• Avoid2575@discuss.tchncs.de
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    11 hours ago

    In this thread: people complaining who are apparently bad at game mechanics and can’t or won’t learn to improve.

    Just beat Widow second attempt.

    The run back has you start on one screen, traverse two screens, and done. I got as high as 12 Mississippi counting during it.

  • Binturong@lemmy.ca
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    20 hours ago

    If you’re not able to commit to learning new strategies and using game mechanics to adapt to a game’s difficulty, and experience it as the developers intended, maybe it’s not for you. You can always watch a lore video or let’s play by other gamers to get the story if that’s the goal. This is Dark Souls 2 all over again, and I will personally say as someone who initially hated it, then gave it another chance; When you persist and triumph through grit, the game leaves a lasting impression and sense of accomplishment that you cheat yourself out of with a difficulty slider. That’s my favorite game in the series now, which is a deeply unpopular opinion, unsurprisingly.

    This debate pops up every now and then and my opinion remains the same, there are plenty of games that aren’t meant to be a challenge to choose from. Part of games that are built to be a challenge is being able to reflect on how far you grew in the process, and people hate to hear it but ‘git gud’ is a real thing for those who believe things worth doing are hard.

  • HighlandCow@feddit.uk
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    1 day ago

    Sigh this shit again, if it’s the creators decision to have a game with finely tuned hard difficulty, so be it, that’s the creators creative decision and it should be respected

  • maxwells_daemon@lemmy.world
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    23 hours ago

    I personally think Outer Wilds should give you the whole lore as an audiobook, not everyone wants to go hunting for clues and reading a bunch of old conversations between dead people in order to figure out what’s going on…

  • verdi@feddit.org
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    1 day ago

    Don’t like it, don’t buy it. I’m happy for team cherry and their success. It’s not for me but I don’t resent them that it isn’t. This nothing burger discussion is yet another herring designed to drive clicks and traffic off of the work of people who ACTUALLY create something of worth. Modern parasitism at its best.

  • DupaCycki@lemmy.world
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    1 day ago

    In my opinion, the game is not particularly difficult. That is, if you’ve played through the original Hollow Knight. Which most people haven’t. In fact, it looks to me like a lot of people jumping on the hype don’t have too much experience with metroidvanias and soulslikes.

    It’s a sequel, so intended to be played after the original. Why do we care what people who haven’t played the first game think?

  • SlippiHUD@lemmy.world
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    1 day ago

    My biggest complaint is the sheer lack of rewards when I finish a fight. Give me any currency.

    I have spent so much of this game broke, unable to buy the things I need to advance any side plots.

    I’m currently stuck on the fight for the Music in the top left of the citadel. The double boss at the end is brutal. But because no enemy in that fight drops monster parts, I have to quit to grinding it to go grind more materials to build equipment, despite having slain 20+ enemies each run.

  • HollowNaught@lemmy.world
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    1 day ago

    I’m about 10 hours into silksong and it’s amazing, don’t get me wrong. But the majority of the boss fights seem… cheap?

    Like, their difficulty doesn’t come from their various attacks, or their environment. Instead, it usually comes from the fact that they do double damage, or the fact that they spam the same two attacks over and over way too quickly, or the fact that they can do the same add summon three times in a row and make what was a controllable situation practically impossible

    Now, I’ve 112% the OG hollow knight and beaten true radiance, so I’m not against difficult boss fights. In fact I relish the feeling of learning their moves and patterns after every single death

    But when the moves are “ram into wall. Then ram into wall again” it becomes incredibly annoying

  • EarlGrey@discuss.tchncs.de
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    2 days ago

    Runbacks are a lame attempt at artificially increasing difficulty. I’ll happily die on that hill. I love difficult games, but there is a fine line between frustration and difficult.

    Elden Ring (at least all the bits I played through) and Sekiro absolutely nailed it. None of the run backs were particularly egregious, and it let me really focus on experimenting and learning to feel out the difficult fights. Celeste is another good example. I have dropped hours on some of the later levels trying to master them, but never once got frustrated.

    Hollow Knight I never finished because I got stuck on a boss and the runback was just way too long and annoying. I loved everything else about the game and want to finish it eventually.

    Edit: I think they have their place as “mods” that you could enable to increase difficulty, and i’d actually probably enjoy it that way. Just designing the game around them is where i draw the line.

    • Nikls94@lemmy.world
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      2 days ago

      Unpopular opinion but I like boss runbacks.

      To me it feels like “if you don’t survive the journey, you’re too weak for the boss itself” it brings me down and makes me calmer until I reach the boss.

