This is the problem with generic fantasy. Yeah, Dragon Age has it's own descriptions for things, but visually, it's completely generic. I've played both games, liked them, and I had no clue that was an anime adaption without being told.
And now, an example of how NOT to design a boss battle. What follows is one of the most infuriating experiences I've had with a controller. If this sounds anything like one of Spoony's rants on old NES games, that's because this has about the same quality of design.
Okay, Prototype. A game about running around in a big area, fighting lots of enemies. But for this battle, they drop you inside of a small building. The ground is uneven, there are physics objects scattered everywhere, and there are broken areas to the walls. What does this add? It severely limits your freerunning ability, and ensures that you spend half your time off of the ground, as stepping on a crack causes you to pop up an inch, or get stuck near an obstruction. Why is this a problem? Because actions while airborne are different. You'll frequently launch yourself into a hole in the wall, or throw yourself into a very time consuming kick move.
And why is this a problem? Because you can't fucking stop! There is an endless supply of enemies coming, and any attack from them will make you stop. If you stop, you'll be dogpiled and killed quickly. Even if your constantly on the move, you will still get clipped by a finger, and promptly ganged up on. Even if you manage to get away, they are constantly throwing things at you, and if you don't get hit by those, you will eventually pull off an accidental dash or homing kick and get stuck. This will happen constantly.
The only possible way I could get anywhere was to run laps around the room, grabbing things on the run and jumping so I could have a second to throw it at the boss, but even so, I was getting brought down constantly, and it is IMPOSSIBLE to get a second to consume for health. Grabbing an enemy on the run at all is tough, since the move is so imprecise and the enemies are usually behind you. If you do grab one, you won't be able to stop and consume him, most of the time. If you stop running, you'll skid, and have to wait a second before the consume button works, but more then likely, you'll have hit a Coke can or something, which has made you start Mario bouncing along a few rocks. And when you get hit, you drop your food, and lose more health then you would have gained anyway.
And then there's the Copperheads, giant prong things which like to spawn in your path, and have massive area attacks which can reach you from off screen. So many times I was doing my laps trying to find some kind of item to throw, when a sudden off screen attack levels everything around me and puts me on my ass, usually in a corner, letting all the bad guys box me in and spam long, uninterruptable attacks.
But I whittled down his health, slowly, and when an hour had passed I'd taken a quarter of his life. I told the game to fuck off and tossed my controller on my bed, and watched my character die... and only then did the next stage of the boss battle commence.
Okay, I've seen this before. Fighting an unwinnable battle is nothing new, and when handled right, it can be a great scene. But in those scenarios, you'll usually helpless. Here, I had the ability to keep on going. HOW FUCKING LONG were they expecting me to keep up this pointless attack?!