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Hollow Knight: Silksong Sparks Debate About Difficulty and Boss Runbacks

⁨313⁩ ⁨likes⁩

Submitted ⁨⁨1⁩ ⁨day⁩ ago⁩ by ⁨simple@piefed.social⁩ to ⁨games@lemmy.world⁩

https://www.ign.com/articles/criticism-isnt-hate-hollow-knight-silksong-sparks-debate-about-difficulty-runbacks-and-the-dreaded-git-gud-comments

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Comments

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  • maxwells_daemon@lemmy.world ⁨3⁩ ⁨hours⁩ ago

    I personally think Outer Wilds should give you the whole lore as an audiobook, not everyone wants to go hunting for clues and reading a bunch of old conversations between dead people in order to figure out what’s going on…

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    • JackbyDev@programming.dev ⁨1⁩ ⁨hour⁩ ago

      I mean, an audio book of Outer Wilds would be dope.

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  • Highlandcow@feddit.uk ⁨6⁩ ⁨hours⁩ ago

    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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    • BilliamBoberts@lemmy.world ⁨2⁩ ⁨hours⁩ ago

      “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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    • EnsignWashout@startrek.website ⁨2⁩ ⁨hours⁩ ago

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

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      • chonglibloodsport@lemmy.world ⁨2⁩ ⁨hours⁩ ago

        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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  • DupaCycki@lemmy.world ⁨6⁩ ⁨hours⁩ ago

    In my opinion, the game is not particularly difficult. That is, if you’ve played through the original Hollow Knight. Which most people haven’t. In fact, it looks to me like a lot of people jumping on the hype don’t have too much experience with metroidvanias and soulslikes.

    It’s a sequel, so intended to be played after the original. Why do we care what people who haven’t played the first game think?

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  • verdi@feddit.org ⁨6⁩ ⁨hours⁩ ago

    Don’t like it, don’t buy it. I’m happy for team cherry and their success. It’s not for me but I don’t resent them that it isn’t. This nothing burger discussion is yet another nothing burger designed to drive clicks and traffic off of the work of people who ACTUALLY create something of worth. Modern parasitism at its best.

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  • Feyd@programming.dev ⁨1⁩ ⁨day⁩ ago

    A lot of comments tying runbacks to difficulty, when they have nothing to do with each other. I haven’t playing silksong but I played about half of the original and uninstalled it, despite the fact it is so many people’s favorite metroidvania and metroidvania is one of my favorite genres.

    Not putting checkpoints close to boss fights is not difficulty. It is disrespectful of the player’s time, which is a problem hollow Knight was full of.

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    • kuberoot@discuss.tchncs.de ⁨5⁩ ⁨hours⁩ ago

      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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      • _stranger_@lemmy.world ⁨2⁩ ⁨hours⁩ ago

        The crystal boss that you first encounter sitting on the save bench though, that’s was just evil 😆

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    • ampersandrew@lemmy.world ⁨1⁩ ⁨day⁩ ago

      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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      • Siethron@lemmy.world ⁨1⁩ ⁨day⁩ ago

        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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    • mohab@piefed.social ⁨1⁩ ⁨day⁩ ago

      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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      • CileTheSane@lemmy.ca ⁨6⁩ ⁨hours⁩ ago

        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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      • Feyd@programming.dev ⁨1⁩ ⁨day⁩ ago

        It’s true that I’d prefer it in no games, but it’s also less frustrating in straight soulslikes. The problem with HK is that it is a synthesis of metroidvania and soulslikes in the most time-disrespecting ways possible. Really most of my frustrations are with map design, and then they add not getting maps until you find the map guy (in samey environments I can’t remember well enough without a map).

        What made me put it down was playing for an hour going through multiple zones without finding either a map guy or a bench somehow then dying. I’m pretty sure just being able to see the map would have been enough to keep me playing.

        For this new fangled soulsvania genre there are numerous better entries that I thoroughly enjoyed. Ender Lilies and Blasphemus are the first 2 that come to mind.

