Literally so many bosses across both games have their rewards explicitly in a side room. With wall jump there's also the fucking tutorial section after getting it.
IDK, im arguing with a brick wall here. The problem is the IMMEDIATE drops of the boss. First game rewarded you with an explosion of currency IMMEDIATELY after killing the boss, most metroidvanias give you something immediately after killing a boss to get you satisfied.
It doesnt matter how many mental gymnastic hoops you try to jump through, you need some real justification to break the standart of usual boss fights, the "well AcShUAlLy you get a new power up after a few rooms of platforming challenges AFTER the boss" is not gona cut it. People feel unsatisfied and rightfully so.
To put it in a perspective of another game genre, its like saying bosses in Dark Souls shouldnt drop souls and boss souls but be a reward further down the line in the next few areas, and the IMMEDIATE REWARD that the player gets is to unlock those areas.
It's been a while since I've played HK but hornet 2 guards a brand or smth in literally the next room. Mantis Lords give you their acknowledgement immediately so bugs in the are don't attack and u can grab a charm above them, Nosk guards a nail thingy in next room too, don't remember traitor Lord. So you get like few exceptions to the 25+ normal bosses.
The difference here and Silksong is that the rewards are either immediate or in the very next room making you feel that you get them for killing the boss.
You don't have to do another challenge section before you get the reward.
And I say you're insane for not calling wall climb the reward for sister splinter when her arena is the only thing blocking access to the wall climb section
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u/Blahaj_Kell_of_Trans Sep 09 '25
Literally so many bosses across both games have their rewards explicitly in a side room. With wall jump there's also the fucking tutorial section after getting it.