'Criticism Isn't Hate' — Hollow Knight: Silksong Sparks Debate About Difficulty, Runbacks, and the Dreaded 'Git Gud' Comments - IGN
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With Hollow Knight: Silksong’s huge launch in full swing, community debate about its qualities and flaws has gone back and forth, with some players insisting their criticisms about things like the game's difficulty are valid and shouldn’t be instantly dismissed as "hate."
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030m

The game screams passion and devs spend seven years making it the way they like it. It is also a dirt cheap.

Critisism is fair and everybody has right for opininion. My opinion is that people who are bitching about the boss runs can shove it up to theirs.

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21h

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.

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83h

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

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43h

Some of the boss fights felt amazing once you start learning their attack patterns, but then others were just… lacking. The savage fly one comes to mind. It wasn’t particularly a difficult boss itself. But when it summoned ads, it became a fight around rng. It wasn’t a fun fight at all. Felt like the devs realised it was too easy and chucked in ads then left it there.

Separately, why on earth the boss doesn’t receive damage for slamming down on the spiky enemy when its spikes are deployed… Missed opportunity!

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22h

The Beastfly in the Chapel isn’t too bad, since you can leverage its slam to take out any ads, however there is another arena where you fight it again and it spawns flying ads who shoot projectiles which deal double damage AND the boss breaks the platforms you’re standing on.

Feels like bullshit fighting against it.

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64h

High difficulty is not 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.

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3
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2h

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…

I feel this is a false equivalence.

If you wanted to make a movie analogy, I’d say it’s more like a movie having subtle subtext or context which would make it’s message or intent more difficult to comprehend.

Imagine if someone watched The Cabin in the Woods (satire movie about horror movies) and said it was a bad movie because it wasn’t scary.

I think its fair to say that person would have low film literacy at least.

How do we compensate for that? Should movies start offering accessibility features so every viewer can have the ability to know foreshadowing, film cliches, or meta-narrative devices?

I feel like giving viewers an option before a movie to say “i have low media literacy”, which would result in popups during the movie to say “hey, this is a callback to the Hellraiser franchise” would be insulting to the creators.

The film wasn’t made for casual movie viewers, it was made for a specific audience. The creators aren’t obliged to make it more easily digestible.

Edit:

Satire falls apart when it’s spoon fed.

If difficulty is part of the games design, then reducing it is functionally similar to explicitly stating irony to a viewer.

Magnum, P.I.
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13h

Cabin in the woods was a satire movie??? I like the movie…

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32h

I can’t tell if you’re being ironic or not lol.

I’ll write my response as if you’re being sincere;

Cabin in the Woods is one of my all time favourite movies, but the entire premise is built around horror movie tropes.

The “gods” mentioned at the end of the movie are the movie viewers themselves. They “demand blood” (watching a splatter movie for the sake of watching people get killed).

It’s a requirement that “the virgin” be the last one killed, but the death is optional (this is a staple of horror movies; the ‘Final Girl’)

One of the literary devices the movie toys with is the idea that ALL the horror movies we’ve seen are part of the same universe, and the guys in the offices are the ones pulling the strings to entertain us.

The entire movie is one giant nudge-nudge, wink-wink for people who love to get meta with horror movies.

If you enjoyed it regardless, that’s fine, but my point was that it would be a bad product if it tried to accommodate for viewers such as yourself.

Magnum, P.I.
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12h

No I really did like the movie and yes it was full of stereo types like the chad, the stoner, the girl etc but I never came to think of it as satire or that we are the gods demanding the blood. But it was a good movie, I liked it.

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12h

Glad you liked it anyway lol.

Small aside: the characters aren’t stereotypes, they’re archetypes. This is another example of the satire, as well as the gas station attendant from the start (I think he was called the Harbinger?)

Magnum, P.I.
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12h

Oh yeah arch types it is. Did you know you can buy the cup-bong on the internet lol

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Runbacks are a lame attempt at artificially increasing difficulty. I’ll happily die on that hill. I love difficult games, but there is a fine line between frustration and difficult.

Elden Ring (at least all the bits I played through) and Sekiro absolutely nailed it. None of the run backs were particularly egregious, and it let me really focus on experimenting and learning to feel out the difficult fights. Celeste is another good example. I have dropped hours on some of the later levels trying to master them, but never once got frustrated.

Hollow Knight I never finished because I got stuck on a boss and the runback was just way too long and annoying. I loved everything else about the game and want to finish it eventually.