      • pressanykeynow@lemmy.world
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        20 hours ago

        I like them because I will think what I did wrong, not just going to do that wrong thing again until I get lucky with my wrong strategy.

      • syreus@lemmy.world
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        1 day ago

        I like them because it forces you to try to salvage a fight instead of just conceding after a bad start. The time spent getting to the boss is investment you don’t want to waste.

        I think this is really just an issue of the tools and abilities not being inherently linked to the related bosses.

        FYI quickhop attacking is faster than ground combos and you can weave in the trio dagger throws when you are dodging away from close attacks. Also your attack will negate enemy attacks weapon hitbox(but you still have to dodge bodily contact). The poison tool upgrade is overbalanced and makes a lot of fights a joke.

        • wols@lemmy.zip
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          10 hours ago

          This is a really good point.

          I’ve also found myself messing up the run back but committing to the fight anyway with a few masks down. You can either heal back up by breaking the cocoon, or practice starting the fight low and keep the silk for later (one of the best changes from the first game IMO is making the cocoon an asset in contrast to the ghost that would harass you).

          Another aspect is the run back itself. When you struggle a lot with a boss (as I often do), you will have to do the run back so many times that you passively start getting better at traversing the map. And even if the specific combos you used on the boss itself don’t necessarily translate to other bosses, the movement skills likely will keep being useful.

    • Cybersteel@lemmy.world
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      2 days ago

      To be fair, From has like many games to learn from that while Cherry only has HK. I’ll never forget the sheer pain of the Frigid Outskirts from Dark Souls 2.

  • NigelFrobisher@aussie.zone
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    2 days ago

    People forgetting that when you ran out of lives you used to have to go back to the start of the whole game.

    • EnsignWashout@startrek.website
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      22 hours ago

      People forgetting that when you ran out of lives you used to have to go back to the start of the whole game.

      We remember. It was bullshit back then. It’s still bullshit now.

      Edit: I beat many of those games on three lives. It was still some bullshit.

      • NigelFrobisher@aussie.zone
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        18 hours ago

        It wasn’t bullshit. You could get through those games in about an hour and that set of levels was the game. Games like Sonic sunk or swam based on whether playing through those levels over and over to achieve a better run was actually enjoyable. Not to say that today’s much longer games aren’t valid too, but they don’t have to be as tight.

      • pressanykeynow@lemmy.world
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        19 hours ago

        Why is it bullshit? If you couldn’t die nobody would play those games. The stakes were the reason to play.

    • mavu@discuss.tchncs.de
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      2 days ago

      yes, i HATED that, and don’t think I ever finished any of those games.

      that was not a good thing.

    • angstylittlecatboy@reddthat.com
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      1 day ago

      As someone who isn’t necessarily big on the notion streamlining is “objectively” good game design… That more or less began to be disposed of the minute we had the technology, minus a few now-niche genres that rely on it. It was gradual, but mass market games as early as Zork in 1981, had save schemes.

    • unphazed@lemmy.world
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      2 days ago

      Zelda: Pwr off Rst. Must ensure progress is saved. Far end of the spectrum: Sewer Shark. Fuck that game, I didn’t want that beach life anyhow.

  • glitchdx@lemmy.world
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    2 days ago

    I spent 3 hours stuck on one boss fight.

    In most games, finally beating it would have me saying “thank fuck its over”.

    In silksong, I’m saying “fuck yeah that was a good boss”. It’s a very different feeling, and one that I haven’t had the pleasure of enjoying in quite some time.

    That said.

    I think both hollow knight and silksong should have easy modes. It would be fine. It doesn’t hurt me any that someone else can have an easier time. People need to remember that video games are entertainment, and the sweaty “hardcore gamers” can fuck off with their usual judgemental elitism.

    • nfreak@lemmy.ml
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      2 days ago

      This is exactly it. I think the game is a goddamn masterpiece. The most infuriating fights feel like huge accomplishments, not just relief. Phenomenal game all around, but that difficulty curve isn’t for everyone. I can say the same about any Soulsborne game, love them to death but it’s definitely too much for some folks. Difficulty options are a good thing, if a compromise has to be made just have it disable achievements or w/e.

  • Baguette@lemmy.blahaj.zone
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    2 days ago

    I mean personally I don’t have any issues with an easy mode in games, casual play is nice when you come back home from work half dead. Silksong is advertised as a soulslike though. Feels a little counterintuitive to take away the aspects that define a soulslike, even if it makes the game accessible to a wider audience.

