| Norion said: Calling Silksong a game for very, very few people is really silly cause the clear majority of the people who have played it have enjoyed it. Putting that aside my views on Silksong are quite abnormal in that while I do think it has flaws and isn't a masterpiece like HK one of my biggest issues with the game is different than almost anyone else's. The most common complaint is about frustration with the difficulty but if anything I found the game disappointedly easy cause nothing in it currently is as hard as the hardest parts of HK like Path of Pain or Absolute Radiance and the Pantheon of Hallownest. I do find complaints about the difficulty to generally be a skill issue since a common one the high halls gauntlet took me like two tries and if someone is having a hard time with it they can just leave and come back later when more prepared. Another is I don't get why a boss like Savage Beastfly has become hated since it was a piece of cake compared to Lace 2 and Karmelita. |
I'm glad you enjoyed it and that you spent your time with the game well.
Personally, no matter how hard I tried to get to the end, no matter how much I defeated all the mandatory and optional bosses that came my way, no matter how much I tackled the complex platforming challenges (mountain fay, bilewater, etc.), I couldn't help but note that many of the more extreme difficulties—requiring incessant repetition of the bench-to-boss path, farming shards to regain the ability to use extra weapons against bosses, the poor placement of benches, the poor placement of basic enemies, as well as their excessive aggressiveness—were generally due to gaps in the level design or the equipment system, or in the management of the aforementioned shards, the placement of enemies in the levels, and many other small details.
All things that make the experience grueling, even for a hardcore gamer.
The point is that creating a difficult or near-impossible game is extremely easy, because generally during game development, both programmers and playtesters become accustomed to the challenges. The subtle art of game design lies precisely in making the experience consistently enjoyable and finding the perfect balance between player skill and proposed challenges, adding and tweaking small things here and there. It's a complex art that few manage to successfully develop, and ultimately determines whether a game is well-made or not.
Unfortunately, this isn't done in this title, and this is rewarded precisely by those who should have the minimum amount of expertise to do so.







