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[–] 28 points 1 year ago (3 children)

I think we don't have enough language to talk about difficulty in a productive way.

You could keep all the boss mechanics the same in a game but add a 1 minute unstoppable cut scene at the start and the game is "more difficult" because it takes you longer to learn boss patterns and experiment with different strategies. But that feels very different to narrowing the windows to react or expanding the move set of a boss which feels different again to changing the values so you need to grind more/fewer levels or resources to pass it.

"Runback too long" and "git gud" sound a lot like people talking past eachother, but maybe thats just an artifact of the journalist reporting rather than the discussion itself

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  • [–] 16 points 1 year ago

    I think we have the language and you just proved it, but often people are just not reading or thinking enough about other perspectives before talking, and so do talk past each other like this.

    I like your comparison to an unskippable cutscene; these are, I think, universally reviled at the start of boss fights. For some reason I don't think long runbacks are reviled in nearly the same way, yet repeatedly running through the same area with no challenges (jumping off the staircase for the shortcut to Ornstein & Smough in DS1 does not count ffs!) is not really any less boring.

    The ideal runback to me has a few enemies that you can soon work out how to run around. You actually get a feeling of having accomplished something, but don't have to get perfect at defeating those enemies, nor waste time doing so (running will always be faster than fighting, pretty much).

    I think "git gud" is just a knee-jerk meme though - there is no reason to believe that someone saying it has engaged in the slightest with what has been said to that point; they're just trolling.

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  • [–] 47 points 1 year ago (13 children)

    The runbacks don't bother me too much so far. I do think there's some skills in the runback, but it relies heavily on the level designer as well. An ideal runback:

    • is relatively short, you should have time to reflect on the boss, but not get sidetracked
    • has enemies that drop currency, so repeated runs slowly build you up (assuming you always collect your shade)
    • has enemies that train you on the bosses timings or counters (if the boss is parry heavy, put a tricky-to-parry enemy enroute back)
    • has a "speed route" that let's you bypass most or all of the run once you've figured it out

    These factors make a run both interesting game play and still a form of progression. A badly designed run lacks these factors, being just a slow slog to get back into the boss fight.

    My biggest complaint so far is the double damage. Every boss and so many common enemies do nothing but double damage. Why even have 5 HP instead of 3? And it being 5 (and bind healing 3) have compounding effects with this problem. Taking a single hit on the way to a boss actually costs you an entire "boss hit" so runbacks are worse all around. Trying to heal mid boss only gets you "one and a half" hits back which takes a lot of silk to build up and probably is a worse deal for you than just using the silk to power more attacks.

    Double damage would suck a lot less (and be a better mechanic) if you had 6 HP to start, or if you healed 4 at a time, or if bosses didnt always do 2 damage. There's no tension to avoiding punishing hits because every move is equally punishing. It makes fights feel very conservative which is maybe intentionally meant to evoke Hornet as a careful hunter, using traps and plans to take down big foes.

    I find the opposite though, she feels fragile and reactive. I wish starting damage was higher too. I had this issue in Hollow Knight as well, everything takes too many hits. Common enemies are spongy, bosses take at least 33% too long across the board. Especially it gets annoying since a lot of bosses so far get spammier and faster towards their final phases, so you spend so much time dodging the same attacks and looking for openings to chip hits in. Skills and traps don't do enough damage to feel especially useful either.

    I also hate, and this is another compounding factor, the complete lack of enemy HP bars. On regular enemies this is annoying (gotta count my hits) but on bosses it feels negligent. Bosses have multiple phases and take so long to kill, it would be nice to know if my last run was just a hit or 2 away from the end or if I still had a 3rd phase to plan for. It adds to the poor perception of skills and traps as well. Sting Shard and Thread Storm both seem to hit several times, around a half-dozen, but neither seems to do much more damage than a couple of regular hits.

    Overall I'm really loving Silksong, the art and music are top notch. The DLC for HK convinced me that Team Cherry and I disagree about some fundamental ideas in game design, and HKSS bears that out.

