This game is fuckin HARD. I’m about 10 hrs in and spent the last hour or so getting my ass kicked by an ambush room full of basic enemies
I miss when difficult but barely doable platforming rewarded you with an awesome badge instead of a bench that kills you and a room full of shards that you cant pick up since you are now full up.
Im actually not having that much issue with combat but i did 100% hollow knight not including the dlc. The ability to dash in and out of combat has been pretty helpful but im tired of skipping basic enemies because of the pain it is to kill them.
The ants can gargle the loop of my blade.
The one maybe-critique that I’ve solidified this early on is the overabundance of 2-mask hits, especially as early as they are, and then having no leeway between contact damage and attack damage with that most of the time, and then there’s moments where the boss is downed and the 2-mask contact damage kills you.
It feels like there’s more benches which counteracts the runbacks, so maybe it’s an ‘I need to meet the game where it’s at’ thing. Otherwise enjoying it. Hornet is refreshing to play, even though she’s much more technically-demanding in her playstyle.
Double damage from a stunned boss is total garbo, it makes my blood boil
I feel like once we get better at controlling Hornet, the sheer breadth of her kit is going to make the game so much more fun to play than standard Hollow Knight. The 2-mask hits are a lot, but it’s mostly counteracted by a much stronger heal, plus being able to heal mid-air.
It’s cute.
It’s beautiful.
It’s challenging, but not impossible (I say 4 zones in, so I expect it to get much worse in that regard)
The art style is the same as Hollow Knight.
The vibes are excellent.
I was thinking about writing up a longer, more thought-out post as a kind of early review, but since I’ll probably not get around to it, I’ll just ramble here instead.
I only reluctantly say with great sadness that I am a bit disappointed with Silksong. When I saw people talking about how it was harder than Hollow Knight, I was excited because I love me my super difficult metroidvanias (for example, Aeterna Noctis is one of my all time favorite games and I will sometimes go back to it just to replay the most difficult bits of it, particularly the platforming sections that make the Path of Pain seem like a tutorial introduction). But some (too much I think) of the difficulty in Silksong comes down to what feels more like arbitrary numbers form of difficuty, like those mentioning the overabundance of hits, even from regular enemies and even environmental hazards like traps, doing 2-masks of damage. Given the amount of hits you have to perform to build up the entirety of your silk in order to heal 3 mask pips makes this just tedious. It also means that finally getting another mask (getting 4 hard-won pieces over time) makes very little difference in most cases. Finally getting that extra mask should make you feel like "now I can show those baddies!* but in practice, when a boss kills you in 3 hits because it takes 2 masks for each hit and you have 5 total, when you finally get that extra mask? You still die in 3 hits because it takes 2 masks for each hit and you have 6. It doesn’t feel good to get that new mask, it feels useless and like it was mosty a waste of time, which is kind of a cardinal sin in this kind of game. And that’s far from the only example. The lack of rewards for beating many of the bosses, even just a nice drop of scattered currency (like in Hollow Knight) has me wondering what they were thikning when they decided zero reward for a boss was a good idea. The feeling that overcoming challenges in general doesn’t really net rewards, let alone rewards that seem commensurate to the challenge is very disappointing. One of the great aspects of metroidvanias is how the acquisition of new abiities makes you feel powerful as you progress. I know I have a lot further to go, so I’m hoping this improves, but so far, I have not felt that good old “now I’m a badass” feeling even once yet.
The economy is also not good. The shell shards, separate from the rosary beads, seemed like a good idea at first, but after playing a while, they just seem totally superfluous. I tend to have them pretty well filled up most of the time, with the cap reached fairy quickly, so usually they’re just there and collecting more does no good anyway. But when I run into a boss I’m having trouble with, I start using a lot of the tools that cost shards (as players are meant to). But if I’m stuck on the boss, they run out, meaning I have to stop working on the boss and go farm a bunch of shards which is just annoying, before being able to come back and fight the boss again while using tools. So it’s a feast or famine situation and neither state is very fun. You’re either unable to collect them and they’re useless OR you’re having to grind for them when you’d rather be doing something else. And the fact that you have to be at a bench to use them up (transform them from shards into tool uses) makes all of that worse.