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      • Coelacanth@feddit.nu ⁨1⁩ ⁨day⁩ ago

        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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      • aesthelete@lemmy.world ⁨1⁩ ⁨day⁩ ago

        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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    • makyo@lemmy.world ⁨1⁩ ⁨day⁩ ago

      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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      • LettyWhiterock@lemmy.world ⁨1⁩ ⁨day⁩ ago

        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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      • Feyd@programming.dev ⁨1⁩ ⁨day⁩ ago

        I’ll admit I don’t even remember doing runbacks in hollow Knight (or even having to fight any boss in the part of the game I played more than one or twice), but in other games where you have to run to the boss you normally just run past everything without fighting it and go into the boss with full resources. No challenge - just running past everything, which not only wastes time but also totally breaks immersion for me.

        In any case, my overall discontent is with all the time wasting added together than any specific thing.

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    • teawrecks@sopuli.xyz ⁨1⁩ ⁨day⁩ ago

      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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      • AwesomeLowlander@sh.itjust.works ⁨21⁩ ⁨hours⁩ ago

        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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      • Cethin@lemmy.zip ⁨1⁩ ⁨day⁩ ago

        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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      • Feyd@programming.dev ⁨1⁩ ⁨day⁩ ago

        The other day, I fought the boss of the abyss in the dark souls 1 dlc. It took me 5ish attempts, and I changed my gear to have more magic resist after I got further in the fight and got merked by magic attacks. All spending 2 minutes between each attempt running back to the fog gate did was make me zone out and wish I could just get right back to it.

        Btw, the original runback was mega man, where you get to try the boss until you run out of lives then you have to do the entire level again. Still way more interesting than running past everything in souls games.

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    • LettyWhiterock@lemmy.world ⁨1⁩ ⁨day⁩ ago

      I’m not really used to metroidvanias having runbacks honestly. Most I’ve played either have save points close to the bosses or just drop you outside the boss room if you die.

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    • Katana314@lemmy.world ⁨1⁩ ⁨day⁩ 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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    • acosmichippo@lemmy.world ⁨1⁩ ⁨day⁩ ago

      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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      • subignition@fedia.io ⁨1⁩ ⁨day⁩ 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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    • neon_nova@lemmy.dbzer0.com ⁨20⁩ ⁨hours⁩ 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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    • systemglitch@lemmy.world ⁨1⁩ ⁨day⁩ ago

      My partner loved that aspect of the game. Each to their own, that’s why it’s good games have differences.

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  • SlippiHUD@lemmy.world ⁨11⁩ ⁨hours⁩ ago

    My biggest complaint is the sheer lack of rewards when I finish a fight. Give me any currency.

    I have spent so much of this game broke, unable to buy the things I need to advance any side plots.

    I’m currently stuck on the fight for the Music in the top left of the citadel. The double boss at the end is brutal. But because no enemy in that fight drops monster parts, I have to quit to grinding it to go grind more materials to build equipment, despite having slain 20+ enemies each run.

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  • majken@lemmy.world ⁨14⁩ ⁨hours⁩ ago

    High difficulty is not good game design. Making a game more approachable through lower difficulty settings with additional checkpoints doesn’t make it worse for people who like a challenge. It just makes it enjoyable to more people.

    Claiming it’s down to “artistic vision” just feels dishonest. You could claim Studio Ghibli movies should never be dubbed or subbed. You just have to learn Japanese to enjoy them, just don’t watch them if that’s not for you… but why? How is it a bad thing if more people can enjoy something?

    Cup Head is a great example. It’s a fantastic game with an art style that younger kids love. But it’s too difficult for most kids, which doesn’t make the game better, it just locks them out from a game they’d otherwise love.

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    • rafoix@lemmy.zip ⁨2⁩ ⁨hours⁩ ago

      Cuphead is a throwback in every sense. Making it easy would just make it a throwaway game that is seen once and never again.

