Hollow Knight - Dark Souls Metroidvania... with bugs!

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Besides the arguments over the difficulty of the game, I've been seeing a lot of this sort of "discourse" about Silksong, people actually complaining how "unfair" it is the game was dropped with a $20 retail price
CfP3.webp

The "reasoning" behind these arguments is that because Silksong is being so well-received, other indie games won't be able to compete as they won't offer the same perceived value, i.e. some other indie devs are steaming because they feel this undercuts them and their shitty games they want to sell for twice as much.

"Silksong being $20 is so problematic? How am I going to sell my trooncore lesbian rhythm game for $40 plus NOW?"

Everyone hates overblown, big-budgeted mediocre AAA bloatware but the indie scene has produced a lot of trash.
 
Ended up getting it, at 20 I just could not justify pussyfooting around it. First impressions. The game is beautiful. Hornet controls great and is very distinct from the knight BUT I don't like the dive pogo, I hope something replaces it. I also dislike Hornet's voice, it's not the same one that was screaming "SHA" and "GIT GUUD!" which is what I wanted to constantly hear, I've turned off Hornet's voice off and I think it will stay that way. Progression wise... has felt pretty linear for now though I'm starting to see some branches. I covered everything I think I can cover for now in the ant colony and will go to the area with the weapon smith which I barely looked at next. Have the dash, my GOD does the dash change things up a ton. Was feeling a bit too sluggish till I got that.

Also, ring buck sucks compared to Cornifer as map buddy. Her singing has a fraction of the charm and in the fight she comes to "help" was more of a hindrance with how suddenly angles of attack against me became chaotic. Also, my god, there is a ton of damage 2 floating all over the place (took me more times than I'm willing to admit to beat the game's taxi to get it compliant) and I've bungled enough heals to know how harsh it is to only have 1 instead of the 3 smaller ones that the knight had.

Summary, I like it, want to play more, but it does feel more difficult than Knight felt at the start with bigger damage being taken from the outset. Though nothing I find demoralizing. Looking forward to start getting lost more.
 
Another terrible design in the game - Parrying enemies. Parrying for the player character in games is straightforward - Risk vs. reward, you need to time it right and the result is a good chunk of damage. The original game, as far as I remember, didn't use it and rather used pogoing as an alternative. HK2 gives the enemies the ability to parry which is absolutely retarded design, as they don't have the same risk factor due to having several times the health the player character does, and the only thing the player can do is wait until those parries are over so he can actually play the fucking game.

But it gets worse because flying enemies also parry, even more so than ground based enemies, so not only are you jumping like an idiot towards the enemies, but you can get to them only for them to start parrying as you get close, in which case even gamble you can put a hit in during the parry animation. The nail throw is absolutely pointless as the animation is so long and brings you so close to the enemy you can't even respond to a parry.
Kinda brainrotty that you're even thinking about it in these terms, man. There's no comparison to timed player parries. The enemies are not timing parries. There's no risk/reward factor because that's not what they're doing, they're just doing normal attacks and it's simply a consequence of the weapon clash mechanic.

Just don't attack into an attack. The game clearly doesn't want you to take those kinds of risks in general, so enemies' weapons also shield them as an extension of that philosophy. If they were carrying literal shields and holding them up in whatever direction they're attacking this wouldn't bother you, right?

It's pretty easy to work around, just chill for a second and time your counterattack, or aim your shot with intention. Like Widow for example, she would be way too easy to pogo off with that charge she constantly does, so it's coupled with an overhead flurry that protects her. But delay your pogo a bit and you can slap her ass. Same thing with Skull Tyrant's charge, but you drop over him and give it a tender horizontal poke instead and now he's no longer invulnerable during it. Spazzy flying guys are usually vulnerable from above. Anticipate it and get into position; I don't think I've found an enemy that this doesn't apply to.

I think that's what you're talking about anyway. A couple enemies do have an actual block stance but it's not common/frequent enough to be annoying. Reaper crest might help with its extra range (and maybe that gimp belt item? I haven't tried it) if it's just about hitting through the clash knockback, but I think you're better off looking for actual openings.
 
Really loving what I've played of this so far. I can tell the game is more difficult but I don't think it's that big a deal, that said I am a older millennial so I am a natural gamer god. Maybe younger types are having difficulty? Perhaps be expected, they grew up playing online block games trying to avoid being groomed by pedophiles, so developed a different skill set.
 
But it gets worse because flying enemies also parry, even more so than ground based enemies,
this shit is was really testing my patience in the splinter sister bossfight, that fight is perfectly fine albeit a bit simple but they just HAD to add waves of flying enemies that parry your attacks.
im at blasted steps now and its really trying my patience with this walkback to the fight, not only is it long it is filled with jumps and annoying enemies that your never going to want to fight it also has this occasional gimmick that will make you fall into the pits that now do TWO DAMAGE for no reason other than to say fuck you for trying to jump right as the gimmick activates
that godmode trainer is looking really nice now but im determined to beat this one since i never beat the first game

The "reasoning" behind these arguments is that because Silksong is being so well-received, other indie games won't be able to compete as they won't offer the same perceived value, i.e. some other indie devs are steaming because they feel this undercuts them and their shitty games they want to sell for twice as much.
they should whine about terraria and gmod going on sale for 5 dollars regularly then
 
I was wandering through The Marrow and came across some glowing dung. It was for a side quest I forgot I had, so I inspected it and followed the trail. When I got to the exploding beetle it led to, I thought of this thread.

"This enemy is nigger shit!" I imagined someone posting. "It's takes forever to kill and combos me to death with bullshit explosions! I fucking hate challenging combat in my action-adventure platformer!" I half-expected to read at some point.
 
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