This game is fuckin HARD. I’m about 10 hrs in and spent the last hour or so getting my ass kicked by an ambush room full of basic enemies

  • Krauerking@lemy.lol
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    2 days ago

    I miss when difficult but barely doable platforming rewarded you with an awesome badge instead of a bench that kills you and a room full of shards that you cant pick up since you are now full up.

    Im actually not having that much issue with combat but i did 100% hollow knight not including the dlc. The ability to dash in and out of combat has been pretty helpful but im tired of skipping basic enemies because of the pain it is to kill them.

    The ants can gargle the loop of my blade.

  • grym [she/her, comrade/them]@hexbear.net
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    3 days ago

    Absolutely Love It.

    There’s a weird difficulty spike mid-way through Act 1, a particular boss seems to have too much HP and be a bit of a wall for a lot of players, and you still have limited options at that point. After that and 2 other (better) bosses, the game really opens up in places you can go and things to do, and it’s felt incredible since.

    I didn’t struggle too much on that boss btw, i’m pretty good at these games and platforming so i’m having a fucking blast, but some of my friends that are less good at those games have struggled a lot.

    It’s definitely harder than HK, that’s for sure.

  • TheModerateTankie [any]@hexbear.net
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    3 days ago

    It’s really good.

    A lot of the enemies hit hard and seem to have a bit too much hp, but I think they are trying to balance the healing/silk mechanic to reward aggression and active healing. I’m still early game, and I’m not sure it’s tuned the best. Like a few bosses I stunned three times in a row and only then after a few more hits did they start on their final phase, and that seems a bit much. It felt like I was missing something, when I just needed to put a few more hits in.

    One thing I noticed is that if you see a rosary string device, it’s usually near a place where you can farm them. I spent a few minutes farming and making strings and it made exploration a lot less frustrating whenever I came upon a toll bench, fast travel point, or the toll shop.

  • WhyEssEff [she/her]@hexbear.net
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    4 days ago

    The one maybe-critique that I’ve solidified this early on is the overabundance of 2-mask hits, especially as early as they are, and then having no leeway between contact damage and attack damage with that most of the time, and then there’s moments where the boss is downed and the 2-mask contact damage kills you.

    It feels like there’s more benches which counteracts the runbacks, so maybe it’s an ‘I need to meet the game where it’s at’ thing. Otherwise enjoying it. Hornet is refreshing to play, even though she’s much more technically-demanding in her playstyle.

    • Cowbee [he/him, they/them]@hexbear.net
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      4 days ago

      I feel like once we get better at controlling Hornet, the sheer breadth of her kit is going to make the game so much more fun to play than standard Hollow Knight. The 2-mask hits are a lot, but it’s mostly counteracted by a much stronger heal, plus being able to heal mid-air.

  • CommunistCuddlefish [she/her]@hexbear.net
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    4 days ago

    It’s cute.

    It’s beautiful.

    It’s challenging, but not impossible (I say 4 zones in, so I expect it to get much worse in that regard)

    The art style is the same as Hollow Knight.

    The vibes are excellent.

  • decaptcha [none/use name]@hexbear.net
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    3 days ago

    The controls and movement are supreme. I love how the game rewards aggression in combat. Yes I’m gonna risk dying to a basic enemy but I’m gonna look so badass!

    spoiler

    I just figured out you can dash-strike into enemies and deliver an immediate second strike, or air dodge away, or wait to bounce up and float dress for a sec to dodge their counter before punishing them some more… love the combat

  • QuietCupcake [any, they/them]@hexbear.net
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    4 days ago

    I was thinking about writing up a longer, more thought-out post as a kind of early review, but since I’ll probably not get around to it, I’ll just ramble here instead.

