Silksong Players complain about high difficulty, Steam Scores Fall, Easy Mode Mod Gets Popular

Half the fun in this game is actually getting good at it. However, my time is limited and I will say dying a shit ton and wasting time when really just want to beat the game does put a hamper on my ability to complete it.
 
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SMB on NES is a 30 minutes game, this comparison is strange. 30 minutes and 50 hours are quite different things don't you think?
Idk about that, it's a 30ish minutes game on average if you're good at it, hell it's way less if you're really good. I don't think time to finish is valid here as an argument, rather it's ability to participate, which seems to be demanded alot in video games nowadays. I always like to compare to standard sport games for example or classic chess, if you're not qualified or able for some reason to play vs a reasonable opponent, you're simply out, out, no game for you. I don't know why exactly it should be different with any game, but perhaps that's just me.
 
Here's the change log for the new easy mode:

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And that's funny because ps1 games were quite easy lol I was thinking of 8 bit and 16 bit era games inspired by Arcade hard

Very true, but I avoid using that era of games as an example, because they were also often really unfair.

for every 1 perfectly fair and well designed game like Mega Man X, there were 3 spammy bullshit type games made by LJN 🙃

by the time the PS1 generation came around, most devs tried to make fairly designed games, instead of bullshit like The Lion King that was deliberately made so it's impossible to finish it while renting it for the weekend from blockbuster.
like how fighting games literally just fully cheated against you. not just input reading, but actually have impossible moves/impossible counters happen etc.
 
there were 3 spammy bullshit type games made by LJN
The LJN punching sound is seared into my brain. Their Wolverine game was one of the few I owned so I put a lot of time trying to beat it. Eventually I tried another LJN game and found so much recycling including that dumb sound. /rage
 
The LJN punching sound is seared into my brain. Their Wolverine game was one of the few I owned so I put a lot of time trying to beat it. Eventually I tried another LJN game and found so much recycling including that dumb sound. /rage

LJN were very efficient and environmentally friendly! why waste electricity making new sounds when you can just recycle the old ones? 🤣
 
Having gone back and played HK after I completed Silksong, yes, SS is a much harder game and spikes in difficulty much sooner.

It also doesn't require an easy mod to complete and I'm not typically a Metroidvania player either.

HK base game was easy. The hard content was optional DLC

Silksong is in that level of optional difficulty right off the bat. I think it gets easier in later acts
 
Very true, but I avoid using that era of games as an example, because they were also often really unfair.

for every 1 perfectly fair and well designed game like Mega Man X, there were 3 spammy bullshit type games made by LJN 🙃

by the time the PS1 generation came around, most devs tried to make fairly designed games, instead of bullshit like The Lion King that was deliberately made so it's impossible to finish it while renting it for the weekend from blockbuster.
like how fighting games literally just fully cheated against you. not just input reading, but actually have impossible moves/impossible counters happen etc.
Agreed 100%
 
Very true, but I avoid using that era of games as an example, because they were also often really unfair.

for every 1 perfectly fair and well designed game like Mega Man X, there were 3 spammy bullshit type games made by LJN 🙃

by the time the PS1 generation came around, most devs tried to make fairly designed games, instead of bullshit like The Lion King that was deliberately made so it's impossible to finish it while renting it for the weekend from blockbuster.
like how fighting games literally just fully cheated against you. not just input reading, but actually have impossible moves/impossible counters happen etc.

I think that's less of an old-school thing and more of a western developer thing. I'm not saying that Japan didn't make any games with bullshit difficulty, but I'd suggest that's the exception rather than the rule.
 
I think that's less of an old-school thing and more of a western developer thing. I'm not saying that Japan didn't make any games with bullshit difficulty, but I'd suggest that's the exception rather than the rule.

that was also an issue for sure. western devs were on average just awful up until the late 90s or so.

but even japanese devs went overboard in some games.
 
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by the time the PS1 generation came around, most devs tried to make fairly designed games, instead of bullshit like The Lion King that was deliberately made so it's impossible to finish it while renting it for the weekend from blockbuster.
Like what? King's Field and Nightmare Creatures?

