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SonOfAntenora, do games w Hollow Knight: Silksong Sparks Debate About Difficulty and Boss Runbacks

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.

TipRing, do games w Hollow Knight: Silksong Sparks Debate About Difficulty and Boss Runbacks

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.

XM34,

We should also talk about how “Difficulty is part of the game and if you find it too difficult then this game is not for you” is not a personal attack, but a perfectly valid response to said criticism.

TipRing,

If the criticism is limited to “It’s too hard.” then I would agree. But that’s not a valid response to criticisms about specific design elements like “these power ups feel like they do nothing”, even if it’s a perception issue at hand you need to address the actual observation and not jump on with ‘git gud’.

I was learning a game a few months ago and struggling with understanding a specific character, so I went to the official discord and asked for advice, not complaining it was too hard, just asking for what kinds of strategies work and I was met with endless ‘try harder, scrub’ responses and literally no actual advice. I quit playing the game because the community was so up it’s own asshole.

And for sake of clarity. I don’t play HK, it’s not my preferred genre and my favorite game (that I can replay) is Noita so I am familiar with reviews that complain about difficulty. It’s fine for games to be hard and it’s also fine for people who find the games too hard to leave a review saying they found it too hard. That is part of informing buyers so people can only pick it up if they desire that kind of challenge.

It’s just a trend that is all too common in gaming. People like a game or a developer and become incapable of seeing an opinion that they disagree without taking it as a personal slight. It’s weird.

Katana314,

This excuse stopped working the day I opened a tough-as-nails game like Furi, saw it had a difficulty menu, said “That’s nice”, and went back to challenging myself against the bosses on default settings.

It’s such a huge cop-out of self control, and especially falls to acknowledge that the forms of difficulty in a game are often varied - and someone might suck at only one of them.

missingno, do games w Hollow Knight: Silksong Sparks Debate About Difficulty and Boss Runbacks
@missingno@fedia.io avatar

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.

subignition,
@subignition@fedia.io avatar

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.

missingno,
@missingno@fedia.io avatar

I do not like the idea of a mechanic that punishes me if I do choose to explore somewhere else in a genre that is supposed to be about exploration.

subignition,
@subignition@fedia.io avatar

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.

missingno,
@missingno@fedia.io avatar

Not having the mechanic to begin with would be better than a thing that merely makes it less bad, because even then there's still an opportunity cost.

subignition,
@subignition@fedia.io avatar

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.

KombatWombat,

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.

missingno,
@missingno@fedia.io avatar

I did finish the original. But I remained annoyed with this mechanic the whole time.

_NetNomad, do games w Hollow Knight: Silksong Sparks Debate About Difficulty and Boss Runbacks
@_NetNomad@fedia.io avatar

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

4am,

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.

kadaverin0,

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.

Regrettable_incident,
@Regrettable_incident@lemmy.world avatar

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!

BlameTheAntifa,

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.

desmosthenes, do games w Hollow Knight: Silksong Sparks Debate About Difficulty and Boss Runbacks
@desmosthenes@lemmy.world avatar

glad poe 2 added sprinting

BananaIsABerry,

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.

codexarcanum, do games w Hollow Knight: Silksong Sparks Debate About Difficulty and Boss Runbacks

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.

Prox,

I also hate, and this is another compounding factor, the complete lack of enemy HP bars.

IIRC, HK1 had a badge that turns these on. I’m not far enough into the new game to have found this yet, though.

codexarcanum,

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.

pixeltree,

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.

Feyd, do games w Hollow Knight: Silksong Sparks Debate About Difficulty and Boss Runbacks

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,
@ampersandrew@lemmy.world avatar

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.

mohab,

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,

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.

aesthelete,

I think this whole genre is wack, TBH.

Agreed. I’m not sure why I would waste my time with shit like this when it’s just objectively not fun for me to play.

Different strokes for different folks, so if you like it more power to you, but I’d rather play games that are fun to play for me.

I only have a certain amount of time to play video games, and if I can’t make any progress at all in an hour or two, why would I bother continuing when an hour or two is usually all I have in a day to play your game?

I’ve decided not to bother picking up silksong because I found HK tedious, frustrating, and unrewarding.

