this post was submitted on 08 Sep 2025
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[–] Quazatron@lemmy.world 15 points 1 week ago (3 children)

Regarding difficulty: I've lived through the 80's, where difficulty was ramped up to make the game last longer, as you only had precious few kilobytes to fill with content. I've grown to hate difficult games.

It is your right as creator to go that way if you wish, but it is my right as player to hate your guts if I buy your game and it kills me over and over again in the first minutes.

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[–] verdi@feddit.org 14 points 1 week ago* (last edited 1 week ago) (1 children)

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.

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[–] HollowNaught@lemmy.world 14 points 1 week ago (1 children)

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

[–] Harrk@lemmy.world 9 points 1 week ago (2 children)

Some of the boss fights felt amazing once you start learning their attack patterns, but then others were just... lacking. The savage fly one comes to mind. It wasn't particularly a difficult boss itself. But when it summoned ads, it became a fight around rng. It wasn't a fun fight at all. Felt like the devs realised it was too easy and chucked in ads then left it there.

Separately, why on earth the boss doesn't receive damage for slamming down on the spiky enemy when its spikes are deployed... Missed opportunity!

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[–] dockedatthewrongworf@aussie.zone 13 points 1 week ago (16 children)

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.

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[–] Hadriscus@jlai.lu 13 points 1 week ago* (last edited 1 week ago)

yea, that's entirely valid. I love these games (Metroidvanias) because of the exploration and worldbuilding. The combat is a way to advance further into that world, but it's just a means to an end to me. Make it too tough, and you're preventing me from enjoying the parts I like.

I played a good 4 or 5 hours of Silksong so far and loving it. It's a little tough though, and I think it could use a nerf.

[–] BioDriver@lemmy.world 13 points 1 week ago (3 children)

Did these people forget how ball-smackingly hard Hollow Knight was???

[–] tahoe@lemmy.world 7 points 1 week ago

Yes.

I think time has made people look at Hollow Knight through rose tinted glasses. When I picked up the game in 2018, I got to the Soulmaster and gave up entirely because of its runback, it was just too annoying.

I ended up finishing the game a few years later and absolutely loving it, but runbacks are to this day my main criticism of the game, and I know a lot of people agree about that.

For this reason I hoped that they’d make things better in Silksong, but at least now I know what to expect so it doesn’t annoy me as much as it used to.

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[–] _stranger_@lemmy.world 12 points 1 week ago
[–] ExtraMedicated@lemmy.world 11 points 1 week ago (1 children)

I haven't played this yet, so I don't know anything about what difficulty settings it may or may not have But in general, I see difficulty settings as an accessibility feature.

I liked the way that Ender Magnolia did it, where, at a save point, you could adjust several settings to customize the difficulty. I was able to temporarily make it slightly easier just for a few bosses that I lost my patience for.

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[–] maxwells_daemon@lemmy.world 11 points 1 week ago (2 children)

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...

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[–] Binturong@lemmy.ca 11 points 1 week ago* (last edited 1 week ago) (2 children)

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.

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[–] DupaCycki@lemmy.world 10 points 1 week ago (1 children)

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?

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