    • Blackmist@feddit.uk
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      2 days ago

      For me though, a lot of Souls games are about opening shortcuts and then running past anything left to get another go at the bosses.

        • Blackmist@feddit.uk
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          2 days ago

          Yeah, I wasn’t fond of 2. Although you could just kill them 12 times and never have them respawn. Quite tedious, especially in the DLC.

  • Feyd@programming.dev
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    2 days ago

    A lot of comments tying runbacks to difficulty, when they have nothing to do with each other. I haven’t playing silksong but I played about half of the original and uninstalled it, despite the fact it is so many people’s favorite metroidvania and metroidvania is one of my favorite genres.

    Not putting checkpoints close to boss fights is not difficulty. It is disrespectful of the player’s time, which is a problem hollow Knight was full of.

    • KubeRoot@discuss.tchncs.de
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      1 day ago

      I disagree, runbacks are as much difficulty as having to recover your currency after death, or even having to recover your items after dying in Minecraft. It’s a punishment for dying, and a way to make you treat it seriously.

      It can incentivise the wrong things, punish experimentation and make players stick with what they know, even if better options exist. You’re free to dislike it, and it has downsides, but dismissing it as “not difficulty” is just dishonest.

      • _stranger_@lemmy.world
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        23 hours ago

        The crystal boss that you first encounter sitting on the save bench though, that’s was just evil 😆

    • ampersandrew@lemmy.world
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      2 days ago

      I liked Hollow Knight, but yes, it kind of was. Frequent destinations were far away from fast travel, and there was a low level area that they transformed into a high level area later in the game specifically so that crossing the map wouldn’t be a cake walk. I’d argue that earning the power to make an area like that into a cake walk is a core part of the fun.

      • Siethron@lemmy.world
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        2 days ago

        Hollow knight had a custom fast travel option in late game. You could place a dreamgate almost anywhere and just zwoop to it.

        • ampersandrew@lemmy.world
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          2 days ago

          It’s been a few years, but mostly I just remember needing to go to the shop over and over again from various points in the map and it being a long trek. I don’t remember a custom fast travel point, so either I never got it, or it came so late that I didn’t remember its utility.

          • Prathas@lemmy.zip
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            2 days ago

            Agreed, the highly specific gate locations were what ultimately made me abandon the game, in combination with various other factors (sheer difficulty, etc.).

    • mohab@piefed.social
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      2 days ago

      Not putting checkpoints close to boss fights is not difficulty.

      You’re pointing a finger at the Soulslike genre here, not only HK. Some games may abandon it, but this is common enough to be called a genre stable.

      Just like the “hit hit, dodge/parry, hit hit” combat pattern, losing/recovering currency, enemies respawning on bonfire use… etc.

      I think this whole genre is wack, TBH. I don’t even find it difficult, I just think what they test is perseverance in the face of misery and tediousness, which’s a bizarre thing to test in a video game. It’s almost as if it’s straight up telling you: this is a serious video game, no room for fun here.

      Meanwhile, Ninja Gaiden proved you can simultaneously have extreme difficulty AND fun like one million years ago.

      • CileTheSane@lemmy.ca
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        1 day ago

        You’re pointing a finger at the Soulslike genre here, not only HK

        I played some Elden Ring and as I recall there were check points next to the bosses.

        Ender’s Lilies is a metroidvania listed as a soulslike and always has a check point next to the boss room (highly recommend it btw).

        • mohab@piefed.social
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          1 day ago

          You’re pointing a finger at the Soulslike genre here, not only HK. Some games may abandon it, but this is common enough to be called a genre stable.

          You should try Salt and Sanctuary, Sekiro, Bloodborne, The Surge, Lords of the Fallen, or Lies of P—all had boss runbacks, and that’s ignoring HK, Silksong, and the original Souls games.

          • CileTheSane@lemmy.ca
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            1 day ago

            Apparently I shouldn’t. But if there’s a list of soulslike games that do it, and a list of soulslike games that don’t, then it is not in fact true for the genre and is instead true for specific games.

      • Feyd@programming.dev
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        2 days ago

        It’s true that I’d prefer it in no games, but it’s also less frustrating in straight soulslikes. The problem with HK is that it is a synthesis of metroidvania and soulslikes in the most time-disrespecting ways possible. Really most of my frustrations are with map design, and then they add not getting maps until you find the map guy (in samey environments I can’t remember well enough without a map).

        What made me put it down was playing for an hour going through multiple zones without finding either a map guy or a bench somehow then dying. I’m pretty sure just being able to see the map would have been enough to keep me playing.