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    • TORFdot0@lemmy.world ⁨4⁩ ⁨hours⁩ ago

      Is it not fair for the game developers’ artistic vision to not be accessible to all? Accessibility is nice, expands the potential audience, but if it compromises my artistic vision and I’m ok with giving up reach and money to preserve it, that doesn’t make my game bad or my vision invalid.

      It would be ridiculous to call up the bar or the ama and complain to them that becoming a lawyer or a doctor is not accessible to all.

      One last addition, adding control remapping, color options, and text to speech are true accessibility. Easy mode is fake accessibility

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      • afaix@lemmy.world ⁨1⁩ ⁨hour⁩ ago

        Easy mode is not fake accessibility. Celeste has the correct idea in allowing players adjust the difficulty for accessibility purposes. Not everyone has the same reaction speed, same cognitive abilities, same eyesight. There are people who can only use one hand and that automatically makes reacting to attacks many times harder, should they be excluded from being able to enjoy the game because they are not physically capable enough for the boss fights? And boss fights are probably 5% of the game anyway!

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    • MrFinnbean@lemmy.world ⁨6⁩ ⁨hours⁩ ago

      Why everything should be for everybody? And why artists should care about your opikion when they are creating what they want to create.

      Cup head is great example. Everything in the game is meticiusly hand crafted. The big part why its so popular is the difficulty that forces you to focus on the aninations and sprites. The difficulty also is economical in game as labor intensive as cup head. Because every sprite was hand drawn devs could not just churn unlimited levels and the games lenght came from the difficulty. Making the game easy would ruin the pacing of the game.

      Games are art form like any other. There are mainstream movies, plays, songs, paintings and games etc etc etc. that try to reach as large audience as they can. But there is also obscure art pieces that only small group of people can enjoy. And both ways are fine

      I find it obnoxious when people bitch about desing choices that devs have consciously made. Its not like they have any obligations to make a game in one way or another.

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  • EarlGrey@discuss.tchncs.de ⁨20⁩ ⁨hours⁩ ago

    Runbacks are shit and a lame attempt at artificially increasing difficulty. I’ll happily die on that hill. I love difficult games, but there is a fine line between frustration and difficult.

    Elden Ring (at least all the bits I played through) and Sekiro absolutely nailed it. None of the run backs were particularly egregious, and it let me really focus on experimenting and learning to feel out the difficult fights. Celeste is another good example. I have dropped hours on some of the later levels trying to master them, but never once got frustrated.

    Hollow Knight I never finished because I got stuck on a boss and the runback was just way too long and annoying. I loved everything else about the game and want to finish it eventually.

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    • Nikls94@lemmy.world ⁨16⁩ ⁨hours⁩ ago

      Unpopular opinion but I like boss runbacks.

      To me it feels like “if you don’t survive the journey, you’re too weak for the boss itself” it brings me down and makes me calmer until I reach the boss.

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      • syreus@lemmy.world ⁨7⁩ ⁨hours⁩ ago

        I like them because it forces you to try to salvage a fight instead of just conceding after a bad start. The time spent getting to the boss is investment you don’t want to waste.

        I think this is really just an issue of the tools and abilities not being inherently linked to the related bosses And weak to being exploited by them.

        FYI quickhop attacking is faster than ground combos and you can weave in the trio dagger throws when you are dodging away from close attacks. Also your attack will negate enemy attacks weapon hitbox(but you still have to dodge bodily contact). The poison tool upgrade is overbalanced and makes a lot of fights a joke.

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    • Cybersteel@lemmy.world ⁨18⁩ ⁨hours⁩ ago

      To be fair, From has like many games to learn from that while Cherry only has HK. I’ll never forget the sheer pain of the Frigid Outskirts.

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      • Kinokoloko@lemmy.dbzer0.com ⁨17⁩ ⁨hours⁩ ago

        At least that’s an optional area. Now, the run back from pre-SotFS No Man’s Wharf? That was a pain.

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  • TipRing@lemmy.world ⁨1⁩ ⁨day⁩ ago

    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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    • prole@lemmy.blahaj.zone ⁨1⁩ ⁨day⁩ ago

      Steve Bannon recognized exactly this and harnessed it for fascism.

