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[–] Feyd@programming.dev 110 points 2 days ago (20 children)

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

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

[–] ampersandrew@lemmy.world 62 points 2 days ago (3 children)

I liked Hollow Knight, but yes, it kind of was. Frequent destinations were far away from fast travel, and there was a low level area that they transformed into a high level area later in the game specifically so that crossing the map wouldn't be a cake walk. I'd argue that earning the power to make an area like that into a cake walk is a core part of the fun.

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[–] mohab@piefed.social 38 points 2 days ago (8 children)

Not putting checkpoints close to boss fights is not difficulty.

You're pointing a finger at the Soulslike genre here, not only HK. Some games may abandon it, but this is common enough to be called a genre stable.

Just like the "hit hit, dodge/parry, hit hit" combat pattern, losing/recovering currency, enemies respawning on bonfire use… etc.

I think this whole genre is wack, TBH. I don't even find it difficult, I just think what they test is perseverance in the face of misery and tediousness, which's a bizarre thing to test in a video game. It's almost as if it's straight up telling you: this is a serious video game, no room for fun here.

Meanwhile, Ninja Gaiden proved you can simultaneously have extreme difficulty AND fun like one million years ago.

[–] Feyd@programming.dev 18 points 2 days ago (2 children)

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

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

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

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[–] makyo@lemmy.world 13 points 2 days ago (3 children)

You can make the case that it's not a fun use of our time but how is it not tied to difficulty? Being able to get to the boss with enough health or consummables is certainly part of the intended challenge.

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[–] PonyOfWar@pawb.social 72 points 2 days ago (9 children)

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

[–] Poopfeast420@lemmy.zip 31 points 2 days ago (3 children)

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

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

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[–] Sirence@feddit.org 19 points 2 days ago* (last edited 2 days ago) (4 children)

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.

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[–] TipRing@lemmy.world 57 points 2 days ago (6 children)

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 16 points 2 days ago* (last edited 2 days ago)

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

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[–] Gradually_Adjusting@lemmy.world 49 points 2 days ago (10 children)

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

[–] caseofthematts@lemmy.world 23 points 2 days ago (3 children)

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 76 points 2 days ago* (last edited 2 days ago) (12 children)

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!

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[–] domi@lemmy.secnd.me 18 points 2 days ago (8 children)

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

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

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

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[–] frank@sopuli.xyz 16 points 2 days ago (3 children)

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

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

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

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[–] codexarcanum@lemmy.dbzer0.com 45 points 2 days ago (14 children)

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

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

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

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

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

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

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

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

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[–] NigelFrobisher@aussie.zone 39 points 1 day ago (7 children)

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 18 points 1 day ago (1 children)

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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[–] glitchdx@lemmy.world 39 points 1 day ago

I spent 3 hours stuck on one boss fight.

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

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

That said.

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

[–] SonOfAntenora@lemmy.world 32 points 2 days ago* (last edited 2 days ago) (2 children)

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

Time consuming does not equal difficulty, remember this.

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[–] EarlGrey@discuss.tchncs.de 29 points 1 day ago* (last edited 1 day ago) (6 children)

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 16 points 1 day ago (3 children)

Unpopular opinion but I like boss runbacks.

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

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[–] The_Picard_Maneuver@piefed.world 28 points 1 day ago (4 children)

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

[–] loudwhisper@infosec.pub 18 points 1 day ago (3 children)

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

the vastly increased traversal speed also helps mitigate the walkback tedium

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[–] Highlandcow@feddit.uk 26 points 1 day ago (7 children)

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

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[–] Djehngo@lemmy.world 24 points 2 days ago (3 children)

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

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

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

[–] FishFace@lemmy.world 17 points 2 days ago

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

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

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

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

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[–] cttttt@lemmy.world 23 points 2 days ago (1 children)

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

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

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

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

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

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

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

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[–] noxypaws@pawb.social 23 points 1 day ago (16 children)

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.social 26 points 1 day ago (15 children)

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.

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[–] simple@piefed.social 22 points 2 days ago (1 children)

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

[–] Coelacanth@feddit.nu 37 points 2 days ago* (last edited 2 days ago) (1 children)

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

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

[–] simple@piefed.social 27 points 2 days ago (5 children)

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

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[–] Baguette@lemmy.blahaj.zone 21 points 1 day ago (3 children)

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

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[–] _NetNomad@fedia.io 20 points 2 days ago (14 children)

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

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[–] teawrecks@sopuli.xyz 20 points 1 day ago (2 children)

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

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

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

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[–] Siethron@lemmy.world 19 points 1 day ago (2 children)

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

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

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

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[–] SlippiHUD@lemmy.world 16 points 1 day ago

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

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

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

[–] verdi@feddit.org 15 points 1 day ago* (last edited 1 day ago) (1 children)

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.

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[–] Quazatron@lemmy.world 15 points 2 days ago (3 children)

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

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

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[–] HollowNaught@lemmy.world 13 points 1 day ago (3 children)

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

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

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

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

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[–] BioDriver@lemmy.world 13 points 1 day ago (3 children)

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

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[–] Binturong@lemmy.ca 13 points 18 hours ago* (last edited 18 hours ago) (2 children)

If you're not able to commit to learning new strategies and using game mechanics to adapt to a game's difficulty, and experience it as the developers intended, maybe it's not for you. You can always watch a lore video or let's play by other gamers to get the story if that's the goal. This is Dark Souls 2 all over again, and I will personally say as someone who initially hated it, then gave it another chance; When you persist and triumph through grit, the game leaves a lasting impression and sense of accomplishment that you cheat yourself out of with a difficulty slider. That's my favorite game in the series now, which is a deeply unpopular opinion, unsurprisingly.

This debate pops up every now and then and my opinion remains the same, there are plenty of games that aren't meant to be a challenge to choose from. Part of games that are built to be a challenge is being able to reflect on how far you grew in the process, and people hate to hear it but 'git gud' is a real thing for those who believe things worth doing are hard.

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