        For this new fangled soulsvania genre there are numerous better entries that I thoroughly enjoyed. Ender Lilies and Blasphemus are the first 2 that come to mind.

        • Beardbuster@lemmy.world
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          2 days ago

          Personally I think we’d all be better off not even calling them Soulslikes, for this very reason. Full-blown Soulslikes have so many more nuances and systems that add to the experience.

          • Prathas@lemmy.zip
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            2 days ago

            Yeah, huh, apparently HK is tagged on Steam as a Souls-like, but I disagree… just brutal difficulty in a melee-heavy game isn’t enough to merit that badge, but oh, well.

      • Coelacanth@feddit.nu
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        2 days ago

        To be fair Ninja Gaiden Black did also have boss runbacks. It’s one of a handful of small complaints I have about what is otherwise a very close to perfect game (Chapter 9 in the military base being one of the others).

        But NG2 did have boss checkpoints, yes, and was much better for it. Even the notoriously player-challenging Itagaki realised after one game that boss runbacks sucked, and this was in 2008 - Demon Souls wasn’t even out.

        • mohab@piefed.social
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          2 days ago

          I was mostly thinking of NG2, yes. I enjoyed NGB, but NG2 is the only one I replay, and it’s mostly what I’m thinking of when I bring up Ninja Gaiden.

          We can even go back further and bring up Bayonetta (2007), God Hand (2006), or even DMC 3 (2005) All are tough as nails, but super fun.

      • aesthelete@lemmy.world
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        2 days ago

        I think this whole genre is wack, TBH.

        Agreed. I’m not sure why I would waste my time with shit like this when it’s just objectively not fun for me to play.

        Different strokes for different folks, so if you like it more power to you, but I’d rather play games that are fun to play for me.

        I only have a certain amount of time to play video games, and if I can’t make any progress at all in an hour or two, why would I bother continuing when an hour or two is usually all I have in a day to play your game?

        I’ve decided not to bother picking up silksong because I found HK tedious, frustrating, and unrewarding.

        • Cybersteel@lemmy.world
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          2 days ago

          People who enjoy such games are clearly masochist who don’t know what a good game is if it hit them in the face. Idk why these sorts of “gamers” even exist. I long for the halcyon era where good stuff like Mario, Zelda and Sonic were the staples of hardcore gamers.

    • Kühlschrank@lemmy.world
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      2 days ago

      You can make the case that it’s not a fun use of our time but how is it not tied to difficulty? Being able to get to the boss with enough health or consummables is certainly part of the intended challenge.

      • LettyWhiterock@lemmy.world
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        2 days ago

        I haven’t played silksong, but most games like Dark Souls and the like, getting back to the boss without taking damage is pretty easy. It’s not difficulty, it’s just time.

        • magusfungus@lemmy.ml
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          2 days ago

          Also in Fromsoft games runbacks are a deliberate design choice that forces the player to take a quick break after dying to a boss.

      • Feyd@programming.dev
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        2 days ago

        I’ll admit I don’t even remember doing runbacks in hollow Knight (or even having to fight any boss in the part of the game I played more than one or twice), but in other games where you have to run to the boss you normally just run past everything without fighting it and go into the boss with full resources. No challenge - just running past everything, which not only wastes time but also totally breaks immersion for me.

        In any case, my overall discontent is with all the time wasting added together than any specific thing.

        • Cethin@lemmy.zip
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          2 days ago

          I will say the run backs in Silksong/HK are better than, for example, DS1 for the reason you give. In DS you just run past enemies and it’s trivial. In the HK games running past enemies becomes a platforming challenge. Yeah, you can still do it, but you still have to engage with the enemy even if that’s just jumping over them. DS you just run past them and they almost always too slow to engage with you if you’re sprinting.

    • LettyWhiterock@lemmy.world
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      2 days ago

      I’m not really used to metroidvanias having runbacks honestly. Most I’ve played either have save points close to the bosses or just drop you outside the boss room if you die.

    • neon_nova@lemmy.dbzer0.com
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      2 days ago

      I wouldn’t mind checkpoints before the boss even if it’s not a bench and more of a “retry” option.

      But the annoyance of run backs raises the stakes of the fight a bit. Like, “Please let me win this time so I don’t have to do another run back.”

      But I was annoyed at a particular fight that started without warning and I had not really explored the new area yet, so I didn’t have a chance to find a closer bench.

    • Katana314@lemmy.world
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      2 days ago

      I never actually liked FromSoft’s themselves, but several Soulslikes I really enjoyed did away with runbacks, or always had checkpoints right before bosses.

