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[+] 114 points 1 year ago (37 children)
  • [–] 64 points 1 year ago (3 children)

    I liked Hollow Knight, but yes, it kind of was. Frequent destinations were far away from fast travel, and there was a low level area that they transformed into a high level area later in the game specifically so that crossing the map wouldn't be a cake walk. I'd argue that earning the power to make an area like that into a cake walk is a core part of the fun.

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  • [–] 8 points 1 year ago (2 children)

    Hollow knight had a custom fast travel option in late game. You could place a dreamgate almost anywhere and just zwoop to it.

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  • [–] 8 points 1 year ago (1 child)

    It's been a few years, but mostly I just remember needing to go to the shop over and over again from various points in the map and it being a long trek. I don't remember a custom fast travel point, so either I never got it, or it came so late that I didn't remember its utility.

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  • [–] 8 points 1 year ago

    I never actually liked FromSoft’s themselves, but several Soulslikes I really enjoyed did away with runbacks, or always had checkpoints right before bosses.

    I really just want people to start evaluating each design decision Dark Souls made on its own - stop worshipping the whole as being perfect, because it most definitely is not. So many of the knowledge checks (poise, anyone?) are just there for experienced players to lord over confused shrubs.

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  • [–] 41 points 1 year ago (10 children)

    Not putting checkpoints close to boss fights is not difficulty.

    You're pointing a finger at the Soulslike genre here, not only HK. Some games may abandon it, but this is common enough to be called a genre stable.

    Just like the "hit hit, dodge/parry, hit hit" combat pattern, losing/recovering currency, enemies respawning on bonfire use… etc.

    I think this whole genre is wack, TBH. I don't even find it difficult, I just think what they test is perseverance in the face of misery and tediousness, which's a bizarre thing to test in a video game. It's almost as if it's straight up telling you: this is a serious video game, no room for fun here.

    Meanwhile, Ninja Gaiden proved you can simultaneously have extreme difficulty AND fun like one million years ago.

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  • [+] 22 points 1 year ago (2 children)
  • [–] 8 points 1 year ago (1 child)

    Personally I think we'd all be better off not even calling them Soulslikes, for this very reason. Full-blown Soulslikes have so many more nuances and systems that add to the experience.

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  • [–] 8 points 1 year ago* (last edited 1 year ago) (1 child)

    To be fair Ninja Gaiden Black did also have boss runbacks. It's one of a handful of small complaints I have about what is otherwise a very close to perfect game (Chapter 9 in the military base being one of the others).

    But NG2 did have boss checkpoints, yes, and was much better for it. Even the notoriously player-challenging Itagaki realised after one game that boss runbacks sucked, and this was in 2008 - Demon Souls wasn't even out.

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  • [–] 3 points 1 year ago

    I was mostly thinking of NG2, yes. I enjoyed NGB, but NG2 is the only one I replay, and it's mostly what I'm thinking of when I bring up Ninja Gaiden.

    We can even go back further and bring up Bayonetta (2007), God Hand (2006), or even DMC 3 (2005) All are tough as nails, but super fun.

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  • [–] 5 points 1 year ago (1 child)

    I think this whole genre is wack, TBH.

    Agreed. I'm not sure why I would waste my time with shit like this when it's just objectively not fun for me to play.

    Different strokes for different folks, so if you like it more power to you, but I'd rather play games that are fun to play for me.

    I only have a certain amount of time to play video games, and if I can't make any progress at all in an hour or two, why would I bother continuing when an hour or two is usually all I have in a day to play your game?

    I've decided not to bother picking up silksong because I found HK tedious, frustrating, and unrewarding.

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  • [–] -3 points 1 year ago

    People who enjoy such games are clearly masochist who don't know what a good game is if it hit them in the face. Idk why these sorts of "gamers" even exist. I long for the halcyon era where good stuff like Mario, Zelda and Sonic were the staples of hardcore gamers.

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  • [–] 2 points 1 year ago (2 children)

    You're pointing a finger at the Soulslike genre here, not only HK

    I played some Elden Ring and as I recall there were check points next to the bosses.

    Ender's Lilies is a metroidvania listed as a soulslike and always has a check point next to the boss room (highly recommend it btw).

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  • [–] 3 points 1 year ago (1 child)

    You're pointing a finger at the Soulslike genre here, not only HK. Some games may abandon it, but this is common enough to be called a genre stable.

    You should try Salt and Sanctuary, Sekiro, Bloodborne, The Surge, Lords of the Fallen, or Lies of P—all had boss runbacks, and that's ignoring HK, Silksong, and the original Souls games.

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  • [–] 5 points 1 year ago

    Apparently I shouldn't. But if there's a list of soulslike games that do it, and a list of soulslike games that don't, then it is not in fact true for the genre and is instead true for specific games.

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  • [–] 12 points 1 year ago (4 children)

    You can make the case that it's not a fun use of our time but how is it not tied to difficulty? Being able to get to the boss with enough health or consummables is certainly part of the intended challenge.

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  • [–] 12 points 1 year ago (1 child)

    I haven't played silksong, but most games like Dark Souls and the like, getting back to the boss without taking damage is pretty easy. It's not difficulty, it's just time.

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  • [+] 7 points 1 year ago (1 child)
  • [–] 5 points 1 year ago

    I will say the run backs in Silksong/HK are better than, for example, DS1 for the reason you give. In DS you just run past enemies and it's trivial. In the HK games running past enemies becomes a platforming challenge. Yeah, you can still do it, but you still have to engage with the enemy even if that's just jumping over them. DS you just run past them and they almost always too slow to engage with you if you're sprinting.

