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Mistral AI raises 1.7B€, enters strategic partnership with ASML

https://mistral.ai/news/mistral-ai-raises-1-7-b-to-accelerate-technological-progress-with-ai
444•TechTechTech•7h ago•259 comments

A clickable visual guide to the Rust type system

https://rustcurious.com/elements/
108•stmw•3d ago•10 comments

You too can run malware from NPM (I mean without consequences)

https://github.com/naugtur/running-qix-malware
63•naugtur•3h ago•46 comments

DuckDB NPM packages 1.3.3 and 1.29.2 compromised with malware

https://github.com/duckdb/duckdb-node/security/advisories/GHSA-w62p-hx95-gf2c
134•tosh•3h ago•80 comments

Hallucination Risk Calculator

https://github.com/leochlon/hallbayes
28•jadelcastillo•2h ago•8 comments

How can England possibly be running out of water?

https://www.theguardian.com/news/ng-interactive/2025/aug/17/how-can-england-possibly-be-running-o...
184•xrayarx•2d ago•275 comments

Signal Secure Backups

https://signal.org/blog/introducing-secure-backups/
890•keyboardJones•20h ago•394 comments

Weaponizing Ads: How Google and Facebook Ads Are Used to Wage Propaganda Wars

https://medium.com/@eslam.elsewedy/weaponizing-ads-how-governments-use-google-ads-and-facebook-ad...
33•bhouston•49m ago•10 comments

Nango (YC W23) Is Hiring a Staff Back End Engineer (Remote)

https://jobs.ashbyhq.com/Nango/3467f495-c833-4dcc-b119-cf43b7b93f84
1•bastienbeurier•1h ago

Liquid Glass in the Browser: Refraction with CSS and SVG

https://kube.io/blog/liquid-glass-css-svg/
373•Sateeshm•15h ago•96 comments

Strong Eventual Consistency – The Big Idea Behind CRDTs

https://lewiscampbell.tech/blog/250908.html
85•tempodox•8h ago•34 comments

iPhone dumbphone

https://stopa.io/post/297
533•joshmanders•19h ago•315 comments

Anscombe's Quartet

https://en.wikipedia.org/wiki/Anscombe%27s_quartet
19•gidellav•1d ago•7 comments

NPM debug and chalk packages compromised

https://www.aikido.dev/blog/npm-debug-and-chalk-packages-compromised
1231•universesquid•21h ago•662 comments

Experimenting with Local LLMs on macOS

https://blog.6nok.org/experimenting-with-local-llms-on-macos/
341•frontsideair•22h ago•225 comments

Deluxe Paint on the Commodore Amiga

https://stonetools.ghost.io/deluxepaint-amiga/
52•doener•3d ago•13 comments

Microsoft doubles down on small modular reactors and fusion energy

https://www.techradar.com/pro/microsoft-joins-world-nuclear-association-as-it-doubles-down-on-sma...
147•mikece•18h ago•259 comments

The elegance of movement in Silksong

https://theahura.substack.com/p/the-elegance-of-movement-in-silksong
137•theahura•16h ago•205 comments

Alterego: Thought to Text

https://www.alterego.io/
158•oldfuture•16h ago•104 comments

Contracts for C

https://gustedt.wordpress.com/2025/03/10/contracts-for-c/
89•joexbayer•4d ago•69 comments

X Design Notes: Unifying OCaml Modules and Values

https://blog.polybdenum.com/2025/08/19/x-design-notes-unifying-ocaml-modules-and-values.html
12•todsacerdoti•3d ago•0 comments

No adblocker detected

https://maurycyz.com/misc/ads/
507•LorenDB•12h ago•260 comments

Is OOXML Artifically Complex?

https://hsu.cy/2025/09/is-ooxml-artificially-complex/
117•firexcy•3d ago•112 comments

Clankers Die on Christmas

https://remyhax.xyz/posts/clankers-die-on-christmas/
240•jerrythegerbil•22h ago•194 comments

Will Amazon S3 Vectors kill vector databases or save them?

https://zilliz.com/blog/will-amazon-s3-vectors-kill-vector-databases-or-save-them
246•Fendy•21h ago•111 comments

Majority in EU's biggest states believes bloc 'sold out' in US tariff deal

https://www.theguardian.com/world/2025/sep/09/majority-in-eu-biggest-states-believes-bloc-sold-ou...
10•belter•1h ago•1 comments

Show HN: Attempt – A CLI for retrying fallible commands

https://github.com/MaxBondABE/attempt
57•maxbond•11h ago•15 comments

Seedship – Text-Based Game

https://philome.la/johnayliff/seedship/play/index.html
105•ntnbr•3d ago•41 comments

The key points of "Working Effectively with Legacy Code"

https://understandlegacycode.com/blog/key-points-of-working-effectively-with-legacy-code/
155•lordleft•3d ago•61 comments

AMD claims Arm ISA doesn't offer efficiency advantage over x86

https://www.techpowerup.com/340779/amd-claims-arm-isa-doesnt-offer-efficiency-advantage-over-x86
196•ksec•22h ago•365 comments
Open in hackernews

The elegance of movement in Silksong

https://theahura.substack.com/p/the-elegance-of-movement-in-silksong
137•theahura•16h ago

Comments

Analemma_•15h ago
There are probably a bunch of videos in this genre, but I found [0] to be a particularly good explanation of why Hollow Knight felt so good. If you’re experienced at game design none of this is probably news to you, but if you’re unfamiliar with terms like “coyote time”, “jump buffering” etc., this video is a great introduction to how video games break physical realism to provide a better-feeling experience, and how tuning this is critical to getting a game which feels great. Silksong is presumably using all the same techniques.

[0]: https://youtu.be/Vxt8uud5o_4

thaumasiotes•15h ago
> Silksong is presumably using all the same techniques.

But Silksong feels terrible. Its movement is awful and difficult to control. Hollow Knight felt smooth. Silksong is the opposite of that.

This very post is mixing its message:

>> The secret to why this game is like crack is the movement. The movement is so buttery smooth that simply getting back to the boss that just ripped you to shreds is a complex, skillful, and fundamentally enjoyable experience.

>> So am I having fun? I certainly don't feel joy in my heart when I fall into the lava for the seventeenth time because I missed a jump (if lava was a boss it would easily take the top spot for the number of times it killed me).

Falling into lava seventeen times because you keep missing the same jump is not an experience of smooth movement with player affordances.

Interestingly, there is coyote time in Silksong, but not enough that you can reliably do dash-jumps. It's just that occasionally you'll notice a jump starting from the wrong location, a little to the side of and below the edge you wanted to leap off of. Much more often, you'll notice that you hit the jump button but the jump never went off, which is the exact problem coyote time is supposed to solve.

the_af•15h ago
For the record, I didn't enjoy Hollow Knight much either. It felt too repetitive and difficult to me...
thaumasiotes•14h ago
This article concludes with the thought "if you liked Hollow Knight, you won't like Silksong".

That is the same conclusion that I and my brother both came to. The game is bizarrely punitive, from the very beginning, for no reason. It's as if they thought of it as being the next Hollow Knight expansion after Godhome, providing an additional challenge for the people who have beaten every pantheon with all bindings. ("The new challenge is: all of your controls now do something different!")

But it's a sequel. Supposedly. Most sequels are aiming to appeal at least as much to players who enjoyed the first game as they do to a hypothetical new audience.

johnnyanmac•13h ago
Is it really that bad? The beginning definitely ramps things up, but I don't think anyone who beat Hollow knight would call Silksong "punitive", at least not for the 10 hours I've played so far. The area I struggled in the most was clearly one I wasn't "supposed" to go into yet, but otherwise the difficulty curve is only slightly steeper than HK's early game.

Some discourse makes it sound like we're thrown 20 hours into HK at the beginning of Silksong. I know I'm biased as someone who beat 100% of Hollow Knight (granted, there's 112% of completion, so I did not in fact beat ALL the content), since I've played more HK than average.

bernds74•1h ago
It is that bad, at least for me. I enjoyed the first 8 hours of Silksong, but it turned very quickly after that because the punishments were just completely outweighing the rewards. No health upgrade in that time, no meaningful combat upgrade, and just an endless amount of bullshit.

Like those birds that will always mirror your movement to stay just out of reach, move erratically otherwise so you're guaranteed not to get a hit in (forget about hitting them with your spear when they're in the air), and just when you managed to get under them where you might be able to land a hit they'll drop down on you to deal contact damage and flutter away again.