Meanwhile beads are the real main currency and what you lose when you die (in typical Souls fashion), but only certain specific enemies drop them, so when you want to buy something (which you need to do too much in this game) you often have to go to a specific place on the map where you know bead-dropping enemies are in order to farm for them. Since dying is so easy due to the low health you have, it also, for me anyway, disincentivizes picking up the chests or the beads hanging in the environment, and worsens that feeing of lack of reward when you do find a hidden area with a collection of rosary beads. I take note of their location to save them and come back for the next time I know I’ll be farming/grinding beads, so I won’t die and possibly lose them for good by dying again while on a runback to my death location. I know this is a common, intentional, even staple form of tension in games with soulslike death mechanics. But with how it’s balanced in Silksong right now, it just feels too grindy. And that you have to pay for everything! Find a bench? There’s a fee. Find a fast travel spot? There’s a fee. Find a new door to a rest spot? Yeah, there’s a fee. But guess what, if you step away before going inside, you have to repay that fee. And once you go inside and leave again? Yep, gotta pay the fee to come back. What is this, the fucking U.S.? There’s also a merchant in there selling unique goods, which of course you have to pay for (that much is understandable), but you have to pay a fee every time you want to access that merchant? Gtfo. Insert joke about how I play these games to escape the capitalist hellworld, not stay stuck paying fees in order to pay fees. I found out there is a gear you can hit to break the door so you don’t have to keep repaying that fee, so that’s cool you can sabotage those rent-extracting fucker’s little merchant scam thing, but before that, I was pissed about having to keep paying 30 beads every time I wanted to browse that merchant or rest on the bench there, and 60 if I took a step away from it accidentally before entering.
I have mixed feelings on the new diagonal pogo. It’s thrown me off a bunch of times for sure, but I think overall I like the experimentation of it and the added complexity to the straight down pogo. I’ll have to play more to really get a good sense of how well it works, and honestly that’s true of all of this. I just have a lot more hope for the pogo than I do for the rest of the things I mentioned.
I’m really tired and I just spewed this out, not going to proofread, but instead try to sleep. So sorry for the long and badly formatted complaint comment. I do have a lot of good to say about the game too that I didn’t get into at all, but would have in a proper review post.
I will say, the themes of their games are civilization.
Maybe they just really wanted us to hate capitalism, cause everything costing money is sure getting to me.
The paid merchant door spoiler
You can break the mechanism above the door before you leave so the door stays open
Very difficult. Hornet is so large compared to the knight. Also the diagonal downward slash looks great and also feels great that one time out of a hundred when I remember that’s how it works.
The diagonal slash kills me so often
Its a technically superior game to its predecessor. Its definitely harder, lots of mobs just do 2 masks from jump. Idk how to feel about the dive attack yet, but the number of enemies with helmets making it completely useless has been noted.
Honestly same. I just beat Hollow Knight earlier this year (so, I have a pretty recent comparison) and the basic enemies are so much harder. The few boss fights I’ve done seem comparable, but any more than 3 enemies at a time means I have to lock in or die.
Yeah, it’s really easy to get swarmed by even a couple basic mobs
Loving it. Hornet plays so much more fluid and agile than the knight, the boss fights have been consistently fantastic, the soundtrack is great. It successfully sets itself apart from Hollow Knight with the way Hornet plays in such a good way, leaving both games with their own place. About 10 hours in, just beat my favorite boss so far, and the world is opened up even further now.
Too early to say, but if the quality persists at least at this level, then I think I’ll like it more than Hollow Knight simply from how much I love Hornet’s moveset and how it feels to travel around the world. Honestly feels like someone took Hollow Knight, a game I already adore, and made a character more tuned to how I enjoy playing platformers, and enemies with more dynamic and interesting kits. Love the soundtrack, too!
I’m having a skill issue. I recently played nine sols(basically hollow knight but with parry) and hornet is so much less capable. It’s like going from a movement shooter like ultrakill to csgo, or from sekiro to ds1. You just have to be so much less aggressive and it feels bad to barely be doing damage.
How is Nine Sols? Have it in my backlog.
Stellar
Fantastic, thanks!
The combat feels so good, and the character designs and bosses are wonderful. Things that are not as good are the basic enemy designs and the exploration/platforming of the metroidvania part. Still recommend.
Nice! Will definitely play it at some point. Loving Silksong right now.
sklissue
silk issue
Been watching live streams and it does indeed look hard as fuck. I know I couldn’t do it. I’d nope out pretty quick
It’s not that hard IMO. It isn’t easy, but I’m having an easier time than, say, Sekiro.