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    • XM34@feddit.org ⁨1⁩ ⁨day⁩ ago

      We should also talk about how “Difficulty is part of the game and if you find it too difficult then this game is not for you” is not a personal attack, but a perfectly valid response to said criticism.

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      • TipRing@lemmy.world ⁨1⁩ ⁨day⁩ ago

        If the criticism is limited to “It’s too hard.” then I would agree. But that’s not a valid response to criticisms about specific design elements like “these power ups feel like they do nothing”, even if it’s a perception issue at hand you need to address the actual observation and not jump on with ‘git gud’.

        I was learning a game a few months ago and struggling with understanding a specific character, so I went to the official discord and asked for advice, not complaining it was too hard, just asking for what kinds of strategies work and I was met with endless ‘try harder, scrub’ responses and literally no actual advice. I quit playing the game because the community was so up it’s own asshole.

        And for sake of clarity. I don’t play HK, it’s not my preferred genre and my favorite game (that I can replay) is Noita so I am familiar with reviews that complain about difficulty. It’s fine for games to be hard and it’s also fine for people who find the games too hard to leave a review saying they found it too hard. That is part of informing buyers so people can only pick it up if they desire that kind of challenge.

        It’s just a trend that is all too common in gaming. People like a game or a developer and become incapable of seeing an opinion that they disagree without taking it as a personal slight. It’s weird.

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      • Katana314@lemmy.world ⁨10⁩ ⁨hours⁩ ago

        This excuse stopped working the day I opened a tough-as-nails game like Furi, saw it had a difficulty menu, said “That’s nice”, and went back to challenging myself against the bosses on default settings.

        It’s such a huge cop-out of self control, and especially falls to acknowledge that the forms of difficulty in a game are often varied - and someone might suck at only one of them.

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      • HubertManne@piefed.social ⁨1⁩ ⁨day⁩ ago

        thanks. I hear a lot about this game and was wondering about it but Im a relaxagamer though so its good to know.

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  • glitchdx@lemmy.world ⁨1⁩ ⁨day⁩ ago

    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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    • nfreak@lemmy.ml ⁨23⁩ ⁨hours⁩ 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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  • HollowNaught@lemmy.world ⁨13⁩ ⁨hours⁩ ago

    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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    • Harrk@lemmy.world ⁨13⁩ ⁨hours⁩ ago

      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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      • Famko@lemmy.world ⁨12⁩ ⁨hours⁩ 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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  • PonyOfWar@pawb.social ⁨1⁩ ⁨day⁩ ago

    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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    • Poopfeast420@lemmy.zip ⁨1⁩ ⁨day⁩ ago

      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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      • MajinBlayze@lemmy.world ⁨1⁩ ⁨day⁩ ago

        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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    • Sirence@feddit.org ⁨1⁩ ⁨day⁩ ago

      The paid one time bench thing etc is for a narrative reason, the main point of the story as far as I played is about the church scamming people on every occasion. Money won’t be an issue once you reach act 2, I always have more money then I can spend even after buying out all merchants I’ve seen.

      As for no benches in front of bosses it’s to discourage throwing yourself at the boss without reflecting on where to improve. The long runs I saw people complain about also were mostly like 2 screens. Worst bossrun so far was probably the judge which was only like 2 screens when you think about it.

      I really enjoy the game so far, I’m about half way through act 2 I’d say so maybe it gets super hard later, but right now I think it’s very balanced between a bit challenging but not frustrating. I do feel that the game was created with players like me in mind, someone who did all pantheon, steal souls as well as all achievements in hk but is a little bit rusty from the long wait.

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      • Poopfeast420@lemmy.zip ⁨1⁩ ⁨day⁩ ago

        Worst bossrun so far was probably the judge which was only like 2 screens when you think about it.

        I think you can theoretically get the fleas to move in right before the boss room, but I don’t know how many of them you need to find for that to happen. Maybe killing the boss is also a trigger, so in that case this won’t work.

