Often, players may confuse a hopelessly difficult boss with this and give up fighting on the assumption that the battle is intended to be hopeless. This is another reason why these tend to appear at the beginning of the game, as you haven't even acquired any serious healing items or abilities yet. Ideally, the game should make it somewhat obvious to the casual gamer the fight is probably intended to be hopeless, lest you waste your serious healing items and abilities. They have the odd tendency to be Climax Bosses: If they were the Big Bad or The Dragon, players will get to fight them after this Final Boss Preview by the end of the game as a straight up Final Boss (or Penultimate Boss). Since games like to pretend to be fair, your opponent in the Hopeless Boss Fight tends to return later in the game for a proper battle. Done well, this defeat will strike fear into the heart of the player, having learned firsthand just how powerful this boss really is done poorly, it feels like a cheap trick designed to advance the plot, Suspension of Disbelief be damned. These bosses tend to make their appearance near the beginning of the game, before the characters have had a chance to earn Experience Points or level up, or otherwise become more powerful than their predefined starting levels - this makes narrative sense as well, because this is when the characters would be least likely to survive an encounter with them anyway. Odds are good you won't be able to damage or hit him at all - he'll quickly reduce it to Scratch Damage or just ignore it outright as he launches One-Hit Kill (if not Total Party Kill!) attacks on your team, and if you aren't able to run from this battle on turn one, it's Game Over on turn two. This is a boss with Nigh-Invulnerability, if not sheer invulnerability outright. There are two ways to accomplish this: One is the Cutscene Boss, where the player has no control over the battle's outcome at all - and the other is the Hopeless Boss Fight. The storyline requires the defeat of the main characters in order to make a point or explain a key event, regardless of whether or not the player would allow their party to fall in battle. Sometimes the plot demands that you fail.
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