10 hours in, and I've not even started the game since Saturday afternoon, when I was expecting not to be able to drag myself away from it (being a huge fan of the first Hollow Knight).

stevenwoo•15h ago
I am unsure if I am just terrible at this game or more of a casual gamer with poor reflexes now, but Silksong feels particularly unforgiving. I did all the jumping puzzles in the most recent Prince of Persia game and figured out almost all of the puzzles and bosses in Metroid Dread after practice (lots of trial and error) without resorting to walk throughs, Silksong just revels in punishing you for making mistakes and forcing you to work to get back to where you just died.
sfn42•15h ago
> Falling into lava seventeen times because you keep missing the same jump is not an experience of smooth movement with player affordances.

I would describe that as a skill issue. And I think Silksong feels great. I'm enjoying the crap out of it. Regarding coyote time I haven't noticed it myself but what you describe just seems like the margins are thin. You wish they were wider ie you wish the game was easier but there's lots of people who enjoy it for what it is.

To me it's an amazing game, absolutely incredible.

johnnyanmac•13h ago
>You wish they were wider ie you wish the game was easier

I mean, the ones for Hollow knight felt wider. I think the main issue is that The Knight moved much slower and you had to time dashes anyway. Hornet's sprint has much fewer coyote frames compared to her and the Knight's dash.

slightwinder•2h ago
> Silksong is presumably using all the same techniques.

They are similar, but different on annoying details.

fishtoaster•15h ago
> Selling to businesses is very easy. You go to a business and you say "hey, you like making money?" And the business will say "why yes, I do like making money" and you will say "great, I can help you make more money.

This is so wrong it hurts. You'd be amazed at how often "I will save you $X, guaranteed, or your money back" is a non-starter when selling to companies.

I've spent a career very slowly gaining respect for enterprise sales people - going from "Ugh, sales people are all snakeoil salesmen" to "I can't believe what they do is even possible, much less regularly done" over about 20 years.

Selling software to large organizations involves finding a champion within the org, then figuring out the power structure within the org via an impressive sort of kremlinology. You have to figure out who loves your product in the org, who hates it, who can make the buying decision, whose approval is needed, who's handling the details of the contract, and so on. You need to understand the constellation of people across engineering, procurement, legal, leadership, and finance – and then understand the incentive structures for each.

Then you have to actually operate this whole complex political machine to get them to buy something. Even if it's self-evidently in the interest of the whole organization to do so, it's not an easy thing to do.

Anyway, all that to say: "b2b sales are easy" is... naive... to say the least.

hujun•15h ago
yes, and I think one big reason enterprise might not buy your product even if it is guaranteed to make/save $X is $ is often NOT most important thing to the people make buying decision, specially when it is not your own money to save or gain
mindwok•14h ago
This is very true. Look no farther than the perennial problem of department heads spending all their budget to keep their budget. Decision makers rarely care about saving money in isolation.
temp0826•15h ago
Can confirm. At one point in my career (after reflection on the situation) I realized I had been made a champion by a subsidiary of IBM for one of their products. I found myself in some really bizarre meetings with our execs and their executive sales people that left me feeling like a puppet that was made to tell our CEO that we needed this. They really took us apart, It was all very slimy.
johnnyanmac•15h ago
> going from "Ugh, sales people are all snakeoil salesmen" to "I can't believe what they do is even possible, much less regularly done" over about 20 years.

I mean, it still sounds like snake oil salesmen. It's just that that's what it takes these days to even get noticed (let alone make a pitch). rubbing hands trumps a quality product 99% of the time.

burch45•10h ago
A big part of that is “I will save you X” is a non-starter. That is not making the business more money. If you have something that will actually make the business more money then they will go “Great if I pay you twice as much will it make me 2X?” and if the answer is yes, that will be a sale every time.
dkersten•8h ago
Given how much some companies spend on their cloud services bills without batting an eye, I definitely believe this. They care about making more money, not so much about spending less, even though both are ways to increase profits.
rikthevik•9h ago
I might be overstating it, but here's what I see at my company. "Sell" is very different in all of these situations.

- Sell to the champion. - Sell to the rest of the org. - Sell to procurement. - Sell to the implementation project team. - Sell to the users and get adoption up.

Then constantly demonstrate that you're providing value in whatever terms that department / org thinks is valuable that year.

Easy!

sevensor•1h ago
This is what I’ve seen; it’s hard work, and if you fail to make any one of those sales, it can all fall apart. And you didn’t even mention getting your foot in the door in the first place. I used to chat with our business development guy in the lunchroom. He spent hours on the phone every day getting told no. It took a ton of work just to get from “no” to “maybe later,” and that’s when they didn’t just hang up in him. I think he understood what made our company tick better than anybody else, better than the CEO.
jiggawatts•5h ago
I've been watching this process with a keen eye as a technical consultant, and one thing I've learnt is that naive models of large organisations as Profit=Revenue-Costs is totally inadequate for enterprise sales. Yes, it is true that saving money anywhere will improve profits, but you can only sell that to an individual who's personal KPI needles move because of this! If the cost is in dept X but the profit is recorded in dept Y, then don't bother. You won't get a sale, even if it's tens of millions of dollars of saved costs or increased revenue. At best, you can find their common manager and try to sell it to that person, but even that has pits of failure you can all too easily fall into.
the_af•15h ago
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 all about difficulty and enjoyment regardless!). Is this the famed respectful and intellectually stimulating discourse of HN? Guys (and gals) please realize I'm not saying you are wrong to like Hollow Knight or Silksong, just adding a data point to the fact some of us don't like punishingly difficult games.

spacebuffer•15h ago
I also didn't like hollow knight despite loving hades and dead cells (somewhat similar) although I only played it for ~ 2 hours

I am loving silksong so far however

sandoze•15h ago
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!
the_af•14h ago
> 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).

lycopodiopsida•15h ago
There are at least two of us :) I like exploration and I like bloodborne, elden ring, dark souls 3, demon’s souls, dark souls - in that order. Thus, I don’t mind difficult bosses and obscure storytelling.

I’ve clocked 10h in HK but I can’t get over these fuzzy hitboxes (I say it as souls veteran!), shallow fighting system and difficult platforming.

It is ok, just not a game for me.

xandrius•14h ago
Same! But it all boils down to what kind of player you are and what you seek in games.

Even though the context is/was online multiplayer games, I still think Bartle's player types are a great starting point to better understand why you play games. And people do not necessarily have one and that's it but you can figure out which one is the main one.

For instance, I've got friends who play to feel mastery over a game: they'll grind it, suffer, put the time, just to then be really good at it. For others that's an absolute waste of time.

Other friends just absolutely like to spend hours competing with others and being better than them, from playing CoD, WoW battlegrounds and such. They study the changelogs to know what changed to get the edge over an opponent who didn't. It's fun to win for them.

Others think that games are mainly to be shared, they do coop, spend more time chatting than actually playing but still love the time. They don't necessarily finish games as that's not the point.

Then you have people who love exploring, both the world and the game content, so these are the ones playing the story completely, going to do sidequests and such. The extreme of this is the completionist, who's mainly drawn to do everything and anything, regardless whether it actually unlocks anything interesting new.

And more but the point of my long comment is that it's ok if you don't enjoy HK, or Dark Souls, etc. While I appreciate the craft, I personally don't enjoy dying a million times just to beat a silly digital thing. I want the just right amount of difficulty so that I can escape death a few times, defeat it and move on with my exploration.

And games go at waves, you had tons of competitive games a few years ago, now it's a lot of skill-based souls-like bastard games who hate you for even picking them up.

So, don't feel bad and go play Clair Obscure with enemy mods on and enjoy the sublime storyline, world and soundtrack. It's your game, you bought it, so enjoy it as you please.

zaptheimpaler•14h ago
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.
Agingcoder•14h ago
No I strongly dislike this game too. It’s too hard, I don’t like the movement which feels ‘rigid’ , and it’s super gloomy and depressing.

I enjoyed Ori, Monster Boy, or Prince of Persia the lost crown a lot more.

akavel•14h ago
In the same boat here - I played it for a while, but was (and am) sincerely super confused what people find so amazing in it. I mean, it's an ok game, and I get that some people may like it, why not; but the repeated claims of it being the best of all time, to me totally baffling. Already the respawning of the critters, and the grind to get some coins to get such a basic game feature as a map, two early aspects that I definitely don't like, and personally find somewhat disrespectful to my time.
thaumasiotes•10h ago
> I played it for a while, but was (and am) sincerely super confused what people find so amazing in it.