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      • pivot_root@lemmy.world ⁨1⁩ ⁨day⁩ ago

        Worst bossrun so far was probably the judge which was only like 2 screens when you think about it.

        I found that run back to be infuriating at first, but it quickly stopped mattering once I realized that you don’t need to kill everything on the path over and are for the most part better off just running past the enemies.

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      • dukatos@lemmy.zip ⁨1⁩ ⁨day⁩ ago

        As for no benches in front of bosses it’s to discourage throwing yourself at the boss without reflecting on where to improve.

        I like self reflection, especially when I died 10th time from the same boss… Self reflection like why I am torturing myself with this shit?

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    • Hadriscus@jlai.lu ⁨1⁩ ⁨day⁩ ago

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

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      • jacksilver@lemmy.world ⁨1⁩ ⁨day⁩ ago

        Not actual cash, but they require in game currency.

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      • MadameBisaster@lemmy.blahaj.zone ⁨1⁩ ⁨day⁩ ago

        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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  • Gradually_Adjusting@lemmy.world ⁨1⁩ ⁨day⁩ ago

    Every time a hard game gets made, we have to have this debate? Maybe the real easy mode is just not trying to please everyone.

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    • caseofthematts@lemmy.world ⁨1⁩ ⁨day⁩ ago

      Yea. I wont dismiss this criticism as hate, but I will dismiss it as dumb. The game was designed to be a challenge. Not everyone is up to that challenge, that’s fine. The game isn’t meant for you, then.

      My friend can’t play the Dark Souls games. He’s really interested in the setting and has given a few multiple attempts, but the difficulty curve just isn’t for him, so he just doesn’t play them.

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      • Coelacanth@feddit.nu ⁨1⁩ ⁨day⁩ ago

        Not everything that makes the game harder or more challenging to play is good game design though, and a game shouldn’t get a free pass just because its developers stated “well the game being hard is part of our artistic vision”. It’s fine to criticise things, even - or actually maybe especially - things we like. We don’t have to be binary about things, we can like something while still recognising its flaws.

        Excessive runbacks for example is something that is primarily concerned with disrespecting your time as a player and even FromSoft seem to have realised that they’re not a good addition or a fun way of increasing difficulty seeing as they introduced Stakes of Marika in Elden Ring.

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      • Gradually_Adjusting@lemmy.world ⁨1⁩ ⁨day⁩ ago

        It’s undeniable that the challenge is part of the mystique for some games. I note with great respect the fact that Celeste offers accessible difficulty tweaks. I beat that game and it was a great experience.

        Both choices can be good, when made with intention and care, and when motivated by specific goals as a creator.

        With dark souls, at least the ones I’ve played, the difficulty can be tweaked by engaging with the world, learning the progression system and the character options that suit you. For example I didn’t beat DSI until I tried playing a magic user, because I’m slightly bad at those games. DSIII was easy enough by comparison to beat as a straight up STR build, but that’s beside the point. Difficulty is a design choice, and the conversation around it is tiresome when it ignores the aims of the creators.

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      • acosmichippo@lemmy.world ⁨1⁩ ⁨day⁩ ago

        well if you buy the game and it’s difficult enough to keep you from playing it all the way through that’s kinda shitty.

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    • domi@lemmy.secnd.me ⁨1⁩ ⁨day⁩ ago

      The thing is, there is no reason not to add accessibility settings.

      Hollow Knight and Silksong are beautiful games with an intriguing world, great characters and lots of areas to explore. There’s no reason to gatekeep games like these from people that just can’t beat them because they are too hard.

      Just add a simple accessibility menu where you can scale health, damage and loot drops. It’s almost no work to implement, players can still try the regular difficulty and turn it down when it’s too much and speedrunners can make their lifes more difficult. Everyone wins.