Edit: I think they have their place as “mods” that you could enable to increase difficulty, and i’d actually probably enjoy it that way. Just designing the game around them is where i draw the line.

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76h

Unpopular opinion but I like boss runbacks.

To me it feels like “if you don’t survive the journey, you’re too weak for the boss itself” it brings me down and makes me calmer until I reach the boss.

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To be fair, From has like many games to learn from that while Cherry only has HK. I’ll never forget the sheer pain of the Frigid Outskirts from Dark Souls 2.

Kinokoloko
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17h

At least that’s an optional area. Now, the run back from pre-SotFS No Man’s Wharf? That was a pain.

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14h

The run to Blue Smelter nearly gave me a coronary.

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1010h

I think this discussion has more merit when framing this from an ableism viewpoint. Games having accessibility sliders to either slow down puzzles or enemies helps players who have a disability.

A game that comes to mind is Crosscode! You had options that could change the speed and damage for various things in the game. Was nice because sometimes I’d change the settings when I had been stuck and frustrated on a puzzle which made the game far more enjoyable.

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-1710h

skill issue

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128h

The main goal of a game is to be fun, not to be a bragging right; even more in a single player game.

If someone, for any reason, prefers a more casual experience, let them have it. On the other hand, if you prefer to brag, go for it and cramp up the difficulty.

There us no point of gating a single player game. Single player games should be accessible for all.

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24h

The main goal of a game is to be whatever the creators and/or you want it to be. Frustrating difficulty can still be fun, just like feeling scared in a horror game is fun. It simply has to be done right.

Keep in mind it’s already very hard to make a good, balanced game. Adding difficulty sliders increases that exponentially. Even if you add a few presets - that’s still a lot more work, which indie studios may not have resources for.

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135m

Many FromSoft games don’t strike that balance right. The ones I’ve tried, even the ones I successfully beat, gave me a groan of “Fucking FINALLY, now what mediocre reward and fresh hell do I get for that!? In fact, why am I playing this…?”

Another example, Stellar Blade. I enjoyed the difficulty, and got pretty good at the parries against bosses; but usually only hit about 60% of them. That wasn’t good enough for the very final boss, which takes off about half your health for each one you miss. Only for that fight, I ended up turning down the difficulty - and it was still tough! And, I still felt rewarded at the end.

One final example, Another Crab’s Treasure. It has some hard fights, and many difficulty options. I’m glad those were there…but I also just never used them. Also, it now has a NG+ that gets even harder.

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58h

For myself? Definitely! But someone shouldn’t be prevented from playing a game because of a disability. Just like how Frostbite engine games have great accessibility options for colour blindness.

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24h

Colorblind accessibility is easy to implement and pretty much everybody can do it after reading a wikipedia article on colorblindness.

On the other hand, balancing a game for several difficulties is not easy and takes a lot of time. Plus, it doesn’t always make sense. Part of the game is the struggle. If you’re skipping the struggle, then you’re missing a part of the game.

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15h

Tbh it’s a reflex and dexterity game, among other things, so it is not for everyone. In the same way a game that requires memorising melodies is not for me, since I suck hard at it.

I suppose there could be a mod that simply doesn’t let you die and you can explore the whole world. There is no other way to make a platforming section easier, unless you add more anchor points etc., which requires actually changing the world (essentially, you remove the platforming section), so those could still be a problem.

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3515h

People forgetting that when you ran out of lives you used to have to go back to the start of the whole game.

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45h

As someone who isn’t necessarily big on the notion streamlining is “objectively” good game design… That more or less began to be disposed of the minute we had the technology, minus a few now-niche genres that rely on it. It was gradual, but mass market games as early as Zork in 1981, had save schemes.

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1211h

yes, i HATED that, and don’t think I ever finished any of those games.

that was not a good thing.

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210h

And you’re forgetting that was a holdover from arcades designed solely to part people from their money.

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112h

Zelda: Pwr off Rst. Must ensure progress is saved. Far end of the spectrum: Sewer Shark. Fuck that game, I didn’t want that beach life anyhow.

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1913h

I mean personally I don’t have any issues with an easy mode in games, casual play is nice when you come back home from work half dead. Silksong is advertised as a soulslike though. Feels a little counterintuitive to take away the aspects that define a soulslike, even if it makes the game accessible to a wider audience.

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512h

For me though, a lot of Souls games are about opening shortcuts and then running past anything left to get another go at the bosses.

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18h

You can’t reliably do that in 2 though with the sheer amount of ganking enemies.

