• PonyOfWar@pawb.social
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    2 months 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?

    • Poopfeast420@lemmy.zip
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      2 months 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.

      • MajinBlayze@lemmy.world
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        2 months ago

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

        • Poopfeast420@lemmy.zip
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          2 months ago

          So looks like I forgot about at least one bench.

          spoiler

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

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

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

    • Sirence@feddit.org
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      2 months 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 soul mode as well as all achievements in hk but is a little bit rusty from the long wait.

      • Poopfeast420@lemmy.zip
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        2 months 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.

        I do feel that the game was created with players like me in mind, someone who did all pantheon, steal soul mode as well as all achievements in hk but is a little bit rusty from the long wait.

        I feared they might do something like this, but don’t think they did. I finished Hollow Knight twice, last time was almost six years ago, never did any Pantheon or challenge stuff, same with other Metroidvanias. The game is difficult, but don’t think it’s unreasonable (I’m also in Act 2, maybe the beginning).

        • Sirence@feddit.org
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          2 months ago

          Oh wow I didn’t know the fleas moved there. Mine are still in greymore, maybe I should talk to them again sometime. I did get an achievement that I have half the fleas so I’m still missing a lot.

          Ye I also don’t think it’s unreasonable, like I said I’m super rusty from not playing hk for quite a while. I do feel like a lot of people just forgot how hk played. I’m having a blast with the game so far, it’s lovely.

      • pivot_root@lemmy.world
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        2 months 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.

      • dukatos@lemmy.zip
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        2 months 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?

    • craigers@lemmy.world
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      2 months ago

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

  • TipRing@lemmy.world
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    2 months 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.

    • prole@lemmy.blahaj.zone
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      2 months ago

      Steve Bannon recognized exactly this (with gamergate) and harnessed it for his fascist ends.

    • XM34@feddit.org
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      2 months 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.

      • TipRing@lemmy.world
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        2 months 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.

        • NuXCOM_90Percent@lemmy.zip
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          2 months ago

          Part of that is definitely gatekeeping.

          But a lot of it speaks to… people are REALLY stupid these days. You notice it a lot when buildcrafting comes up. If it is more complicated than “raise strength to the soft cap” then people start making up massive excuses on how it is too complicated to explain and you are a fool for asking and MAYBE to go watch their favorite youtuber and so forth. When I feel particularly trollish I make a “like bags of sand” joke but the reality is that they just do not have the ability to actually learn what they are talking about. They can barely even regurgitate what an influencer told them.

          And that has more or less broken fighting game discourse online. Because it is no longer “oh yeah, so and so has a super easy 20 hit combo” and inherently has to be “your crouching light jab is a +4 but your crouching light kick is -2” because EVERYONE is an expert in frame counting and so forth.

          Souls gamers more or less broke with Elden Ring. The base game is probably the most accessible any Souls game has ever been and most people learned fast they can just beat Malenia by doing an arcane bleed build or getting a big fricking hammer to stunlock her, but they felt like they were super cool for it (which is the point of a Souls game). Then the DLC came out. And people felt the need to shit on the games media folk saying “So… this shit is kinda hard?” before rapidly getting their poopy pushed in by silver knight equivalents.

          And it very much broke people. The discourse went from “Git gud. But in all seriousness, Capra is a boss that is designed to make sure you know when to block and when to dodge” into “Git gud you fucking loser. I beat it with no problems”. And we are seeing similar discourse with Silksong as a lot of us talk about how some of the runbacks are REAL bad and get responded to with “That is just what Hollow Knight is”… even though there was like one bad runback in the entirety of that game (Mantis Lord… and Radiance is just a different kind of fuckery).

      • Katana314@lemmy.world
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        2 months 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.

      • HubertManne@piefed.social
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        2 months ago

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

  • CodexArcanum@lemmy.dbzer0.com
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    2 months 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.

    • pixeltree@lemmy.blahaj.zone
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      2 months 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.

      • Goodeye8@piefed.social
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        2 months ago

        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.

        • pixeltree@lemmy.blahaj.zone
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          2 months ago

          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.

          • Goodeye8@piefed.social
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            2 months ago

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

            spoiler how to quickly traverse it.

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

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

    • pivot_root@lemmy.world
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      2 months ago

      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.

      • subignition@fedia.io
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        2 months ago

        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.