      I really just want people to start evaluating each design decision Dark Souls made on its own - stop worshipping the whole as being perfect, because it most definitely is not. So many of the knowledge checks (poise, anyone?) are just there for experienced players to lord over confused shrubs.

    • systemglitch@lemmy.world
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      2 days ago

      My partner loved that aspect of the game. Each to their own, that’s why it’s good games have differences.

    • acosmichippo@lemmy.world
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      2 days ago

      disagree. they are related and absolutely add to the difficulty of learning how to beat a new boss. it’s way easier to develop a strategy and muscle memory if you can retry the boss fight as soon as possible without having to redo other sections of the game first.

      • subignition@fedia.io
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        2 days ago

        I disagree. Having a slight forced intermission between attempts both gives me pause to reflect on what I needed to do better, and presents a risk of not making it back to my death point, which keeps me mindful.

        I like Silksong’s runbacks a lot more than I’ve liked the ones in 3d soulslikes though. In Dark Souls for example the risk of losing your corpse felt really high, whereas in Silksong you very often have either a gate that unlocks a quicker route back, or a clever acrobatic solution that reliably avoids all the enemies.

    • teawrecks@sopuli.xyz
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      2 days ago

      Have you considered that the run back is trying to tell you something? The game doesn’t want you to bash your face against the same enemy the same way. It may not even want you to fight that boss yet at all.

      The run back is meant to be an incentive to think about your options. Do I have other areas to explore? What do I keep dying to? Am I overlooking an obvious weakness during a particular boss mechanic, or am I not using an ability as effectively as I could be to stay alive?

      If you let the player immediately run back into a boss, they will veg out and do just that until they eventually get lucky and barely down a boss by the skin of their teeth. But that’s not how you should be approaching these fights.

      Sometimes the most productive run back even involves a good night’s rest.

      • Cethin@lemmy.zip
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        2 days ago

        I agree with this argument in Dark Souls. It isn’t quite the same in Silksong though. Upgrades are very limited. You can’t just swap weapons and go farm upgrades for it. You have one weapon and can’t upgrade until a few hours into the game, and after the one you can’t upgrade again until some future point. Health and silk upgrades are also incredibly limited, and you ability upgrade slots are equally limited.

        In DS/Elden Ring, you’re supposed to go explore and spend your souls on upgrades. I’m Silksong there are very few real combat upgrades to be purchased. You can’t just level up or upgrade weapons to get more powerful.

        • teawrecks@sopuli.xyz
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          2 days ago

          I will need to play more of silksong to be able to comment fully, but I felt that, even though you could understandably say all the same stuff about Hollow Knight, I still do think that the only times I struggled in HK (on required content) I later found out about an upgrade that was available if i had looked that would have made the fight much easier (nail upgrade, ability, charm, more hp, etc).

          No, not to the same degree as Elden Ring, i agree, but I do think HK’s exploration played a very similar role as it did in Elden Ring. In both games i would tell people to only bash your head against a boss if you want to hurt yourself, otherwise go explore.

          • Cethin@lemmy.zip
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            2 days ago

            Yeah, I just recently unlocked wall clinging. It feels like now there are several directions to go, but before there was largely just one. Also, because of the way charms are limited (only having two slots for each of three types) finding charms feels much less meaningful. You can only ever have two main combat charms, so you can never find something that’ll let you totally change things like you may in HK1.

            Maybe it’s only the beginning (I’m about 12h in, so not that early) of the game that feels this way, but yeah so far it doesn’t feel like extra exploration will bail you out if you’re stuck.

      • AwesomeLowlander@sh.itjust.works
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        Have you considered that the run back is trying to tell you something? The game doesn’t want you to bash your face against the same enemy the same way. It may not even want you to fight that boss yet at all.

        The run back is meant to be an incentive to think about your options. Do I have other areas to explore?

        Would be a lot more effective if I didn’t have to go pick up my shade. Which often can’t be accessed without locking yourself into the fight again.

      • Feyd@programming.dev
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        2 days ago

        The other day, I fought the boss of the abyss in the dark souls 1 dlc. It took me 5ish attempts, and I changed my gear to have more magic resist after I got further in the fight and got merked by magic attacks. All spending 2 minutes between each attempt running back to the fog gate did was make me zone out and wish I could just get right back to it.

        Btw, the original runback was mega man, where you get to try the boss until you run out of lives then you have to do the entire level again. Still way more interesting than running past everything in souls games.

        • teawrecks@sopuli.xyz
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          Do you believe DS and Megaman could have been even more iconic if they had listened to players and made their runs back shorter?

