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The elegance of movement in Silksong

theahura.substack.com

191–200 of 358 posts

Re: The elegance of movement in Silksong

#191

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.

I can't play dark souls and eden ring without a fov mod, so I can't go online and summon if a boss gets too difficult. Sadly pointless for me.

Re: The elegance of movement in Silksong

#192

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.

Mods already exists which can make game more forgiving. Limiting damage to one is great start. Don't be ashamed to use them on Silksong, developers went hardcore for this one.

Re: The elegance of movement in Silksong

#195
post #61

Think 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…

Contra has a primitive gameplay (like the basic movement/jump design), so the complexity of interaction is lower, and a couple of boss fights I've watched is literally moving the player in 5 different positions and just shooting around, maybe with a couple of jumps in between, so also nothing as complex.

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

#196
I found Act I not harsh but full of frustating elements. Traps in piss you off locations, 90% of flying enemies who dodge and are tanky for some reason. Like that one particular fly which spawns in exact precise location in runback to boss for you to collide, unless you are sprinting. Bullshit like this.

Act 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

#197
> The only other videogames that have this much focus on movement alone are the Mario 3D platformers — Mario 64, Mario Sunshine, Mario Galaxy 1 and 2, and Mario Odyssey.

Right. 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

#198

Interesting 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.

What's the best alternative?

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…

"Silksong as a game should not exist. It is so brutally difficult that it stretches the very definition of the word "game"."

Someone get that article writer a copy of Battletoads.

Re: The elegance of movement in Silksong

#200
post #143

Earlier 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.

You're probably thinking of Failed Champion, the Dream variant.
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