That's very easy to explain. It's a Kickstarter effect.

Boardgamegeek is a website that, among other things, aggregates ratings of board games into a big master list of which games are the best, kind of like imdb.

The list has been corrupted by Kickstarter - it turns out that, when a game with a Kickstarter campaign comes out, everyone who reviews it is someone who backed the Kickstarter, and those people are personally invested in the idea that their game is good. You have to wait for quite a while before a Kickstarter game's rating can be usefully compared with a normal game's.

The waiting period for Silksong seems to have had a similar effect on the people who bought it right away.

pharrington•5h ago
Nope! Alot of people just really love the game. I'm one of them! I only heard about the game after its release, and the first time I played it was in during the end of 2017. The only expectations I had for it were that it was a difficult exploration game. What captivated me was the music, the level design, getting lost before realizing what exploration options were available to me - I could go on forever about the game.
bernds74•1h ago
Same here. Hollow Knight was simply wonderful - the graphics, the music, the characters, the boss fight designs, the melancholic feeling of the world. It's hard to say whether it was my best gaming experience ever because there's stiff competition, but it's definitely in the nominees. And I only heard about it way after the Kickstarter campaign.
thaumasiotes•1h ago
> Nope! Alot of people just really love the game. I'm one of them! I only heard about the game after its release, and the first time I played it was in during the end of 2017.

Considering it released a couple of days ago, I don't see how this can be true.

pharrington•5h ago
You absolutely don't have to grind geo to buy maps, or really anything (except three very specific charms) in Hollow Knight. Just kill stuff as you go exploring. However, if you don't like the game's combat, then the game is definitely not for you.
egypturnash•14h ago
Same.

So much praise but Hollow Knight mostly just felt like a dreary slog to me. So dark. So depressing. So gloomy. It just kept on going on and on and on and wore out its welcome for me long before I made it to the end. I have played a lot of great platformers and metroidvanias and I just did not really have a good time with Hollow Knight. I had also possibly played entirely too many games where your role is "wander around a pretty, decaying, dying world and turn out the lights" before this one and just did not need another one of those stories in the form of yet another a brutally difficult game that demands absolute obsessive precision. I have suffered enough soulslikes.

The idea of even more Hollow Knight is the exact opposite of appealing to me. Maybe after it's on sale for five bucks and has added an easy mode as well as a double-easy mode. I enjoy a good platform traversal but I want the game to work with me to make me look awesome, I am no longer "motivated by mastery" or interested in feeling like "Sisyphus finally rolling his boulder up the mountain and resting while gazing at the view… only to then encounter the next boss and do it all again."

shayway•13h ago
> Is this the famed respectful and intellectually stimulating discourse of HN?

To be fair, there's not much discussion to be had around expressing an opinion like that; people will either agree with you, or they won't. The only real thread of discourse to follow from there inevitably leads back to 'art is subjective' which isn't particularly helpful or interesting. Comments praising the game without any deeper thought are just as guilty of this, of course.

(for the record I don't think it's the end of the world for people to simply express opinions, but as far as intellectual stimulation goes it doesn't rank high)

the_af•12h ago
Yeah, and how does drive-by downvoting encourage intellectually stimulating discussion?

I think my opinion was fair and interesting, and also on-topic, since TFA goes into a discussion about how a repetitive, punishingly difficult game such as Silksong shouldn't be engaging but it is (for the author), to which I replied: games as hard and "feels like work" like Hollow Knight turn me off. Difficulty is definitely the problem.

My wording, "am I the only one [...]" invited discussion of the kind we are supposed to welcome here, is it not? And we welcome discussions of art which are inherently subjective.

loloquwowndueo•10h ago
You’re not the only one. Hollow Knight is a gorgeous game but it’s difficult to the point of becoming unenjoyable.

I persevered and beat it out of pride, not because I was having fun (some bosses took me more than 100 attempts to finally beat, that’s not fun, it’s a chore). About a year later I did it again just to prove to myself it hadn’t just been a fluke. But after that - no more. And I’m certainly not buying Silksong, I won’t give money to creators who hate their gamers so much.

4bpp•5h ago
Just to comment on the downvotes, I think this (a comment to the effect of "I don't like it" being downvoted) is an understandable if unfortunate consequence of modern internet culture not taking "it's just not for everyone" as a conclusion (especially if this is due to something being too hard).

To make something exclusionary, especially if this has a whiff of elitism, is taken by some to be a moral failing. Every complaint that could be read as saying that a work is like that, therefore, raises the spectre of activists or dedicated rabble-rousers using it as ammo to get the developers to ruin it for those who do enjoy it, be it by actually simplifying the game for everyone, devaluing the sense of achievement by introducing an "easy mode", or just changing direction with future expansions.

This has in fact happened with many games I play(ed), live-service games seeming particularly susceptible. The incentive to shout down any complaints about difficulty therefore exists.

OgsyedIE•15h ago
I'm not familiar with the the named platformer titles beyond word of mouth and I may not have the free time to become so for a while but anecdotally I found some years ago that the movement controls in the games Titanfall, Doom (2016) and Titanfall 2 produced the same feeling of flow between the hands and brain the author articulates. It may come to pass that games will one day be benchmarked by neurological metrics in the superior parietal lobule and ACC of their players next to their frames per second, load times, ping stability, 1% lows and memory scaling.
dkersten•8h ago
Titanfall 2 had excellent movement! The only games I’ve played that surpass it are the tribes games, which just have a whole new level of fluid movement for 3d games.
sfn42•15h ago
> 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 a result, I suspect many of the people who enjoyed Hollow Knight will actually bounce off Silksong precisely because it is so hard, and they simply won't have the tenacity.

I think this is an overstatement. I've put about 16 hours into Silksong so far, I've pretty much completed around 8-10 zones or so, unlocked most of the abilities and stuff.

I don't think Silksong is that much more difficult than HK. Honestly it's been so long since I played HK that I'm not even sure it's more difficult at all but it probably is. If you went to Hunter's March as soon as you found it you probably had a bad time but going in there later on was honestly pretty easy. And aside from that and maybe a couple other spots it's been fairly alright in terms of difficulty IMO.

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 - yet.

Maybe it gets crazy later on, but that wasn't the claim in the article. The article claims you can hardly access anything without extreme effort and I don't think that's true at all.

conradludgate•14h ago
As someone who completed most of the HK main story, I've decided to stop playing silksong during act 1 because I'm just not having fun
sfn42•14h ago
That's alright, you do you.
creakingstairs•14h ago
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 plays HK, Dark Souls and Elden Ring, then yes Silksong isn't brutally hard.

But I think the game is brutally hard for majority of people who hasn't played any of those. I think HK had a better difficulty ramp for beginners.

sfn42•14h ago
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.

creakingstairs•13h ago
I agree with you. These games are difficult on purpose and its a lot of fun is in rewarding the player with getting good. But if it is too difficult from the get-go, newer players will bounce off the game.

What I would have liked in Silksong is for the devs to remove some of the "frustrating" part just at the start: more free benches, less hp for some enemies, less flying enemies in platforming parts etc. Once the users have unlocked abilities and are used to the movement (and hooked in!), crank up the difficulty to what it is now.

jemfinch•14h ago
It is most definitely not an overstatement. I have over 425 hours in Hollow Knight. I stopped playing Silksong in 8 because it felt like unfun masochism.
sfn42•2h ago
Did you go to Hunter's March? That place is a nightmare early, much easier later on.
WithinReason•6h ago
Wait, I didn't have to go to Hunter's March? I thought there was nowhere else to go, however the sudden change in difficulty made me feel I must have missed an area.
sfn42•5h ago
Yup! I saw the big guy guarding the entrance and noped out of there, only recently went back - with hover, dash, wall climb etc, different moveset (no directional downslash).

I think I went through the narrow to the balloon place, then maybe back through the marrow or something up to Bellheart, deep docks etc.

slightwinder•2h ago
> If you went to Hunter's March as soon as you found it you probably had a bad time but going in there later on was honestly pretty easy.

