poison in the Deku Scrubs' swamp, freezing some of the Gorons alive. Majora's actions even lead to the deaths of Darmani and Mikau, two of the realms most accomplished warriors. And as a grand finale, the mad mask wants to crash the moon into the world below.

Majora is certainly evil. Both his dialogue and actions late in the game indicate that the demonic entity views everything as a kind of game. Because of this, he lashes out when backed into a corner. Though the final boss fight is one of the most difficult in any Zelda title to date, Majora seems really uncoordinated - almost childish. While Majora channels chaos like no other, logic and planning are sacrificed at this expense, which is why this villain ranks at number eleven.

Boss theme:

The final boss fight against Majora is divided into three sections, each with its own variation on the same theme. My personal favorite theme of the three is that of Majora's Incarnation, since itserves as a great reflection of his chaotic nature. Majora's Wrath's theme carries the most sinister and dark tone, however.

Thursday, December 15, 2011

25 Days of Villains - #11: Darth Malak

"You cannot hide from what you once were, Revan! Recognize that you were once the Dark Lord — and know that I have taken your place!"


Apprentice to Revan, Malak and his master were renowned heroes of the Republic during the Mandalorian War. During the war, the two uncovered a Star Map on Dantooine, which led to their seeking out all the other Star Maps. Each of which would help them to locate the Star Forge, an ancient relic that served as a factory, self-perpetuating as it drew power from stars and the force to produce droids, ships, and other instruments of conquest. As their search spanned across the galaxy, Malak and Revan were influenced by the dark side of the force, leading them to seek out Sith teachings.

After their victory over the Mandalorians, Revan and Malak left for unknown regions of the galaxy, leading their Republic supporters to believe them dead. A year later, Malak and Revan returned, and finally found the Star Forge. The two then founded a Sith Academy on Korriban, which led to the duo openly revealing themselves as Sith Lords. The two then declared war upon the Republic, initiating the Jedi Civil War.

An initial disagreement between master and apprentice over how policies were being carried out led to a duel. Revan did not kill Malak, though he did cut off his lower jaw with his lightsaber, leading Malak to adopt the metallic face piece and the electronic tone that came along with it. As the years drew on in the conflict, Malak gained ownership of the flagship Leviathan, and promoted former Republic Admiral Saul Karath to be Commander of the entire Sith fleet. After testing Karath's loyalty to him, Malak began devising a way to surpass his master.

His chance came when the Republic sent a specialized team in to capture Revan and Malak. Wishing to destroy both his master and his Jedi foes in one fell swoop, Malak ordered his ship to fire upon Revan's. Believing his master dead, Malak still had one foe that he feared - Bastilla Shan. As Bastilla and a very-much-alive (though missing his memories) Revan set out for their own search for the Star Maps, Malak sent his apprentice Darth Bandon and mercenary Calo Nord to stop her, though both ultimately failed. Eventually, Malak and Karath encountered the Ebon Hawk, bringing Bastilla, Revan, and co. aboard to torture and question. The team quickly escaped, but not before an encounter with Malak made Revan's true identity as a former Sith Lord clear to him. Revan and the others escaped, intent on uncovering the final piece of the puzzle. But Bastilla was now Malak's captive and, after much torture, he managed to sway her to the dark side.

With the Star Forge operating beyond expectations, Malak built his army until Revan arrived to face him. Revan convinced Bastilla to return to the light side, then eventually defeated Malak. In his final moments, Malak reflected upon all of his actions as a Sith Lord, most notably his jealousy of Revan's grand role in the war and his cowardice at not having faced him in duel the first time Malak tried to kill Revan. Malak died not feeling hatred toward Revan, but still accepting the actions that had led him to the dark side as being his own.

Boss theme:

Some of the tracks in Knights of the Old Republic break the traditional Star Wars formula to a significant degree. This track certainly feels like it is in keeping with the atmosphere of the game, but also has a classic Star Wars feel to it, along the lines of "Battle of the Heroes" or "Duel of the Fates".

Wednesday, December 14, 2011

25 Days of Villains - #12: Revolver Ocelot

"You're pretty good!"


