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A playthrough of the boss/cpu version of Eyedol in Rare's Killer Instinct. Eyedol's moves: http://www.angelfire.com/va3/mk/ki/ma... Killer Instinct. Where do I even begin. I've never quite known how to feel about this game. Released in 1994, it was the first fighting game to utilise a hard drive to store data, which allowed it to include digitised visuals as well as high-quality audio. Killer Instinct has always been something of an anomaly as a series. While rather revered in the the US, it's been derided in Europe and Japan. American infatuation with Nintendo at the time probably helped to cement this popularity, given that Nintendo wasn't popular in Europe during the mid-90s, and being woefully unpopular in Japan, with the N64 itself even being outsold the Sega Saturn. As a result, I have a slight cognitive dissonance when it comes to the series, simultaneously liking it and disliking it at the same time, for a variety of reasons. The game is rather obviously inspired by both Mortal Kombat and Street Fighter, mainly seen both with its graphics and characters such as Cinder and Glacius, but particularly in its combo system. Killer Instinct's main claim to fame is its easy to learn combo system, which allows numerous special moves and regular moves to be linked nearly effortlessly by loose inputs, allowing for incredible amounts of damage done with relative ease. This general follows a pattern of [Special move, regular move, special move] and eventually a utilisation of an "ender", a special move which launches the opponent into the air, ending the combo, and preventing them from countering. Said ender move also usually acts as a "combo breaker", which allows a character counter and stop an opponent's combo in its early stages, although this can be rather difficult to time right. This system can be extremely tedious against the AI, as they will effortlessly slaughter you with combo after combo like it's nothing, and personally I always think it gave the game a rather cheap feel. That said, when you are able to pull off a combo taking off 75% of an opponent's life, it is extremely satisfying. In terms of characters, this game isn't great. In fact, it's extremely generic, with most of them being stereotypes or stock characters of some description. This is unfortunately most prevalent in the boss characters of these two games, Eyedol and Gargos. Eyedol is a two-headed cyclops with a club, who can breath fireballs. Riveting. One major innovation which Killer Instinct brought to the table was playable bosses, with the boss character in both KI1 and KI2 available through the use of a code, which was an extremely good move. Playable bosses were severely toned down from their boss counterparts. When using a cpu/human cheat code however, you can force the game to apply the boss flag a playable version of Eyedol, which allows this playthrough. So, good lord, where to even begin with Eyedol. Eyedol is a powerful character in the first place, that should be noted. Both Gargos and him, even toned down, are still quite powerful. However, as far as I recall Boss Eyedol deals 2x the damage of every other character in the game. Yikes. His combos are effortless and typically take off a ton of the opponent's health. His special moves are a powerful club swing ender, which can also reflect projectiles, a charging rush and a fireball, the latter two of which can be boosted by his stomp move, and allow him to unleash projectile hell on the opponent. The kicker, however? His stomp move, in his boss form, allows him to regain health. This all comes together to make him one of the single most broken bosses in existence, as can be seen from this video. Hell, this design choice is beyond broken, and just downright cruel. The high-damage combos of this game somewhat counter-act this, to an extent, but it still just seems down right cruel to me, and rather poor design on the choice of the developers. Then again, this is the same company which made Battletoads, so what did I expect. I couldn't call Eyedol a particularly good boss (or even a very good character), given his broken advantages, dull moves and dull design, but I can't deny that he is extremely fun to play as in his broken boss form. Despite bashing it, I definitely still enjoy this game to some extent, and come back to it occasionally. There's definitely something decent here, it's just a shame it wasn't allowed to come to fruition until KI (2013). Finally, in his ending, a woman refers to him as Billy. Billy Eyedol. You can tell Rare were English from this one terrible joke alone.