    • Prox@lemmy.world
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      2 months ago

      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.

      • CodexArcanum@lemmy.dbzer0.com
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        2 months ago

        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.

        • subignition@fedia.io
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          2 months ago

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

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

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

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

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

          Godspeed, fellow hunter

    • subignition@fedia.io
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      2 months ago

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

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

    • NuXCOM_90Percent@lemmy.zip
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      2 months ago

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

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

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

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

    • Cybersteel@lemmy.world
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      2 months ago

      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.

    • WolfLink@sh.itjust.works
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      2 months ago

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

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

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

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

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

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

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

    • caseofthematts@lemmy.world
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      2 months 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.

      • Coelacanth@feddit.nu
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        2 months 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. Hell, even Ninja Gaiden went away from boss runbacks starting from the second game, and that came out in 2008!

        • caseofthematts@lemmy.world
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          2 months ago

          I can’t say I’ve gotten to some of the examples people have mentioned as “annoying; bad design”, so I’ll leave judgement until I get there. But there’s nothing inherently wrong with runbacks if it’s part of the design and the boss is the culmination of that.

          Stakes of Marika are definitely there to appeal to a wider audience. I personally don’t care for them, as for most areas in DS I enjoyed trying to claw my way back to the boss unharmed. It was like a puzzle.

          It’s fine to criticise things, but I personally think “make checkpoint outside of the boss” the criticism is not a good one. At the end of the day, that’s all personal opinion.

          • FishFace@lemmy.world
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            2 months ago

            A lot of DS1 runbacks were true runbacks where you could just run past everything. Once you’d worked out the running, they weren’t too irritating, but some were a bit long. In DS3 a number of runbacks had unavoidable enemies on the way where you could mess up and eat a hit and then be down an Estus charge.

            The main two problems are:

            1. boredom. Punishing you for failure by forcing you to walk through a section of level again for a couple of minutes isn’t fun for anyone. It’s not “stakes”; it’s boring. Repeatedly dying to the challenging boss is not boring because you are constantly trying to improve, learn its moves, and beat it. Running through the same path is boring. Anything boring is bad game design.
            2. Risk of unrelated mistakes. This is more subjective, but for me there should be some separation between different challenges; there should be a feeling that after you have convincingly solved one challenge, you shouldn’t have prove yourself against it again too much. Doing so is, yes, boring again, but also frustrating. Things that are frustrating (to some) can be good game design, but I don’t want to be frustrated. Whiffing a roll you’ve done successfully many times and being set back on an unrelated challenge is, to me, annoying.
            • caseofthematts@lemmy.world
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              2 months ago

              You’re getting voted up for your opinion, and I’m getting down for mine. Strange. Things you say are unfun for you are fine for me, like I said in my post, I do believe it’s personal opinion.

              I’m not denying that there has to be design intent in here, but I take great issue with people stating “runbacks are unfun” as a matter of fact. Again, if it’s taken into consideration with time and how the boss mechanic works, that’s simply how the game is designed. I respect everyone’s opinion and their thoughts being the opposite, but I don’t think it’s a universal truth that must be upheld with every game.

              Again, maybe I’ll feel differently regarding Silksong specifically as I get further. So far I don’t take umbrage with it’s runback design.

              • Encrypt-Keeper@lemmy.world
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                I think he’s being upvoted and you’re being downvoted because boss runbacks have been around for a long time and both the industry and community have since come to a consensus that they’re just objectively bad game design. They don’t add anything of value to a game and their existence is a detriment to the experience. I don’t think you’ll find a single person who holds the opinion that they’re fun. People like yourself may tolerate them, but a tolerable inconvenience is not the same thing as fun. You’ve actually gone exceptionally out of your way to avoid calling them fun.

                Like with anything, not all personal opinions are going to be held in equal regard. And your take here is going to be an outlier so I wouldn’t be surprised if you continue to get this reception.

                • caseofthematts@lemmy.world
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                  I haven’t gone out of my way. While I haven’t used the word “fun”, I did say I enjoyed most runbacks in Dark Souls as a sort of puzzle. Being downvoted for a subjective opinion is absurd, especially when the person I’m responding to also has a subjective opinion. But nice to know my opinion has less value.

                  Anyway, I don’t really want to go in circles with this since I feel like both sides here have said what they want to say.