I don’t even know what that is
A rhythm game pretending to be an action game. It’s delightful
I just started it and I’m stuck on a big ol ogre guy who seems to hate fire
That guy is annoying. Best advice is to stay moving and slowly chip away at his health.
You can also use a stealth candy to sneak up on him and erase his first health bar instantly
Kinda early on outside a gate area, right? Lol
Yerrrp. I can do 10 foot DDR songs but this game is lost on me
Souls game but ninja
It is that hard. Sekiro is more generous with healing, has a lighter death penalty, doesn’t require tracking your movement and enemy attacks, doesn’t hurt you for walking into someone, and only needs 2 buttons to play (parry and attack).
edit: oh jump for some perilous attacks but they’re rare.
I dunno, the death penalty in sekiro seems harsher with the dragonrot. In Silksong, you can just buy necklaces and keep your beads. Maybe it’s just been a while and I remember Sekiro being harder than it is.
I’m not good at video games and dragonrot doesn’t matter. You can always cure it and it doesn’t affect the game loop anyway, maybe you miss some lore or something. It’s mostly a psychological trick.
Silksong early game combat involves managing spacing, timing a variable height jump, dashing, parrying when you fuck up, managing a resource bar. It’s like final boss or sekiro in terms or mechanics to juggle and penalty for getting hit.
It’s a crazy game, I struggled less on sword saint than than savage beastfly (haven’t beaten yet) and I struggled on sword saint.
Maybe 2D just clicks better for me? I dunno. I do understand people having trouble, and I do think they will tune down the 2 masks in the early game.
I have no idea what they might tune or not. I just think it’s a clearly extremely difficult. I mean it’s a precision platforms where you often need to track multiple things on screen while platforming, with steep penalties for mistakes.
The stuff that stops me enjoying it as much as hollow knight is I just spend more time running back to challenge rooms/bosses than practicing them or exploring. Hollow night I could pretty much idly wander through and not feel like I constantly had to go back to spend my currency or refresh health at a bench.
The need to grind shards for boss attempts, especially in areas where many shards from enemies fall into spikes/water/lava blows too. It’s a game that seems to actively resist letting you figure stuff out, which pushes players towards low risk and conservative strategies.
One thing that something like the souls games or hollow knight have going for them is that once you’ve lost your souls you have no reason not to get reckless. In effect if players have a dismal strategy they are encouraged to aggressively search for a better one.
In silksong is you are discouraged from experimentation because you will have to farm shards and losing currency really sucks (especially since challenge rooms or bosses don’t reemburse you, which encourages sticking with it to recoup losses).
That’s fair! One thing I found helpful is buying necklaces and shard pouches. You don’t need to worry so much if you store up rosaries in case of death!
It might have the best sound design in any game, which is a pretty good thing to have in a game about going around hitting every wall with a sword.
I think the bosses should have like 20 % less HP and start doing their actually dangerous attacks sooner.
I find it slightly too mechanically demanding to be as enjoyable as the first. I feel like exploration isn’t rewarded enough, and thr overabundance of combat rooms discourages the sort of casual wandering I adored in HK :(
sums up my experience pretty well. I think they tried to avoid just doing hollow knight 2: more hollow knight, but that’s kinda what i wanted
Yeah, I think it’s fine to not just want to make a sequel and I actually really like a few changes.
The diagonal pogo is interesting as hell, it really threw me at first and I’m not entirely sold on some of the platforming yet but my god does it feel cool when it works. There’s a lot more quick decisions and corrections that allow you to really dance in the air.
The sprint and thrust-jump attack is very cool. High commitment, in exchange for some reach and a quick jump to safety you can follow with aerial techniques. Interesting platforming challenges too.
More parries are neat, really makes hornet feel more like a fencer. When you bail yourself out of a fuck up with a chain of parries it’s
But the result is a way more mechanically demanding game, and they’ve really doubled down on combat.
I think about hollow knight where the combat arenas often gave cool rewards. And the really hard gauntlets were in the arena with a cheering crowd that showers you with money. Damn they felt cool. In silksong I finally get through one and… a door opens. I don’t even get shards to replace the ones I spent. Yaaay.
The sprint and thrust-jump attack is very cool. High commitment, in exchange for some reach and a quick jump to safety you can follow with aerial techniques. Interesting platforming challenges too.
