BeanisBrain [he/him, they/them]

  • 9 Posts
  • 21 Comments
Joined 25 days ago
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Cake day: August 19th, 2025

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  • the kind of tension that a creator of a game wants to evoke

    I might just not have the right psychology for this, because the only tension Soulslike mechanics have invoked in me is a kind of weary “Ugh, if I lose this fight I’m going to have to do so much shit before I can try again.” My brain just processes the whole thing as an unwelcome interruption of my attempt to beat the challenge in front of me. It doesn’t matter how fun I normally find the core gameplay loop, in that context it feels like having to fill out and submit paperwork to get the approval to retry the challenge I just failed.

    payer-character

    I know this was a typo, but I’m going to pretend it was a pun about how Silksong constantly makes you spend ingame money to do routine tasks.


  • Although Hollow Knight is also a metroidvania, which are usually kind of the opposite of that design philosophy, hinging a lot more on farming bullshit and resetting to savepoints. I understand Hollow Knight leaned more towards the soulslike QoL stuff, though? I’ve never played it though; I don’t like metroidvanias in general and every time I’ve seen someone playing Hollow Knight it has not looked particularly appealing.

    I’ve always enjoyed Metroidvanias, and it’s definitely that aspect of it and not the Soulslike aspect that appeals to me. Barring a few nasty surprises, I’ve been able to maintain a reasonable power level for the challenges I’m faced with despite never really grinding for cash. Only reason I tried to use the Fragile Greed charm is because I’m the kind of guy who immediately wants to buy every powerup he sees.

    Outside of the Fragile Charms, Hollow Knight’s system is actually quite forgiving. If you die, you don’t lose any progress, though you do lose whatever money you were carrying and your capacity for storing soul energy (used for healing and certain special attacks) is reduced. You get your stuff back by going to the spot where you died and killing your ghost, which doesn’t put up much of a fight. The “you have to kill your ghost” mechanic is slightly annoying, but it’s well within the bounds of what I’m willing to tolerate for an otherwise excellent game.


  • As with the majority of shitty things in this world, when you trace them back far enough, you discover the profit motive (therefore capitalism) at their root.

    Well, that and technical limitations. On the console side of things, at least, password systems and then save batteries proliferated fairly quickly once they became viable.

    if there are no negative consequences for dying, then there is much less incentive to avoid death and the tension the game relies on to feel meaningful would just be sucked out.

    I never really bought this as an argument in favor of Soulslikes because a negative consequence for death was codified long before they emerged as a genre: you fail whatever challenge killed you and have to try again if you want to progress.