That's probably a significant part, too. Silksong is more open than HK, where the lack of abilities put a natural wall around the areas which are too hard at that point of time. But in SK you can easily stumble into areas where you are not supposed to be, which can be frustrating.

par•15h ago
Cute 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!!!
kittoes•14h ago
Don't so easily dismiss the opinions of others. For certain individuals it is indeed the hardest game they've ever played. I've cleared Steelsoul 100% in the OG Hollow Knight and would argue that Silksong is definitely the more difficult of the two.
theahura•14h ago
Played all the soulsborne and 100%-ed HK. Except the last pantheon, I couldn't ever beat ascended moth
MikeTheGreat•12h ago
Ok, this is as close as I'm ever gonna get to having a real reason to post this on HN, so here goes:

"Git Gud" by Viva La Dirt League: https://www.youtube.com/watch?v=blSXTZ3Nihs

M4v3R•4h ago
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 does 2 masks of contact damage. Heck, even some normal enemies you encounter in the first two hours deal 2 damage. The original Hollow Knight bosses didn't do 2 masks damage until half way through the game.

Don't get me wrong, I still love the game and consider it pretty much a masterpiece, but many people believe (myself included) the game could have a better difficulty curve from the beginning and be less punishing (just give me a freaking bench before each boss so I don't have to run through 10 screens to have another try at it) while still maintaining the overall difficulty and challenge.

Gander5739•3h ago
The very first boss in Hollow Knight, False Knight, does two masks of damage.
M4v3R•2h ago
No, he doesn’t. Check for yourself at around 30:30 min mark: https://youtu.be/JNdJ5ozN8cU?feature=shared
oneeyedpigeon•40m ago
You're probably thinking of Failed Champion, the Dream variant.
Levitz•1h ago
It Is hard, sure.

But this: "Silksong as a game should not exist. It is so brutally difficult that it stretches the very definition of the word "game"" is an immense exaggeration, I could understand this for, maybe, IWBTG.

whatevaa•53m ago
Elden Ring is easier than Silksong. Summons are easy mode.
cousin_it•15h ago
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 and have fun.

Among difficult precision platformers, I'd say the N/N+/N++ series has the best movement. (The first game is also still playable online.) Be careful, this one is like a drug, it has a huge number of levels and it's really hard to stop playing.

sfn42•14h ago
The thing that makes HK and Silksong stand out to me is the full picture. Everything is well done. The movement feels great, the combat feels great, the exploration feels great, the progression feels great, the boss fights are awesome, the art and music are amazing, the characters are fun and the story is engaging, it just has everything.

These people are extremely talented and put years of effort into this game to make it perfect, impatient fans be damned and it shows.

zaptheimpaler•14h ago
Oh man I forgot about N+, that game was incredible. Super cool to see there's a new N++.
bigyabai•14h ago
Link to the original N if you haven't played it: https://www.kongregate.com/games/MetanetSoftware/n

(Mandatory addiction hazard notice)

harimau777•14h ago
If you haven't triend Sundered yet I recommend it. If you go with the unlock path that specializes in movement abilities then the game gets really wild by the end.
shayway•14h ago
I'd also put Super Meat Boy up there for good platforming feel. But yeah, Fancy Pants is fantastic, it's what I always wanted Sonic games to feel like.
wackget•10h ago
Just tried both the ones you mentioned and I have to say I absolutely hate the movement. It is extremely floaty, meaning there is a ton of acceleration and deceleration. Maybe that's the point, but it's not what I enjoy at all. Same reason I didn't enjoy the Ori games.
urxvtcd•3h ago
Yeah, N++ is super floaty, there's A LOT of inertia. It might feel off at the beginning, but when you get the hang of it, it's just beautiful. It's the opposite of twitchy. You work to preserve the momentum through jumps and corners and evasion maneuvers, it's got that sleek race-y feel. I get it, it's not for everyone, but for me it's bonkers good.
thedrexster•14h ago
Savage Beastfly killed me 43 times in a row. :/
galleywest200•14h ago
I too had trouble with this boss but eventually made it. The fact it summons little friends is the problem, so hard to dodge 2+ the boss!
M4v3R•4h ago
Most people struggle with this boss, I stopped counting how many times it killed me but I spent probably close to 2 hours fighting it. The fight is just unfair. And when I finally beat it I didn't even feel satisfied, just glad it's finally over and I can move on.

Heck, there's even a dedicated subreddit for hating on this boss: https://www.reddit.com/r/fucksavagebeastfly/

whatevaa•52m ago
After 10+ deaths just go somewhere else. It's optional boss.
zaptheimpaler•14h ago
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.
singhrac•14h ago
Surprisingly overlapping set with games I’ve played and enjoyed a lot! Dead Cells was another that has a lot in common.
rpdillon•14h ago
Yeah, agreed on all counts. I know it's divisive, but the movement in Doom Eternal was incredible. Double dash creating some amazing levels that would have been unthinkable in Doom 2016.
vunderba•10h ago
I'm a huge fan of pixel perfect platformers. Chalk Cuphead and Super Meat Boy up on the list of games with a very natural connection between player coordination and game mechanics.
Ferret7446•10h ago
I hesitate to call Doom and Apex movement fluid. Well, it is fluid in the sense that it feels like you're on cart with exquisitely greased bearings and futuristic servos. FPS movement is inherently unnatural because no organism moves like that. That's not to say they don't control well, but they don't control naturally. Third person games can actually flow naturally, because you can animate things like turning around, changing direction, momentum, etc.

FPS characters have invisible crab legs.

kodisha•10h ago
Funny, because the most fluid movement I have ever seen and experienced comes from a (25yo) FPS game:

https://www.youtube.com/watch?v=vvAbbye-oCY

zaptheimpaler•5h ago
Oh man I forgot to mention Quake, but yeah rocket jumping on Quake was maybe my first experience with awesome movement and I spent a lot of time perfecting rocket jumping in Q3DM6. Quake might have even been the first 3D game or atleast FPS ever to have that kind of fast & skillful movement?
ehnto•10h ago
Fluid and natural are pretty different concepts, perhaps "intuitive" better maps to what you mean? Humans aren't that fluid, certainly wouldn't be when it comes to vaulting, jumping etc.

Playing a game with realistic FPS movement like milsims is a totally different experience.

When it comes to fun and intuitive movement, I would say realism should go straight out the door. I want to feel like a cheetah chasing a goat across a cliffs edge in games. Personal preference but I feel like objectively more fun.

socalgal2•6h ago
> FPS movement is inherently unnatural because no organism moves like that.

That seems like a strange comment in a thread about a 2d platformer. Nothing moves like a 2d platformer character either. So both don't move "naturally" and both feel good to many people?

wredcoll•6h ago
Tell me more about how a game where I'm playing as some kind of demigod space marine who is fighting literal demons in literal hell has "unnatural movement". What, pray tell, is the doom slayers natural movement supposed to be? And how are we supposed to tell from behind our keyboard and mouse?

Bah. Doom2016 has some of the absolute best (meaning fun) movement in the business and it is the absolute definition of fluid.

marsten•6h ago
Yes but the thing is, most people don't actually want realistic movement. They want to be Neo in The Matrix, not some average schlub that gets easily winded and jumps six inches high.

Lex Fridman's interview with Todd Howard goes into this in depth.

zaptheimpaler•5h ago
Never let realism get in the way of fun, to paraphrase GabeN :) The whole Earth gets taken over by demons from hell isn't super realistic either, that's not why I play it.
troupo•7h ago
That's why I struggled with Ori and the Will of the Wisps. They subtly broke the movement and some hitboxes, and I could never get the proper hang of it.

Blind Forest though? Chef's kiss

M4v3R•4h ago
I see a mention of Celeste, I give an upvote. What a great game, and a perfect showcase of what the OP writes about too. The movement is Celeste is so fluid and expressive, which is super important because the game is crazy hard so the movement has to feel great, otherwise the game would be annoying to play.
kevinwang•14h ago
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.