Child of The Boss and the Sorrow, Ocelot grew up away from his parents, under the influence of the Patriots from a very young age. When he eventually reconnected with his birthmother, neither of them was aware of it, and Ocelot's role as double agent for the KGB and CIA in investigating Colonel Volgin's GRU faction took center stage. As Naked Snake embarked on Operation Snake Eater, Ocelot began to investigate the Philosopher's Legacy, taking a liking to Naked Snake and forging a rivalry in the process.

Years later, Ocelot and Naked Snake (now known as Big Boss) joined a faction of the Patriots under the influence of Major Zero. The Les Enfants Terribles Project led to the birth of Solid and Liquid Snake, with Big Boss leaving shortly thereafter to organize his own faction. Ocelot began to resent the policies of the Patriots, but kept his thoughts to himself.

Ocelot incited Liquid Snake's insurrection at Shadow Moses. He tortured and killed DARPA Chief Anderson. He challenged Solid Snake to a duel, swearing to kill Snake after losing his hand to Grey Fox's blade. He also tortured Solid Snake in the same fashion. After all was said and done at Shadow Moses, he took the REX data for the grand scheme of the Patriots.

Ocelot joined up with Sergei Gurlokvich with plans to steal the Metal Gear RAY being developed by the US Navy, then took it for his own after double-crossing Sergei. Everything that occurred in the years that followed - the construction of Big Shell, the production of more RAY units, the creation of Arsenal Gear, and the rise of the Sons of Liberty - were aided by Ocelot's actions. He provided the tech that Fortune used to deflect bullets, and revealed this to Solidus Snake as he bid them farewell, taking off in a Metal Gear RAY unit.

With Liquid Snake's personality merged with his own, Ocelot (know more accurately known as Liquid Ocelot) led his own insurrection with Private Military Corporations shaping the face of international affairs, and the concept of power. Ocelot faced down Solid Snake in the RAY, while Snake piloted the REX, which resulted in both being rendered useless. With his own plans to unravel the Patriots complete, Ocelot challenged Snake to one final duel, his last words being the same that he uttered to Big Boss during Operation Snake Eater.

While Revolver Ocelot was actually working against the Patriots for the majority of his involvement with them, Ocelot leads both Solid Snake and players on to believe he is the enemy throughout the entire series. Though his aims may have been justified all along, Ocelot thieved, manipulated, and killed countless people to achieve that end. He knew this major goal would require some drastic actions, and was prepared to travel down the darkest of paths to see to its success.

Boss theme:

I chose his theme from Metal Gear Solid 4's final boss fight because it represents every one of Ocelot's appearances in the previous games.

Tuesday, December 13, 2011

25 Days of Villains - #13: Veran


A sorceress who wants to alter the flow of time, Veran is a somewhat different villain than many of the primary evil characters in the Legend of Zelda series. She's careful and methodical, planning her every move. She's also patient, possessing Zelda's attendant Impa and then following Link as he leads her directly to Nayru, the Oracle of Ages. Before Link and Nayru can have much of an exchange, Veran makes her presence known, jumping from Impa's body to that of Nayru's. She then proceeds to travel back in time, messing up the present and leaving pain and sorrow in her wake.

Veran's logical side lets her get away with her plan to build the Black Tower, using Nayru to influence Queen Ambi. But there is another side of Veran that rears its ugly head later in the game, once Link has caught her attention by collecting the Essences of Time. After Link storms Ambi's Palace to face the Veran-possessed Nayru, the sorceress taunts him, informing him that any damage he inflicts upon Veran will also harm Nayru. Link discovers a loophole, however, firing the most simple of projectiles at Veran - Mystery Seeds. It seems the Mystery Seeds have some properties that work against Veran's dark magic, which leads her to separate from Nayru's body.

But things are far from over. Losing the Oracle of Ages is no hindrance to Veran, since the Black Tower is nearly completed. Veran then jumps into the body of Queen Ambi and races to the Black Tower to oversee its completion, knowing she now has direct influence over the people of Labrynna.

When Link returns to face her in the final showdown, he is able to free Queen Ambi from her control rather easily, in the same fashion that he freed Nayru. Veran then changes into a dark fairy, flying around, almost taunting Link to hit her. While this form proved more challenging than possessed Ambi, the third and final form is one of the most challenging boss fights I've ever played through on any system, handheld or console. Veran is constantly changing between three forms - Spider, Turtle, and Bee - each with different attacks, all of which deal significant damage to Link. If Link is too close, he may be able to land a few swipes of his sword, but will take damage in the process. If he's too far away, he can dodge her attacks, but not retaliate. It's all about keeping a rhythm and finding a medium between the two.

