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
Respect is a weird word. It seems to have 2 nearly opposite meanings (kind of like literally):
Deep admiration for someone or something for their abilities, qualities, or achievements
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.
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
Tangentially related but I agree. It makes the long run through sections of the campaign more bearable.
On a more related note, POE2 has checkpoints practically on top of the bosses during the story so you can bash your head against it as much as you want. The only time you’re punished for dying is endgame bosses.
It’s not about me liking it or not. I don’t even have that game. The point is that one should play games fitting ones abilities. There are people who will master this game, like I mastered Elite about forty years ago. Complaining about a game being difficult is either they overestimated their abilities, or they lack perseverance.
For the rest, there is always tictactoe or animal crossing.
Well whether you like it or not, you’re just insulting people for criticizing a game. Not even just for it’s difficulty, so you couldn’t be more off base.
Legitimately this mindset is why most gaming forums are so toxic. It makes it difficult to actually discuss problems with and opinions on games without people basically going “git gud.”
There is room to bring up the fact that some games are just not for everyone, but that also doesn’t invalidate the criticism they have.
Seems to me it’s usually “kids” that don’t mind difficult games. I’m in my 40s and I don’t have the time or inclination anymore to replay a boss for hours on end, but when I was younger I loved a challenge like that and would usually set difficulty to hard.
I haven't played Silksong yet, in part because truthfully, Hollow Knight was alright but not my favorite Metroidvania. The one thing I really disliked about the original was the runbacks. I remember getting stuck on one platforming section, and I could easily get to the halfway point where I kept dying to retrieve my money, but then drop it again because there was no turning back from this halfway point, had to keep trying to finish it. I wanted to just explore a different part of the map and come back to this section later, but sunk cost fallacy forced me to keep bashing my skull against it.
Which then felt like this mechanic conflicted with the exploration I expect from a Metroidvania. That's the real problem IMO.
You yourself admit it's a fallacy! This isn't exactly a "skill issue" situation, but in future efforts on these kind of games you might try being more thoughtful about when to take a break and spend accumulated currency.
Although as others have pointed out elsewhere in the thread, learning to accept not retrieving your stuff is sometimes necessary too. I lost around 1500 at a certain boss by getting too cocky trying to fight enemies on the runback instead of skipping them, and it took me a while to make peace with it lol.
If you do end up playing Silksong you should know that there is a mechanic specifically addressing this, where you can convert your currency into consumable items at a bit of a loss to keep them across deaths.
There are mechanisms in both games that allow you to remotely retrieve your body if you are desperate not to lose it. Hollow Knight is definitely less forgiving than Silksong in this respect though.
Exploration is a task that has inherent difficulty in the genre, it's uncommon to have actual points of no return as you describe, but if you can't see through a particular segment to the next checkpoint, yeah sometimes giving up will cost you. An actual point of no return probably means you're on the cusp of a sweet new ability though.
I am returning to Hollow Knight thanks to the Silksong hype. I had dropped it before because I was unsure where I needed to go to progress and was getting sick of running around the map trying to figure out which paths were actually available to me and which needed some equipment I didn’t have. Well, I did figure it out and basically have everything important unlocked so now I am enjoying it again.
If you do pick it up again, I have some advice. First, there’s a relic in an area called the Hive that will give you passive health regen if there’s a long enough gap between instances of damage. This means you can keep messing up a platforming section and as long as you don’t rush it you can heal back after messing up without needing new sources of soul. Second, there are some sections that are traversable with minimal equipment but become trivial with more. Deepnest was really annoying to me when I went through it and I frankly would have probably enjoyed it if I had one really helpful item unlocked (or even just a bit more health). Third, don’t worry too much about money. Normal enemies don’t give you much from farming and I think I’ve run out of stuff to spend it on mostly from other sources. So don’t be afraid to let it go. If you’ve unlocked the fast travel thing, just head back to vendors when you’ve noticed you accumulated a decent amount.
Like I said, I’m enjoying the game again after years away, but I really wish they had a better way of letting you know where you should go next and what isn’t available to you. Needing to go through zones again to check if something is now unlocked or not is tiresome. The pins help but they are not enough, and I didn’t think to reserve certain colors for certain types of obstacles the first time.
I dont think there is any conversation to be had about an easy mode or boss runbacks. Any time this small dev team spends on an easy mode is time wasted IMO.
If its to hard you can play another game. I see this the same as people demanding a complex movie be changed to be easier to understand. Its just a dumb complaint and im sick of seeing these people flood every comment section of every slightly challenging game.
I’m ok with there being a conversation on this topic, even if the arguments devolve to ‘waaah’ vs. ‘git gud’.
Ultimately though, I agree that a small dev team shouldn’t have to focus on a game-mode outside their vision - and any such demand for an easy-mode or other additions can and should be left up to mod makers.
It’s a single-player game, so in the end how the individual user wants to play is how they should be able to play.
I haven’t played this yet, so I don’t know anything about what difficulty settings it may or may not have But in general, I see difficulty settings as an accessibility feature.
I liked the way that Ender Magnolia did it, where, at a save point, you could adjust several settings to customize the difficulty. I was able to temporarily make it slightly easier just for a few bosses that I lost my patience for.
Mandragora had the exact same difficulty system, you could adjust enemy HP, Damage and even Stamina cost at every bonfire. Great accessibility feature.
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.
If it is clear that the topic is Impressionist art, I would not go. If I buy the ticket to see Expressionism and get Impressionism instead, I would fell upset.
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.
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.
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
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.
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.
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
A high difficulty is not inherently good game design. Making a game more approachable through lower difficulty settings with additional checkpoints doesn’t make it worse for people who like a challenge. It just makes it enjoyable to more people.