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  • [–] 11 points 1 year ago (3 children)

    I, uh, have kinda given up on progressing for the foreseeable future. I'm bad at platforming, and after struggling for probably around half an hour to get through one aection that was particularly difficult for me, I was met with a surprise boss fight. Nearest bench before that section. It's brutal. It takes me about 5ish minutes to do that section now, but fuck I wish I were exaggerating. None of the other fights have anywhere near as nasty a runback and it honestly feels like they forgot a bench.

    The game is hard and that's fine, but that instance I feel ok bitching about and don't feel like I'm a qhiny pathetic fuck for doing so, which is incredibly telling given how easy it is to make me feel like a whiny pathetic fuck.

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

    I'm not entirely sure which part of the game you're talking about but if you're talking about the section I think you're talking about then you're probably trying to go the wrong way as that section get significantly easier once you have more powers.

    If something feels unbelievably difficult chances are you're supposed to go elsewhere. There are quite a few points at the start of the game where you get a difficulty spike and that just means there's a different route to take.

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  • [–] 1 point 1 year ago (1 child)

    I checked with a friend, and I'm not missing anything sadly. It's the boss at the end of the windy section, before you can go through the big fancy door.

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  • [–] 1 point 1 year ago

    Okay. I was thinking of another point. I just got to the point you were describing and after exploring every nook and cranny on the map there really isn't any other route. But I don't think the route to the boss is that dreadful.

    spoiler how to quickly traverse it.You can sprint jump the first 2 platform ignoring the first enemy. You then climb past the first shield enemy but instead of going right you scale the wall on the left. When you get to the top you can sprint jump to the bell that you can pogo off of and get on the platform with the cart in the background. From there if you want an easy passage to the far right wall wait for the black strong gust of wind. You then jump off and use glide. You will glide faster in the black gust of wind and it will skip the enemy there and get you straight in dashing length of the far right wall. Then you climb up and if you're confident with the 2 bell jump just go for that or wait until the enemy below comes up so you could kill it and then you've got all the time in the world to get the two bell jump done.

    If you wait for the gust of wind it should take you about 45 seconds to get from the save point to the boss room

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

    Skills and traps don't do enough damage to feel especially useful either.

    There's one trap that actually is pretty strong if you know how to abuse it.

    I'm not going to spoil where or how to get it, but flying beetles that home in on the enemy and repeatedly bump into it to deal damage can be pretty busted... especially when they still attack during phase change animations that stop the player from moving.

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  • [–] 3 points 1 year ago

    I also especially like a particular early game trap for this:

    trap spoilerthe cluster spike trap, because if you throw it well just before initiating a boss cutscene, it can activate and hit them 6-7 times while they are doing their initial taunt.

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  • [–] 4 points 1 year ago

    "Fragile and reactive" IMO is a fair take, but I think what the game is pushing you to do is become comfortable enough with your mobility to be aggressive while still avoiding hits. I don't know exactly where you are in progression, but you continue to tack on new capabilities to your kit that make it easier and easier to avoid things while still laying out damage.

    I am sure there is enough room in the game design for people to take totally different approaches here, though. If you know a given enemy's movement well, you can absolutely be confident in using your silk for attacks instead of healing.

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

    I also hate, and this is another compounding factor, the complete lack of enemy HP bars.

    IIRC, HK1 had a badge that turns these on. I'm not far enough into the new game to have found this yet, though.

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  • [–] 5 points 1 year ago (1 child)

    I'm pretty early into the game as well, so I almost didn't say anything. But even if theres a charm that adds HP bars later, I would be annoyed about it. Why wait so long? I'm over 10 hours in. Why take a slot with it? I get similar annoyances about the compass, but at least that one I can understand because maybe some people like the challenge of landmark navigation using just the maps. There is a skill there, and it is part of the skillset of Exploration (a major pillar of design in any metroidvania).

    The yellow tools, in general, I'm iffy about the design of. So far I only have 3: compass, more shards, and auto-collect beads. Of these, auto-beads is the most obviously useful. You need many beads, and they get lost pretty easy. Shards are super common and don't have many uses. But none of these are essential, and all of them get less useful the later into the game you get. The tradeoff is only meaningful early game, and seems to encourage a balance between memorizing the levels and grinding, neither are amazing activities.

