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-Review- Rennala, Queen of the Full Moon - No Summons, No Damage, No Rolling
Rennala, Queen of the Full Moon is almost a really good boss however the design is severely flawed with an overused gimmick and poorly thought out with AI collaboration. It's really hard to praise this design when it's been executed significantly better in another From Software title. Yes this fight is very pretty though that's basically all it has going for it. I'm not going to bother explaining a strategy for the first phase because it just feels pointless due to the lack of solution variety so let's move on.
My strategy for the second phase is definitely something that grew on me through my first playthrough because jumping makes this fight feel so much better and tolerable. One attack in particular I found extremely annoying however jumping totally fixes that. Rennala can be easily staggered so after evading an attack you can simply go in for a strike. This however becomes more complicated due to Spirit Summons that do not compliment the fight well at all and just feels like random implementations. It's mostly best to lead the summon away and run back but then you have a dragon that usually likes to hang around Rennala so it's not one hundred percent successful including the chance of her attacks tagging you while you're dealing with a summon.
I want to create a separate video sometime explaining how this design works better in the Elana, the Squalid Queen fight from Dark Souls 2 where everything feels intentionally designed to work together. Unfortunately I don't have the time to explain here.
This fight was decent and I learned to appreciate it more near the end of figuring out a strategy. It's just a shame that a good magic based boss design is hidden underneath concepts that do not shine well together.
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