          My point is, it’s not like the designers didn’t know what they were doing, this is a very obvious aspect of their gameplay. And regardless of how minor inconveniences like this make us feel as players, we don’t know that it’s not precisely those lows that contrast with the highs to create the intended experiences which made those games cult hits to begin with. You wouldn’t look at a Rembrandt and say, “look how much of the painting is just black! You’re wasting all this space! You could add so much detail and context in there!”

          I’m a firm believer that “given the opportunity, players will optimize the fun out of a game”. If players weren’t complaining about the run back, then they would be complaining about the empty flask drinking animation. Inconvenience is not a convincing argument to me. Just like any art, games are free to evoke any and all emotions. It only becomes a problem if the emotion they keep evoking is boredom lol. But even then, boredom is a valid tool on the artist’s palette; sometimes the only ones who are getting bored are the boring people.

          • CileTheSane@lemmy.ca
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            1 day ago

            I loved Ender’s Lilies and it had save points outside the boss rooms. I do not believe the game would have been more iconic if I had to run through several rooms of enemies before fighting a boss again.
            The joy of victory came from overcoming a difficult fight, not from avoiding a tedious repeat.

          • Feyd@programming.dev
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            2 days ago

            I actually said I like the mega man version. I think the dark souls version is boring and doesn’t do anything of what you’re saying. I don’t even remember run backs from when I played half of hollow Knight because I didn’t even think the game was hard. It just wasted time in so many ways that I decided I’d rather play a different game that didn’t, but if people had to deal with the time wasting design that I remember and also do dark souls boss run backs then I’m not surprised they’re irritated.

            Edit: and no I don’t think DS would be less iconic if you didn’t have to do boring runs between boss attempts…

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    2 days ago

    We should definitely talk about how levying criticism, especially thoughtful criticism, is treated as a personal attack by other people playing the same game. It’s a bizarre form of tribalism.

    • prole@lemmy.blahaj.zone
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      Steve Bannon recognized exactly this (with gamergate) and harnessed it for his fascist ends.

    • XM34@feddit.org
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      We should also talk about how “Difficulty is part of the game and if you find it too difficult then this game is not for you” is not a personal attack, but a perfectly valid response to said criticism.

      • TipRing@lemmy.world
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        If the criticism is limited to “It’s too hard.” then I would agree. But that’s not a valid response to criticisms about specific design elements like “these power ups feel like they do nothing”, even if it’s a perception issue at hand you need to address the actual observation and not jump on with ‘git gud’.

        I was learning a game a few months ago and struggling with understanding a specific character, so I went to the official discord and asked for advice, not complaining it was too hard, just asking for what kinds of strategies work and I was met with endless ‘try harder, scrub’ responses and literally no actual advice. I quit playing the game because the community was so up it’s own asshole.

        And for sake of clarity. I don’t play HK, it’s not my preferred genre and my favorite game (that I can replay) is Noita so I am familiar with reviews that complain about difficulty. It’s fine for games to be hard and it’s also fine for people who find the games too hard to leave a review saying they found it too hard. That is part of informing buyers so people can only pick it up if they desire that kind of challenge.

        It’s just a trend that is all too common in gaming. People like a game or a developer and become incapable of seeing an opinion that they disagree without taking it as a personal slight. It’s weird.

        • NuXCOM_90Percent@lemmy.zip
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          Part of that is definitely gatekeeping.

          But a lot of it speaks to… people are REALLY stupid these days. You notice it a lot when buildcrafting comes up. If it is more complicated than “raise strength to the soft cap” then people start making up massive excuses on how it is too complicated to explain and you are a fool for asking and MAYBE to go watch their favorite youtuber and so forth. When I feel particularly trollish I make a “like bags of sand” joke but the reality is that they just do not have the ability to actually learn what they are talking about. They can barely even regurgitate what an influencer told them.

          And that has more or less broken fighting game discourse online. Because it is no longer “oh yeah, so and so has a super easy 20 hit combo” and inherently has to be “your crouching light jab is a +4 but your crouching light kick is -2” because EVERYONE is an expert in frame counting and so forth.

          Souls gamers more or less broke with Elden Ring. The base game is probably the most accessible any Souls game has ever been and most people learned fast they can just beat Malenia by doing an arcane bleed build or getting a big fricking hammer to stunlock her, but they felt like they were super cool for it (which is the point of a Souls game). Then the DLC came out. And people felt the need to shit on the games media folk saying “So… this shit is kinda hard?” before rapidly getting their poopy pushed in by silver knight equivalents.