    Having the compass charm tied to ALL map markers would certainly up the utility of it, though it's gating another feature behind both a purchase and a charm. I've also only found 1 semi useful trap\red-charm so far. Maybe having more traps and skills that required shell bits would put more pressure on needing them and make the charm that gives extras more appeal for a trap-heavy play style?

    Again, I grant that maybe I'm too early in the game yet, but I feel like these systems should be coming together and cohering more after a half-dozen bosses and 10 hours of play.

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  • [–] 3 points 1 year ago

    The game is so much more massive than I ever expected. I can tell you that you're still super early in the game based on what you've found. There are many, many red tools and while you'll absolutely have favorites, there are definitely some that seem underwhelming until you find a specific situation or region where they excel.

    There is a crazy huge amount of content and capability in the game, and if it seems like a slow burn for you now, IMHO that's because the game does a pretty good job of pacing new things so that you have time to evaluate and master each new piece of kit as it comes up.

    The other thing about shards is that you have to sort of learn to find a balance with how much trap usage you employ; what seems to me to be the intended design (based purely on vibes) is that you mostly only use them against certain bosses/arena rooms or in situations where your needle can't easily work due to the terrain.

    I thought similarly to you at first, with shards being a huge surplus and not necessary. I think this is an introduction period of sorts where you can get used to how the controls work and experiment freely. But then there were wide stretches of the game where I had a relative drought of them. Now that (I THINK??) I'm approaching the end, I've learned to use my shards reserve as a sort of measurement for whether I'm comfortable enough fighting in a certain situation. If it dips below half, I'm leaning too much on traps and need to take a step back and think harder about how to approach things with needle combat.

    On the topic of yellow tools... I can definitely relate to the compass feeling mandatory, but there were several places for me where I had compelling reason to choose to forego it for something else. That was legitimately interesting and I don't have many other examples of games where that's possible. There are a bunch more yellow tools you'll find with more interesting effects as well. And eventually (being deliberately vague) you will reach a point where you won't feel like you're sacrificing as much to keep the compass equipped if you want. (Though there is also a point where you will have seen enough of the world that you won't need it, strictly speaking, because you either have the areas memorized or can navigate based on room shapes and major landmarks without your precise location.)

    Godspeed, fellow hunter

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  • [–] 4 points 1 year ago

    I definitely agree that the constant double damage just feels horrible. Hollow Knight was always about balancing heals versus punishes (one reason I loved Dark Souls 2 so much) but you basically need to heal if you get tapped once and... yeah.

    I think a bigger issue is that upgrades feel so much rarer. Part of it is that you have MUCH fewer equipped charms at any given time... so there is much less point in just giving you a new one every 10 or so minutes. And I am not sure if max health is lower but it similarly feels like I find a mask shared maybe every 2 hours or so which further lends itself to feeling weak. And no idea what the deal is with silk but a single pip when it takes like five pips to even do a heavy attack feels pointless?

    And while some vendors do sell upgrades, it always feels like a struggle to afford them unless you are actively grinding because of the constant need to buy maps and so forth (something I hated in 1 as well, but that at least had a single currency). Although I did get a nice stretch where I just mopped up and bought out most shops so that is at least nice.

    And same with the attacks. Apparently I may have actually ran past Threadstorm while exploring and never even noticed it? And that is the power everyone says to use.

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  • [–] 2 points 1 year ago

    I agree with a lot of your commentary. A couple times so far a “good run back” has been the grind that let me buy some of the higher-cost items from shops. Sometimes it’s frustrating but usually once you get used to the path it goes quickly. There have been a few times where I didn’t realize there was a closer bench until after I already beat the fight lol.

    Double damage would suck a lot less (and be a better mechanic) if you had 6 HP to start, or if you healed 4 at a time, or if bosses didn’t always do 2 damage.

    Most of the bosses have 1-damage and 2-damage attacks. Also 6HP and increased healing are available relatively early (still a good way into the game but it’s a long game).

    Skills and traps don't do enough damage to feel especially useful either.

    I have to strongly disagree with this. Especially when you start getting more traps/tools and upgrades for them, they get very strong and don’t require you to get dangerously close to the enemy like the basic attacks. Some of the bosses and many of the arenas I’ve gotten through mainly thanks to the consumable traps.

    Common enemies are spongy, bosses take at least 33% too long across the board.