After the grueling final boss fight is said and done, Veran perishes, but not before confirming that her work is complete. It seems that everything she did in Labrynna, past and present, was to spread sorrow - sorrow that would fuel one of Twinrova's flames as part of their ritual to revive Ganon.

Boss theme:

This theme, which plays during the lengthy final battle at the top of the Black Tower, is a great accompaniment to the intensity of the fight.

Monday, December 12, 2011

25 Days of Villains - #14: Bowser



For this Koopa King, I'm thinking first and foremost of his appearance in Super Mario 64. I don't mean to discredit all of his attempts to capture Princess Peach beforehand, but this was easily his most menacing appearance in all the Mario games. I am however, ruling out Super Mario Sunshine because Bowser Jr. did most of the work there.

Super Mario 64 begins with Princess Peach sending Mario an invitation to the castle. When Mario arrives, he notices almost immediately that something is amiss. A trek through Bob-omb Battlefield and a few other early stages lead to the first confrontation with Bowser, who reveals that he is holding Peach as his prisoner.

Each of Bowser's boss battles presented a different approach. The first was rather straightforward, with the arena being relatively small, the explosive spike balls sizeable, and King Bowser giving Mario plenty of openings to grab his tail. The second battle threw a tilting platform into the mix, with lava waiting below. The third required Mario to throw Bowser at the spike balls three times, with the stage shrinking halfway through the fight. Through this progression of boss fights cam the requirement to better gauge the speed, distance, and direction Bowser's body would fly off at once Mario released him, adding another layer of complexity to the fight.

But what was perhaps the most exciting element of each Bowser boss fight were the mini-stages that preceded each. The first focused on moving platforms and electric enemies - nothing too terribly difficult, but a nice combination of platforming and sneaking. The fire world stage required careful timing, lest Mario fall into the lava below as platforms would rise and sink. And the final stage was brutal and unforgiving, with gusts that could send the hero plumber flying to his doom. Oh yeah, and before Mario can even access the third boss fight, Bowser makes it so that he has to have seventy stars, otherwise he can run forever without making any headway.

In recent games like Super Paper Mario, Bowser has taken on the role of a hero and ally to Mario. I am by no means labeling these newer releases as 'poor' or 'bad' - Mario is still an excellent series. But it doesn't do well for the series' main baddie to be turning over a new leaf, which is why Bowser lands himself at spot number fourteen.

Boss theme:

This one is a classic. I've loved the rock style to this boss theme ever since I was a little kid.

Saturday, December 10, 2011

25 Days of Villains - #16: GLaDOS

"In the event of a catastrophic failure, the last two minutes of my life are preserved for analysis. I was able - well, forced, really - to relive you killing me. Again and again. Forever. You know, if you had done that to someone else, they might dedicate their life to exacting... revenge."


GLaDOS is one of the most animated and emotive robotic characters in recent video games. She’s ruthless in her attempts to try and kill Chell with test chambers that include spike plates, turrets, and deadly neurotoxins. But her darkly comedic dialogue is largely what makes Portal such a unique and memorable experience. Without GLaDOS, Portal would be a really good puzzle game. Because of her, it’s a story that players can really engross themselves in.

As the events of Portal 2 reveal, GLaDOS was created as a way for Aperture Science to allow one of their most important minds, Caroline, to live on forever. Cave Johnson’s team led the project forward, despite Caroline’s concerns. While everything was going well at first, GLaDOS’ desire to recreate the Schrodinger’s Cat experiment with lethal neurotoxins resulted in the death of a number of Aperture staff members. While the team thought the installation of a morality core would be sufficient for preventing further catastrophes, scientist Doug Rattman saw another outcome – one that was much darker for everyone at Aperture. And though Rattman managed to alter the list of candidates, placing his faith in Chell, he and everyone else at Aperture died for the sake of GLaDOS’ “testing”.