SOLAR_FIELDS•14h ago
Sounds like Tynan Sylvester’s game design book (Tynan Sylvester created Rimworld)
wonger_•9h ago
Yes, movement in SSBM is so satisfying. Nothing else comes close for me. All other games just feel boring in comparison. A classic example for those who haven't seen it: https://youtube.com/watch?v=JpOaQxrsaqI
dmbche•9h ago
It's promotional material, but I enjoyed what the Get To Work devs put together to show how they built the game up from kind of the same approach (all on youtube)
shinymark•8h ago
This article from 2005 has the toy idea. It has stuck with me.

https://www.gamedeveloper.com/game-platforms/how-to-prototyp...

kevinwang•3m ago
Thanks, that was a fun read!
mrinterweb•14h ago
I've played a couple hours of silksong. I don't get the hype. Its a fine game, but I really think people are over hyping it. The internet hype loop on this game is turning me off on it. It's a nice metroidvania game.
Gigachad•10h ago
I’ve had multiple friends insist that I absolutely have to play this game. But I just know I won’t like it because I don’t like any of the other games that are like it. This game seems to be the labubu of gamers in terms of social media hysterics.
frisia•2h ago
I would recommend giving Hollow Knight a try, I think it has very good accesibility and I know many people who typically don't like these kind of games that did find Hollow Knight enjoyable. Silksong is a beast though, I love it but very few people I would actually recommend this game to.
StopDisinfo910•9h ago
It is extremely over hyped. The first game was already regularly over hyped. The community is famous for treating as some sort of masterpiece and reacting very strongly to any form of criticism.

Then you have a lot of opinion in the mix. I strongly disagree with the article for exemple on both the extreme difficulty, the game is difficult but manageable, the enjoyment, plenty of questionable design decisions are there purely to spite the player and it’s a game which often confuses wasting your time and being frustrating with being difficult, and the supposed elegance of the movement.

Silksong is really weirdly tuned in that it has mechanics which will actually only bother you and make your experience more painful if you are already struggling while being completely invisible if you are flying through. And the punishment will be grinding, so wasting your time, not actually forcing players to encounter things which would make them better. Amusingly for a game so long in the making, I think it suffers from a significant lack of play testing.

Levitz•1h ago
I used to think the same when I was around 15-18 hours in.

Now I'm finally reaching 100% completion and frankly, it's just very hard for me to argue this is not the best metroidvania ever released. It has a lot of hype, but I think it somehow lived up to it.

For reference I do think the original Hollow Knight is a bit overrated, right now I reckon Nine Sols has it beat, but this? The game has SO MUCH to offer, SO SO much, with so much care for detail that I just can't think of any other game in the genre that is better.

Sohcahtoa82•14h ago
> 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 [...]

I haven't actually played HK yet, and I don't normally play Souls-likes, but I did finally start playing Elden Ring about two months ago.

Yes, I've had times where I'm cursing out loud because I've been trying to beat a boss for three hours without success, sometimes dying with the boss only needing one more hit to die, and I'm frustrated with myself because knowing he only needed to get hit one more time started making me greedy with my attacks, and so I take big hits to the face and don't back off to heal.

But what makes them fun is the dopamine rush when I finally succeed. A couple times, it felt damn near orgasmic. I've been playing video games for probably around 35 years and nothing felt as good as when I finally downed Morgott.

moonshinefe•11h ago
I wish I could go back and experience soulslikes for the first time! They really are a treat if you experience them as you describe (not everyone feels that way, but I certainly do).

You're in luck because that subgenre has exploded in popularity and there are a lot of good ones out there if you want to keep playing them these days. Elden Ring is one of the best though for sure.

djtango•10h ago
My first play through of Elden Ring was a pseudo challenge run - capped at 125RL (pvp meta) and dual UGS style. No ash of war usage. No guides for bosses.

Malenia took me over a month, and probably over 500 deaths and I had to relax the ash of war usage (still limited by my very low FP)

The entire end game was brutal as this was before the buff for UGS animation speeds and most boss openings were shorter than anything than a crouch poke but I loved every minute of it. Just like learning to play something new on an instrument just cos you can't nail it in one try, one week or even one month doesn't mean you won't eventually get it.

One meta lesson I like about Souls is it provides a safe environment to learn what performing under pressure is like. The music and feints are absolutely diabolical for playing with your emotions and heightening your stress. I always play better on mute (but that's no fun)

Sohcahtoa82•7h ago
I somehow missed Malenia. I'm level 125 (not doing the PVP meta, just happen to be this level) and was pounding my face against Radagon and the Elden Beast. I downed Radagon on my first attempt, then after like 10 more tries couldn't get him again.

I avoided reading the Elden Ring wiki as much as possible. I decided to open it up and found how to get to Malenia, so I'll be fighting my way over there and gaining a few more levels before trying Radagon and Elden Beast again.

> The music and feints are absolutely diabolical for playing with your emotions and heightening your stress.

The feints are what really get me. Some of the wind-ups for attacks feel like an eternity, or at the very least, extremely unnatural, making it very hard to time a dodge.

djtango•4h ago
I recently learned that Margit has a "feint" that is actually a stance - that's why his wind up feels like it takes forever.

I was interested to find out that Margit is one of the most technically fun and difficult fights to nohit run because his flow chart is actually the most complex of all the bosses. But most players can brute force their way through him.

Malenia was a lot of fun, especially without summons

Muromec•5h ago
>One meta lesson I like about Souls is it provides a safe environment to learn what performing under pressure is like

They used to give you unlimited time to deal with difficulty and always gave the alternative of rolling back and getting more levels. That's until Nightreign -- you are almost always under time pressure.

Forget Malenia -- everdark Libra is the current standard of the most diabolical Souls experience. The time is against you, the music is maddening. You either clear the summons in under 20 seconds or you get another stacked debuff and the goat is casting.

Can't wait for the Depth version to be released this Thursday.

djtango•4h ago
Still not tried Nightreign - might have to take a look!
vunderba•10h ago
> 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 [...]

I haven't played Silksong yet and I know difficulty is rather subjective, but is it really that difficult compared to the realm of punishing platformers like NES Ninja Gaiden, Cuphead, Spelunky 2, the dark world portions of Super Meat Boy, etc?

I played the first Hollow Knight and didn't find it particularly hard. (not easy, but definitely not Dark Souls level punishing).

petersellers•10h ago
I find Silksong to be easier than at least Cuphead and Super Meat Boy, but I could totally see how one who isn't experienced with platformers may find it frustratingly challenging.
zeta0134•8h ago
Silksong starts very difficult compared to Hollow Knight, largely because there are many early foes that will deal 2 masks of damage. Those sorts of big attacks were generally reserved for mid to late bosses in Hollow Knight, and it caught even skilled players off guard. Hornet has a lot of mobility though, and a much easier time dodging out of the way, so once you adapt to her playstyle (be patient, dodge, and punish only when you know it's safe) the difficulty settles down and the game feels pretty fair.

As usual, you're gaining all sorts of tools and abilities along the way, and a few areas you can technically access early are best saved for later, when you have better gear. Some players aren't super thrilled with arena challenges, which this game has more of: suddenly 3-4 enemies in a small room all at once. I enjoy the meta challenge though: which tools can thin the crowd? Which minions should I focus to make the rest of the group manageable? If I can avoid taking damage, I can cast spells to thin the crowd much more effectively, etc etc.

bernds74•2h ago
With everything doing 2 points of damage, including environmental hazards, the player is at effectively 2.5 hitpoints for a large majority of Act 1, as opposed to 5 in Hollow Knight. This changes the feeling of the game from "oh, a challenge, let's see what will happen and I'll learn" to "shit, a new room, I don't want to explore because I'll just get killed, where was the last bench, can I even get back here?"
marginalia_nu•5h ago
I found both HK and Silksong roughly similar to Dark Souls in much the same way.

Above all, all three games demand and reward precision and timing, and to some extent figuring out enemy movement and attack patterns. None of the games demand much in terms of speed or reaction time.

In many ways it's much more forgiving than your traditional "hard" platformers.

pharrington•5h ago
Silksong is infinitely more forgiving then Spelunky 2. The game just doesn't stop you from going into the harder areas of the map early in your playthrough.
archagon•5h ago
I think my hardest gaming achievements have been Pantheon of Hallownest, Malenia in Elden Ring, and 106% Super Meat Boy. Silksong is nowhere near as hard as any of those… but I think I’m about 2/3 of the way through, so who knows what’s in store for the true endgame.

Have yet to run into a truly brutal boss like the last few Pantheon participants in HK.

hinkley•10h ago
I played Hollow Knight. I don’t recall if I defeated a single boss. I must have done a couple but several of the first you were meant to defeat remained unchallenged.

There are non boss fights that get more elaborate as you go, and let you pick up some new skills and abilities.

