> 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.
The elegance of movement in Silksong
201–210 of 358 posts
Re: The elegance of movement in Silksong
#202Re: The elegance of movement in Silksong
#203> 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…
Re: The elegance of movement in Silksong
#204Earlier quoted context omitted.
Spoilers: Silksong has arenas with 3 mobs that throw discs plus you. Idk about you, but I can't track 7 things moving at once. This isn't fun. Nor is it challenging, you just have to get lucky. I like Silksong, but the only way some the bosses were made challenging was because of constant adds. Hollow Knight rarely had this.
The older I get the more I find boss fights off putting. I get literally zero satisfaction out of learning whatever pattern you have to learn to perform whatever correct action, at the correct time, you need to defeat a particular boss. It's just a time consuming chore. Edit: the "boss" escape sequences in the Ori games were also entirely frustrating and and unsatisfying to me.
I did stumble upon a game where I enjoy the bossfights though - in V Rising. There is a TON of bosses in the game, but the game is so full of quality of life stuff that even dying repeatedly is not a big deal.
I generally dislike when my time is a stake in the game. I have so little of it in the first place, I don't like risking it in this way.
Re: The elegance of movement in Silksong
#205A good example of how the experience of something can be so different between people. I also feel the need to write an article about it, but I'm not done yet... At the surface I had a similar experience to what the author describes. The movement feels good to me (until it doesn't), the game is appealing in style and gameplay concept, and I die frequently. But unlike them I dropped it after throwing myself at the exac…
> you are supposed to willingly explore the game world, you know, the core of a Metroidvania This is why I bounced off Hollow Knight despite enjoying similar games like Metroid, Ori etc. The “shade” system actively discourages exploration: when you die, the game wants you to go back to the same place over and over, instead of going a different way or trying something new.
Re: The elegance of movement in Silksong
#206Earlier quoted context omitted.
Most of the pogos don't require the full diagonal range, you can just trigger the attack when you're really close to the target, which makes it almost a regular downwards jump.
Yeah, this was the big insight for me.
Re: The elegance of movement in Silksong
#207I 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.
There’s also an accessibility aspect to it. Accommodation for players who may have different physical capabilities is just the right thing to do.
Re: The elegance of movement in Silksong
#208I 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
#209Earlier quoted context omitted.
The older I get the more I find boss fights off putting. I get literally zero satisfaction out of learning whatever pattern you have to learn to perform whatever correct action, at the correct time, you need to defeat a particular boss. It's just a time consuming chore. Edit: the "boss" escape sequences in the Ori games were also entirely frustrating and and unsatisfying to me.
Same for me. I appreciate stories and standard gameplay loops more than bossfights. I did stumble upon a game where I enjoy the bossfights though - in V Rising. There is a TON of bosses in the game, but the game is so full of quality of life stuff that even dying repeatedly is not a big deal. I generally dislike when my time is a stake in the game. I have so little of it in the first place, I don't like risking it in…
Heck, I even seem to like job-like games (Hardspace Shipbreaker was amazing to me).
I guess the "if you don't pass this, start over!" aspect of boss fights is the thing that irks me.
Re: The elegance of movement in Silksong
#210> 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 is not particularly that hard either with retrospect to the wider genre with staples like Megaman.