Even after Chell manages to set everything straight at the end of Portal 2 and GLaDOS sets her free, she hasn’t really changed. She even tells Chell that the reason she is letting her leave Aperture is because Chell is simply too difficult to kill. Understanding herself to be Caroline reborn, GLaDOS wipes that part of her from her memory banks, then uses two robots, ATLAS and P-body, to find something hidden deep within the facility. She has her fun blowing up ATLAS and P-body along the way, but they are not human, and the effect just isn’t the same. Which is why GLaDOS is overjoyed when ATLAS and P-body finish their duties and discover a whole new area of Aperture filled to the brim with humans in stasis.

Boss theme:

Technically there is a battle theme when facing GLaDOS, but it’s nowhere near as great as “Still Alive”.

25 Days of Villains - #17: Chaos


Chaos is a prime example of something peaceful and pure going horribly awry. When Chief Pachacamac leads his tribe forth to conquer the land, he turns to the awesome power of the Chaos Emeralds, against the warnings of his daughter Tikal. In so doing, he angers Chaos, protector of the Chao, who then uses the Chaos Emeralds to transform into his Perfect Chaos form and effectively wipe out the tribe.

Hundreds of years later, Dr. Eggman seeks out the same power of the Chaos Emeralds, but decides to harness the power of the now-corrupt Chaos for his own ends. Stealing the Chaos Emeralds one by one from Sonic and his pals, Eggman provides Chaos with boosts of energy, making him stronger with each battle. The emeralds also warp Chaos’ appearance from the semi-humanoid Chaos Zero stage to the gargantuan water lizard Perfect Chaos form. Near the end of the game, Chaos breaks from Eggman’s influence, going rampant, flooding streets, collapsing buildings, and destroying most of Station Square.


The boss fight against Perfect Chaos was one of the most memorable in the Sonic the Hedgehog series for me. I thoroughly enjoyed the fact that he was rendered in high-definition, with lots more detail in Sonic Generations. A mute force of destruction, Chaos certainly lives up to his namesake.

Boss theme:

Aside from the main theme of “Open Your Heart” being used during the final fight against Perfect Chaos, the theme that plays when battling his sixth form is probably my favorite.

Thursday, December 8, 2011

25 Days of Villains - #18: Dark Samus


In the last moments of the Metroid Prime's existence, it lashed out at Samus, managing to latch onto and subsequently absorb her Phazon Suit. With the Metroid Prime already overloaded on Phazon, it continued to expand outwards until it could no longer sustain itself, which led to its demise. However, not long after Samus left Tallon IV, her mission there complete, the Metroid Prime's consciousness began to reorganize itself. The combined DNA of the Metroid Prime and Samus Aran, along with the vast deposits of Phazon within the crater, gave birth to the main villain of the Prime trilogy - Dark Samus.

In Metroid Prime 2: Echoes, Dark Samus spends much of her time interfering with both the space pirates' research and Samus' progress. The pirates mistake her for the famed bounty hunter, and many of Samus' own encounters with her Phazon counterpart indicate that Dark Samus is still learning how to use this new body to its fullest potential. Dark Samus spends a large portion of the game tracking down sources of Phazon, but is ultimately defeated by Samus time and time again. Her last desperate frenzy as the Ing darkworld collapses implied the death of Dark Samus.

Unfortunately, this was not the case, as Dark Samus rematerialized months later through pirate-controlled Phazon supplies. Having learned from her previous defeats, Dark Samus displays her power to the space pirates, leading them to become subservient to her goal of spreading Phazon across the galaxy. While not originally a part of her plan, Dark Samus' encounter with bounty hunters Ghor, Rundas, Gandrayda, and Samus leaves them marked, and all but the series' posterchild become corrupted by the part of Dark Samus that dwells within them.

Dark Samus does mimic Samus to some degree. Both present themselves as calm and calculating, with Dark Samus leaning towards semi-spastic reactions only when backed against a wall. Both use arm cannons, though Dark Samus utilizes the raw dark energy of Phazon. She is also given the ability to hover and dark much more quickly than Samus Aran.

Boss theme:

I love how the alien techno sounds are offset by the electric guitar and choir voices.

Wednesday, December 7, 2011

25 Days of Villains - #19: Jeane


When perusing the cast of characters in the No More Heroes games, it's difficult to classify most as villainous. Most fit the role of a warrior fighting for their own sense of justice, and even those who are in it for the money are more self-serving than evil. I tried my best to work an angle for Destroyman and Bad Girl, but neither seemed like they belonged on the list. Destroyman is cocky and kind of a tool, but those qualities plus a crotch laser cannon don't qualify him as a bad guy. Despite her name, Bad Girl's sadistic tendencies are a result of having seen through the veil of what the United Assassins Association has established (and lots of booze).

