There are mods and cheats for this game already—and they even run on Linux. I turn 50 next month: though I’m still playing, I don’t have as much time for gaming as I used to and my reflexes aren’t what they were. I haven’t entirely removed the challenge with mods, but I feel no shame in tweaking this game to go easier on me and chew up less of my time as punishment for failure. I wish they had these as accessibility options built-in, but I’m fine with hacking it.
Anybody telling me I should “git gud” can pound sand: I’m already good at a bunch of things that get me a paycheck. I play games so I can relax and be terrible at something for fun. I’m certainly not playing for bragging rights.
In this thread: people complaining who are apparently bad at game mechanics and can’t or won’t learn to improve.
Just beat Widow second attempt.
The run back has you start on one screen, traverse two screens, and done. I got as high as 12 Mississippi counting during it.
Once you
Tap for spoiler
Get the run/dash ability
, none of this is even a problem. You can jump and glide over any normal enemy in the game back to a boss room in about two to three minutes.
So glad they fixed the slow/boring difficulty curve the first game had. I shouldn’t need to slog through 20 hours of gameplay before I feel challenged.
Binged it all weekend, it’s a great game, but folks whining about some of the game’s earlier challenges are unlikely to finish it.
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.
Another 80s child here. The difficulty of ganes of that era was to extend tge game duration and made them seem longer. They were designed that way to eat quarters at the arcade, the original “games as a service”. What happened with home computer and console games at the time was that developers used the same paradigms for “buy to own” games that they used for arcade, thus the idea of limited lives, game over screens, high dificulty, etc.
If you dislike impressionist art, would you still go to a museum exhibition on that topic and then get angry at the curators?
If it is clear that the topic is Impressionist art, I would not go. If I buy the ticket to see Expressionism and get Impressionism instead, I would fell upset.
(Actually, I’d go either way, I love art)
I don’t mind difficult games. I recognise that they exist as a kind of pushback against mobile games and casual games that have risen in popularity. I don’t mind that they exist. Likewise, I strongly believe that gaming is for everybody, but not every game has to be for everybody.
I think it’s perfectly fine, though, to ask the question: if the game — any hard game, to include the Dark Souls game and its spinoffs (e.g. Elden Ring) and knockoffs (e.g. Breath of the Wild) — had an easy mode, where virtually anyone could win it eventually, would that truly make the game less fun for people who like hard games? What if the game were hard by default, and easy mode cost $5 extra? That way, you would never be presented with the option, but those who want it can get it for a slight upcharge. (Maybe less on a $20 game, I’m thinking the $5 would be for a $70 game.) Case in point: Final Fantasy XV was never hard. But for 49¢, you could buy a “DLC”/“mod” that made gas cost half — 5 gil instead of 10 for any fill-up — and also made hotels (which give a big XP buff) half price. So one early-game strategy was equipping a ring that would not pay out experience when you camp, and saving your XP (which is normally paid out every time you sleep) until you could afford a room at the XP-doubling Galden Quay resort hotel, gaining you several levels by then. With the DLC/mod, you could afford it much sooner, and you could actually do it a few times, setting you up for later parts of the game. It wasn’t an easy mode, but it did soften the grind a bit, and it wasn’t presented as an option in the game. You kinda had to know about it and go look for it.
I actually think there’s something to that. Making a game and selling parts of it never really goes down well with players. But most players can’t beat hard games. So what if instead of new games being $70 or $80, they were $50 or $60 still, but people who want help can buy things that will make the game easier. Let those players subsidize the ones who are good enough to beat it without them, incentivising them to get better. Ideally, to get better at that game so they uninstall the helpers, beat it without them, then when the next one comes out, they’re ready.
I don’t hate hard games. But I’m not going to pay for them. If they make their money off people who have that much time on their hands, that’s fine. It’s a sound business decision. But I also think a game can’t say “we wish we made more money” while intentionally excluding players who maybe have full-time jobs, families, or other valid reasons to not learn the perfect button combinations and ultra-precise timing some of these games require. I think if they could find a way to include those players while not putting off their base, they’d have a winning solution on their hands. And no, we’re not gonna quit our jobs or neglect our families to “git gud” like we live with our parents and are half our age.