Another one like this that shouldn’t have been was Orie and the blind forest. If you play it on story mode, which I did because it was great eye candy and I just wanted to see it all, there a spot in the middle of act 2 where you have to land several double wall jumps in rapid succession with nearby spikes. Someone at that studio needs to be beaten about the shoulder with a clue bat about wtf “story mode” means. I never got to see the story and was too mad to watch someone else play it on youtube.

I’m fairly sure that my problem with both was the same. Only partly fat fingers and part was that certain movements don’t work identically on all controllers. Some things are counterintuitively easier on a D pad than a thumb joystick. It’s just not as crisp to go from one input to another 90 or 180° opposite. If your game mechanics are built on that, then some ports will be much harder to play.

You should either not port them, or adjust the timing grace period up on that hardware.

mikepurvis•10h ago
Regarding controls, I have to play precise 2D games with a d-pad or I get immediately frustrated— that said, it was odd playing most of Celeste that way and then having to switch back to the thumbstick for the section at the end with the bubble comets.
taneq•4h ago
I was just wondering about control setup and latency as a major factor in a game with very strict timing requirements. Last time I played was on a TV (over HDMI in game mode though), with a wireless Xbox controller. I wonder how much easier I'd have found it on a 240Hz monitor with a wired controller?
asukachikaru•9h ago
I also played Elden Ring recently. I wish I could share your dopamine rush because I never had one during the playthrough. Certain bosses caused so much frustration that the net sense of achievement for the game was negative for a decent margin. I've also played Dark Souls and Sekiro and I found them better on this aspect. After beating them after an extended period of struggling, my thought was not "I finally got it" but rather "I hope there aren't more bs like this".

Shameless plug and possibly spoilers: I wrote about this in my blog https://asukawang.com/blog/bitter-masterpiece.

mathieuh•6h ago
Sekiro was so good at engendering this feeling. The first time you fight Genichiro you will probably die within seconds. The next fight it might take you 20+ tries to beat him. And then the last time you fight him you can basically no-hit him.
lock1•5h ago
IMO, while Genichiro and sword/spear-wielding enemies are mostly fun, non-humanoid & gank bosses suck so bad.

Those bosses felt way too frustrating to me because they force you to unlearn the entire deflect gameplay, turning it into an annoying, slow-paced & somewhat janky fight.

alexchantavy•8h ago
When I was in college, I bought Demon's Souls and also started the most difficult semester I'd had yet with 3 classes deeply into my CS major. I was terrified of what lay ahead of academically, so I procrastinated by playing Demon's Souls.

Yes, Demon's Souls was hard, but eventually I somehow I started passing dungeons and beating bosses. The rush that I got from that gave me what I needed mentally to persevere through my classes: by the end of the semester I had A+s in 2 and an A in the other. I don't think I've had a better semester since. Beating big demons in video games made me feel like I could beat my own big demons in real life.

Lots of others feel the same way about Souls-like games; there are many video essays on Youtube that cover how Souls-likes got them through depression and other things.

PartiallyTyped•6h ago
I’d argue that souls-likes build perseverance which helps with IRL success.
omgmajk•2h ago
This is so real, Dark Souls has helped me immensely in keeping my concentration up for work and other things in life. It's very good at teaching you lessons that translate to real life.
werdnapk•1h ago
80s/90s kids dealt with this with almost all their games
socalgal2•6h ago
Lots of people say this but they can unfortunately never articulate why that works in Elden Ring. Making a game that is insanely difficult will not be enough to give you that feeling of accomplishment. If that's all it took there's be thousands of games that gave you that feeling. And yet there aren't. So whatever makes Edlin Ring so special, it's appearently really hard to describe in a way that separates it from lesser games.
foresterre•5h ago
Elden Ring, and Dark Souls before it are hard but fair. That separates it from lesser games.

Each boss has a moveset puzzle, where you have to figure out how to beat it, and to win it's not just enough to find the solution; the execution matters as well.

Other games usually just add boss HP or damage, instead of interesting movesets.

SyrupThinker•14h ago
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 exact boss they mention.

Not because I think the game is actually hard at this point (it seems quite early in the game), but because I don't think the game actually respects my time. Something they don't seem to have an issue with.

They mention that they died over 30 times to the boss, and how it never felt unfair to them. And while I do not fully share this sentiment, I do not actually mind that part either. The difficulty of learning a boss is part of the game.

What surprises me is the not really mentioned part, that these 30 deaths (if I were to take them) take up 1-2 hours of my time.

And you might be thinking, 2-4 minute boss fight? Seems reasonable? To which I say, this person focuses so much on movement and dying to random stage hazards because at least 70% of that total time is spent getting back to the boss to begin with, a 1-2 minute run of the same segment of game, each attempt!

That's right, I spend more time running to the boss, than actually fighting it, because it turns out that you make mistakes when you do something repeatedly, even if it is just getting to the boss. I wish I could learn the boss and "get gud", but the game just won't let me without wasting my time.

Part of that is a skill issue on my part of course, but for this very segment at least, you just start to see all the little hazards the devs have placed on the optimal path, to trip you up if you ever lose focus for a second. For a part of the game you have already done, and are not actually concerned with at that very moment.

At least for me this got tedious very quickly. And supposedly this actually gets worse in later parts of the game.

At some point you start to wonder, "is the game punishing me by making me traverse the game world before fighting the boss again?" And this thought starts to infect the regular gameplay, were you are supposed to willingly explore the game world, you know, the core of a Metroidvania.

At the end I just asked myself "why am I willingly playing a punishment?"

The author even seems to have vaguely similar thoughts here, they say themselves that they are sometimes not having fun with this core part of the game. Isn't that worrying from a game design perspective?

Anyway, I think that's enough ranting, sorry for not concluding this thought.

crq-yml•10h ago
Challenging fun is the kind that defers satisfaction to near the end of the process - so the more challenge there is, the more uneven the satisfaction is likely to be. It's the same satisfaction one experiences with language fluidity, and being able to "converse" with the mechanics. That is the cause of an essential problem in the design of such games: enjoying the game means becoming literate in what the game is doing. Some people are hooked on the pattern recognition particular to that form of challenge and find it easy to progress and satisfying to win. Others have difficulty maintaining attention, get frustrated quickly and quit. This is evident in reviews of UFO50, the anthology of "authentically fake retro games" from the makers of Spelunky. Most of the games in UFO50 are difficult in more-or-less the same ways that games of the NES era were, with some intentional anachronisms. People find games they love and games they hate in the collection, but their opinions on which ones, and how hard they are, are all over the map and in vigorous disagreement. It is an excellent litmus test for what kind of gamer you are.

The most notorious game in the collection by most estimates, Star Waspir, is a vertical scrolling shooter. For most people, it's the hardest thing they've ever played, but they also like it if they persist, and the overarching goal of completing all 50 games propels them into developing appreciation. The enthusiasts in vertical shmups, on the other hand, find it a bit out of touch with where the genre is and not all that hard relative to other games: the mindset of shmup players is one of playing the same 15 minute experience repeatedly with incremental improvements in progress or score over weeks and months, and intentionally choosing between easier and harder routing according to their current skill - as opposed to the mainstream of continual progression through content with a binary conclusion of "beat the game/did not beat the game". Star Waspir has elements of the modern genre but it's also stripped down to be more within the 80's vintage, retaining certain rough edges.

A large part of what hooked people with HK was that everything was "paced for mortals" and stayed in an accessible Goldilocks zone with a lot of room to grow into doing harder stuff. This also made it incredibly boring to Metroidvania enthusiasts who knew all the tropes: it's the plain vanilla version of this gameplay, given a lot of attention to detail, but it takes a while to get going and doesn't have many things for enthusiasts. Silksong has pushed a little more into the enthusiast territory, which is always going to be to popular detriment.

pansa2•9h ago
> 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.

quchen•29m ago
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.
rand17•7h ago
It's not an easy decision, putting down a book, a movie or a game halfway through, but my lifetime on this planet is very limited.
eviks•10h ago
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 makes tangible improvement extremely visible. You go into a boss fight and die, and then you die again, and then again. Each time you get a bit further, and do a few more hits. And slowly, finally, painfully, you come out on top victorious

socalgal2•6h ago
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 more boss fight on one path.

You have limited lives so making it to the end of the game requires effectively memorizing the boss patterns. So, your description fits.

> You go into a boss fight and die, and then you die again, and then again. Each time you get a bit further, and do a few more hits. And slowly, finally, painfully, you come out on top victorious

But I'm guessing Contra Hard Corps does not stick up to Eldin Ring. So what's Edlin Ring's special sauce?