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  • [–] 3 points 1 year ago

    I wouldn’t mind checkpoints before the boss even if it’s not a bench and more of a “retry” option.

    But the annoyance of run backs raises the stakes of the fight a bit. Like, “Please let me win this time so I don’t have to do another run back.”

    But I was annoyed at a particular fight that started without warning and I had not really explored the new area yet, so I didn’t have a chance to find a closer bench.

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  • [–] 4 points 1 year ago (1 child)

    I disagree, runbacks are as much difficulty as having to recover your currency after death, or even having to recover your items after dying in Minecraft. It's a punishment for dying, and a way to make you treat it seriously.

    It can incentivise the wrong things, punish experimentation and make players stick with what they know, even if better options exist. You're free to dislike it, and it has downsides, but dismissing it as "not difficulty" is just dishonest.

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  • [–] 2 points 1 year ago (1 child)

    disagree. they are related and absolutely add to the difficulty of learning how to beat a new boss. it’s way easier to develop a strategy and muscle memory if you can retry the boss fight as soon as possible without having to redo other sections of the game first.

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  • [–] 4 points 1 year ago

    I disagree. Having a slight forced intermission between attempts both gives me pause to reflect on what I needed to do better, and presents a risk of not making it back to my death point, which keeps me mindful.

    I like Silksong's runbacks a lot more than I've liked the ones in 3d soulslikes though. In Dark Souls for example the risk of losing your corpse felt really high, whereas in Silksong you very often have either a gate that unlocks a quicker route back, or a clever acrobatic solution that reliably avoids all the enemies.

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  • [–] -1 points 1 year ago (8 children)

    Have you considered that the run back is trying to tell you something? The game doesn't want you to bash your face against the same enemy the same way. It may not even want you to fight that boss yet at all.

    The run back is meant to be an incentive to think about your options. Do I have other areas to explore? What do I keep dying to? Am I overlooking an obvious weakness during a particular boss mechanic, or am I not using an ability as effectively as I could be to stay alive?

    If you let the player immediately run back into a boss, they will veg out and do just that until they eventually get lucky and barely down a boss by the skin of their teeth. But that's not how you should be approaching these fights.

    Sometimes the most productive run back even involves a good night's rest.

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  • [–] 4 points 1 year ago (2 children)

    I agree with this argument in Dark Souls. It isn't quite the same in Silksong though. Upgrades are very limited. You can't just swap weapons and go farm upgrades for it. You have one weapon and can't upgrade until a few hours into the game, and after the one you can't upgrade again until some future point. Health and silk upgrades are also incredibly limited, and you ability upgrade slots are equally limited.

    In DS/Elden Ring, you're supposed to go explore and spend your souls on upgrades. I'm Silksong there are very few real combat upgrades to be purchased. You can't just level up or upgrade weapons to get more powerful.

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  • [–] 4 points 1 year ago (1 child)

    I will need to play more of silksong to be able to comment fully, but I felt that, even though you could understandably say all the same stuff about Hollow Knight, I still do think that the only times I struggled in HK (on required content) I later found out about an upgrade that was available if i had looked that would have made the fight much easier (nail upgrade, ability, charm, more hp, etc).

    No, not to the same degree as Elden Ring, i agree, but I do think HK's exploration played a very similar role as it did in Elden Ring. In both games i would tell people to only bash your head against a boss if you want to hurt yourself, otherwise go explore.

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  • [–] 1 point 1 year ago

    Yeah, I just recently unlocked wall clinging. It feels like now there are several directions to go, but before there was largely just one. Also, because of the way charms are limited (only having two slots for each of three types) finding charms feels much less meaningful. You can only ever have two main combat charms, so you can never find something that'll let you totally change things like you may in HK1.

    Maybe it's only the beginning (I'm about 12h in, so not that early) of the game that feels this way, but yeah so far it doesn't feel like extra exploration will bail you out if you're stuck.

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  • Have you considered that the run back is trying to tell you something? The game doesn't want you to bash your face against the same enemy the same way. It may not even want you to fight that boss yet at all.

    The run back is meant to be an incentive to think about your options. Do I have other areas to explore?

    Would be a lot more effective if I didn't have to go pick up my shade. Which often can't be accessed without locking yourself into the fight again.

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  • [+] 1 point 1 year ago (3 children)
  • [–] 4 points 1 year ago (2 children)

    Do you believe DS and Megaman could have been even more iconic if they had listened to players and made their runs back shorter?

    My point is, it's not like the designers didn't know what they were doing, this is a very obvious aspect of their gameplay. And regardless of how minor inconveniences like this make us feel as players, we don't know that it's not precisely those lows that contrast with the highs to create the intended experiences which made those games cult hits to begin with. You wouldn't look at a Rembrandt and say, "look how much of the painting is just black! You're wasting all this space! You could add so much detail and context in there!"

    I'm a firm believer that "given the opportunity, players will optimize the fun out of a game". If players weren't complaining about the run back, then they would be complaining about the empty flask drinking animation. Inconvenience is not a convincing argument to me. Just like any art, games are free to evoke any and all emotions. It only becomes a problem if the emotion they keep evoking is boredom lol. But even then, boredom is a valid tool on the artist's palette; sometimes the only ones who are getting bored are the boring people.

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  • [–] 2 points 1 year ago

    I loved Ender's Lilies and it had save points outside the boss rooms. I do not believe the game would have been more iconic if I had to run through several rooms of enemies before fighting a boss again.
    The joy of victory came from overcoming a difficult fight, not from avoiding a tedious repeat.

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