Some games are just supposed to be harder, it’s how they were designed. Developers shouldn’t have to come out and address anything. If it’s too hard for you, just refund it and move on to another game if you don’t have the patience to learn it.
I mean, it’s a direct sequel to a difficult souls-like. It’s hard to have too much sympathy for anyone who didn’t play the first Hollow Knight but wanted to jump in on the sequel, since I think anyone who played the first HK should have a good idea on what Skong’s difficulty looks like.
Let me fill up the negative space in that comment…I want Silksong to be hard. I want to do things dozens of times before succeeding, I want to struggle then overcome
It’s all skill based. You get better, your character gives you more breathing room, but ultimately you have to learn and overcome each new challenge
And that feels amazing, it’s not for everyone but I don’t want a way to make it easier… It would cheapen the experience to even have the option
If you could die a hundred times and never lose any progress, Pharloom wouldn’t feel dangerous or unwelcoming.
This feeling you get when you’re running around an uncharted area is tied to the risk of being sent back, not the difficulty of the enemies in said area.
It depends on the context. Let’s say their is a hard boss that you need 10 attempts for. It makes a huge difference if there is a checkpoint before it or if you have to do 5 minutes of chores again (I agree that these are extreme examples…)
20 minutes of challenge becomes 5 minutes of chores becomes 2 minutes to blaze through flawlessly once you get it down
And it breaks you out of the headspace. You can’t just dive back in, every attempt has weight, even if not much
Also most people who complain about this seem to not understand that this is not random, these are well thought out design decisions. If it feels impossibly hard to just get to the boss, there’s probably an easier way. There’s tons of shortcuts, there’s often an easier route to another bench, and when there isn’t the boss is probably an easy one when you’re not anxious about having to repeat the section
Plus, platforming is a huge aspect of the challenge in itself. Sure, it’s annoying chores now, but what happens when you need near perfect movement for long stretches with no platforms to rest on?
I’ve been stuck at last judge for hours. I perfected the runback and stage 1 and I feel I’m getting closer. Soon I’ll beat that oversized bug and get to the citadel and it will feel great!
Some games are just supposed to be harder, it’s how they were designed. Developers shouldn’t have to come out and address anything. If it’s too hard for you, just refund it and move on to another game if you don’t have the patience to learn it.
Sucks to be anyone who didn’t realize how prohibitively difficult it would be until after the refund period
I mean, it’s a direct sequel to a difficult souls-like. It’s hard to have too much sympathy for anyone who didn’t play the first Hollow Knight but wanted to jump in on the sequel, since I think anyone who played the first HK should have a good idea on what Skong’s difficulty looks like.
This is true. There are lots of reviews out there to read though before making a purchasing decision.
Let me fill up the negative space in that comment…I want Silksong to be hard. I want to do things dozens of times before succeeding, I want to struggle then overcome
It’s all skill based. You get better, your character gives you more breathing room, but ultimately you have to learn and overcome each new challenge
And that feels amazing, it’s not for everyone but I don’t want a way to make it easier… It would cheapen the experience to even have the option
Agree but man it is punishing to get smacked back to a bench 6 screens back.
That’s the point?
Are tedium and difficulty the same thing?
No, they’re not, and that is the whole point.
If you could die a hundred times and never lose any progress, Pharloom wouldn’t feel dangerous or unwelcoming.
This feeling you get when you’re running around an uncharted area is tied to the risk of being sent back, not the difficulty of the enemies in said area.
Hmm, fair point.
It depends on the context. Let’s say their is a hard boss that you need 10 attempts for. It makes a huge difference if there is a checkpoint before it or if you have to do 5 minutes of chores again (I agree that these are extreme examples…)
20 minutes of challenge becomes 5 minutes of chores becomes 2 minutes to blaze through flawlessly once you get it down
And it breaks you out of the headspace. You can’t just dive back in, every attempt has weight, even if not much
Also most people who complain about this seem to not understand that this is not random, these are well thought out design decisions. If it feels impossibly hard to just get to the boss, there’s probably an easier way. There’s tons of shortcuts, there’s often an easier route to another bench, and when there isn’t the boss is probably an easy one when you’re not anxious about having to repeat the section
Plus, platforming is a huge aspect of the challenge in itself. Sure, it’s annoying chores now, but what happens when you need near perfect movement for long stretches with no platforms to rest on?
I’ve been stuck at last judge for hours. I perfected the runback and stage 1 and I feel I’m getting closer. Soon I’ll beat that oversized bug and get to the citadel and it will feel great!
It will! That one took me a while too, but it opens up a lot
I couldnt agree more. It’s okay if a game is too hard, either take the challenge or just move on to a different one, there’s no shame in it.