                  I’ll just leave with an example of a mechanic I find unfun and wish would go away, as a sort of olive branch of understanding that opinions are opinions. In Breath of the Wild and similar games, I hate the weapon/item degradation mechanic. I understand their design goals with it, and I understand how removing it from those games would change quite a bit of how they want the game to run, but I’d be much happier if it were to disappear completely.

              • FishFace@lemmy.world
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                Well, some opinions are more valid than others, even when there is subjectivity… of course, I would say that.

                “Design intent” is not an excuse for unfun mechanics. Design intent matters - for example if you’re complaining that it took you 50 attempts to do a boss and you’re frustrated, but other people are completing the same bosses in fewer attempts and enjoying it, the intent of the designers and the spectrum of opinions is absolutely critical. But this isn’t that.

                Someone else in the thread made a great example: would you be so “design intent is all important” if the designers put a 1-minute unskippable cutscene before the boss? To me, and I think to almost everybody, that would be fuckin awful. Everyone hates unskippable cutscenes you have to sit through repeatedly. How does that differ, really, from a typical 1-minute runback?

      • Brave Little Hitachi Wand@lemmy.world
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        2 months 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.

      • acosmichippo@lemmy.world
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        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.

    • Domi@lemmy.secnd.me
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      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.

      • NoneOfUrBusiness@fedia.io
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        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.

        • Domi@lemmy.secnd.me
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          the few extra masks the game gives you only really help if you can handle the difficulty but need mistake tolerance

          Increasing mistake tolerance already increases accessibility, even if you still have to manage a tough platformer part.

          Of course the options given are just examples to get it done quickly. Accessibility options can be a a lot more nuanced, even going as far as altering level structures to provide pathways for players that can’t platform.

          The point of my post was that for all I care the difficulty options can go all the way to invincibility, one hitting every boss and skipping every platformer segment. It does not reduce my enjoyment of these games if other people can play the game in a way they want to.

          • NoneOfUrBusiness@fedia.io
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            Accessibility options can be a a lot more nuanced, even going as far as altering level structures to provide pathways for players that can’t platform.

            Sure, but then we’re way past “there’s no reason not to add X.”

      • Goretantath@lemmy.world
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        The accesibility is called getting a controller that works for your disability, then training to beat it.

        • Brave Little Hitachi Wand@lemmy.world
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          The thing is, I can’t personally think of an accessibility setting that would serve the intended function without removing the sense of having finally met the challenge. I struggle with difficult games too, and I don’t always complete them. That struggle and uncertainty is part of the journey though to me and if there was a difficulty tweak available as soon as I got frustrated the first time, it would erase those stakes (for me).

          I mentioned Celeste as a positive example. I did feel a satisfaction with completing that game, but if not for the highly emotional personal journey of the narrative potion of that game I don’t think it would have been as satisfying. At every point I knew there was an easy way out, and staying frustrated and gradually getting better was a conscious choice without any real stakes attached to it other than my own self-satisfaction. The was never any worry that I’d fail to complete the game. Those stakes do make eventually winning feel real.

          So I just can’t think of any suggestions for this. It’s elitist or ableist I realise, and I’m not happy with that. The creator certainly was aware of games like Celeste, and they had plenty of time to consider those options. Before casting any judgment or making suggestions on their behalf, I’d be really interested to hear what they have to say about the choice. Do they think the struggle has to be as firmly set as it is for the triumph to feel as elating? I can’t read their minds, so if there’s an interview where they address that I’d be all ears.

          • Coelacanth@feddit.nu
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            2 months ago

            To each their own, I always think of difficulty and challenge as proportional and relative to the individual. You can just as easily turn the question around the other way: how can you feel any satisfaction beating a Souls game using magic and summons and level ups and items when there are people who have beat it at Level 1 hitless and using a dance pad instead of controller? What’s “appropriately challenging” is way too individual for the bluntness of a single difficulty setting.

            And coming up with solutions isn’t even that hard. Add some sliders to adjust the length of parry windows and i-frames on dodge rolls and whatnot and you’re probably a good part of the way there. Gameplay intact, people still go through the same motions they just have a chance now even if they don’t have the reflexes or timing for frame-perfect inputs.

