We’re in the middle of the latest episode end-game-capitalism. Of course things are gonna be bad but nobody will blame the wealthy people because their job has become dependent of those same people.
For the PvE aspect, the third person is great. The AI are an actual threat, and having the camera to look around corners or see around the player really helps.
For PvP I think it’s a negative. It promotes safe play and gives an unfair advantage to certain situations.
Overall, I think it’s a wash. Personally, I’d slightly prefer first person, but they’ve made third feel very good. I think you need to try it before making a judgement, and try it with an open mind without an opinion already formed. I thought I’d be more annoyed with it than I am.
Thank you, do not need to try it, as the view has been presented before… You are missing the gist of my message. I am talking about controlling someone, which should instead “be” someone.
You aren’t someone when playing a video game besides yourself. A third person view doesn’t suddenly make people unable to feel as if they’re playing as that character any more than a first person view does. For example, people can have a similar feeling even from books, with no agency.
You’re making a weird argument based on some purity metric. Either way, you’re playing a video game and controlling a character in the game. Neither view let’s you be that character. Both let you be immersed and inhabit their role in the world.
I’ll check it out when it’s under $5. At this rate, maybe next year’s winter sale? I have a rig that is reportedly already able to play it but I don’t pay full price, ever. Even games I really want, and this ain’t it.
In my opinion, the game is not particularly difficult. That is, if you’ve played through the original Hollow Knight. Which most people haven’t. In fact, it looks to me like a lot of people jumping on the hype don’t have too much experience with metroidvanias and soulslikes.
It’s a sequel, so intended to be played after the original. Why do we care what people who haven’t played the first game think?
It’s difficult for me and I like it. I played Hollow Knight but didn’t finish it because it was too frustrating late game. Silksong to me is not frustrating because difficulty is mainly in figuring out how to pass the challenge, not doing reflexes which I don’t have. Most of the things I heard people complain about are solved by not rushing around with failing strategy but by thinking what the game recently suggested you to do for this particular encounter.
I actually think bringing in Hollow Knight experience aka “I already know everything” might be the reason why some people are frustrated. Like I heard a person who claimed to get all the achievements in HK complain that the second phase of one boss is terrible because they spent a hundred tries to dodge all the projectiles while you can just stand at the corner of the arena where non of them will hit you and use the tools this game gives you to win the fight.
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.
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
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!
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.
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.
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.
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