Scaevolus•5h ago
The player controller in that Contra game is extremely simple. Movement snaps and stops instantly, and the animation are simple. You stand, run left or right at a constant velocity, jump, and shoot in one of 5 directions.

Giving your character more movement possibilities tickles the brain with the complexity, enables more fluid and aesthetic movements on the screen, and increases the possible difficulty of platforming sections and boss fights.

Silksong has a very complex movement controller. The player has mass, can grab edges and climb up, and unlocks additional abilities as they play. Now they can dash, run, doing a running jump, wall jump, stall a fall with a float, and more. Attacks come in many flavors, with different styles enabling attacks of different speeds and distances and strengths, with different considerations to manage.

More complex controls take more investment for players to learn and are more rewarding. An extreme example of this is found in games like Monster Hunter, where each of a dozen different weapons controls very differently and takes many hours to become proficient in.

Elden Ring does not have an excessively complex movement system. You walk, run, jump, dodge, and have a handful of fast and slow attacks for a given weapon. It finds success through incredible world and level design and its difficult and rewarding bosses. The game loop is exploration, fighting difficult foes, and slowly growing stronger-- both through game mechanics of gear and stats, and through personal mastery of combat.

Soulslike games revolve around players gambling directly with arbitrary amounts of time-- when you die you drop your money, and if you die again before reaching that grave it's gone permanently. They make you bid the only resource that you care about: your hard-won progress over time.

Complexity and stakes deepen the intellectual and emotional enjoyment of a game.

eviks•50m ago
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...

KingMob•10h ago
This reminds me how my wife kept asking if I was enjoying Cuphead, because she hear a non-stop stream of curses from the other room.
furyofantares•9h ago
> 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 about offering spectacle also. Some people play games mostly for skill mastery, others play games mostly for spectacle. This is a more nuanced distinction than "hardcore" vs "casual" - which fails to capture skill mastery extremists who are barely even gamers because they only play one game, or spectacle extremists who could hardly be called casual because they make gaming their entire life.

Most people care about both, but may care more about one side or another. Some games cater to one side or the other, and some games, like Hollow Knight and Silksong, achieve excellence at both.

TriangleEdge•9h ago
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.

crooked-v•9h ago
Silksong has the basic issue that it was effectively designed as extended content for people who had already beaten the secret harder stuff in Hollow Knight, rather than as its own game or even as a sequel for people who had "just" beaten the basic game in HK.
yladiz•7h ago
I think that’s a slightly uncharitable take. Yes, it was originally DLC, and yes it is unforgiving, but it’s nowhere near as hard as the White Palace from the first game, and it’s not brutally punishing (you are quite agile and get good upgrades pretty early on).
foresterre•5h ago
I felt that the beginning of the game is pretty punishing, exactly because you don't have these movement abilities yet.

After getting Swift Step (dash), the game became quite doable. Luckily you get dash a lot faster than in the original game, although I would say, in Silksong it's more a necessity.

I went through Hunter's March without abilities and initially I hated the diagonal pogo jumps. It took a night's sleep to reset my mind, and learn pogo-ing for real.

That also was the lesson I needed to go forward: take your time, consciously clear the environment, and learn the movesets. I have a lot of hours in the original game, and was way too used to sprinting through the environment.

gyomu•4h ago
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.
boppo1•1h ago
Yeah, this was the big insight for me.
sunrunner•27m ago
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.
gyomu•4h ago
Everyone repeats this, but is there any information that confirms it?

Yes, it started as a DLC for Hollow Knight - but the devs have known for the past 5 years that it would be a standalone sequel. Is there any evidence that they designed it as "extended content for people who had already beaten the secret harder stuff", rather than approached it as a game on its own right?

sunrunner•4h ago
A lot of people coming to Silksong having played Hollow Knight seems to be saying this, but also seem to have forgotten that pretty much exactly the same things were said about Hollow Knight when it first came out over eight years ago.

Almost like the collective memory of Hollow Knight's difficulty has dulled over time as people have, over the eight years, dare I say it, git good...

Are there things that are measurably more difficult? Perhaps. Common enemies can now do two masks worth of damage which before was relegated to boss specials, so environments feel more dangerous. This has always been a significant part of the early game, as an extra mask in Hollow Knight was significant enough to keep you safer from regular enemies, but in Silksong once you get hold of an extra mask you go from being able to be killed in three hits to...being able to be killed in three hits.

So I think there are things that make it feel tougher. At the same time though, all the same things were said before about the difficulty, about not knowing where to go (Silksong gives even fewer clues I'd say), but people persisted through areas, learnt boss patterns, and eventually just learnt the game up until P5.

And in a few years the collective memory of Silksong's early game difficulty will have gone as people adapted to it.

slightwinder•3h ago
It's less that it's harder, but simply very annoying. It has so many broken, twisted concepts even from the beginning. This makes it really not fun to experience, which then makes it's harder to play.

It's obvious why Team Cherry didn't allow pre-sale reviews. It will be interesting to see how successful it will stay in a month, and next year.

SamoyedFurFluff•8h ago
Mentally what you need to do is prioritize killing adds once you’ve memorized the avoidance of the boss pattern. Additionally, a heavy use of tools is immensely helpful in removing adds before it becomes overwhelming.
sniffers•7h ago
It's hard, but I think you are projecting your own experience here a bit. Many players are able to track these things and come up with strategies to minimize the impacts of the adds (changing loads, altering movement, planning encounters, etc.)

There's much more elegance to the design than you are giving it credit for, it just is expecting you engage with the entire toolkit.

enqk•7h ago
Have you ever seen a bullet hell shooter?
testdelacc1•6h ago
Have you tried turning the “Backer Credits” setting on? The game reportedly becomes substantially easier afterwards. Source - https://youtu.be/1rsWTBGY_cY?t=777
adamors•3h ago
Rare to see Dunkey mentioned on HN, lovely.
marginalia_nu•6h ago
You can just attack the projectiles though. You don't have to dodge them.
aiven•4h ago
skill issue

game just trying to tell that brute force solution might not work. use tools, use specific charms, use crests that are better suited for specific arena/boss. some tools (such as spiked traps) can literally one shot most mobs and leave you 1v1 with a boss.

dont give up, use your brain, hacker

gyomu•4h ago
so much this

Most AAA videogames seem to teach people "mash attack button until enemy goes away, move forward to the next shiny dot on the map, repeat". It's crazy that when a game asks the player to actually take stock of the situation and learn from their mistakes, it gets billed as "brutally difficult".

For what it's worth, I find Silksong challenging, but I really don't get the "impossible difficulty" complaints. I think I'm about halfway through the main game and the most I've spent on a single boss is ~30 minutes.

And I don't think I'm a crazy pro gamer with insane reflexes - I play only a few videogames a year (I mostly care about the art), every time I've tried a multiplayer FPS I get utterly destroyed by other players.

taneq•4h ago
This is making me want to go back and try again to beat Hollow Knight (I got up to the Mantis Lords and that... teleporting warlock guy... looked it up, I'm thinking of Soul Master.) I'm pretty sure I remember things of this sort of difficulty level in it, too. The fights were brutally hard, but still felt fair.
raincole•3h ago
> This isn't fun. Nor is it challenging, you just have to get lucky

I understand most people don't find it fun. Neither do I.

But saying it's not challenging is just plain wrong. If it were true then the best player would have the same chance to pass it as I do. And it's not the case.

rkomorn•3h ago
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.

scrollaway•3h ago
Your post could be reworded to talk about learning just any musical instrument.
rkomorn•3h ago
I think learning to play a musical instrument would actually give me more satisfaction because it would open more doors towards creativity.

But it's all personal of course. :) Some people like boss fights (or Souls-like games) and I'm happy for them.

I just would be happy with a "bypass this" button.

zwnow•2h ago
I agree. I used to play Path of Exile a lot, recently joined the new league in Path of Exile 2 and the balancing is so bad you have to play a particular build to beat the campaign in a reasonable time. In a game that is all about build versatility...

Common responses from the playerbase: skill issue, build issue, etc. While the game clearly has a balancing issue (which is fair considering its not at v1.0 yet). Bosses should not outregenerate your damage. 90% of the playerbase is playing the same build.

