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.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?
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
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. /ragethere 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
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.
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.
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.
Like what? King's Field and Nightmare Creatures?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.
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:
Cons:
- 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
- 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!
Ah, I see what you mean now.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.
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 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.
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.
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.
I agree. But the player not being good ain't the fault of the game, but the player.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
I agree. But the player not being good ain't the fault of the game, but the player.
Complains like "the economy sucks" don't make any sense if the player that says that dies 10 times in each area and never gets the cocoon back.
There's a mechanic in Act 3 that lets you teleport to fast travel stations so it does allow you to traverse the different areas a lot quicker.The discussion about the game will be centered around difficulty but I think it's missing the point and the usual "git gud" dismissals don't really address the biggest issues IMO which are:
-A lack of meaningful progression through finding upgrades. The core movement mechanics are spread way too thin (if you explore fully without rushing the main story it's not rare to wait 5 hours before you get a new move that fundamentally changes the way you play the game) and the number of health and damage upgrades you can find haven't been changed to reflect the vastly more massive explorable space as well as the higher difficulty. The new abilities also tend to be very basic and for some of them quite underwhelming (the last one has zero synergy with everything else and basically feels like a glorified key to some parts of the map which is the worst thing a Metroidvania upgrade can be). This leads to the player not feeling like he gets any stronger until way too late in Act 2 and this only takes the form of the multiple tools and crests that can greatly help against tough combat encounters but don't really have much more utility outside of those specific scenarios.
-Far too many pointless wastes of time and needlessly frustrating "gocha" moments that have nothing to do with "getting good" as they require no skill and can't possibly lead to failure once the player has experienced them once. In certain situations this sort of treacherous design also exaggerates the first problem since you can't really use your new movement abilities to traverse environments you've already visited quicker as you can in Metroid games for ex, the pacing still has to slow down to a crawl because Team Cherry really love their cramped corridors and ventilation shafts where you can't see shit and have to slide along the wall slowly while waiting for steam to stop blowing to proceed. Also I'd hoped they wouldn't pull off a NKG pre fight section again but they somehow managed to make it worse here with the need to play the song to visit memories every single time you lose against a boss. Worst offender being the coral tower where you have to charge a vertical shinespark on top of it, again no skill required, no possibility for failure, just pure tedium.
I still like the game a lot and it does a ton of very impressive things outside of these blunders but it's obviously a pretty flawed game and you can't simply shrug off every criticism with "skill issue", even if bosses and platforming sections were easier these problems would persist.
Yes, I know that, that's what I said. It doesn't address the issue which is that for a core ability it doesn't meaningfully change your gameplay because it can't really be chained with your other movement options. It's particularly disappointing because it's the last major upgrade you get.Also, the last ability you obtain is key to reaching areas you haven't been to before
That's fairYes, I know that, that's what I said. It doesn't address the issue which is that for a core ability it doesn't meaningfully change your gameplay because it can't really be chained with your other movement options. It's particularly disappointing because it's the last major upgrade you get.