    I only reluctantly say with great sadness that I am a bit disappointed with Silksong. When I saw people talking about how it was harder than Hollow Knight, I was excited because I love me my super difficult metroidvanias (for example, Aeterna Noctis is one of my all time favorite games and I will sometimes go back to it just to replay the most difficult bits of it, particularly the platforming sections that make the Path of Pain seem like a tutorial introduction). But some (too much I think) of the difficulty in Silksong comes down to what feels more like arbitrary numbers form of difficuty, like those mentioning the overabundance of hits, even from regular enemies and even environmental hazards like traps, doing 2-masks of damage. Given the amount of hits you have to perform to build up the entirety of your silk in order to heal 3 mask pips makes this just tedious. It also means that finally getting another mask (getting 4 hard-won pieces over time) makes very little difference in most cases. Finally getting that extra mask should make you feel like "now I can show those baddies!* but in practice, when a boss kills you in 3 hits because it takes 2 masks for each hit and you have 5 total, when you finally get that extra mask? You still die in 3 hits because it takes 2 masks for each hit and you have 6. It doesn’t feel good to get that new mask, it feels useless and like it was mosty a waste of time, which is kind of a cardinal sin in this kind of game. And that’s far from the only example. The lack of rewards for beating many of the bosses, even just a nice drop of scattered currency (like in Hollow Knight) has me wondering what they were thikning when they decided zero reward for a boss was a good idea. The feeling that overcoming challenges in general doesn’t really net rewards, let alone rewards that seem commensurate to the challenge is very disappointing. One of the great aspects of metroidvanias is how the acquisition of new abiities makes you feel powerful as you progress. I know I have a lot further to go, so I’m hoping this improves, but so far, I have not felt that good old “now I’m a badass” feeling even once yet.

    The economy is also not good. The shell shards, separate from the rosary beads, seemed like a good idea at first, but after playing a while, they just seem totally superfluous. I tend to have them pretty well filled up most of the time, with the cap reached fairy quickly, so usually they’re just there and collecting more does no good anyway. But when I run into a boss I’m having trouble with, I start using a lot of the tools that cost shards (as players are meant to). But if I’m stuck on the boss, they run out, meaning I have to stop working on the boss and go farm a bunch of shards which is just annoying, before being able to come back and fight the boss again while using tools. So it’s a feast or famine situation and neither state is very fun. You’re either unable to collect them and they’re useless OR you’re having to grind for them when you’d rather be doing something else. And the fact that you have to be at a bench to use them up (transform them from shards into tool uses) makes all of that worse.

    Meanwhile beads are the real main currency and what you lose when you die (in typical Souls fashion), but only certain specific enemies drop them, so when you want to buy something (which you need to do too much in this game) you often have to go to a specific place on the map where you know bead-dropping enemies are in order to farm for them. Since dying is so easy due to the low health you have, it also, for me anyway, disincentivizes picking up the chests or the beads hanging in the environment, and worsens that feeing of lack of reward when you do find a hidden area with a collection of rosary beads. I take note of their location to save them and come back for the next time I know I’ll be farming/grinding beads, so I won’t die and possibly lose them for good by dying again while on a runback to my death location. I know this is a common, intentional, even staple form of tension in games with soulslike death mechanics. But with how it’s balanced in Silksong right now, it just feels too grindy. And that you have to pay for everything! Find a bench? There’s a fee. Find a fast travel spot? There’s a fee. Find a new door to a rest spot? Yeah, there’s a fee. But guess what, if you step away before going inside, you have to repay that fee. And once you go inside and leave again? Yep, gotta pay the fee to come back. What is this, the fucking U.S.? There’s also a merchant in there selling unique goods, which of course you have to pay for (that much is understandable), but you have to pay a fee every time you want to access that merchant? Gtfo. Insert joke about how I play these games to escape the capitalist hellworld, not stay stuck paying fees in order to pay fees. I found out there is a gear you can hit to break the door so you don’t have to keep repaying that fee, so that’s cool you can sabotage those rent-extracting fucker’s little merchant scam thing, but before that, I was pissed about having to keep paying 30 beads every time I wanted to browse that merchant or rest on the bench there, and 60 if I took a step away from it accidentally before entering.

    I have mixed feelings on the new diagonal pogo. It’s thrown me off a bunch of times for sure, but I think overall I like the experimentation of it and the added complexity to the straight down pogo. I’ll have to play more to really get a good sense of how well it works, and honestly that’s true of all of this. I just have a lot more hope for the pogo than I do for the rest of the things I mentioned.