          And it very much broke people. The discourse went from “Git gud. But in all seriousness, Capra is a boss that is designed to make sure you know when to block and when to dodge” into “Git gud you fucking loser. I beat it with no problems”. And we are seeing similar discourse with Silksong as a lot of us talk about how some of the runbacks are REAL bad and get responded to with “That is just what Hollow Knight is”… even though there was like one bad runback in the entirety of that game (Mantis Lord… and Radiance is just a different kind of fuckery).

      • Katana314@lemmy.world
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        This excuse stopped working the day I opened a tough-as-nails game like Furi, saw it had a difficulty menu, said “That’s nice”, and went back to challenging myself against the bosses on default settings.

        It’s such a huge cop-out of self control, and especially falls to acknowledge that the forms of difficulty in a game are often varied - and someone might suck at only one of them.

      • HubertManne@piefed.social
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        2 days ago

        thanks. I hear a lot about this game and was wondering about it but Im a relaxagamer though so its good to know.

  • dockedatthewrongworf@aussie.zone
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    2 days ago

    I think this discussion has more merit when framing this from an ableism viewpoint. Games having accessibility sliders to either slow down puzzles or enemies helps players who have a disability.

    A game that comes to mind is Crosscode! You had options that could change the speed and damage for various things in the game. Was nice because sometimes I’d change the settings when I had been stuck and frustrated on a puzzle which made the game far more enjoyable.

      • PushButton@lemmy.world
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        2 days ago

        The main goal of a game is to be fun, not to be a bragging right; even more in a single player game.

        If someone, for any reason, prefers a more casual experience, let them have it. On the other hand, if you prefer to brag, go for it and cramp up the difficulty.

        There us no point of gating a single player game. Single player games should be accessible for all.

        • rafoix@lemmy.zip
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          23 hours ago

          Fun is not the same for everyone.

          Some people like visual novels. Others prefer games with frame perfect precision that push the player’s reaction, attention and concentration.

          Nothing could be for everyone and that’s fine. Something not being for you does not make it a bad design.

        • Holytimes@sh.itjust.works
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          A single player game shouldn’t be accessible to all. It should be accessible to everyone the creator intends it to be accessible to.

          Devaluing and demanding an artist or team of artists compromise their vision and intent is flat out a shit take. You have to be a massive self centered asshole to think it’s even remotely acceptable.

          Nintendo expects Mario games to be played by everyone, thus it’s reasonable to expect accessibility features and difficulty controls. To allow for the widest range of players.

          A Mario game with out either implicit or explicit difficulty controls would be a fair thing to criticize when Nintendo’s clearly stated goal is to reach the boardest audiences and be a game for the whole family.

          But a game made by say kojima IS NOT trying to reach the boardest audience. Thus, expecting any amount of control over the experience is just being an asshole on the part of the player. The game is designed for himself first and foremost. He’s making something he wants to make. Tell a story he wants to tell. If the player enjoys it then all the better.

          Games are after all first and foremost art. Art can be a product or can be a passion. A product even if art is reasonable to expect it to be made for the consumer first and cater to them But never should any reasonable person. Assume a passion should bend the knee.

        • DupaCycki@lemmy.world
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          1 day ago

          The main goal of a game is to be whatever the creators and/or you want it to be. Frustrating difficulty can still be fun, just like feeling scared in a horror game is fun. It simply has to be done right.

          Keep in mind it’s already very hard to make a good, balanced game. Adding difficulty sliders increases that exponentially. Even if you add a few presets - that’s still a lot more work, which indie studios may not have resources for.

          • tmyakal@infosec.pub
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            There doesn’t need to be sliders or options menu settings. Elden Ring handles difficulty settings beautifully: upgrading your flask is optional and increases both the frequency and amount of healing that can be received. Using summons is optional and can make some fights an absolute cakewalk. Same with all the different crafting items. If you want, almost every dungeon in the game can be skipped or revisited if it’s too hard.

            All Team Cherry had to do was change the timing or location for access to certain tools in the game.

            • pressanykeynow@lemmy.world
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              19 hours ago

              To be fair while Elden Ring is the most popular From game it’s also by many accounts a downgrade from their previous titles. It’s fun but not nearly Bloodborne, not Dark Souls with it’s ups and downs but establishing the genre, not even Sekiro which is weird for the series but still doesn’t have any game to compare where it shines. Personally if I had to choose between three Elden like games and one Bloodborne, I wouldn’t even think.

