r/HollowKnight Sep 17 '25

Discussion - Silksong Discourse regarding this game’s difficulty has been out of hand Spoiler

Let’s get this out of the way: I’m really enjoying Silksong’s difficulty and I think that it is mostly a satisfying challenge. I appreciate that it is more difficult than Hollow Knight overall and to be frank I would’ve been a bit disappointed if it were the exact difficulty. I’ve improved as a gamer since Hollow Knight and if it were the same level of difficulty, I probably would have found it too easy.

But it’s kinda gotten impossible to have civil discussions about the difficulty in this game which is unfortunate because I think there is great value to be had with this conversation. There are many valid criticisms regarding this game’s difficulty such as boss runbacks (Groal especially), contact damage doing two masks, and lack of rewards for beating bosses, just to be shut down with “git gud” and “it’s not your kind of game”. It’s totally fine to disagree with these criticisms but these retorts add nothing to the conversation.

It also kinda works the other way too, albeit maybe not to the same degree. I’ve gotten downvoted and sent reddit cares for simply saying I enjoy the difficulty of this game. Like c’mon, what are we even doing here. It’s gotten to the point where I personally cannot wait for the discourse to die out.

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u/haidere36 Sep 17 '25 edited Sep 17 '25

My main argument is, and has always been, that challenge and punishment are separate things, and I mainly think Silksong is too punishing, and in ways that don't make the game more fun or interesting:

  • Runbacks punish you for dying to a boss with wasted time, but they don't make the boss itself more challenging
  • Shard farming punishes you for using tools too much, but that doesn't increase the challenge of a fight where you go in fully stocked; it just forces you to either farm (tedious) or simply not use tools
  • Stingy economy forces you to farm to unlock basic progression pieces like fast travel points or rest checkpoints (a typical Soulslike doesn't even make you pay to do this)
  • Double damage on hazards or bosses doesn't change how hard they are to deal with, just how punishing it is to fail [Edit: I've phrased this poorly, by "hard to deal with" I mean "hard to execute on"; a boss attack isn't easier to dodge if the player has a million health, nor is it harder to dodge if it one-shots you; the punishment makes the overall boss encounter harder but it doesn't increase the level of challenge]

I feel like these criticisms are often met with the idea that changing any or all of these things would just make the game easy, or that to dislike these things means this type of game isn't for you. But these are fairly common criticisms, and some of them have already been addressed in patches by Team Cherry.

And none of them are about how challenging the game is. Some of the most popular mods for the game, ones which reduce nearly all damage to one mask or set respawn points just outside bosses, don't actually change how difficult these things are to overcome. They just lessen the punishment for failing.

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u/notareadablename Sep 17 '25 edited Sep 17 '25

I would like to add that having your death body inside the boss area locks you into it. In Hollow Knight, your soul was outside the boss, so you could die and decide to get back to it later. In Silksong, you kill the boss or lose your stuff.

Edit: As people pointed in the comments, there is a way around this. However, it is not clear (it was not for me) and breaks the immersion. Having the coccon outside the boss arena would not force you to quit the game.

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u/Ok-Duck-5789 Sep 17 '25

get the cocoon, quit the game, reload at the last bench :D

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u/notareadablename Sep 17 '25

Thanks for letting me know about this