    Like in most metroidvanias, you start off struggling against common enemies but as you get upgrades they become weaker relative to you. However I do agree that the trash mobs are a bit too tanky. Maybe somewhere between 50% and 25% less health would be ideal. I’m not sure I would adjust the bosses though.

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  • [–] 73 points 1 year ago (11 children)

    I like the game, but I definitely think it deserves some criticism. I really don't get the thinking behind not placing a bench directly in front of every boss arena. The run-backs don't make the game harder, just more frustrating. It's also something I disliked in older Souls games, but thankfully they realized the problem and fixed it in Elden Ring. And some mechanics are just baffling, like benches that are locked behind a paywall, which you have to pay every time you want to access the bench. Why on earth would they do this, with currency already being as sparse as it is?

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  • [–] 34 points 1 year ago (3 children)

    like benches that are locked behind a paywall, which you have to pay every time you want to access the bench

    I found this in one small area, which was probably done for the flavor, since it makes thematic sense there, but otherwise it's always been permanent unlocks.

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

    Even there it can be made permanent if you pay attention, (and don't mind doing a little light property damage)

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  • [–] 4 points 1 year ago (1 child)

    So looks like I forgot about at least one bench.

    spoilerFirst is in a house, that you need to pay to enter, with a bench and vendor inside.

    The ones I originally meant are below the Citadel, there are a few rooms, with two or three benches each, but you have to pay 15 every time to use the bench for a short time.

    Dunno which one of those you mean, that can be made permanently free, or if there's even others I forgot or haven't found myself.

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  • [–] 2 points 1 year ago (5 children)

    No way ? I haven't seen this so far. Paywalled benches ??

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

    I found one so far, pilgrims rest costs 30 rosarios everytime you want to enter, there is also a merchant inside

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  • [–] 1 point 1 year ago

    I have been running around the citadel, and with more fast travel options there I've gotten in the habit of constantly going back to belhart and making rosary necklaces. Sekiro had a similar mechanic with gold pouches. Also in this stage of game I'm finding a lot of silkeaters, so if I take a wrong turn at alburquerque and don't want to get locked into a fight or weird platforming area I can just recover my beads. It gets better kids. Keep playing.

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  • [–] 19 points 1 year ago (14 children)

    something that i think gets lost in the sauce in thrse discussions is whether fun is derived from playing or winning. people are comparing Silksong- and to get ahead of it right now i haven't played and am not criticizing either of the Hollow Knights- to old arcade and early console games and their legendary difficulty, but a lot of those games were meant to be complete and fun experiences even if you game over very early on. they also didn't have levels full of bespoke Stuff in them, it was the same few tiles and entities in different configurations., so being stuck on level 1 didn't mean you were missing out on a narrative and worldbuilding. with how the lines have blurred between games and narrative art forms in the last few decades, there are different incentives at play and someone stuck on world 1 of SMB isn't missing out nearly as much as someone stuck on whatever the first stage of Silksong is. it's all ultimately apples and oranges

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

    I recently started gaming again after a twenty year gap. Back in the day I used to go for high difficulty and complete everything. Now, I'm playing on easy difficulty setting. Partly cos I'm in my 50s, reactions are slower and my hands are a bit fucked up. Partly because I want to enjoy the story and the experience - if I get stuck on a fight and keep dying I get frustrated eventually and angry with myself for not being as good as I want to be. That feeling is not what I'm gaming for, so yeah, easy setting.

    I haven't played hollow knight because I'm told it's frustrating and difficult, and, while the aesthetic really appeals to me I don't wanna be frustrated. But I'm so happy for all the people who have been waiting for this and are enjoying it, sometimes we do get nice things!

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  • [–] 6 points 1 year ago (9 children)

    The problem with “old difficulty” was that in arcades especially, and even on consoles by way of the industry being smaller and the same people working on both, were designed around quarter-munching.

    Stuff was hard to get people to pay up.

    I would have preferred modern ideas like bosses are hard because you have to learn their patterns- and to be clear, this is also present - but also the feeling that I’m not strong enough to do anything more than chip damage is a bit annoying.

    I think there’s validity in all the arguments I’ve seen people making; but at the same time I’m glad the game’s not easy. I just don’t know if it always needs to be punishing through frustration.

