Silksong is shockingly cheap at just $20, but Team Cherry says it just tries to "price the games at a reasonable level for people"

LectureMaster

Has Man Musk


When your first game sells over 15 million copies, especially if you're an extremely small development team, you don't have to worry about your second game putting food on the table. This was the fortunate position that developer Team Cherry found itself in with Hollow Knight: Silksong after the success of Hollow Knight, so in a way, it was no surprise to see Silksong launch at just $20 – only $5 more than its predecessor – despite being a much larger game that took over six years to make.

Silksong's low price, while not an unbelievable outlier, is very much an outlier. Many devs remarked on Team Cherry "being cool and giving their game away" because it can afford to, even if this kind of price-to-production ratio wouldn't be feasible for many indie teams. Heck, I spent more money on shorter Metroidvania games this year and I didn't regret it at all. Even Hollow Knight, and even at the time, felt undervalued at $15, as if Team Cherry didn't fully know what it had on its hands. Of course, you won't hear me complaining about great, affordable games, and just because you could charge more doesn't mean you have to.

On the topic of price, Team Cherry co-lead Ari Gibson says they just try to pick a fair one. That's coming from interview comments in a paperback guide book from the ACMI (the Australian Centre for the Moving Image), which was recently released following an exhibition featuring Silksong.

Gibson revisits the design decisions that eventually led the studio to turn Silksong into a full game, not the Hollow Knight DLC it was first thought to be. It kept getting bigger until eventually new protagonist Hornet needed a whole new world of her own.

As part of that process, Gibson says, "because we try to price the games at a reasonable level for people – and we have quite a habit of expanding the content to be quite large – it felt inevitable that it would get to a point where the value of what we make would warrant being recognised as a single title."

It is funny to hear Gibson recognize the studio's modus operandi of, not necessarily over-scoping or biting off more than it can chew, but almost unwittingly making projects larger and larger until, suddenly, years have gone by, and your fans have formed a cult. It's also amusing to imagine Team Cherry staff staring down the same $20 price tag that, across the internet, inspired responses both incredulous and reverent, and casually saying, "Yeah, $5 more, that sounds about right."
 
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That's the only reason I haven't reached for my pitchfork, the price is too damn good to complain about balls difficulty.
Nah man can't dodge complaints with a low price. I got it through cheap deal Gamepass and I'll still complain about the difficulty.

Ranting incoming…

It's over-tuned, unbalanced tbh, from two guys playing it over 6 years and becoming experts at it and not realizing that regular gamers are going to be total noobs when it releases.

I've reached 100% now and it's a great game but in no way as good as Hollow Knight.

As far as I'm concerned it's just not balanced correctly. It's built so experts unlock easy mode while casuals are going to play hardcore mode. Casuals will probably be minimum 2 nail upgrades short because of the delivery quest and flea festival, which makes boss fights longer and gauntlets more frustrating.
By the end of it when I had all nail upgrades I plowed through some bosses and gauntlets first time which I had previously struggled on. This was between 87-92% completion. 93-100% was easy peasy.

Standard nail upgrades shouldn't be part of secret areas and side quests with harsh difficulty spikes. They should be part of easier main quests imo. Gradually make it less frustrating for everyone instead of just completionist experts. Tools can be the hard to get exploration and boss rewards.
 
By their metric a game should only be priced by their hype levels and not the greatness of the game itself. That GOTY level games shouldn't be priced at such a low amount of money.
 
Silksong being 20$ hits the industry in a sensitive spot. Not because it is cheap but because it exposes how much meaningless padding everyone else is selling. Other games launch in my region with ridiculous markups just to squeeze more out of us and here comes Silksong actually releasing at 10$ here. It is insane.
 
I hated on Silksong years before the game came out. I knew with 99% certainty that they'd repeat mistakes of Hollow Knight's design, and did my best to point those out while the game was still in development. Silksong is flawed, frustrating, and a perfect example of what happens when the praise of your debut game completely drowns out any criticism you could have used to your advantage.

However, despite all of this, it's a fucking STEAL at $20. The game, with all of its flaws and frustrations, is still absolutely phenomenal, and it's absolutely insane to get that amount of gameplay for a mere $20.

Trust me, I have shit on Silksong way more than the average person, unscrupulously pointing out the pedantic problems I knew would be there before the game launched, yet there is no denying the fact that the game is still a masterclass in level design, core gameplay mechanics, metroidvania progression, and boss design.

It sucks that the game is so hard, and it sucks that there are objectively horrible design decisions (like some of the grunt wave gauntlets) you have to drudge through. But at 20 American dollars, you can easily forgive those moments. (I mean, it might cost you an extra $50 after breaking your controller…)

It's an easy 9/10 game. Even if I'll never forgive them for wasting a fucking equip slot just to see where you're located on the map I MEAN WHAT THE HELL TEAM CHERRY, FUCK.
 
I think Silksongs difficutly and balance is and was fine, it's was even too easy at parts(bosses mostly).

I really hope they do not make their next game easier because some are/were complaining. ;/

Sry for the off topic.
 
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