Its just not fun following a particular guide just to play with the highest efficiency possible. What makes videogames fun to me (especially action rpgs) is the ability to make my own build.

Its also the reason why I do not play any multi-player games anymore. There are barely people who play for fun, everyone just wants to win win win.

rkomorn•2h ago
I'm an unashamed, unabashed, could-not-care-less "casual" when it comes to games, which definitely shows up even more in multiplayer.

I played Minecraft with some online friends and I was off messing around, exploring, and doing nothing worthwhile, and got back to "base" where they had like.. monster farms and stuff?! Because they were trying to finish the newly released IDK.. expansion, ASAP?

It was a very clear "oh you and I are not here for the same reason" moment. :D

zwnow•1h ago
Haha I barely touched the nether in Minecraft, still had a blast with my friends. Unfortunately nowadays they exclusively play competitive games so I can not join them anymore...
andrewingram•1h ago
I also found the escape sequences in Ori to not be much fun at all. Though when I replayed both games a couple of months ago, somehow I did the sandworm on my first attempt -- which was a huge relief because that one induced so much rage on my first playthrough.
boppo1•1h ago
I felt this way two days & 2 hours of playtime ago. Now I'm a bit better with the controls, beat lace & am using hunter's march to farm rosaries.

I think I'd be bored if it were easier. I don't want to 'press A to win'.

npteljes•31m ago
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.

rkomorn•11m ago
Yeah. Although maybe I can't say my time is that precious because I'm somehow I'm 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.

animuchan•3h ago
Where it says "you just have to get lucky", there's clearly a typo. The correct text reads, "you just have to get good."
zimpenfish•1h ago
> you just have to get lucky.

You can definitely learn and not have to rely on luck - watch a video of someone good playing a bullet hell shooter[0] and getting a perfect score with no hits. There is not a world that exists in which you could accomplish that with luck.

[0] Touhou is probably the definitive example here. Something like https://www.youtube.com/watch?v=AY7QEEnSGVU

whatevaa•58m ago
I believe that our brains are not the same in such aspects and some people can, and some just can't.
DanielVZ•1h ago
You don’t have to keep track of seven things at once. You need to keep track of your own character and react accordingly. I understand that the game is hard but it adds a ton of fun to my taste.
ranguna•2h ago
I believe you have given up and found out that the game is not for you.

That's not a bad thing, it's just you finding out things about yourself. Move on to another game and let other players have fun with this one.

Regards, Someone who has never player HK and doesn't plan to

furyofantares•56m ago
Did you reply to that wrong post?
lightedman•40m ago
"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.

dfxm12•33m ago
After reactions to Elden Ring, I can't blindly trust people saying a game is not enjoyable because it is too "difficult".
corimaith•11m ago
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.

danielodievich•8h ago
This gaming household had two huge teenager fans of Hollow Knight, with t-shirts and hoodies merch. Us adults didn't see what the big deal was about but we are not their demographic. My wife tried it and found it too demanding for a middle-aged person. I watched a few minutes of Silksong over my kid's shoulder yesterday and commented that it looks a lot like Hollow Knight and I could see their eyes roll at me from behind them... as their character died for the 3rd time to some [admittedly cool looking] boss throwing needles at them. Oh to be a teenager again with lightning fast reflexes...
flobosg•7h ago
I like how the game took inspiration from Castlevania: Symphony of the Night – https://x.com/h_wallacepires/status/1963958435487088678
qwertytyyuu•7h ago
Dying 30 times to a boss isn;t that bad…
SyrupThinker•6h ago
Is it if this constitutes an hour of two of your time, most of which is not actually fighting the boss, but walking back to it?
viraptor•6h ago
Are there actually long runbacks in Silksong? I'm not that far in, but so far they've all been maybe 2 screens long at most which you can cross really quickly.
ianbutler•5h ago
There are several runbacks that are quite painful. I'm on the last bit of the game now and while I've overall very much enjoyed it there's more than a few spots where I thought "this is just tedious".
pferde•4h ago
A great motivation to get it right this time. :)
SyrupThinker•3h ago
I mean, what does long mean in the grand scheme of things? Is a minute or two long?

I think, no, in a vacuum they are fine, at least up to where I got. But even a short thing can get annoying if you need to do it often enough, which is at least my problem, and apparently also that of other players that don't mind the difficulty.

viraptor•2h ago
It's relative to the boss for me. If the runback is 2x the time of an early fight, it sucks. I know it incentivises learning, but some bosses really do wipe you in a couple of hits at the beginning - a number of times.
marginalia_nu•5h ago
You arguably shouldn't be grinding a boss for several hours. The game is taxing and bashing your head against the wall for several hours will just mean you get sloppier and prolong the losing streak.

Take a 15 min break, either go somewhere else in game or better still, in real life. It really makes a world of difference. Dying over and over again from increasingly sloppy mistakes is not anyone's idea of fun.

This is generally true for any mechanically taxing skill. If you push yourself for too long you get tired, and when you get tired you get worse. Learning to identify this as a sign to step away is a very good life skill.

SyrupThinker•4h ago
> You arguably shouldn't be grinding a boss for several hours.

I agree, unfortunately I'm not even grinding the boss, I am grinding the path to the boss.

> Learning to identify this as a sign to step away is a very good life skill.

Which is why I stopped playing the game instead of letting it waste my time, like many others :)

> Take a 15 min break, either go somewhere else in game or better still, in real life. It really makes a world of difference.

It it is not like I, or every other person struggling with playing the game, have been continuously doing the same boss, for extensively long game sessions. I only have 8 hours evenly spread across the last 5 days.

I've also explored up to Graymoor at this point and picked up a few of the upgrades there, I don't think that is actually the issue here.

Unfortunately basically every encounter up to this point has the same runback tedium to it. So unless one one-tries a boss, which at least did happen twice to me, there seems to be no real way to avoid this tedium because of progression locks.

For comparison, I've played Elden Ring and the DLC, I've never had this much frustration there, because for the most part the struggle was with the bosses, not the perceived busy work of getting to them.

But it doesn't really matter, a good chunk of the players seem to enjoy it, the game doesn't need to appeal to everyone.

foresterre•5h ago
In Act 1, there's usually a bench fairly close by. Runbacks are often also easy, don't even try to eliminate the enemies, just sprint and jump over them (timing matters of course).
rochak•5h ago
Ehh, not interested in HK or similar games with such a high difficulty bar. Life is too short to be playing games that are not fun to play (for me).
samrus•5h ago
I disagree with the author saying silksong breaks the definition of a game because what it offers is challenge instead of "fun"

Thats like saying shawshank redemption isnt really a movie because its not fun like the original charlie chaplain films

I think the vast majority of games are meant to be digital toys, the way early movies were mostly cheap entertainment. But just like movies evolved as an art and artists began to become more comfortable with the medium, games will also become more artistic and less like toys.

The interactive nature of games is so innovative in the art world that it hasnt really caught on how to use it. But its evolving. Dark souls, the spiritual ancestor to silksong and pther soulslikes, is harder and that was a response to games like call of duty which felt like they were just trying to get the player through the level with as little friction as possible, with the pakyers actions being an inconvenience the game has to overcome so as to give them their dopamine hit. Dark souls responded to that by respecting the player and trusting them with a challenge they can be proud of solving.

This idea of one peice responding to another is exactly how art works. And the fact that the interactivity of the medium is what is being played with in these peices is a sign that we are moving towards art evolving to embrace interactivity like it did video

Another example is DDLC. That game did amazing things with making the narrative meta that non interactive media simply cant do. A character in a movie turning to face tue camera and addressing the viewer is trippy for sure, but a character telling you your steam username is way fucking trippier, and sells the meta aspect way better

Games arent just toys, they can be art. Art just hasnt evolved enough yet, but its on its way

glimshe•4h ago
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.
j_maffe•4h ago
I agree. The game got much more fun once I installed some nice QoL and damage reduction mods.
dunefox•54m ago
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.
whatevaa•54m ago
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.
quchen•17m ago
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.
criddell•24m ago
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.

mapcars•2h ago
There are more brutal games out there, like the whole "I wanna be" series
slightwinder•2h ago
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.
eviks•44m ago
What's the best alternative?
a022311•2h ago
Great, I can finally find out what my friends have been talking about all week.
whatevaa•47m ago
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.

Miraltar•44m ago
> 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.

cainxinth•36m ago
As soon as I read that I thought: this reviewer hasn’t played the Ori series.