keeveek: I don't like that at all. It's what ruined many games for me before that QTE insanity. Boss fights are not really figts then, but some illogical puzzles, when you're running around like an idiot waiting for some Boss animation to kick in, to let you know "tihs is when you should attack" and repeat it dozen times.
Snorefest.
I am not saying it shouldn't have action, just that it is not just about same old fights as before, but much harder than anything before in the game. What the OP was complaining about anyway, I think.
There was still action and timing needed in the ICO end-boss fight, and at least to me it wasn't apparent at first what I am supposed to do. So you have to find a way to survive the uber-boss, and then utilize it.
Example of what I hated was the boss in Heretic 2. But it was actually already the first boss, but I stopped playing there. The boss fight seemed to be nothing but "Ok here is this powerful boss levitating in mid-air, and all you can do is to run around in a small room without any hiding places, hoping his shots will not hit you, and shoot him enough times. Good luck.". Or then I missed something obvious in that boss fight.
It may have also affected my frustration level that I was playing the game in the hardest difficulty level, which was completely fine for me, until that boss fight...
timppu: Hmm, then again, the ending of the first Half-life?
keeveek: Big headed alien. One of the worst final bosses in history.
Not quite the worst, but then as I found out that defeating him wasn't that hard after all. Maybe I would have hated it if I really had to jump around on those ledges above me, but fortunately I didn't.
I liked the boss itself, it was intimidating and bizarre at the same time. Like a big scary baby.
Come to think of it, there were quite many bosses in the original Half-life (and its two expansions) that fall into the category of a mini-puzzle, where you don't directly fight the enemy, but you come up with a way to kill it. Like, say, the pit monster which would react to your sounds, and wouldn't die until you were able to launch the space rocket that scorches it to his pit.
I enjoyed it that way much more than if it was merely about running in that pit room, trying to shoot the monster constantly with your weapons enough times while trying to evade the hits from his sharp limbs, until it dies from your shots. I would have disliked that kind of encounter a lot, and that was what the Heretic 2 boss fight appeared to me.