              • tmyakal@infosec.pub
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                7 hours ago

                I used Elden Ring as an example, but all of Fromsoft’s Souls games have had similar ways of adjusting difficulty. Bloodborne still had summons, still had tons of optional areas and alternate paths, and even had the cum dungeon if you want to cheese it on levels and skip the grind.

                And it’s not like From is the only company doing difficulty this way. Most Mario games are pretty straightforward for casual players, but advanced players who master the controls can often find secret levels or alternate collectibles. It’s an added, optional challenge a player self-imposes to make the game harder. Or Celeste and the optional strawberries and post-game levels.

          • Katana314@lemmy.world
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            1 day ago

            Many FromSoft games don’t strike that balance right. The ones I’ve tried, even the ones I successfully beat, gave me a groan of “Fucking FINALLY, now what mediocre reward and fresh hell do I get for that!? In fact, why am I playing this…?”

            Another example, Stellar Blade. I enjoyed the difficulty, and got pretty good at the parries against bosses; but usually only hit about 60% of them. That wasn’t good enough for the very final boss, which takes off about half your health for each one you miss. Only for that fight, I ended up turning down the difficulty - and it was still tough! And, I still felt rewarded at the end.

            One final example, Another Crab’s Treasure. It has some hard fights, and many difficulty options. I’m glad those were there…but I also just never used them. Also, it now has a NG+ that gets even harder.

      • dockedatthewrongworf@aussie.zone
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        2 days ago

        For myself? Definitely! But someone shouldn’t be prevented from playing a game because of a disability. Just like how Frostbite engine games have great accessibility options for colour blindness.

        • Holytimes@sh.itjust.works
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          Disability, accessibility and gameplay accessibility are two different things and should be treated as such. There is also a very hard line between what is possible to help someone with a disability. Enjoy a medium that requires certain minimal physical traits.

          The color blindness deafness rebindable controls as many things that can help the disabled and these should be expected whenever possible. Hell a lot of these are built directly into your operating system and don’t require any effort from a game developer. They just need to make sure not to get in the way of already existing tools.

          But gameplay accessibility is an entirely different beast and even very minimal. Gameplay accessibility can create an entirely new gameplay experience to the point where it’s not the same game. If the developer wants to add those, it should be up to the developer and what they’re targeting, both as an audience and as an artist.

          We should always demand disability accessibility. We should never demand gameplay accessibility.

        • loudwhisper@infosec.pub
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          2 days ago

          Tbh it’s a reflex and dexterity game, among other things, so it is not for everyone. In the same way a game that requires memorising melodies is not for me, since I suck hard at it.

          I suppose there could be a mod that simply doesn’t let you die and you can explore the whole world. There is no other way to make a platforming section easier, unless you add more anchor points etc., which requires actually changing the world (essentially, you remove the platforming section), so those could still be a problem.

          • tmyakal@infosec.pub
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            1 day ago

            Celeste is a game about reflexes and dexterity. They implemented tons of accessibility features, including ways to make platforming easier.

            • Holytimes@sh.itjust.works
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              And the game is fundamentally not the same with some of those accessibility features enabled. Good on the devs for targeting a wider audience but fundamentally they have different game play experiences.

              Not every designer wants to have multiple experiences in their game. That should be entirely up to the designer and demanding them add entirely new experiences is unreasonable.

              Color blindness support, rebindable controls, subtitles, on screen audio visual cues. There’s plenty of things that can help the disabled that don’t change fundamental aspects of the game. If a developer adds these but doesn’t want to compromise the intended gameplay as they see it then they shouldn’t have to.

              End of the day. It’s art that is being sold to be consumed. If you don’t like the art, then it’s not for you.

            • loudwhisper@infosec.pub
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              1 day ago

              I have never heard of the game, i guess you are referring to https://celeste.ink/wiki/Assist_Mode?

              I can see they have lots of options! However the platforming seems to be slightly different? In case of HK I suppose that invincibility-like mode is what I suggested brought to the extreme (I.e. you can just walk over spikes etc). Maybe the other thing that could work is slowing the game down so that timing is easier to get.

              I think it’s an interesting discussion accessibility from this point of view. I think everyone draws the line at some point, between accessibility and simply making a game with some principles that represent the soul of the game.

        • DupaCycki@lemmy.world
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          1 day ago

          Colorblind accessibility is easy to implement and pretty much everybody can do it after reading a wikipedia article on colorblindness.

          On the other hand, balancing a game for several difficulties is not easy and takes a lot of time. Plus, it doesn’t always make sense. Part of the game is the struggle. If you’re skipping the struggle, then you’re missing a part of the game.