As such, there were only a few characters that really worked for the role of villain. Jasper Batt Jr. is an ironically lame final boss. Dark Star is questionable, but it doesn't really matter because before Travis gets a chance to fight him Dark Star is killed by the real villain of the first No More Heroes - Jeane. As Travis Touchdown's half-sister, she was once Travis' childhood love interest, before he knew their actual relation. Behind the scenes, the father of the two molested Jeane. Upon learning of this, Jeane's mother committed suicide, and these events eventually led Jeane to kill him and Travis' mother before Travis' very eyes.

Jeane is by no means guilty for all these circumstances turning out the way they did. She did, however, respond with excessive violence, which sparked a flame within Travis Touchdown. Jeane is responsible for Travis becoming an assassin, and indirectly responsible for all the people he killed in his climbing the ranks. Jeane proves a powerful opponent, using mixed martial arts as her medium of combat, as opposed to the many weapons most of the other assassins rely on. It's a surprisingly dark finale to a game that is largely satirical, but a fitting one just the same.

Boss theme:

Honestly, I feel like the entire soundtrack to No More Heroes is among the best of this generation's consoles. Jeane's theme is one of my favorite tracks, right up there with Bad Girl's, Destroyman's, and the game's main theme song.

Tuesday, December 6, 2011

25 Days of Villains - #20: Frank Fontaine

"I had you built! I sent you topside! I took you back, showed you what you was, what you was capable of! Even that life you thought you had - that was something I dreamed of and tattooed inside your head! Now if you don't call that family, I DON'T KNOW WHAT IT IS!"


Opposed to Andrew Ryan's methods and regulations on what could and could not be brought into Rapture, Frank Fontaine started out small. He initiated a smugglers' ring, sneaking in contraband goods while at the same time filling the role of businessman as head of Fontaine Futuristics. When ADAM became the next big thing, Fontaine began marketing it through plasmids and gene tonics, hiring a research team to speed up the process.

While Ryan was initially pleased with Fontaine's progress, he changed his tune after learning of Fontaine's organized crime. With tensions rising between the two, Fontaine plotted his scheme to take control of Rapture. He had Ryan's illegitimate son psychologically conditioned to respond to key phrases, then sent him to the surface. Having faked his death in a shootout, Fontaine left the public eye, leaving Ryan with a sense of false security and some of the working class citizens with a sense of discontentment.

Fontaine then reemerged as Atlas, an Irish man who appeared to be a hero for the common man. Atlas and his followers incited a rebellion against Ryan, sparking the Civil War of Rapture and sending the city into a downward spiral. But he had no means to exit Rapture, so Fontaine/Atlas activated his sleeper agent, Jack Ryan, setting in motion the events of the first Bioshock.

Fontaine is certainly more memorable through the mannerisms of his Atlas alter ego. His aims are that of power and greed, though he is willing to sacrifice any number of lives to get there. He manipulates his sleeper agent and eventually attempts to send him out with a slow and painful death once Tenenbaum comes to Jack's aid. Fontaine is a criminal mastermind, and his plans to overtake the city nearly succeeded. My only complaint is that his final boss fight is way too easy, despite the fact that he does look pretty cool as a monstrous version of the statue on the cover of Ayn Rand's Atlas Shrugged.

Monday, December 5, 2011

25 Days of Villains - #21: King Dedede


He might not classify as a villain in the most traditional sense of the word. Frankly, Dedede's negative character traits are primarily rooted in his selfishness and greed. Nevertheless, he has caused a great deal of trouble for Kirby over the years, more often in the early games than in more recent Dreamland adventures.

He tends to hole up in his castle fortress, sending Waddle Dees and the rest of his minions out to face Kirby. But it's difficult to consider Dedede a coward. Anytime Kirby shows up to face him, Dedede exhibits a strong will to defend his stronghold. He proves a solid contender, floating around to try and knock Kirby out of the air and using his own breath attack to suck the pink puffball in and shoot him across the screen, and swinging a giant hammer around like nobody's business. He is stubborn and steadfast in his aims, despite the fact that his intentions may be more selfish than evil.

Boss theme:

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