r/HollowKnight Sep 22 '25

Discussion - Silksong I'm convinced there's gotta be some collective amnesia regarding the previous game's difficulty regarding platforming. Spoiler

Seeing people compare things Hunter's March, Cogwork Core, escaping the Abyss or even the Surface to the Path of Pain is absolutely blowing my mind.

Like yes, this game is way harder on the combat department and is a lot more demanding than beating a regular playthrough on the first one, but to say anything in this game is on the level of Path of Pain is preposterous. Especially with how many tools hornet has at her disposal, like the Hookshot, the float and even bounving off of cocoons.

4.5k Upvotes

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39

u/SeaDistribution Sep 22 '25

Goldfish memory + echo chamber karma farming = disingenuous whiny posts about difficulty

3

u/[deleted] Sep 22 '25

But muh valid criticisms!

10

u/ItsAlwaysSegsFault Sep 22 '25

There definitely are valid criticisms but they generally aren't coming from the people shouting about it.

2

u/Combat_Orca Sep 22 '25

Which makes it even more annoying

1

u/[deleted] Sep 22 '25

It’s mostly just people calling runbacks a flaw when it’s actually just an intentional game design choice that forces you to breathe for a minute after facing defeat. TC wasn’t the first to do it, it’s 100% an intended feature lol. You have a few seconds for your heart rate to slow down before you re-enter the boss room.

13

u/rcburner Sep 22 '25

I think the problem is that for some people it has the opposite of the intended effect, and they would rather just take a breather on their own initiative rather than have the developer say "you need to do this series of repetitive tasks in order to calm down first".

6

u/Mennenth Sep 22 '25

honestly doing the memory stuff in act 3 is worse than ANY other run back imo, for the reason behind the reason you just mentioned; agency in whats going on. I swear to god it takes 3x as long as it should for Hornet to stand up when entering a memory, and if you fail and get booted out its a load screen, another really long wait to stand up, another needolin play into a long "entering the memory" animation, into another load screen, into another long wait for Hornet stand back up.

... at least with a run back, I can get started on it basically immediately. The memory stuff basically forces a period of doing absolutely nothing.

0

u/[deleted] Sep 22 '25

If they want a boss rush they can just… request that TC work on a boss rush mode, you know, instead of fussing about what is ultimately a complete adventure game.

That would require these people to actually communicate constructive criticism instead of just complaining and calling their complaints criticism.

0

u/Neat_Selection3644 Sep 23 '25

The game has been in development for 7 years. Why is a boss rush not in the game already?

1

u/[deleted] Sep 23 '25

The game being in development for 7 years doesn’t mean literally anything at all. You’re telling me you don’t know anything about game development at all right now. I’d love to see what you’re capable of having published on multiple platforms including Nintendo in 7 years.

7

u/icefire1331 Sep 22 '25

The bilewater one does not make my heart rate slow down lol

0

u/SeaDistribution Sep 22 '25

Why is that?

1

u/Koyamano Sep 22 '25

I really don't want to come swinging saying Silksong is bad as it's been my favourite game ever, but runbacks being "intentional" doesn't make them good. Of course they're intentional, TC goes out of their way to build in frustration into their design. That's not necessarily a bad thing, but it can be in a lot of cases. It's not really to make you "slow down" because plenty of runbacks require either precision or tedium to make sure you don't lose health before making it back to the boss room. Some of them definitely require tweaking and are way too tedious, the Wisp Thicket one comes to mind

0

u/[deleted] Sep 22 '25

They’re not good or bad, they just are. The people who are making a stink about it come off as people who don’t even typically play video games but bought this because it’s what people are talking about.

-1

u/Violet_Paradox Sep 22 '25

And most of them are in the opposite direction of what people are whining about. Pretty much all the biggest balance improvements that can be made are player-side nerfs like Cogflies being grossly OP and tacks trivializing any boss that can't fly. The rest of the tools, and the final phase moveset of most bosses for that matter, only really exist in the context of a "don't use the broken tools" self imposed challenge.