PS1 definitely had many stupidly hard games, and not only in its infancy. Some of them were absolutely hard by design. Some would be mitigated by adding some modern features, like checkpoints.

The Lion King's fame as a very hard games is very curious to me. I was around 12yo when it came out, and apart from the fights in the final levels that had some very questionable hitboxes, it was no Earthworm Jim.

Also, what we call "fair" today was mostly considered easy back then. It usually meant the game had no glaring control issues that put the player at a severe disadvantage, and that the devs weren't deliberately out to kick you in the balls with some design choices.
 
Like what? King's Field and Nightmare Creatures?

PS1 definitely had many stupidly hard games, and not only in its infancy. Some of them were absolutely hard by design. Some would be mitigated by adding some modern features, like checkpoints.

The Lion King's fame as a very hard games is very curious to me. I was around 12yo when it came out, and apart from the fights in the final levels that had some very questionable hitboxes, it was no Earthworm Jim.

Also, what we call "fair" today was mostly considered easy back then. It usually meant the game had no glaring control issues that put the player at a severe disadvantage, and that the devs weren't deliberately out to kick you in the balls with some design choices.

PS1 games were unfair because the devs sucked usually. NES and SNES games were often unfair by design.

that's the difference imo.

Kingsfield was just a really badly designed game. they tried to make a complex first person RPG, but designed it all in a way that's just annoying and shit.

it's known that 8/16 bit era games were designed with unfair jumps and unfair enemy placements to make it harder to finish them in the span of a weekend. so bad design there was on purpose.
while PS1 games usually didn't do that. their unfair design was just a fail by the devs.
 
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Looking at my thoughts from the original Hollow Knight, it's pretty much all true for Silksong as well:

Got the true ending and beat the fool trial as well. Pretty much done everything and currently sitting at 98% completion. I have some random boss left and the journal to fill out.
Anyway, here are my thoughts on the game.

Pros:
  • Gorgeous aesthetic! Seriously, this is one of the most beautiful games I've played.
  • Immersive world and atmosphere (which is result of everything coming together really well)
  • Great tight combat and platforming
  • Well designed and fair bosses
  • Amazing enemy variety
Cons:
  • Poor storytelling. The lore and the world around is interesting, but I don't like the way the story is told, i.e., needing to piece together from boss fights, items, etc.
  • Tedious game mechanics. No save anywhere feature, having to backtrack after every death, not being able to change charms (loadouts) anywhere, not having map charm as default passive, far away fast travel points, etc. I feel the game's strength is the exploration of beautiful areas, and adding these tedious elements only discourages exploration.
  • Poor Pacing. It took me about 6 hours to get the first two abilities, which is when the game really opens up. Devs need to ensure the game is designed such that a few important abilities are obtained as soon as possible, and that the time it takes for that is the same for every player.
  • Minor complaint, but the controls for charged attacks could be better. Perhaps something like hold L2 to charge and then tap the attack/dash/etc button to use respective charged attacks. I mention because it becomes tricky to hold the face attack button, while also trying to jump multiple times via another face button with the same thumb.

Overall though, I loved it despite those complaints. The good stuff is just too good and I can overlook the cons. Looking forward to the content updates now. Be interesting to see what these devs do next as well.

Edit: Got 100%. And yeah, I take my time with games haha!

Apart from that, there seem to be more trolling from the devs in this one (like that boss exploding after dying and killing player, and the fight not registering as completed even though other places it does complete like in gauntlets). Or placing annoying flying enemies on hard platforming sections. The boss health also seem to be higher than it should be in my opinion.

The atmosphere and aesthetics are still absolutely amazing though. I am having the best time when I am just exploring the world and filling out the map, same as Hollow Knight. The tedious elements do try to hamper this enjoyment, but the highs are higher than the lows, especially on PC.

And talking about PC, for others that are playing on PC that want to reduce tedium, try the following mods:
- Teleport: This lets you create your own "teleport points" while you play and return to these points with a press of a button. Very useful to set points just before boss fights to cut out the runbacks.

- Bonfire Teleport: This one lets you open the map and select a bench and immediately teleport to it. Saves a bunch of time.
 
