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The elegance of movement in Silksong

theahura.substack.com

201–210 of 358 posts

Re: The elegance of movement in Silksong

#201

> 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.

As soon as I read that I thought: this reviewer hasn’t played the Ori series.

Re: 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…

After reactions to Elden Ring, I can't blindly trust people saying a game is not enjoyable because it is too "difficult".

Re: The elegance of movement in Silksong

#204

Earlier 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.

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 this way.

Re: The elegance of movement in Silksong

#205
post #82

A 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.

The shade also makes the places you died in actively harder. It’s a baffling design decision. Compare it to Dark Souls, where souls aren’t even that valuable (because you level up often enough, and single levels aren’t important). Plus, when you die twice, everything is gone, and you get total freedom. It hurt the first three times, then I realized souls are cheap and stopped worrying. I never finished Hollow Knight for such reasons. Loved the first half, then decided runbacks aren’t what I want to spend my limited time on.

Re: The elegance of movement in Silksong

#206
post #182
post #147

Earlier 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.

And to add, gliding down to allow yourself more time to adjust. It seemed too good to be true first, now I think working exactly as intended.

Re: The elegance of movement in Silksong

#207

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 want either an easy mode or just let me skip a boss battle after a few tries.

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

#208

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.

I aborted my 3 Hollow Knight attempts because of boss runbacks. Is there a mod that, I don’t know, adds benches before bosses or something? Then I might finally finish the game. I do enjoy hard-but-fair boss fights after all.

Re: The elegance of movement in Silksong

#209

Earlier 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…

Yeah. Although maybe I can't say my time is that precious because I'm somehow pretty happy to grind through hours of quests.

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…

I think if you place games in the category as tourism in so far as the "safari experience", then it makes decisions clearer that the difficulty is part of the experience as the artist's intention.

Silksong is not particularly that hard either with retrospect to the wider genre with staples like Megaman.

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