Gprofessor said:
The point that the game doesn't revolutionize anything is something I could get behind so I won't contest it. But the other points, I can't agree on -distance between benches and boss: By making you play a part of the game again you get the chance to interact with its mechanics more and get better at them and more familiar. Also, it forces you to take a short break from the boss to clear your head and come at it at a fresh angle. They build character! None of the run backs are that long, in fact most of them are quite forgiving, I had no trouble running back at bosses and trying them again. -poor placement of benches: Don't know what you mean by that, I found most benches well thought at, not too isolated but not too convenient (the game wants you to feel unwanted in its world so designing for that is good design) -poorly designed world navigation system: I actually found it to be excellent, lots of quick travel points but not too many, so you won't feel too comfortable. The different travel mechanics in the citadel serves narrative purposes, as well as making you not too reliant on your usual travel system -Shard system: I was always full on shards, there are so many and so plentiful that my problem was always being at cap and never needing to hunt for more. I can give you a point here, as I found the sub weapons too powerful and too forgiving, I never used them because I found that they made the game too easy -basic enemies too aggressive: That's a refreshing change from games making the enemies fodder. You actually have to account for them somewhat while traversing in Silksong. This is good design because you get to engage with them more. Also adds to the feeling of hostility and despair that the game goes for. I actually never found the basic enemies too aggressive, they were the perfect balance of stating their presence without being a nuisance.Their placement also is deliberate, they get in the way, but an experienced player can get around them easy. -Input reading: The only enemy that uses input reading to the point where you might call it a cheat is the super secret final boss. Every other enemy and boss telegraphs their attack and just tries to aim where you are at. I hate input reading, one of the flaws of elden Ring, but it doesn't exist in Silksong. The tracking ranged attacks just take into account your speed and trajectory, something the enemy can see, so of course they would aim for where you are heading. Easily reactable. - The tools: There are many, many uses to the tools, try experimenting. Almost everything can be useful, something not many games can say. I never used the compass, took up a slot and I can read a map without something telling me where I am. I actually enjoy the game more this way, more immersing. -Some gauntlets were too easy, but take into account that when you find them matters. If you find an earlier challenge later in the game it might seem too easy, that's true. -I was so relieved there was no double jump until later in the game. It made the traversal that much more interesting. An early double jump would make you ignore lots of challenges. I don't see how it combines poorly with the glider. As you can see I didn't find the game frustrating, I never had to look up anything, never lost my beads, and all while going in completely blind. I find it the perfect amount of challenging. Maybe it could be a little more challenging? I did have to impose some self made challenges, like not using the compass and sub weapons unless I really struggled. Will have to wait for the dlc. |
You've addressed the flaws I listed point by point, so those aspects aren't a source of frustration for you, or at least you're able to tolerate them well. There's nothing else to complain about here; I'm glad you were able to fully enjoy the game (even without using the compass :O), which unfortunately wasn't the case for me.
Last edited by JimmyFantasy - on 31 October 2025