I don’t mind difficult games. I recognise that they exist as a kind of pushback against mobile games and casual games that have risen in popularity
You got that backwards: difficult games are as old as arcades. If anything, casual games exist as pushback against difficult games, not the other way around.
I grew up with Atari and the NES. I think it’s actually both ways. I don’t think casual games were ever really a pushback against difficult games though, I think they were just trying to reach a wider audience. Take Subway Surfers for example, it’s probably the best example of the casual (phone) game. Anyone can pick up and play it, and if you fail, you just start over. IIRC you had to watch an ad first though? I dunno, I got hooked on it and I bought the coin doubler for $5 which also removed the mandatory ads (not the ones you can opt to watch to double some prizes or open ad-gated prize boxes though). That’s all I ever paid for it — far less than any paid game. Of course you can’t “win” at it either, it just goes on forever. On consoles, you also have Animal Crossing and the like. Games that never end but you can’t lose, either. Like you can get stung by wasps or scorpions or bit by tarantulas (though the latter two encounters are rare), but you just pass out and wake up in front of your house with nothing lost. But no, I don’t think casual (e.g. Animal Crossing) or accessible (e.g. Subway Surfers) was an active “push back” against the “NES Hard” trend of hard gaming.
Of course, arcade games weren’t just hard to be hard — like Subway Surfers and other phone games, they exist to get you to spend money. An arcade game that isn’t generating revenue isn’t desirable to people who operate arcades.
Yes indeed, when arcade games were the norm devs specifically designed for absurd difficulty ramp ups and cheap deaths to finagle another quarter out of you.
I agree with most of it, except I think it’s fine for developers to make a hard (or very hard game) if that’s their vision. Not every games is for everyone. And if developers are fine with targeting just a niche, there is no issue with it.
That being said, I do have issue with players / gamers saying there should be no easy mode. Adding an easy mode doesn’t take away anything for anyone who isn’t playing easy mode. All it takes away is their ability to brag that they finished a game half the people can’t finish. There are ways for developers to handle even that. Give some special achievement or something for those who finish on non-easy mode, but that’s again up to developers, and I am fine if there isn’t one.
Rockband was a good example of achievement-gating the higher difficulties. You got an achievement for beating the game on Medium, Hard, or Expert. And doing it on one of the two higher ones would unlock the ones below if you didn’t already do it on those difficulties. So if you were good enough to beat it on Expert, you got three or four achievements. Now I know you’re probably thinking “wait how do you beat Rockband”? By completing the Endless Setlist, which is unlocked when you beat the story mode. The story mode just unlocked the higher tiers of difficulty. The Endless Setlist was all the songs. Six hours and 20 minutes minimum. Oh, and when I said “three or four achievements”? The fourth one is if you do it without pausing or failing (at any difficulty Medium or higher). That one was called the “Bladder of Steel Award.” Yes, I own it. You food prep in advance, you do it on vocals, and you time your bathroom breaks very carefully (and drop a deuce in advance as well). But those three achievements for beating it at difficulty? Those are per instrument. I only have the gold (expert) vocals award. I may have the bronze (medium) bass award, but I never got any for guitar or drums.
That’s just one example of difficulty and incentives. I like how Deus Ex 1 did it, too. On Easy, you did more damage and took less. On Hard, you did less and took more. On Medium, it was balanced. On Realistic… everyone takes more. That was how I played. I wasn’t getting hit. I played a sniper. Even on Easy it was hard to one-shot enemies with a good gun and a headshot. For some reason that didn’t kill them. On Realistic, a shot to center mass with my .30-06 will drop any human enemy. A shot to the head will drop the augmented ones. So that’s how I play… played. It’s not on Xbox and it’s not on the Mac. My Mac can run it through Whisky, but I haven’t played much more than parts of the first level, so I’m not sure what the compatibility looks like later.