            • Brave Little Hitachi Wand@lemmy.world
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              I hate to answer a rhetorical question directly, so please forgive that; my satisfaction would have been much greater, if I was able to achieve those things. I have a realistic sense of what I was able to do given the challenge that I faced and the skill I was able to muster, and although more success would have been sweeter, I am able to be content because I have a shared context with other people who faced the exact same challenge.

              I know many have been unhappy with what they are able to accomplish in games with no difficulty settings, and I see it as a choice by the creator to set people apart. It’s a harsh choice that seems most appropriate in grim and harsh stories.

              Those who say it is passé argue so very convincingly, but I can’t hide that it appeals to me. It speaks to something primitive, perhaps anhedonic. I was wondering if it’s a generational preference more prevalent among people who grew up during the era of “Nintendo hard”, and if single-difficulty games will fade away in time completely. Maybe this game should have been called Swansong, if so.

    • frank@sopuli.xyz
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      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.

      • Brave Little Hitachi Wand@lemmy.world
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        There might also be a generational divide taking shape. People my age grew up with “Nintendo hard” and the industry was all about making games seem longer by making them extremely difficult to beat. Our options were to get better, cheat, or give up.

        These days the industry is all about mass appeal, and all the problems that we see with games having massive budgets and having to make sure as many people can like them as possible. Indie games have different incentives, and so when a game comes along that was made with priorities that aren’t in step with what we’re used to, it tends to ruffle feathers.

        I know my kid doesn’t have any sense that games should be difficult, or that a challenging game can be satisfying. Even FromSoft games are trending towards less difficulty, despite having the fans who famously chant “git gud”. Bigger studios might know something my generation doesn’t get about younger gamers - maybe games like Silksong are having their swansong, so to speak. I hope not, but it’s hard not to notice once it’s been pointed out.

    • drosophila@lemmy.blahaj.zone
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      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).

      • Brave Little Hitachi Wand@lemmy.world
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        Time will tell. These games all have so much talk about how certain builds are “cheese” or how the ashes make the game too easy or whatever - that’s all just dumb. The game itself is the difficulty settings, sometimes.

        It seems too early to say how Silksong will be remembered, and Team Cherry still only had two games under its belt so it’s arguably too early to judge them. Will their next game be totally different and a massive risk, or do we have a Vivaldi on our hands, doing masterful variations on a theme?

    • MyDarkestTimeline01@ani.social
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      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.

      • PonyOfWar@pawb.social
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        That’s fair, but I also don’t see a problem in voicing criticism about aspects of the game I don’t like. Especially if I do like the game as a whole. People should not see that as an attack on their personal enjoyment of the game.

        • MyDarkestTimeline01@ani.social
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          Sure, and as a consumer of a product, you are within your rights to do so. But I think that a lot of times there’s an underlying thread of entitlement that comes with a lot of the criticisms. The tone suggests more ,“how dare you make something I can’t play” and less “I’m not suited for this challenge”. There’s surprisingly little in the way of complaints about the game design that read as things that fit the theme and game vision. There are a few, but most aren’t.

          And full disclosure I’m speaking from the standpoint of someone who while interested in a lot of the “git gud” genre games, can’t cut it 90% of the time. It took me realizing that I just wasn’t who those games were for before I was able to look at some of my options and realize they were just me and my sour grapes.

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    People forgetting that when you ran out of lives you used to have to go back to the start of the whole game.

    • mavu@discuss.tchncs.de
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      yes, i HATED that, and don’t think I ever finished any of those games.

      that was not a good thing.

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            Hard to say. We have many examples of games with only one difficulty that are glorified for their challenging combat. We have an example of God of War with cool and challenging combat on max difficulty that for some reason did not receive such status like Souls games. I think Elden Ring can be an example of a challenging game with “difficulty setting” that was did receive other Souls treatment. So I think “difficulty settings” can work if done not as an option at the start of the game but by adding game mechanics or strategies that make it easier. Technically that’s what Silksong does for the most bits with a crest for easier platforming, usable tools for combat and boss specific weaknesses(Moorwing fight is trivial at the right corner of the arena, Widow can only hit you with one attack if you stand at the corner, and so on).

            • mavu@discuss.tchncs.de
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              I think “difficulty settings” can work

              all of the things you say are completely, 100%, unaffected by a difficulty setting.