This is my favorite thing about the game so far, how much it rewards you for going aggressive in combat. It turns the knockback in your favor cuz you can dash up in some bug’s face, land at least one strike, and they either back off or stay put to counter, either way the knockback gives you some breathing room.
And yeah the parries… so good
Love the combat. It reminds me of The Messenger, that game had equally amazing controls and movement, and when you really get going fast you can just fly through enemies… Silksong is more sparse with the encounters but the combat is so… elegant in a similar way. Love it!
I guess I’d also like to call out the music. In hollow knight the music made me yearn to discover the world and the lost and decaying beauty. Silksong has incredible sound design but so far the music hasn’t hit me in the same way.
A shame, because I actually thought the intro sequence was really strong.
I’m not enjoying it that much initially. It feels like the game has been made for that 1% of Hollow Knight players that have platinumed it instead of for everyone else, a bit like how Elden Ring felt at launch.
I get the diagonal down attack as well. Pogo was sort of the answer to everything in the first game so they’re trying to counter that, but that just involves putting helmets on a bunch of enemies so it feels artificial.
The thing that’s irking me is the lack of build options. There are very few charms and the traps that replace them mostly need to be bought and are very expensive. So they involve going back to the same places over and over when you can afford them. I just feel like I can’t tweak Hornet around the edges to suit me or what I’m facing better.
I think the overworld enemies are so tough because they all take at least 3 hits and don’t get knocked back as much as in the first game. The flying enemies also float towards you slowly then speed up at the last second. Couple that with the 3 hits and little knockback and they get annoying quickly.
The game has been in development for a long time and has a solid fountain so maybe there’s something I’m missing and it will eventually click. I remind myself Silksong was meant to be postgame dlc so of course it was going to be harder.but maybe Team Cherry spent too much time with it and everything makes sense to them but not normal people with fresh eyes.
I’m probably a decent bit further than you, and this definitely isn’t as hard as late-game Hollow Knight (like the optional stuff like Coliseum 3, not even getting into the pantheon business), but it’s incomparably harder than the corresponding point in Hollow Knight. Honestly, some of the ambush rooms are way harder to me than basically any of the bosses, except for one boss that basically got negated(?) due to a glitch(?). The ambush room on what appears to be the far east side of Greymoor [it might go further but I can’t reach it] shattered my soul and even though I think I’ve beaten every boss in Act 1 except for the last two (and whatever’s behind the simple lock in the Docks). In the Greymoor ambush room in particular, the bigger enemies are deliberately designed to move in a really irregular fashion and when there are multiple different kinds of big enemies moving in individual irregular fashions while lunging, poking, and throwing fanning projectiles, I just can’t process it.
I’m really wondering what the scale of the game is, because I haven’t gotten an “Act II” yet and, given what I’ve seen so far, that’s kind of strange, but I think it probably constitutes a moderate spoiler.
Edit: I think the soundtrack is like 1/5th as good as Hollow Knight’s, even if the sound design is really impressive, as another user noted.
oof those ambush rooms
I was at one just outside the Marrow and I kept getting to the stage where there’s a Skarr Stalker and a Spear Skarr and could not get past it, if there’s another set of enemies after those two I’ll be crushed lol. I eventually gave up after looping at it more than I did for anything in my recent Hollow Knight playthrough, and found a different path to progress down for now.
I think you mean just outside of the Docks, on Hunter’s March. That’s the other one I’m suck on, and I’m pretty sure there’s another wave after that. For what it’s worth, I’ve completed like 5 ambush rooms that are available later than that one and all of those were much easier (the Greymoor one not withstanding), so you aren’t looking at as steep of a difficulty curve as it may seem, overall.
I haven’t really heard anything in the soundtrack to grab my attention. Nothing like the mantis lords fight or any if the cool leitmotif in the original. The st is very subdued
Part of the difficulty is skill issue, but i beat colo 3 and got a platinum in sekiro so I’m no stranger to stupid hard games
Ambush rooms totally get me mind flooded way more than hollow Knight. I think hornet is just bigger and the enemies are quicker and less predictable
Yeah, some enemies are more erratic, most have a wider number of moves, and a few are both.
There are some bangers in the OST, I think I’m a fair bit past you at this point and just had easily my favorite boss and boss theme thus far.
There is spider nudity. It’s great.