Wow, that’s some dedication. Salute to you for actually getting those achievements.
That’s an interesting way to play Deux Ex, never tried the sniper walkthrough, will give a try if I went back to it.
Well, you know the 30.06 ammo is kinda hard to come by, so I didn’t use it all the time. I’d avoid combat on Liberty Island and just hoard ammo. I modded a mod for it and made a few changes — like after UNATCO “cuts through” the NSF “like a hot knife through butter,” with my mod, they don’t loot the bodies. So I do. Bit of a reward for getting through without being detected. So then I trade the pistol for the silenced version. The mod that I modded, Shifter, makes unique versions of each guns with a stat or two buffed. I could tell you where the pistol is (Lebedev’s bed on the plane) but I forget where the silenced pistol was. May have been in the canals in Hong Kong — so, not worth waiting for. I mean as opposed to slapping the weapon mods on the regular one. So for most guys I’d shoot with the silenced 10mm. Sniper’s really only good at range. But, that one mission, where they drop you on top of the 'ton (the hotel in NYC, supposed to be Hilton, but… copyrights) I take everybody out with the sniper rifle (it’s like 8 guys tops) before dropping down to street level. I can’t remember if it’s when you go to Dowd to get the plans to scuttle the freighter, or when you go back to NYC to send the singal from NSF HQ. Been way too long since I played, but really only a year or two. I wish they’d put it on Xbox.
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 herring designed to drive clicks and traffic off of the work of people who ACTUALLY create something of worth. Modern parasitism at its best.
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
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!
I’m older also and am enjoying Hollow Knight a lot, it’s hard but I wouldn’t say frustrating, the game lets you say “Hmn this is not working out, I’m coming back here later after I get more skills or abilities” and it’s relatively non-linear for a metroidvania type game.
Part of why it was very popular is the difficulty straddled a good line between challenging and manageable enough to keep making progress. But every player has different experience levels, distractions or time-limits on how much we can dedicate to gaming so it should be standard to allow players to choose difficulty. However, in a game like Hollow Knight you might be able to adjust the difficulty of boss fights but that’s only part of the challenge, the rest of the challenge in inherent in the game’s layout and mechanics.
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 spoiler
Red 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.
tip
If you’re having trouble with red flower buds, maybe explore a different area.
I found them much easier after I unlocked some other things
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!
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.
This is why I stopped playing Elden Ring. I have no problem learning patterns for boss fights but the perpetual feeling that I’m fighting Godzilla with a badminton racket is obnoxious. Especially after I spent the last 20 hours of play grinding out equipment upgrades and levels. It doesn’t feel fun or rewarding.
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.
Maliketh. First phase I can handle but his second phase can eat my whole ass. I stopped playing after 40 or so attempts. I like a challenge. I’ve beaten every Soulsborne game aside Demon and Sekiro. But there is a point where my frustration overrides the fun I’m having.
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.
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.
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.
Cuphead is a throwback in every sense. Making it easy would just make it a throwaway game that is seen once and never again.
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…
I feel this is a false equivalence.
If you wanted to make a movie analogy, I’d say it’s more like a movie having subtle subtext or context which would make it’s message or intent more difficult to comprehend.
Imagine if someone watched The Cabin in the Woods (satire movie about horror movies) and said it was a bad movie because it wasn’t scary.
I think its fair to say that person would have low film literacy at least.
How do we compensate for that? Should movies start offering accessibility features so every viewer can have the ability to know foreshadowing, film cliches, or meta-narrative devices?
I feel like giving viewers an option before a movie to say “i have low media literacy”, which would result in popups during the movie to say “hey, this is a callback to the Hellraiser franchise” would be insulting to the creators.
The film wasn’t made for casual movie viewers, it was made for a specific audience. The creators aren’t obliged to make it more easily digestible.