    I’m really tired and I just spewed this out, not going to proofread, but instead try to sleep. So sorry for the long and badly formatted complaint comment. I do have a lot of good to say about the game too that I didn’t get into at all, but would have in a proper review post.

    • Krauerking@lemy.lol
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      2 days ago

      I will say, the themes of their games are civilization.

      Maybe they just really wanted us to hate capitalism, cause everything costing money is sure getting to me.

  • tombruzzo [none/use name]@hexbear.net
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    4 days ago

    I’m not enjoying it that much initially. It feels like the game has been made for that 1% of Hollow Knight players that have platinumed it instead of for everyone else, a bit like how Elden Ring felt at launch.

    I get the diagonal down attack as well. Pogo was sort of the answer to everything in the first game so they’re trying to counter that, but that just involves putting helmets on a bunch of enemies so it feels artificial.

    The thing that’s irking me is the lack of build options. There are very few charms and the traps that replace them mostly need to be bought and are very expensive. So they involve going back to the same places over and over when you can afford them. I just feel like I can’t tweak Hornet around the edges to suit me or what I’m facing better.

    I think the overworld enemies are so tough because they all take at least 3 hits and don’t get knocked back as much as in the first game. The flying enemies also float towards you slowly then speed up at the last second. Couple that with the 3 hits and little knockback and they get annoying quickly.

    The game has been in development for a long time and has a solid fountain so maybe there’s something I’m missing and it will eventually click. I remind myself Silksong was meant to be postgame dlc so of course it was going to be harder.but maybe Team Cherry spent too much time with it and everything makes sense to them but not normal people with fresh eyes.

  • insurgentrat [she/her, it/its]@hexbear.net
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    4 days ago

    I find it slightly too mechanically demanding to be as enjoyable as the first. I feel like exploration isn’t rewarded enough, and thr overabundance of combat rooms discourages the sort of casual wandering I adored in HK :(

      • insurgentrat [she/her, it/its]@hexbear.net
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        4 days ago

        Yeah, I think it’s fine to not just want to make a sequel and I actually really like a few changes.

        The diagonal pogo is interesting as hell, it really threw me at first and I’m not entirely sold on some of the platforming yet but my god does it feel cool when it works. There’s a lot more quick decisions and corrections that allow you to really dance in the air.

        The sprint and thrust-jump attack is very cool. High commitment, in exchange for some reach and a quick jump to safety you can follow with aerial techniques. Interesting platforming challenges too.

        More parries are neat, really makes hornet feel more like a fencer. When you bail yourself out of a fuck up with a chain of parries it’s neuron-activation

        But the result is a way more mechanically demanding game, and they’ve really doubled down on combat.

        I think about hollow knight where the combat arenas often gave cool rewards. And the really hard gauntlets were in the arena with a cheering crowd that showers you with money. Damn they felt cool. In silksong I finally get through one and… a door opens. I don’t even get shards to replace the ones I spent. Yaaay.

        • decaptcha [none/use name]@hexbear.net
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          3 days ago

          The sprint and thrust-jump attack is very cool. High commitment, in exchange for some reach and a quick jump to safety you can follow with aerial techniques. Interesting platforming challenges too.

          This is my favorite thing about the game so far, how much it rewards you for going aggressive in combat. It turns the knockback in your favor cuz you can dash up in some bug’s face, land at least one strike, and they either back off or stay put to counter, either way the knockback gives you some breathing room.

          And yeah the parries… so good

          Love the combat. It reminds me of The Messenger, that game had equally amazing controls and movement, and when you really get going fast you can just fly through enemies… Silksong is more sparse with the encounters but the combat is so… elegant in a similar way. Love it!

      • insurgentrat [she/her, it/its]@hexbear.net
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        4 days ago

        I guess I’d also like to call out the music. In hollow knight the music made me yearn to discover the world and the lost and decaying beauty. Silksong has incredible sound design but so far the music hasn’t hit me in the same way.

        A shame, because I actually thought the intro sequence was really strong.

  • Blep [he/him]@hexbear.net
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    4 days ago

    Its a technically superior game to its predecessor. Its definitely harder, lots of mobs just do 2 masks from jump. Idk how to feel about the dive attack yet, but the number of enemies with helmets making it completely useless has been noted.

