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The elegance of movement in Silksong

theahura.substack.com

31–40 of 358 posts

Re: The elegance of movement in Silksong

#31
post #7

Am I the only one who didn't like Hollow Knight? In theory, it's just the game for me: indie, charming graphics, technically well done. What's not to like? In practice, it felt too difficult, too much work, too repetitive, and simply unfun to me. edit: interesting, downvotes for expressing an opinion directly related to sentences in the article (how difficult games are enjoyable somehow to some people; the article is…

[flagged]

Do you mean that I'm not skilled enough?

Oh, no argument from me! :)

To be clear, I'm not saying Hollow Knight is bad, I'm saying it was too difficult for me so I abandoned it, and will not buy the sequel because I don't have time to suffer. I want to enjoy videogames.

Re: The elegance of movement in Silksong

#32
post #14
post #7

Am I the only one who didn't like Hollow Knight? In theory, it's just the game for me: indie, charming graphics, technically well done. What's not to like? In practice, it felt too difficult, too much work, too repetitive, and simply unfun to me. edit: interesting, downvotes for expressing an opinion directly related to sentences in the article (how difficult games are enjoyable somehow to some people; the article is…

Different strokes for different folks. You don't need to please everyone, but it helps if you can move 15 million units with three developers. I don't play Candy Crush but yet somehow this little cash cow keeps getting updated and I'm not one of the 2.7 billion downloads!

> Different strokes for different folks

Agreed!

I hope you're not saying the only possible alternatives are the opposite extremes of Candy Crush or Hollow Knight, though :) I'd feel vaguely insulted.

I did finish Cave Story after all (but maybe today I wouldn't, I no longer have the time or patience).

Re: The elegance of movement in Silksong

#34
I remember reading an essay (probably from here?) about how a great way to build a game is to build it around a "toy" -- something that is pleasurable to simply interact with, even without objectives. I can't find it anymore -- the closest I can find is https://medium.com/@keerthiko/toys-to-games-25d35b40425d but I don't think it was that, although it's based on the book "The Art Of Game Design" which may have been a common inspiration.

Anyways, I've often thought about Super Smash Bros. (particularly, Melee) as a prime example of that idea.

Re: The elegance of movement in Silksong

#35

I think Hollow Knight and Silksong are mostly special for their art style, the movement feel is pretty average. Among 2D platformers in general, I think the medal for best movement feel goes to the Fancy Pants Adventure series. (You can still play it online on sites that have Flash replacements, start with the 4th game because it has everything.) But that's a deliberately easy game, you just run through the levels an…

Link to the original N if you haven't played it: https://www.kongregate.com/games/MetanetSoftware/n

(Mandatory addiction hazard notice)

Re: The elegance of movement in Silksong

#36

Fluid & fun movement feels great and a lot of my favorite games have it - Doom, Hades, Ori, Celeste, Apex Legends, The Finals and more. To me it's an ingredient in a great game, not something necessarily unique to Silksong though.

Surprisingly overlapping set with games I’ve played and enjoyed a lot! Dead Cells was another that has a lot in common.

Re: The elegance of movement in Silksong

#37
post #7

Am I the only one who didn't like Hollow Knight? In theory, it's just the game for me: indie, charming graphics, technically well done. What's not to like? In practice, it felt too difficult, too much work, too repetitive, and simply unfun to me. edit: interesting, downvotes for expressing an opinion directly related to sentences in the article (how difficult games are enjoyable somehow to some people; the article is…

I hated Elden Ring because it felt way too hard and the movement & animations feel very slow. I died to bosses like 100s of times and just quit. HK didn't feel hard at all though, most bosses i beat within like 2-3 tries, maybe 10 tries at most for a few. But yeah I'm not a fan of frustratingly hard games either, it just feels like a tedious chore. It's funny how small tweaks can change what different people find hard I guess.

Re: The elegance of movement in Silksong

#38
post #11

> You could play Silksong's predecessor, Hollow Knight, and not be all that good at it. Hollow Knight was a tough game, but I think you could get through it and fall in love with the environmental story telling and the lore and the music and characters. Silksong has all of this in spades, too, but it is so damn hard that you will not be able to access any of it unless you are willing to put in some serious effort. As…

I had no trouble going through Silksong (and I'm having a blast!), but there were _a lot_ of times when I thought that this would be really hard for people who are new to the series. > Everything so far has felt achievable and reasonable to me, having played HK, Dark Souls, Elden Ring and other similar games I don't think Silksong is significantly more difficult than any of those If you are a type of player that play…

Yeah sure but they will play the game and struggle and learn just like everyone else has. HK/Silksong are not games for someone who just wants to chill and breeze through. They are difficult on purpose. People who don't want difficulty can play other games.

I'm not particularly good at this, by the way. Before Silksong I haven't picked up my playstation controller since Elden Ring came out. I've been pressing the wrong buttons and running/jumping/dashing into enemies over and over. I've been struggling. That's what I signed up for when I bought the game.

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