              The only thing a difficulty setting changes is that some people can say “I am better than you, I beat [game X] and you didn’t”

              that’s it.

              and even that is a complete illusion, see the prominent worst business man in the world, paying someone to make PoE ranks for him. Also there are mods, cheats and plain lying.

              This whole thing is excluding people, and for what? Literally worthless bragging rights.

              • pressanykeynow@lemmy.world
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                This whole thing is excluding people, and for what? Literally worthless bragging rights.

                It does seem so. These’s also an issue with balancing different difficulties and receiving bad reviews if not done correctly but I think it’s minor compared to allowing more people to enjoy your product.

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      People forgetting that when you ran out of lives you used to have to go back to the start of the whole game.

      We remember. It was bullshit back then. It’s still bullshit now.

      Edit: I beat many of those games on three lives. It was still some bullshit.

      • NigelFrobisher@aussie.zone
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        It wasn’t bullshit. You could get through those games in about an hour and that set of levels was the game. Games like Sonic sunk or swam based on whether playing through those levels over and over to achieve a better run was actually enjoyable. Not to say that today’s much longer games aren’t valid too, but they don’t have to be as tight.

      • pressanykeynow@lemmy.world
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        Why is it bullshit? If you couldn’t die nobody would play those games. The stakes were the reason to play.

    • angstylittlecatboy@reddthat.com
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      As someone who isn’t necessarily big on the notion streamlining is “objectively” good game design… That more or less began to be disposed of the minute we had the technology, minus a few now-niche genres that rely on it. It was gradual, but mass market games as early as Zork in 1981, had save schemes.

    • unphazed@lemmy.world
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      Zelda: Pwr off Rst. Must ensure progress is saved. Far end of the spectrum: Sewer Shark. Fuck that game, I didn’t want that beach life anyhow.

  • glitchdx@lemmy.world
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    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.

    • nfreak@lemmy.ml
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      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.

  • EarlGrey@discuss.tchncs.de
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    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.

    • Nikls94@lemmy.world
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      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.

      • syreus@lemmy.world
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        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.

        • wols@lemmy.zip
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          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.

      • pressanykeynow@lemmy.world
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        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.

    • Cybersteel@lemmy.world
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      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.

  • The Picard Maneuver@piefed.world
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    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.

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

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

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

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

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

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

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

  • HighlandCow@feddit.uk
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    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

    • One2many@lemmy.world
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      2 months ago

      “death of the author” suggests some of the author’s intent is lost when a work is consumed by the audience.

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

      • chonglibloodsport@lemmy.world
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        2 months 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.

        • Machinist@lemmy.world
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          I’ve always heard:

          Respect is given, not earned.

          Trust is earned and easy to lose.

          Don’t confuse politeness with respect.

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      After you unlock godhome, you can practice against any boss youve fought once, so practicing against bosses is arguably easier than many other meteoidvanias, which is what you’re arguing the run backs prevent you from doing.

  • Djehngo@lemmy.world
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    2 months 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

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

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

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

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

    • acosmichippo@lemmy.world
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      2 months ago

      they are related and compound each other. it’s harder to “git gud” if you have to do a bunch of runbacks too.

  • Noxy@pawb.social
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    2 months 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…

    • simple@piefed.socialOP
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      2 months ago

      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’s exactly it. The runbacks aren’t too long in this game despite all the complaints, but some of them are tricky and can get annoying if you keep dying 10 seconds into a fight.

      • WolfLink@sh.itjust.works
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        2 months ago

        There have been several boss fights so far where I die to the path to the boss more than the boss itself and it takes way longer to get to the boss than actually beating it.

        That being said though, I do think there’s some merit to runbacks as an actual consequence for failure. I definitely strategize more cautiously because of it.

      • socsa@piefed.social
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        2 months ago

        So it’s basically the standard platformer formula going back three or more decades?

        • Famko@lemmy.world
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          2 months ago

          More like the Dark Souls formula of having to trek through heaps of enemies and traps to get back to the boss. Including the whole “lose all of your money on death” thing.

          • Cybersteel@lemmy.world
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            2 months ago

            Modern from games barely have run backs anymore. Atleast in souls game you can bank your currency into stats or buy consumables, you can’t reliably do that in SS.

        • okamiueru@lemmy.world
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          2 months ago

          No, just those with bad level design. Nine Sols has plenty of challenging boss fights, zero run back. Same with Sekiro, and most newer titles.