Cybersteel,
@Cybersteel@lemmy.world avatar

People who enjoy such games are clearly masochist who don’t know what a good game is if it hit them in the face. Idk why these sorts of “gamers” even exist. I long for the halcyon era where good stuff like Mario, Zelda and Sonic were the staples of hardcore gamers.

CileTheSane,
@CileTheSane@lemmy.ca avatar

You’re pointing a finger at the Soulslike genre here, not only HK

I played some Elden Ring and as I recall there were check points next to the bosses.

Ender’s Lilies is a metroidvania listed as a soulslike and always has a check point next to the boss room (highly recommend it btw).

mohab,

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.

You should try Salt and Sanctuary, Sekiro, Bloodborne, The Surge, Lords of the Fallen, or Lies of P—all had boss runbacks, and that's ignoring HK, Silksong, and the original Souls games.

CileTheSane,
@CileTheSane@lemmy.ca avatar

Apparently I shouldn’t. But if there’s a list of soulslike games that do it, and a list of soulslike games that don’t, then it is not in fact true for the genre and is instead true for specific games.

makyo,

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.

LettyWhiterock,
@LettyWhiterock@lemmy.world avatar

I haven’t played silksong, but most games like Dark Souls and the like, getting back to the boss without taking damage is pretty easy. It’s not difficulty, it’s just time.

Katana314,

I never actually liked FromSoft’s themselves, but several Soulslikes I really enjoyed did away with runbacks, or always had checkpoints right before bosses.

I really just want people to start evaluating each design decision Dark Souls made on its own - stop worshipping the whole as being perfect, because it most definitely is not. So many of the knowledge checks (poise, anyone?) are just there for experienced players to lord over confused shrubs.

LettyWhiterock,
@LettyWhiterock@lemmy.world avatar

I’m not really used to metroidvanias having runbacks honestly. Most I’ve played either have save points close to the bosses or just drop you outside the boss room if you die.

teawrecks,

Have you considered that the run back is trying to tell you something? The game doesn’t want you to bash your face against the same enemy the same way. It may not even want you to fight that boss yet at all.

The run back is meant to be an incentive to think about your options. Do I have other areas to explore? What do I keep dying to? Am I overlooking an obvious weakness during a particular boss mechanic, or am I not using an ability as effectively as I could be to stay alive?

If you let the player immediately run back into a boss, they will veg out and do just that until they eventually get lucky and barely down a boss by the skin of their teeth. But that’s not how you should be approaching these fights.

Sometimes the most productive run back even involves a good night’s rest.

Feyd,

The other day, I fought the boss of the abyss in the dark souls 1 dlc. It took me 5ish attempts, and I changed my gear to have more magic resist after I got further in the fight and got merked by magic attacks. All spending 2 minutes between each attempt running back to the fog gate did was make me zone out and wish I could just get right back to it.

Btw, the original runback was mega man, where you get to try the boss until you run out of lives then you have to do the entire level again. Still way more interesting than running past everything in souls games.

teawrecks,

Do you believe DS and Megaman could have been even more iconic if they had listened to players and made their runs back shorter?

My point is, it’s not like the designers didn’t know what they were doing, this is a very obvious aspect of their gameplay. And regardless of how minor inconveniences like this make us feel as players, we don’t know that it’s not precisely those lows that contrast with the highs to create the intended experiences which made those games cult hits to begin with. You wouldn’t look at a Rembrandt and say, “look how much of the painting is just black! You’re wasting all this space! You could add so much detail and context in there!”

I’m a firm believer that “given the opportunity, players will optimize the fun out of a game”. If players weren’t complaining about the run back, then they would be complaining about the empty flask drinking animation. Inconvenience is not a convincing argument to me. Just like any art, games are free to evoke any and all emotions. It only becomes a problem if the emotion they keep evoking is boredom lol. But even then, boredom is a valid tool on the artist’s palette; sometimes the only ones who are getting bored are the boring people.

CileTheSane,
@CileTheSane@lemmy.ca avatar

I loved Ender’s Lilies and it had save points outside the boss rooms. I do not believe the game would have been more iconic if I had to run through several rooms of enemies before fighting a boss again.
The joy of victory came from overcoming a difficult fight, not from avoiding a tedious repeat.