    (The thing that pisses me off the most are those

    Tap for spoilerRed flower buds you need to pogo off of. Do they REALLY need to be over spikes every time? Does my downward thrust really need to be at an angle to bounce off them?? I started out being ok with that movement and I’ve never regressed so fast or so hard at anything in a game before. I swear I’ve lost more lives and to that than bosses; and by the game’s very nature that means a run back every time! Ugh!

    So that’s why I say there’s a difference between “tricky” hard and “annoying” hard.

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

    Might I ask for which boss this applied to you? I only had this for optional bosses for which I was underleveled and never for required bosses.

    I enjoyed getting the shit beaten out of me when fighting the Black Gargoyle in Caelid. I never struggled like that with the required bosses, except a bit for the final boss, which I enjoyed.

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  • [+] 1 point 1 year ago (1 child)
  • [–] 1 point 1 year ago

    Maliketh was pretty easy for me, but everyone struggles at different points.

    If your still interested there is an item in Farum Azula (same place as Maliketh), that helps with the fight: Blasphemous Claw.
    Maliketh has also pretty low Stance; heavy attacks and/or weapon arts can easily stance break him for a critical attack.

    Or you could cheese him with Moghwyn‘s Sacred Spear and maybe the Mimic Tear, but that is probably overkill.

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  • [–] 1 point 1 year ago

    I can't recall a boss that can't be dealt with just being overleveled? Maybe Malenia? But she's human sized not a giant boss. Yeah the final boss kinda sux though but hey it's the end of the game already might as well power through it.

    Hmm maybe the DLC, some of those are damn nasty fuckers.

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  • [–] 2 points 1 year ago* (1 child)

    tipIf you're having trouble with red flower buds, maybe explore a different area.

    I found them much easier after I unlocked some other things

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  • [–] 2 points 1 year ago

    Thanks for the reassurance. I was starting to do just that, but I’ve only had about 6 hours in game so far and of that I feel like I’m moving pretty slow. So perhaps there is hope yet!

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  • [–] 1 point 1 year ago

    I know what you mean with the downward thrust. It just fucks with my platforming.

    a bit of a spoiler not but not really as I only mention the name of the ability and what it does.There's a Wanderer Crest that makes your downward attack like it is in Hollow Knight. That was a game changer for me.

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  • [–] 1 point 1 year ago

    Some arcades were actually a bit more manipulative than that in that they'd get harder depending on how long it was since you last put a quarter in.

    Mortal Kombat was one. I noticed this pattern on the snes version of MK3 (can't remember if it was ultimate or not that I had): I'd easily win one fight, then get demolished by the next fighter. Then continue and that same fighter would be easy, only for the next one after that to be much more difficult. I didn't have to put quarters into my snes but they just used the same tuning from the arcade machines.

    Eventually when I played that game, I was spending much more time on the space invaders minigame lol.

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

    For me, much of the fun is making progress. i never finished the first game because I kept getting lost and stuck and unable to progress for extended periods. In a From Software game I can spend weeks on a single boss and masochistically enjoy every moment because I know what I have to do. The problem I had with Hollow Knight was I kept finding myself completely at a loss about where to go or what to do. I would spend days retreading the same empty caverns looking for a clue or a new path and not finding any. When I knew what I had to do, I enjoyed it immensely, but progression was often too obscure and my interest slowly evaporated.

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  • [–] 3 points 1 year ago

    This is the “metroidvania” genre part of the game but, it’s not for everyone.

    That being said, both Hollow Knight and Silksong make the exploration a lot more streamlined than in older metroidvanias with the map features. When you don’t know where to go, check your map and look for paths that lead to areas that aren’t filled in yet. When you get a new power, see if you can remember any locations where that might be useful.

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

    Did these people forget how ball-smackingly hard Hollow Knight was???

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  • [–] 8 points 1 year ago

    Yes.

    I think time has made people look at Hollow Knight through rose tinted glasses. When I picked up the game in 2018, I got to the Soulmaster and gave up entirely because of its runback, it was just too annoying.

    I ended up finishing the game a few years later and absolutely loving it, but runbacks are to this day my main criticism of the game, and I know a lot of people agree about that.