  • Utter_Karate [he/him, comrade/them]@hexbear.net
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    4 days ago

    Very difficult. Hornet is so large compared to the knight. Also the diagonal downward slash looks great and also feels great that one time out of a hundred when I remember that’s how it works.

  • MisshapenDeviate@lemmy.dbzer0.com
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    4 days ago

    Honestly same. I just beat Hollow Knight earlier this year (so, I have a pretty recent comparison) and the basic enemies are so much harder. The few boss fights I’ve done seem comparable, but any more than 3 enemies at a time means I have to lock in or die.

  • Cowbee [he/him, they/them]@hexbear.net
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    4 days ago

    Loving it. Hornet plays so much more fluid and agile than the knight, the boss fights have been consistently fantastic, the soundtrack is great. It successfully sets itself apart from Hollow Knight with the way Hornet plays in such a good way, leaving both games with their own place. About 10 hours in, just beat my favorite boss so far, and the world is opened up even further now.

    Too early to say, but if the quality persists at least at this level, then I think I’ll like it more than Hollow Knight simply from how much I love Hornet’s moveset and how it feels to travel around the world. Honestly feels like someone took Hollow Knight, a game I already adore, and made a character more tuned to how I enjoy playing platformers, and enemies with more dynamic and interesting kits. Love the soundtrack, too!

  • Outdoor_Catgirl [she/her, they/them]@hexbear.net
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    4 days ago

    I’m having a skill issue. I recently played nine sols(basically hollow knight but with parry) and hornet is so much less capable. It’s like going from a movement shooter like ultrakill to csgo, or from sekiro to ds1. You just have to be so much less aggressive and it feels bad to barely be doing damage.

      • insurgentrat [she/her, it/its]@hexbear.net
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        4 days ago

        It is that hard. Sekiro is more generous with healing, has a lighter death penalty, doesn’t require tracking your movement and enemy attacks, doesn’t hurt you for walking into someone, and only needs 2 buttons to play (parry and attack).

        edit: oh jump for some perilous attacks but they’re rare.

        • Cowbee [he/him, they/them]@hexbear.net
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          4 days ago

          I dunno, the death penalty in sekiro seems harsher with the dragonrot. In Silksong, you can just buy necklaces and keep your beads. Maybe it’s just been a while and I remember Sekiro being harder than it is.

          • insurgentrat [she/her, it/its]@hexbear.net
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            4 days ago

            I’m not good at video games and dragonrot doesn’t matter. You can always cure it and it doesn’t affect the game loop anyway, maybe you miss some lore or something. It’s mostly a psychological trick.

            Silksong early game combat involves managing spacing, timing a variable height jump, dashing, parrying when you fuck up, managing a resource bar. It’s like final boss or sekiro in terms or mechanics to juggle and penalty for getting hit.

            It’s a crazy game, I struggled less on sword saint than than savage beastfly (haven’t beaten yet) and I struggled on sword saint.

              • insurgentrat [she/her, it/its]@hexbear.net
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                4 days ago

                I have no idea what they might tune or not. I just think it’s a clearly extremely difficult. I mean it’s a precision platforms where you often need to track multiple things on screen while platforming, with steep penalties for mistakes.

                The stuff that stops me enjoying it as much as hollow knight is I just spend more time running back to challenge rooms/bosses than practicing them or exploring. Hollow night I could pretty much idly wander through and not feel like I constantly had to go back to spend my currency or refresh health at a bench.

                The need to grind shards for boss attempts, especially in areas where many shards from enemies fall into spikes/water/lava blows too. It’s a game that seems to actively resist letting you figure stuff out, which pushes players towards low risk and conservative strategies.

                One thing that something like the souls games or hollow knight have going for them is that once you’ve lost your souls you have no reason not to get reckless. In effect if players have a dismal strategy they are encouraged to aggressively search for a better one.

                In silksong is you are discouraged from experimentation because you will have to farm shards and losing currency really sucks (especially since challenge rooms or bosses don’t reemburse you, which encourages sticking with it to recoup losses).