But The Cabin In The Woods is exactly what I’m talking about. A product with mass appeal that still caters to a small group of people. Much like Paul Verhovens old movies. You can watch them as dumb action or social criticism.
And movies have several accessibility features. Things like subtitles, which often translate cultural references or jokes that don’t directly translate to viewers from foreign countries. Descriptive audio tracks for visually impaired, directors commentary to learn things behind the scenes. Many services and devices also allow you to even out dynamics and enhance speech.
The problem with games that have a too high difficulty threshold isn’t that you’re missing out on some hidden subtext. It’s that you will never get to see 70% of the game, for absolutely no good reason.
Cuphead is such a good example of this, according to xbox achievement stats 31% never made it past the first part of the game, 72% never got to the end of the game.
Accessibility in film delivers the same work to more people. Accessibility in games can cross the line into creating a different work entirely, because the interaction itself is the art, not just the visuals or sound.
Saying “most players never saw the end of Cuphead” isn’t proof of failure; it’s proof of selectivity. Just like not everyone finishes Infinite Jest, but it doesn’t mean Wallace failed as a writer.
Cuphead was made to invoke arcade game feelings. The gameplay is brutal by design. That’s the point.
It’s like watching Terrifier and throwing up half way through, storming out of the cinema and saying “the acting was good but it was too violent, I wish I could watch a version of the movie without the gore”
But it doesn’t, accessibility in film does not deliver the same work to more people. Films are translated, dubbed and subbed to be approachable. Adding voice acting from talent that were never involved in the original film. It’s all about adapting the film to fit a wider audience.
The fact that gamers think games are somehow different and the “git gud” approach is just pointless elitism. How would Cuphead, Super Meatboy or Silk Song be a worse game if they had an easy game mode where you had more life and/or checkpoints? How does that setting change the experience of someone playing in normal, veteran or hardcore mode?
“How would the game be worse if it had an easy mode?”
Adding an easy mode changes the experience even for hardcore players because:
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Design intent shifts. Once multiple difficulties exist, developers design around them. Balancing, encounter pacing, even story beats get shaped by the lowest common denominator.
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Cultural meaning shifts. If a work is known as “brutal but fair,” its identity collapses when an easy bypass exists. (Dark Souls without consequence isn’t Dark Souls; Cuphead without punishment isn’t Cuphead.)
Easy mode doesn’t just let more people in; it makes it a different game. Saying “just don’t play easy” is like saying “why not release a PG-rated Terrifier with no gore? Horror fans can still watch the R version, so what’s the harm?”
The harm is you no longer made Terrifier.
Terrifier is available in several cut versions for specific regions / services. Which is incredibly common for movies in general and have been since the 70s. Which you do to reach a wider audience.
Both Silk Song and Cuphead already have additional difficulties. They’re already balancing difficulties, they’ve just decided to gate keep gamers who are not able to play difficult games.
If Gears Of War and Call Of Duty had hardcore and veteran as the only difficulty setting, it wouldn’t make them more interesting games or make a statement about the horrors of war and the fragility of man. It would just make less people enjoy them, for no good reason.
A high difficulty threshold is bad game design. And it’s exclusive to people who have physical disabilities or limitations, or other reasons to why they can’t play overly difficult games.
And I say that as someone who loves to beat games in the higher difficulty tiers. But as someone who also wants more people to be able to enjoy the games I enjoy and who’s happy game design has improved since the 80s.
“But as someone who also wants more people to be able to enjoy the games I enjoy”
Its really not about you is it? I get where you are coming from but in the end its people who make the games who decite what kind of experience they want to make. Sometimes their visio does not click with everyone and that is allright.
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(Ill reply to both parts in separate replies)
Subtitles/dubs are translations. They adapt language, not pacing, cinematography, editing, or structure. That’s fundamentally different from altering a game’s difficulty, which changes the mechanics, the thing the art is built from and differentiates it from other mediums.