Claiming it’s down to “artistic vision” just feels dishonest. You could claim Studio Ghibli movies should never be dubbed or subbed. You just have to learn Japanese to enjoy them, just don’t watch them if that’s not for you… but why? How is it a bad thing if more people can enjoy something?
Cup Head is a great example. It’s a fantastic game with an art style that younger kids love. But it’s too difficult for most kids, which doesn’t make the game better, it just locks them out from a game they’d otherwise love.
Is it not fair for the game developers’ artistic vision to not be accessible to all? Accessibility is nice, expands the potential audience, but if it compromises my artistic vision and I’m ok with giving up reach and money to preserve it, that doesn’t make my game bad or my vision invalid.
It would be ridiculous to call up the bar or the ama and complain to them that becoming a lawyer or a doctor is not accessible to all.
One last addition, adding control remapping, color options, and text to speech are true accessibility. Easy mode is fake accessibility
Easy mode is not fake accessibility. Celeste has the correct idea in allowing players adjust the difficulty for accessibility purposes. Not everyone has the same reaction speed, same cognitive abilities, same eyesight. There are people who can only use one hand and that automatically makes reacting to attacks many times harder, should they be excluded from being able to enjoy the game because they are not physically capable enough for the boss fights? And boss fights are probably 5% of the game anyway!
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
The problem with “old difficulty” was that in arcades especially, and even on consoles by way of the industry being smaller and the same people working on both, were designed around quarter-munching.
Stuff was hard to get people to pay up.
I would have preferred modern ideas like bosses are hard because you have to learn their patterns- and to be clear, this is also present - but also the feeling that I’m not strong enough to do anything more than chip damage is a bit annoying.
I think there’s validity in all the arguments I’ve seen people making; but at the same time I’m glad the game’s not easy. I just don’t know if it always needs to be punishing through frustration.
(The thing that pisses me off the most are those
Tap for spoilerRed flower buds you need to pogo off of. Do they REALLY need to be over spikes every time? Does my downward thrust really need to be at an angle to bounce off them?? I started out being ok with that movement and I’ve never regressed so fast or so hard at anything in a game before. I swear I’ve lost more lives and to that than bosses; and by the game’s very nature that means a run back every time! Ugh!
So that’s why I say there’s a difference between “tricky” hard and “annoying” hard.
I would have preferred modern ideas like bosses are hard because you have to learn their patterns- and to be clear, this is also present - but also the feeling that I’m not strong enough to do anything more than chip damage is a bit annoying.
This is why I stopped playing Elden Ring. I have no problem learning patterns for boss fights but the perpetual feeling that I’m fighting Godzilla with a badminton racket is obnoxious. Especially after I spent the last 20 hours of play grinding out equipment upgrades and levels. It doesn’t feel fun or rewarding.
I recently started gaming again after a twenty year gap. Back in the day I used to go for high difficulty and complete everything. Now, I’m playing on easy difficulty setting. Partly cos I’m in my 50s, reactions are slower and my hands are a bit fucked up. Partly because I want to enjoy the story and the experience - if I get stuck on a fight and keep dying I get frustrated eventually and angry with myself for not being as good as I want to be. That feeling is not what I’m gaming for, so yeah, easy setting.
I haven’t played hollow knight because I’m told it’s frustrating and difficult, and, while the aesthetic really appeals to me I don’t wanna be frustrated. But I’m so happy for all the people who have been waiting for this and are enjoying it, sometimes we do get nice things!
For me, much of the fun is making progress. i never finished the first game because I kept getting lost and stuck and unable to progress for extended periods. In a From Software game I can spend weeks on a single boss and masochistically enjoy every moment because I know what I have to do. The problem I had with Hollow Knight was I kept finding myself completely at a loss about where to go or what to do. I would spend days retreading the same empty caverns looking for a clue or a new path and not finding any. When I knew what I had to do, I enjoyed it immensely, but progression was often too obscure and my interest slowly evaporated.
I was all-in on Hollow Knight. Beat it multiple times, including Path of Pain and the Nightmare King. But I’m struggling with Silksong.
I went back and started up Hollow Knight again just to sanity-check myself, and, yes, it’s definitely an easier game. Many fewer enemies can hit for 2 health; there’s more variety in paths in the early game, so if you hit a wall in one direction you can try another; and you get access to upgrades that actually feel impactful relatively early instead of skills that use up my magic pool that I can’t spare because I need them because I’m always one hit away from dying.
My pet theory is that Silksong is actually just exactly what they originally pitched: DLC for players that have mastered the highest skill points in Hollow Knight. And maybe that would be fine if I were coming straight into it off of the back of Godhome. But it’s been years since I was playing those areas, and my skills have atrophied. It’s okay for a DLC to expect mastery from the start, but a standalone game should have more of a curve.
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.
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.
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.
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.
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!
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.
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:
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.
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.
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.
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.
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.
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.
I think we all know that the up/down votes are people agreeing or disagreeing with you. So having more downvotes than upvotes means that more people disagree with you than agree with you.
Also, if you complain about downvotes, that usually deserves a downvote from me.
It’s only subjective in that it’s not entirely impossible for at least one person out there to enjoy the mechanic. However at the same time there has been a general consensus made that it’s not a good mechanic. Your opinion may be the equal of any one other persons opinion, but what I think you’re not understanding is that is that it’s not the equal of the many opinions of the majority of people. If you expect your one opinion to hold the same value as the collective opinions of everyone else, you’re setting yourself up for disappointment.
as a sort of olive branch of understanding that opinions are opinions.
That’s not a great example to your point because the weapon degradation mechanic of BOTW is also widely regarded as a bad mechanic. It’s the most disliked mechanic in that game.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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