AwesomeLowlander,

Have you considered that the run back is trying to tell you something? The game doesn’t want you to bash your face against the same enemy the same way. It may not even want you to fight that boss yet at all.

The run back is meant to be an incentive to think about your options. Do I have other areas to explore?

Would be a lot more effective if I didn’t have to go pick up my shade. Which often can’t be accessed without locking yourself into the fight again.

kuberoot,

I disagree, runbacks are as much difficulty as having to recover your currency after death, or even having to recover your items after dying in Minecraft. It’s a punishment for dying, and a way to make you treat it seriously.

It can incentivise the wrong things, punish experimentation and make players stick with what they know, even if better options exist. You’re free to dislike it, and it has downsides, but dismissing it as “not difficulty” is just dishonest.

_stranger_,

The crystal boss that you first encounter sitting on the save bench though, that’s was just evil 😆

cttttt, do games w Hollow Knight: Silksong Sparks Debate About Difficulty and Boss Runbacks

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.)

NoneOfUrBusiness,

(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.)

Minor spoilers regarding crestsThere's actually one crest that straight up brings back pogoing and another that give you something similar, but honestly Hornet's default dive is very underappreciated I'd say. It allows you to do maneuvers that you can't with normal pogoing, and even platforming isn't that hard when you get used to it.

Quazatron, do games w Hollow Knight: Silksong Sparks Debate About Difficulty and Boss Runbacks
@Quazatron@lemmy.world avatar

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.

qweertz,
@qweertz@programming.dev avatar

If you dislike impressionist art, would you still go to a museum exhibition on that topic and then get angry at the curators?

Quazatron,
@Quazatron@lemmy.world avatar

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.

(Actually, I’d go either way, I love art)

ModernRisk, do games w Hollow Knight: Silksong Sparks Debate About Difficulty and Boss Runbacks

People have nothing better to do than complain, I suppose. Don’t like the game? Don’t play it. The game is good, imo.

ampersandrew,
@ampersandrew@lemmy.world avatar

What about people who like the game but have criticisms? This is the time to discuss it.

Kolanaki, do games w Hollow Knight: Silksong Sparks Debate About Difficulty and Boss Runbacks
@Kolanaki@pawb.social avatar

Difficulty is subjective. Creating multiple levels of difficulty either takes tremendous effort to do well or, as is the case with most games, an adjustment to some numbers that is less an increase/decrease in difficulty and more an increase/decrease to the tediousness of combat.

Puzzle games with difficulty settings alter the complexity of the puzzles. Action games can alter the encounters themselves (how many, of what kind of enemies and their placement in the arena), or even changing the enemy behavior to be more/less complex. Yet this kind of difficulty adjustment isn’t common at all anymore.

ExtraMedicated, do games w Hollow Knight: Silksong Sparks Debate About Difficulty and Boss Runbacks

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.

Coelacanth,
@Coelacanth@feddit.nu avatar

Mandragora had the exact same difficulty system, you could adjust enemy HP, Damage and even Stamina cost at every bonfire. Great accessibility feature.

Hadriscus, do games w Hollow Knight: Silksong Sparks Debate About Difficulty and Boss Runbacks

yea, that’s entirely valid. I love these games (Metroidvanias) because of the exploration and worldbuilding. The combat is a way to advance further into that world, but it’s just a means to an end to me. Make it too tough, and you’re preventing me from enjoying the parts I like.

I played a good 4 or 5 hours of Silksong so far and loving it. It’s a little tough though, and I think it could use a nerf.

Djehngo, do games w Hollow Knight: Silksong Sparks Debate About Difficulty and Boss Runbacks

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

acosmichippo,
@acosmichippo@lemmy.world avatar

they are related and compound each other. it’s harder to “git gud” if you have to do a bunch of runbacks too.

Cybersteel,
@Cybersteel@lemmy.world avatar

Add an easy mode just half the boss health and damage. Easy fixed

PonyOfWar, do games w Hollow Knight: Silksong Sparks Debate About Difficulty and Boss Runbacks

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?

Sirence,

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.

dukatos,

As for no benches in front of bosses it’s to discourage throwing yourself at the boss without reflecting on where to improve.

I like self reflection, especially when I died 10th time from the same boss… Self reflection like why I am torturing myself with this shit?

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