A better analogy:
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Subtitles are like adding glasses so more people can see the same painting.
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Easy mode is like repainting sections of the canvas so it’s “clearer.” You can call both “accessibility,” but one preserves the work, the other mutates it.
Furthermore, language isn’t a good metric by which to compare analogies because games are also translated.
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Cabin in the woods was a satire movie??? I like the movie…
I can’t tell if you’re being ironic or not lol.
I’ll write my response as if you’re being sincere;
Cabin in the Woods is one of my all time favourite movies, but the entire premise is built around horror movie tropes.
The “gods” mentioned at the end of the movie are the movie viewers themselves. They “demand blood” (watching a splatter movie for the sake of watching people get killed).
It’s a requirement that “the virgin” be the last one killed, but the death is optional (this is a staple of horror movies; the ‘Final Girl’)
One of the literary devices the movie toys with is the idea that ALL the horror movies we’ve seen are part of the same universe, and the guys in the offices are the ones pulling the strings to entertain us.
The entire movie is one giant nudge-nudge, wink-wink for people who love to get meta with horror movies.
If you enjoyed it regardless, that’s fine, but my point was that it would be a bad product if it tried to accommodate for viewers such as yourself.
No I really did like the movie and yes it was full of stereo types like the chad, the stoner, the girl etc but I never came to think of it as satire or that we are the gods demanding the blood. But it was a good movie, I liked it.
Glad you liked it anyway lol.
Small aside: the characters aren’t stereotypes, they’re archetypes. This is another example of the satire, as well as the gas station attendant from the start (I think he was called the Harbinger?)
Oh yeah arch types it is. Did you know you can buy the cup-bong on the internet lol
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.
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
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!
That’s an interesting take. You think game developers should not make games that require hands, vision, hearing, etc to enjoy them?
Following up on this, I think the studio ghibli is a good example of where community adding accessibility in the form of mods or cheats (or fan subs or dubs in the case of ghibli)
git gud
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
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.
Mandragora had the exact same difficulty system, you could adjust enemy HP, Damage and even Stamina cost at every bonfire. Great accessibility feature.
Runbacks are 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.
Edit: I think they have their place as “mods” that you could enable to increase difficulty, and i’d actually probably enjoy it that way. Just designing the game around them is where i draw the line.
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.
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.
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.
This is a really good point.
I’ve also found myself messing up the run back but committing to the fight anyway with a few masks down. You can either heal back up by breaking the cocoon, or practice starting the fight low and keep the silk for later (one of the best changes from the first game IMO is making the cocoon an asset in contrast to the ghost that would harass you).
Another aspect is the run back itself. When you struggle a lot with a boss (as I often do), you will have to do the run back so many times that you passively start getting better at traversing the map. And even if the specific combos you used on the boss itself don’t necessarily translate to other bosses, the movement skills likely will keep being useful.
I like them because I will think what I did wrong, not just going to do that wrong thing again until I get lucky with my wrong strategy.
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 from Dark Souls 2.
At least that’s an optional area. Now, the run back from pre-SotFS No Man’s Wharf? That was a pain.
The run to Blue Smelter nearly gave me a coronary.
Although DS2 gave us a reprieve with despawning enemies eventually, making runbacks feel rather poignant when you’re walking an empty world.
Yeah, I remember a few sad runbacks with populations looking pretty sparse…
I hate that I only completed Frigid Outskirts because all the horses respawned. The bosses were absolute rock there too.
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.
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.
I also especially like a particular early game trap for this:
trap spoiler
the 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.
Feels like healing in micro transactions form where you want to buy a thing that cost 3 currency but the shop only sells at five currency.
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.
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.
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
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.
“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.
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.
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.
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.
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.
glad poe 2 added sprinting
Tangentially related but I agree. It makes the long run through sections of the campaign more bearable.
On a more related note, POE2 has checkpoints practically on top of the bosses during the story so you can bash your head against it as much as you want. The only time you’re punished for dying is endgame bosses.