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16h

Yeah, I wasn’t fond of 2. Although you could just kill them 12 times and never have them respawn. Quite tedious, especially in the DLC.

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1414h

I think it’s a great game for veterans who like challenges like myself.

But I have to call out team Cherry for their interviews: They said they wanted anyone to be able to pick up this as their first Hollow Knight game and just start playing… Sorry, but, bullshit. the difficulty ramp is too quick, double damage comes out to early and the boss fights get more challenging quickly. See the weaver for instance, a fight I’d place around the difficulty of Grimm, but there’s double damage and you probably only have 5 health.

Also they mentioned part of the game’s difficulty was due to Hornet’s competence and utility… Ghost is canonically a better fighter than Hornet, so by that logic they should have made the game easier (yes I’m being silly about this part).

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12h

Didn’t personally watch the interview in question (or forgot by now) so I don’t know what they meant, but it definitely feels like lore wise Silksong can stand as an independent game with what I’ve discovered so far.

Regarding difficulty, Hollow Knight isn’t the only game that could have prepared you for Silksong I think.
I think what it helps a lot with is familiarity and mindset. The overall game loop is very similar.

That said, I think it’s wise to give HK a try before buying Silksong. It’s a cheaper game, worth playing through if you’re into these kinds of experiences and if you don’t enjoy it, chances are Silksong will not be much fun for you either.

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311h

I think its fine for a player new to the series but you’ve got to the type of person that is willing to learn and willing to die over and over. For people who play these kinds of games its not insane to expect them to pick it up.

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3417h

I spent 3 hours stuck on one boss fight.

In most games, finally beating it would have me saying “thank fuck its over”.

In silksong, I’m saying “fuck yeah that was a good boss”. It’s a very different feeling, and one that I haven’t had the pleasure of enjoying in quite some time.

That said.

I think both hollow knight and silksong should have easy modes. It would be fine. It doesn’t hurt me any that someone else can have an easier time. People need to remember that video games are entertainment, and the sweaty “hardcore gamers” can fuck off with their usual judgemental elitism.

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613h

This is exactly it. I think the game is a goddamn masterpiece. The most infuriating fights feel like huge accomplishments, not just relief. Phenomenal game all around, but that difficulty curve isn’t for everyone. I can say the same about any Soulsborne game, love them to death but it’s definitely too much for some folks. Difficulty options are a good thing, if a compromise has to be made just have it disable achievements or w/e.

Noxy
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2216h

is nobody going to define what “runbacks” are?

I’m guessing it’s something like when you lose to a boss you have to travel a senselessly difficult and long way back to the boss to try again?

That does sound annoying and I hate when I even have to sit through a cutscene on each retry of a boss…

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1012h

Unskippable cut scenes should be dragged into the street and shot.

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I’m guessing it’s something like when you lose to a boss you have to travel a senselessly difficult and long way back to the boss to try again?

Exactly. Lots of bosses don’t have convenient save points nearby, so you’re forced to walk back from the save point every time. And many of the treks are either long or just outright annoying (cheesy enemies, obstacle courses, etc). It’s like the 5 Minute Long Unskippable Cutscene’s more annoying older brother, because this unskippable cutscene requires actual gameplay and focus.

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210h

Hot take here, but I don’t mind them. Exactly because they take focus. They tell me when it’s time for a break. If I’m not up for the runback, then I’m not up for aother attempt at the boss.

Pyr
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18h

Eh, make it optional. On hard difficulty make it a thing, medium difficulty allow it to be skipped.

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-17h

Why? If you can’t get through that, you aren’t going to beat the boss.

Pyr
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27h

I haven’t played silksong, but I’m just going off other games in the past for my experience.

If you make it through the hallway of meaningless denizens that just waste time and get to the boss, then die to the boss… Why waste time going through the meaningless denizens again to challenge the boss?

I can see it on higher difficulties when you need to make sure you get through the meaningless denizens perfectly in order to preserve your health and resources to have a better chance of defeating the boss.

But when you just want to experience the story on lower difficulty why make the denizens less powerful to make the boss easier when you can instead just put the save point in front of the boss in instead of the denizens? You’ve already made it through the denizens, it’s not like you’re skipping content.

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07h

Because if you can’t make it through the denizens, you can’t make it through the boss. It’s a filter.

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16h

What a weird take. It’s about respecting the players’ time. Making it through the denizens to the boss is not challenging whatsoever. Why would you think it is? It’s just tedious, and bad level design.

simple
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2415h

I’m guessing it’s something like when you lose to a boss you have to travel a senselessly difficult and long way back to the boss to try again?