    For this reason I hoped that they’d make things better in Silksong, but at least now I know what to expect so it doesn’t annoy me as much as it used to.

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  • [–] 5 points 1 year ago

    HK can be trivialized pretty early on by stacking charms and upgrades. Silksong spaces out meaningful upgrades in a way that really forces you to learn the ins and outs of the game before you can start buildcrafting.

    FWIW, all the final bosses are easier than HK's true final boss. The difficulty scaling starts with a rough curve but evens out over time.

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  • [–] 3 points 1 year ago

    I was all-in on Hollow Knight. Beat it multiple times, including Path of Pain and the Nightmare King. But I'm struggling with Silksong.

    I went back and started up Hollow Knight again just to sanity-check myself, and, yes, it's definitely an easier game. Many fewer enemies can hit for 2 health; there's more variety in paths in the early game, so if you hit a wall in one direction you can try another; and you get access to upgrades that actually feel impactful relatively early instead of skills that use up my magic pool that I can't spare because I need them because I'm always one hit away from dying.

    My pet theory is that Silksong is actually just exactly what they originally pitched: DLC for players that have mastered the highest skill points in Hollow Knight. And maybe that would be fine if I were coming straight into it off of the back of Godhome. But it's been years since I was playing those areas, and my skills have atrophied. It's okay for a DLC to expect mastery from the start, but a standalone game should have more of a curve.

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  • [–] 1 point 1 year ago

    I imagine a non-insignificant portion of Silksong players never played HK and just jumped on the hype bandwagon. Which makes sense considering it was built up like it would literally pay off your mortgage and reunite you with your high school sweetheart.

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  • [+] 34 points 1 year ago* (last edited 1 year ago) (2 children)
  • [–] 60 points 1 year ago (1 child)

    We should definitely talk about how levying criticism, especially thoughtful criticism, is treated as a personal attack by other people playing the same game. It's a bizarre form of tribalism.

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  • [–] 16 points 1 year ago (3 children)

    I'm about 10 hours into silksong and it's amazing, don't get me wrong. But the majority of the boss fights seem... cheap?

    Like, their difficulty doesn't come from their various attacks, or their environment. Instead, it usually comes from the fact that they do double damage, or the fact that they spam the same two attacks over and over way too quickly, or the fact that they can do the same add summon three times in a row and make what was a controllable situation practically impossible

    Now, I've 112% the OG hollow knight and beaten true radiance, so I'm not against difficult boss fights. In fact I relish the feeling of learning their moves and patterns after every single death

    But when the moves are "ram into wall. Then ram into wall again" it becomes incredibly annoying

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

    Some of the boss fights felt amazing once you start learning their attack patterns, but then others were just... lacking. The savage fly one comes to mind. It wasn't particularly a difficult boss itself. But when it summoned ads, it became a fight around rng. It wasn't a fun fight at all. Felt like the devs realised it was too easy and chucked in ads then left it there.

    Separately, why on earth the boss doesn't receive damage for slamming down on the spiky enemy when its spikes are deployed... Missed opportunity!

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  • [–] 2 points 1 year ago

    The Beastfly in the Chapel isn't too bad, since you can leverage its slam to take out any ads, however there is another arena where you fight it again and it spawns flying ads who shoot projectiles which deal double damage AND the boss breaks the platforms you're standing on.

    Feels like bullshit fighting against it.

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  • [–] 1 point 1 year ago*

    I disagree about the fly that they just wanted to make you die more.

    The boss itself is super easy, it has two attacks which are not only easily dodged but also leave a lot of opportunities to attack and move around.

    So in essence the boss is a bag with silk to heal or use magic attacks while the real problem you face is using those resources to control the minions it summons.

    So yeah if you go with the strategy to kill the boss fast you will suffer but if you act as a hunter to control the fight you will win.

    Just my take on this boss after 100+ tries, and do consider it a good and interesting boss fight.

    Or you can just rely on luck and brute force.

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  • [–] 31 points 1 year ago (7 children)

    Sigh this shit again, if it's the creators decision to have a game with finely tuned hard difficulty, so be it, that's the creators creative decision and it should be respected

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

    "death of the author" suggests some of the author's intent is lost when a work is consumed by the audience.

