I won't play action games without an easy mode anymore. I've beaten all Dark Souls games and I just got tired of proving myself over and over. Nowadays I just want mild challenge and the certainty I will win after trying a couple of times.
The elegance of movement in Silksong
191–200 of 358 posts
Re: The elegance of movement in Silksong
#192I won't play action games without an easy mode anymore. I've beaten all Dark Souls games and I just got tired of proving myself over and over. Nowadays I just want mild challenge and the certainty I will win after trying a couple of times.
Re: The elegance of movement in Silksong
#193Cute article but skong isn’t as hard as op makes it out to be. I wonder if he’s played any soulsborne games or even hollow knight. Git gud!!!
Re: The elegance of movement in Silksong
#194Savage Beastfly killed me 43 times in a row. :/
Re: The elegance of movement in Silksong
#195Think the article makes a good distinction between games being hard because they're bugged and not designed well enough, so your expectations are broken and you're frustrated by how (game) life is unfair vs. a perfected design with precise match between your skill and results > movement is so finely tuned and so precise that I know deep in my bones that any hit or death is entirely on me. Of course, that in turn make…
How is this different than a game like Sega Genesis Contra Hard Corps? (Asking with genine curiousity). https://www.youtube.com/watch?v=RzJyBQKDaeQ In that game, it's basically ~30 boss fights in a row (don't know the exact number). There are 4 paths through the game A->(B or C)->D->(E or F). So if you take path B you fight different bosses than path C. Same for E and F. One of those last paths has 2 endings with one…
And a sequence of 30 bosses is too spread out to be comparable to a single condensed boss fight.
Besides that, I don't knows how buggy those bosses are, so can't compare how much of the difficulty is positive
But in general, it doesn't have to be different? The author describes a common principle of separating "good/rewarding" difficulty from bad, any game can be improved by removing invisible hitboxes that frustrate you...
Re: The elegance of movement in Silksong
#196Act II get's better as you unlock more movement and the lore develops. There is some unique stuff there. Boses are also fine for me, random summons are annoying but that's what you have tools for, kill them immediatelly.
Re: The elegance of movement in Silksong
#197Right. Cause you know all the games that exist. I know it's meant as a superlative and not to be interpreted literally but I hate this type of statements.
Re: The elegance of movement in Silksong
#198Interesting how different impressions can be. Elegance is not really how I would describe movement in Silksong. Yes, the animation is smooth, but the actual movement and its controls are very crude and twisted. It's in the realm of those annoying games which feel very unnatural, unintuitive.
Re: The elegance of movement in Silksong
#199> Silksong as a game should not exist. It is so brutally difficult that it stretches the very definition of the word "game". Games are supposed to be fun. They are meant to delight with their whimsy. Sometimes, yes, they are meant to be challenging. But that challenge is in service of fun. Games, more than any other form of entertainment, offer skill challenges. As they've become more popular they've gotten better ab…
Someone get that article writer a copy of Battletoads.
Re: The elegance of movement in Silksong
#200Earlier quoted context omitted.
Silksong is objectively hard, and if you're trying to argue otherwise you're either the mythical "god gamer" or just trolling. The game is unapologetically hard and punishing right from the beginning. The very second boss you encounter already hits you for 2 masks (which effectively means 3 hits and you're dead), and each time you try to fight him you first have to run back for a minute before you reach him. He even…
The very first boss in Hollow Knight, False Knight, does two masks of damage.