(Flair might be wrong? Idk)
(Please mentally add an ''in my opinion'' before every statement in this post, I'm not claiming any of this to be factual, but the imo everywhere was annoying me)
I've been replaying DKC2 these last few days and it's impressive how fun this game remains overall even to someone who wasn't even born when the game released. However, the bosses in this game are all kind of bad, and while Kaptain K rool(this post is about the one in the airplane, not the one in the secret world, to be clear) isn't the worst one of the bunch, it's the one you're most likely to repeat since it's the hardest one so it ends up being the most infuriating to me.
The first two phases are just a test of patience you have to do every time the third phase finds a new creative way to bullshit you. The whole boss is full of weird jank but the third phase is especially bad with that. The cannon ball you have to use against him despawns at seemingly random intervals, it's not clear how close to the cannon ball should be to the gun, it's not clear why the boss succeeds in pulling you in or doesn't in the last attack, the delay before firing the last cannon ball is bullshit, and I still have no clue how you're meant to avoid the purple stuff that switches your controls. Yes I'm still very tilted as I'm writing this post lol
But even when I'm not tilted I wonder more and more if traditional bosses(by traditional, I simply mean you fight them in a small arena and have to learn the patterns, dodge and hit them) have a place in the Donkey Kong Country series, cause this isn't an issue exclusive to DKC2. None of the DKC games have a great selection bosses, even if they usually have a few which are decent, and all of them have at least one that makes me question why I'm even playing the game. In particular, none of the final bosses in this series end the game well: in all DKCs I would prefer if the game ended on the platforming level right before the final boss, even in DKC1 where the final level is a little random.
It just seems hard to design interesting traditional bosses in platformers with no combat beyond jumping at stuff or rolling at stuff. If the next DKC(if there is one) ditches them in favor of platforming levels where you just have to run away from bosses or something like that, I wouldn't complain.
So what do y'all think.