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  • [–] 2 points 1 year ago*

    To a degree I guess as the audiences own experiences will determine there own interpretation of the work, but in this situation I don't think someone's own experiences is going to impact too much the fact that silksong is hard as nails at points

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

    I can accept stupid decisions. I don't have to respect them.

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  • [–] 6 points 1 year ago (1 child)

    Respect is a weird word. It seems to have 2 nearly opposite meanings (kind of like literally):

    1. Deep admiration for someone or something for their abilities, qualities, or achievements
    2. Due regard for the feelings, wishes, or rights of others

    So the first one implies that respect must be earned. The second implies that everyone must be respected by default (their due regard), thus respect is unearned.

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

    I spent 3 hours stuck on one boss fight.

    In most games, finally beating it would have me saying "thank fuck its over".

    In silksong, I'm saying "fuck yeah that was a good boss". It's a very different feeling, and one that I haven't had the pleasure of enjoying in quite some time.

    That said.

    I think both hollow knight and silksong should have easy modes. It would be fine. It doesn't hurt me any that someone else can have an easier time. People need to remember that video games are entertainment, and the sweaty "hardcore gamers" can fuck off with their usual judgemental elitism.

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  • [–] 9 points 1 year ago

    This is exactly it. I think the game is a goddamn masterpiece. The most infuriating fights feel like huge accomplishments, not just relief. Phenomenal game all around, but that difficulty curve isn't for everyone. I can say the same about any Soulsborne game, love them to death but it's definitely too much for some folks. Difficulty options are a good thing, if a compromise has to be made just have it disable achievements or w/e.

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

    I haven't played this yet, so I don't know anything about what difficulty settings it may or may not have But in general, I see difficulty settings as an accessibility feature.

    I liked the way that Ender Magnolia did it, where, at a save point, you could adjust several settings to customize the difficulty. I was able to temporarily make it slightly easier just for a few bosses that I lost my patience for.

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  • [–] [S] 22 points 1 year ago (7 children)

    I'm in act 2 and while Im in love with the game, I can agree. The game could be impossible for people who aren't already very good at platformers. Benches are very sparse and money is always an issue. I hope Team Cherry make the game more reasonable through updates.

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  • [–] 36 points 1 year ago* (last edited 1 year ago) (6 children)

    I have no idea what people were expecting to be honest. Hollow Knight was already known for being an extremely difficult game with punishing anti-fun elements like runbacks and corpse runs. Which game had everyone played that got them so hyped for Silksong?

    There's a reason I stayed away from HK, and I will be staying away from Silksong too. Game looks great but I won't be able to beat it and I won't have any fun failing to do so.

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  • [–] [S] 27 points 1 year ago (5 children)

    I think the big difference is that HK had a smooth difficulty curve as you slowly unlock new abilities. Silksong by comparison picks up where HK left off and is immediately hard which makes it hard to approach for new players. Early game areas feel as hard as late game areas from the first game. That's throwing everybody off who is either new to the franchise or hasn't played Hollow Knight since it came out checks notes 8 years ago

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  • [–] 1 point 1 year ago* (2 children)

    Early game areas feel as hard as late game areas from the first game.

    Are you sure about that? It's been a while since I played Hollow Knight, but other than Hunter's Marsh I think Sillksong has been comparable to or slightly harder than equivalent parts of the Hollow Knight. The enemies are tougher, but you also get more tools to deal with them so it evens out. Mostly thinking of the projectiles here, but the mobility difference also can't be understated; you can abuse dash attacks in Silksong in a way you never could in Hollow Knight. Also I haven't quite (or at all really) gotten the hang of it but the game might've been designed with parrying in mind, which would allow you to avoid a lot of damage because many of the harder enemies are warrior types.

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  • [–] [S] 14 points 1 year ago (1 child)

    Are you sure about that?

    Ya, Hollow Knight's first areas like forgotten crossroads and greenpath were a lot easier. There werent any mechanics you have to worry about other than jumping and attacking, and most enemies you faced just walk slowly towards you. Bosses were also fairly straightforward.

    By comparison Silksong has you fighting tougher enemies that could deal 2x damage, and quick bosses right off the bat like Bell Beast which kills you in 3 hits. Healing taking your entire bar also makes platforming more difficult because newbies will often be low HP and not have enough silk to heal.