That’s exactly it. The runbacks aren’t too long in this game despite all the complaints, but some of them are tricky and can get annoying if you keep dying 10 seconds into a fight.

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14h

Most runbacks aren’t too bad, but fuck the Bilewater one. That shit was too hard and annoying. I had less trouble with the First Sinner than that boss.

simple
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13h

The devs looked at blight town from dark souls 1 and thought ‘we can do worse’. It really is a nightmare but somehow I killed the boss first try in the end

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There have been several boss fights so far where I die to the path to the boss more than the boss itself and it takes way longer to get to the boss than actually beating it.

That being said though, I do think there’s some merit to runbacks as an actual consequence for failure. I definitely strategize more cautiously because of it.

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514h

I mean, there are some really bad runbacks, but yeah most of them are fine.

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15h

How is it compared to HK?

This is the only thing I wanted to know from reviews, for whether or not to bother with Silksong. I love difficult boss fights, but cannot be arsed to spend more than half a minute doing a tedious chore in order to actually redo boss fights.

socsa
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615h

So it’s basically the standard platformer formula going back three or more decades?

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05h

No, just those with bad level design. Nine Sols has plenty of challenging boss fights, zero run back. Same with Sekiro, and most newer titles.

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914h

More like the Dark Souls formula of having to trek through heaps of enemies and traps to get back to the boss. Including the whole “lose all of your money on death” thing.

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18h

Modern from games barely have run backs anymore. Atleast in souls game you can bank your currency into stats or buy consumables, you can’t reliably do that in SS.

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314h

Some of these mother fuckers never dealt with nosk and it shows.

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813h

The Picard Maneuver
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2818h

I’m loving it, and the runbacks and difficulty just feel like standard metroidvania to me. Yeah, it takes time and caution, but that’s just the genre.

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212h

Since when do metroidvanias not have save points right outside boss rooms? That’s been the standard since symphony of the night at least…

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28h

Doesn’t metroid only have save rooms?

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1718h

If anything I find the walkbacks much shorter than in the original. There is always a bench 30s/1m away from each boss or tough platforming section. At least so far…

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1217h

the vastly increased traversal speed also helps mitigate the walkback tedium

subignition
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517h

It’s definitely fair most of the time. There are one or two places I’ve seen so far where it’s deliberately ramped up (or appears that way at first.)

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26h

Yeah I am almost at the end of the act 1 (i think?) and so far the impression is that if something seems to have a long walk or having to repeat a hard parcour section, I didn’t find some hidden bench or shortcut to bypass said parcour section.

In general I can see this game being started as an expansion for HK, the difficulty is quite high and the curve steeper, but I can’t relate with most of the complains so far (the currency maybe a little, but it’s normal IMHO you can’t just shop everything at once from a new vendor you find).

Initially I was put off by the double damage, but the heal being short and x3 I think compensates for it (plus, you can do it mid air etc.).

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18h

Yeah the game’s definitely harder than HK was, but by no means impossible. It’s not nearly as difficult as say Elden Ring for a recent-ish example. The true ending final boss didn’t even take me as many tries as Last Judge or that frog fucker lmao

None of the runbacks are egregious either. There’s just about always a bench barely 30-40 seconds away at absolute most.

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17h

Groal’s runback is egregious. Even if you find the closest bench.

KhanLee
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413h

A tale as old as time, the more things change the more they stay the same.

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1417h

Did these people forget how ball-smackingly hard Hollow Knight was???

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56h

Yes.

I think time has made people look at Hollow Knight through rose tinted glasses. When I picked up the game in 2018, I got to the Soulmaster and gave up entirely because of its runback, it was just too annoying.

I ended up finishing the game a few years later and absolutely loving it, but runbacks are to this day my main criticism of the game, and I know a lot of people agree about that.

For this reason I hoped that they’d make things better in Silksong, but at least now I know what to expect so it doesn’t annoy me as much as it used to.

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313h

HK can be trivialized pretty early on by stacking charms and upgrades. Silksong spaces out meaningful upgrades in a way that really forces you to learn the ins and outs of the game before you can start buildcrafting.

FWIW, all the final bosses are easier than HK’s true final boss. The difficulty scaling starts with a rough curve but evens out over time.

Coelacanth
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114h

I imagine a non-insignificant portion of Silksong players never played HK and just jumped on the hype bandwagon. Which makes sense considering it was built up like it would literally pay off your mortgage and reunite you with your high school sweetheart.

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