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      • NoneOfUrBusiness@fedia.io ⁨1⁩ ⁨day⁩ ago

        In a game like Hollow Knight (and Silksong), I can't help but feel such a crude setting would end up doing more harm than good. I mean, let's take health for example. Increasing your health wouldn't help much if you can't handle what the game is throwing at you; the few extra masks the game gives you only really help if you can handle the difficulty but need mistake tolerance, otherwise enemies will still hit you and you'll still fail at platforming and fall into spikes. Fundamentally the difficulty of a game like Hollow Knight comes from a lot more than just damage numbers, so a naive difficulty scale would only give an illusion of accessibility that would fade away at the first difficult part, and in that case it's better for everyone involved if the inaccessibility of the game is easily apparent.

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      • Goretantath@lemmy.world ⁨1⁩ ⁨day⁩ ago

        The accesibility is called getting a controller that works for your disability, then training to beat it.

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    • frank@sopuli.xyz ⁨1⁩ ⁨day⁩ ago

      Let me start by saying I have a few thousand hours in Hollow Knight and I do for the most part enjoy the Git Gud type of games.

      There are entire genres of games that I can’t enjoy because they’re too open/chill and if they had a hard mode I would probably really like them. This is the same problem the other way.

      Maybe wait and some modders might make the QoL parts you want available, maybe never play it, maybe watch a streamer do it. But not every game has to be fun for everyone.

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    • MyDarkestTimeline01@ani.social ⁨1⁩ ⁨day⁩ ago

      I have to agree. Although I would have said “the real easy difficulty is realizing that not every game is for you”. And sometimes that includes really popular games, ones that everyone else seems to be enjoying. And that’s ok.

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    • drosophila@lemmy.blahaj.zone ⁨1⁩ ⁨day⁩ ago

      I’m reminded of when Elden Ring first came out and we had a little panic attack about how much harder it was than other souls games.

      Then like a year later it was widely considered to be the easiest Fromsoft game (if you’re just doing the required content).

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  • codexarcanum@lemmy.dbzer0.com ⁨1⁩ ⁨day⁩ ago

    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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    • pixeltree@lemmy.blahaj.zone ⁨1⁩ ⁨day⁩ ago

      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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  • _stranger_@lemmy.world ⁨23⁩ ⁨hours⁩ ago

    Image

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  • noxypaws@pawb.social ⁨1⁩ ⁨day⁩ ago

    is nobody going to define what “runbacks” are?

    I’m guessing it’s something like when you lose to a boss you have to travel a senselessly difficult and long way back to the boss to try again?

    That does sound annoying and I hate when I even have to sit through a cutscene on each retry of a boss…

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  • The_Picard_Maneuver@piefed.world ⁨1⁩ ⁨day⁩ ago

    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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  • Baguette@lemmy.blahaj.zone ⁨23⁩ ⁨hours⁩ ago

    I mean personally I don’t have any issues with an easy mode in games, casual play is nice when you come back home from work half dead. Silksong is advertised as a soulslike though. Feels a little counterintuitive to take away the aspects that define a soulslike, even if it makes the game accessible to a wider audience.

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  • MrFinnbean@lemmy.world ⁨10⁩ ⁨hours⁩ ago

    The game screams passion and devs spend seven years making it the way they like it. It is also a dirt cheap.

    Critisism is fair and everybody has right for opininion. My opinion is that people who are bitching about the boss runs can shove it up to theirs.

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  • SonOfAntenora@lemmy.world ⁨1⁩ ⁨day⁩ ago

    Not AGAIN. We have this debate monthly since the last decade. I don’t particularly like the way hollow knight handles saves, not the difficulty itself. It’s time consuming, not inherently hard…

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  • Siethron@lemmy.world ⁨1⁩ ⁨day⁩ ago

    I think it’s a great game for veterans who like challenges like myself.

    But I have to call out team Cherry for their interviews: They said they wanted anyone to be able to pick up this as their first Hollow Knight game and just start playing… Sorry, but, bullshit. the difficulty ramp is too quick, double damage comes out to early and the boss fights get more challenging quickly. See the weaver for instance, a fight I’d place around the difficulty of Grimm, but there’s double damage and you probably only have 5 health.

