There are mods and cheats for this game already—and they even run on Linux. I turn 50 next month: though I’m still playing, I don’t have as much time for gaming as I used to and my reflexes aren’t what they were. I haven’t entirely removed the challenge with mods, but I feel no shame in tweaking this game to go easier on me and chew up less of my time as punishment for failure. I wish they had these as accessibility options built-in, but I’m fine with hacking it.
Anybody telling me I should “git gud” can pound sand: I’m already good at a bunch of things that get me a paycheck. I play games so I can relax and be terrible at something for fun. I’m certainly not playing for bragging rights.
I think this game is not for you then.Harfd games are hard so that you can feelproufd of yourself after completing something hardet than you though you could. You may not complete the story but if you “git gud” you may actually enjoy it more.
Some games are not meant to be relaxing. Why would you even play a hard game if you want something easy?
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
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Aktywne