        • okamiueru@lemmy.world
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          2 months ago

          How is it compared to HK?

          This is the only thing I wanted to know from reviews, for whether or not to bother with Silksong. I love difficult boss fights, but cannot be arsed to spend more than half a minute doing a tedious chore in order to actually redo boss fights.

          • Armok_the_bunny@lemmy.world
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            2 months ago

            The worst one I’ve encountered apparently has a secret bench somewhere that makes it much better, and the second worst (the runback that I think everyone is talking about) is about as long as the runback to crystal guardian I think.

      • FooBarrington@lemmy.world
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        2 months ago

        Most runbacks aren’t too bad, but fuck the Bilewater one. That shit was too hard and annoying. I had less trouble with the First Sinner than that boss.

        • simple@piefed.socialOP
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          2 months ago

          The devs looked at blight town from dark souls 1 and thought ‘we can do worse’. It really is a nightmare but somehow I killed the boss first try in the end

          • FooBarrington@lemmy.world
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            2 months ago

            Lucky! I had to try more than ten times due to unlucky behavior in the waves before the boss, and finally managed to win only by using tools.

      • kossa@feddit.org
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        2 months ago

        Along with unpausable cutscenes. My kid will cry exactly during your 10 minute cutscene, and I want to know the story.

    • mic_check_one_two@lemmy.dbzer0.com
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      2 months ago

      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?

      Exactly. Lots of bosses don’t have convenient save points nearby, so you’re forced to walk back from the save point every time. And many of the treks are either long or just outright annoying (cheesy enemies, obstacle courses, etc). It’s like the 5 Minute Long Unskippable Cutscene’s more annoying older brother, because this unskippable cutscene requires actual gameplay and focus.

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        2 months ago

        Hot take here, but I don’t mind them. Exactly because they take focus. They tell me when it’s time for a break. If I’m not up for the runback, then I’m not up for aother attempt at the boss.

        • Pyr@lemmy.ca
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          2 months ago

          Eh, make it optional. On hard difficulty make it a thing, medium difficulty allow it to be skipped.

            • Pyr@lemmy.ca
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              2 months ago

              I haven’t played silksong, but I’m just going off other games in the past for my experience.

              If you make it through the hallway of meaningless denizens that just waste time and get to the boss, then die to the boss… Why waste time going through the meaningless denizens again to challenge the boss?

              I can see it on higher difficulties when you need to make sure you get through the meaningless denizens perfectly in order to preserve your health and resources to have a better chance of defeating the boss.

              But when you just want to experience the story on lower difficulty why make the denizens less powerful to make the boss easier when you can instead just put the save point in front of the boss in instead of the denizens? You’ve already made it through the denizens, it’s not like you’re skipping content.

              • curiousaur@reddthat.com
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                2 months ago

                Because if you can’t make it through the denizens, you can’t make it through the boss. It’s a filter.

                • okamiueru@lemmy.world
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                  2 months ago

                  What a weird take. It’s about respecting the players’ time. Making it through the denizens to the boss is not challenging whatsoever. Why would you think it is? It’s just tedious, and bad level design.

                • Pyr@lemmy.ca
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                  2 months ago

                  It’s not that you can’t make it through the denizens, making it through the denizens is usually easy. It’s just a waste of time for the most part.

  • simple@piefed.socialOP
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    2 months 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.

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

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

      • simple@piefed.socialOP
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        2 months ago

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

        • NoneOfUrBusiness@fedia.io
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          2 months ago

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

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

          • simple@piefed.socialOP
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            2 months ago

            Are you sure about that?

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

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

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

            • Goodeye8@piefed.social
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              2 months ago

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

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

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

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

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

        • rozodru@piefed.social
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          2 months ago

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

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

          • Nick@mander.xyz
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            2 months ago

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

  • Baguette@lemmy.blahaj.zone
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    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.

    • Blackmist@feddit.uk
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      For me though, a lot of Souls games are about opening shortcuts and then running past anything left to get another go at the bosses.

        • Blackmist@feddit.uk
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          2 months ago

          Yeah, I wasn’t fond of 2. Although you could just kill them 12 times and never have them respawn. Quite tedious, especially in the DLC.

  • teawrecks@sopuli.xyz
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    2 months 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.