    Also they mentioned part of the game’s difficulty was due to Hornet’s competence and utility… Ghost is canonically a better fighter than Hornet, so by that logic they should have made the game easier (yes I’m being silly about this part).

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  • teawrecks@sopuli.xyz ⁨1⁩ ⁨day⁩ ago

    This is to be expected. Silksong gained so much hype that now you have a bunch of people trying it who are finding out it’s not their thing.

    I know people these days are used to early access garbage being shoved out the door as a full release, and are ready to rush to the comments to explain why the game is wrong, but I promise you this is not one of those cases.

    So far, every run back I’ve experienced in silksong has a purpose. If it’s not something you enjoy, I recommend not playing the game. But don’t be in that overlap of the Venn Diagram between people who are enjoying the game and people who are complaining they aren’t enjoying the game. Either stop playing, or finish it and then we can talk about its design.

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  • Djehngo@lemmy.world ⁨1⁩ ⁨day⁩ ago

    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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  • BioDriver@lemmy.world ⁨1⁩ ⁨day⁩ ago

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

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  • Binturong@lemmy.ca ⁨21⁩ ⁨hours⁩ ago

    Don’t coddle whiners, make them git gud or get out.

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  • _NetNomad@fedia.io ⁨1⁩ ⁨day⁩ ago

    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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  • cttttt@lemmy.world ⁨1⁩ ⁨day⁩ ago

    Honestly, Hollow Knight 1, and what I’ve played so far of Silk Song have frustrating runback only if you feel that exploration should carry no risk. And also if you feel the consequences–dropping your resources and needing to abandon them–are game ending.

    The devs make no attempt to hide the fact that the father afield you get, the more dangerous it gets, but that you can get stronger if you make the most of what you’ve already explored.

    Resources are unlimited in the world, so you can always get back to where you were even if you abandon your cocoon/shade. You can also go back and spend the resources before you lose them.

    Once I realized that venturing too far off carries a growing risk, I started looking out for the telltale signs that I’m entering a boss room. When this happens or even when I just feel like I’m going to lose all health, I just venture back and spend at the nearest shop or just prioritize finding a bench. Where I don’t heed the warning and go in anyway, I take it as my fault I can’t recover my shade/silk before I once again prioritize finding a bench.

    All that said, at least so far I’ve found that whereas in Hollow Knight, if you die in a boss fight you’re not equipped for, you MUST abandon it or try again. In Silk Song, the silk cocoon actually helps with the fight: instead of also trying to kill you, it’s extra health that you can save until mid-way through the fight. Also, some boss rooms don’t lock the entrance (at all or as quickly) so you can die closer to the entrance and safely recover your stuff.

    After starting Silk Song, I went back and started replaying the original and some changes like this are actually actually a quality of life improvement over the first 😂😂😂.

    (I’m just irrationally mad that they removed the cheeseable pogoing. It was so cheeseable but I get why they tweaked the mechanic to become harder to use in exactly the same way. I’m actually using the other offensive abilities more.)

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  • Auth@lemmy.world ⁨1⁩ ⁨day⁩ ago

    I dont think there is any conversation to be had about an easy mode or boss runbacks. Any time this small dev team spends on an easy mode is time wasted IMO.

    If its to hard you can play another game. I see this the same as people demanding a complex movie be changed to be easier to understand. Its just a dumb complaint and im sick of seeing these people flood every comment section of every slightly challenging game.

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  • simple@piefed.social ⁨1⁩ ⁨day⁩ ago

    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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  • Quazatron@lemmy.world ⁨1⁩ ⁨day⁩ ago

    Regarding difficulty: I’ve lived through the 80’s, where difficulty was ramped up to make the game last longer, as you only had precious few kilobytes to fill with content. I’ve grown to hate difficult games.

    It is your right as creator to go that way if you wish, but it is my right as player to hate your guts if I buy your game and it kills me over and over again in the first minutes.

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