    Yes, Hornet is way faster and stronger than the knight but that kinda assumes you're good at dashing and pogo jumping, which many people fail at in the start.

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

    Ya, Hollow Knight's first areas like forgotten crossroads and greenpath were a lot easier. There werent any mechanics you have to worry about other than jumping and attacking, and most enemies you faced just walk slowly towards you. Bosses were also fairly straightforward.

    Compared to what areas in Silksong? Because Moss grotto and Marrow seem to have roughly the same range (and difficulty) of enemies as forgotten crossroads and greenpath. I think you also have somewhat rose tinted glasses regarding the starting areas of Hollow Knight because most enemies weren't walking slowly towards you. I'd say it was more of a 50/50 split between walking enemies and flying enemies with some flying enemies shooting projectiles and flying projectile shooters are much harder than the one projectile spitting regular enemy in the first 2 areas of Silksong.

    By comparison Silksong has you fighting tougher enemies that could deal 2x damage, and quick bosses right off the bat like Bell Beast which kills you in 3 hits. Healing taking your entire bar also makes platforming more difficult because newbies will often be low HP and not have enough silk to heal.

    I think the comparison here isn't as one to one with Hollow Knight. Silksong is much faster paced. Hornet is more mobile and heals faster (and heals more at once), so bosses killing in 3 hits might not be that much harder because it's easier evade attacks and healing is faster. Bosses killing in 5 hits in Hollow Knight might end up being harder than Silksong because healing is a much slower and deliberate action and you might not get a time to heal with an unfamiliar boss.

    From my experience grotto and marrow have been comparable to crossroad and greepath. It gets harder after marrow but Hollow Knight also got harder when you got into fungal wastes. Maybe the pace change makes you feel like it's harder than Hollow knight but so far I haven't felt like it was noticeably harder than my first Hollow knight playthrough.

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  • [–] 0 points 1 year ago (1 child)

    I mean...it's kinda silly to go into Silksong without playing Hollow Knight yeah? Unless Silksong has something at the beginning that sort of catches you up to speed OR is like a Souls or Final Fantasy where it has nothing to do with the previous game entry.

    But If I were a fan of the series I would hope the game ramped up difficulty and didn't hold my hand for the sequel. That, in my opinion, would be a worthy purchase. I had playing sequels that kind of "reset".

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  • [–] 3 points 1 year ago

    It's the latter of the two. The focus is on a side character from the original game, but takes place in an entirely different map/kingdom. You don't need to have played Hollow Knight, but there are little lore pieces that tickle the brain if you have (and didn't just skip over all the dialogue). I've been really enjoying the game so far, and there's only one runback that's felt REALLY tedious, but it's on what I'm assuming is an optional boss based on what I've played so far.

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

    I'm loving it, and the runbacks and difficulty just feel like standard metroidvania to me. Yeah, it takes time and caution, but that's just the genre.

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  • [–] 17 points 1 year ago (3 children)

    If anything I find the walkbacks much shorter than in the original. There is always a bench 30s/1m away from each boss or tough platforming section. At least so far...

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  • [–] 4 points 1 year ago (1 child)

    It's definitely fair most of the time. There are one or two places I've seen so far where it's deliberately ramped up (or appears that way at first.)

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  • [–] 2 points 1 year ago

    Yeah I am almost at the end of the act 1 (i think?) and so far the impression is that if something seems to have a long walk or having to repeat a hard parcour section, I didn't find some hidden bench or shortcut to bypass said parcour section.

    In general I can see this game being started as an expansion for HK, the difficulty is quite high and the curve steeper, but I can't relate with most of the complains so far (the currency maybe a little, but it's normal IMHO you can't just shop everything at once from a new vendor you find).

    Initially I was put off by the double damage, but the heal being short and x3 I think compensates for it (plus, you can do it mid air etc.).

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

    Yeah the game's definitely harder than HK was, but by no means impossible. It's not nearly as difficult as say Elden Ring for a recent-ish example. The true ending final boss didn't even take me as many tries as Last Judge or that frog fucker lmao

    None of the runbacks are egregious either. There's just about always a bench barely 30-40 seconds away at absolute most.

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