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PS1 games were unfair because the devs sucked usually. NES and SNES games were often unfair by design.

that's the difference imo.

Kingsfield was just a really badly designed game. they tried to make a complex first person RPG, but designed it all in a way that's just annoying and shit.

it's known that 8/16 bit era games were designed with unfair jumps and unfair enemy placements to make it harder to finish them in the span of a weekend. so bad design there was on purpose.
while PS1 games usually didn't do that. their unfair design was just a fail by the devs.
Ah, I see what you mean now.
But good intentions made little difference when controls, animations, hitboxes, camera and framerate usually worked against what the player wanted/was supposed to do. Even if the level design was fair, some jumps were still a nightmare and combat never really worked as intended. At that point, the difference with an intentionally punishing NES game was negligible, imo. That's why I didn't get what you were saying in your previous post.

On the other hand, Silksong is a game so polished (save for some really questionable collisions) that one can definitely attribute some hard passages to deliberate trolling from the devs. The abundance of dark places with spikes/blades just beyond your area of vision. The falling boulders or the flying enemies above some tricky jumps. The enemies and projectiles that visibly change trajectory when you're 99% committed to a jump. All of this is intentional.
 
From what I hear so its bad checkpoints for boss rooms mostly? Runbacks are bane of any boss heavy game, one of main reasons ill likely never touch dark souls 2 again
 
From what I hear so its bad checkpoints for boss rooms mostly? Runbacks are bane of any boss heavy game, one of main reasons ill likely never touch dark souls 2 again


it's a few little things that when combined become annoying at some points. The game is very long and keeps being on the hard side most of the time so it's normal that in occasions it crosses the line with some frustrating segments.

I wouldn't touch the difficulty at all, because it would impact negatively the whole experience, just some minor tweaks on enemy and bench placement (just 5-6 in the whole game).

The hysteria about its difficulty is mostly overblown, though. And I say this being stuck at the final boss after +40 tries.
 
It's not just the runbacks. Ideally you would start the boss fight with full silk and tools. Having to grind to get enough shards to refill the tools will probably get old at some point.

And before you say "buy the shard bundle"... you're pretty much going to go broke buying everything else that costs rosaries.
 
From what I hear so its bad checkpoints for boss rooms mostly? Runbacks are bane of any boss heavy game, one of main reasons ill likely never touch dark souls 2 again

Pretty much. I'm almost done with the game and overall loving it, but the runbacks are definitely a lowpoint of the experience.
The game has an oldschool (one could argue dated) approach to checkpoints that often punishes you for dying at challenging sections by forcing you to go through a tedious process just so you can try again, with things like unnecessary runbacks and a couple of instances of mandatory multiphase battles against regular enemies that you need to do every single time you want to challenge certain bosses. There's also a couple of parts where they get a bit too cheeky, like this big annoying poisonous section where they hide the only save spot behind a missable breakable wall.

The whole thing about the double damage from bosses though is pretty much a non issue IMO. I've found most bosses to be well balanced and fun, and the double damage is partially offset but the more versatile healing IMO (particularly being able to heal mid air).
I think people are focusing so much on the double damage simply because the runbacks are making everyone needlessly frustrated. For comparison, another awesome recent metroidvania, Nine Sols, has arguably harder bosses than Silksong (at least IMO), yet they feel less frustrating because when you die you can basically just try again right away.
 
Edit: Sorry, double post

It's not just the runbacks. Ideally you would start the boss fight with full silk and tools. Having to grind to get enough shards to refill the tools will probably get old at some point.

And before you say "buy the shard bundle"... you're pretty much going to go broke buying everything else that costs rosaries.

Yeah the shards system is another unnecessary mechanic.
IMO the game would work just as well if tools simply recharged for free at benches. What ultimately gives balance to the tools is the limited number of uses before you need to "reload", no the shards system. Though removing the shards would mean they'd have to change up the architect crest (because if you could reload endlessly it would be OP as fuck)
 
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it really comes down to this: if you're good at the game, none of the "issues" will ever cross your mind.
if you aren't good at it they will stand out
 
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