Anyone curious about it? I only played the first one for about an hour, but there is a lot of internet excitement about this second one, and I’m mildly intrigued. It reminds me of Dead Cells with prettier graphics.
I played other games last night with my son because he didn’t want to play tonight because he plans to be playing Silksong. I don’t expect to play it myself, but i probably need to learn enough about it to talk to my kids, both of whom will be playing it.
I played Hollow Knight until one particular fight that I just couldn’t get past. It wasn’t even supposed to be the hardest fight in the game, but something about its rhythm never clicked for me. Otherwise, I enjoyed it a lot. I’ll probably get Silksong when it goes on Steam sale.
I tried Hollow Knight on my Switch, and while I loved the aesthetics of the game, it never nearly clicked for me because of the small screen and controls.
Much later I got it for my PS5 and really enjoyed it. At least up to a point. I’m just really bad at it and I got to a point where a certain boss battle just kills me every time. That, and I dread any of the rooms with the stalagmites on the floor. I just can’t seem to master that saving move that allows you to bounce off of them.
Hollow Knight is one of my favorite games, and I’ve been looking forward to Silksong. Seems like the game launch is causing the Steam store some problems, and it’s not possible to buy it currently, though.
Interesting views here; I also found the original frustrating at many points (and indeed there are several boss fights much harder than the hollow knight himself), but I thought I was being a lightweight.
Also; the map is a bit “broken” in that if you lay out all the screen connections, you don’t end up with a consistent map. Some corridors are too short, or too long, or rooms are much bigger than could occupy their space on the map. I didn’t realize it when playing, just noticed that I was never comfortable navigating; I could still get lost despite passing through areas many times.
All that said, I’m looking forward to playing the sequel. The last time I saw a clip of the original hollow knight, those visuals, that music…bringing it all back, it was really a special place and theme.
Yeah… after reading the reviews, I decided to skip it altogether. I hate soulslikes and generally aren’t a huge of platformers, and this seems to be both Probably a great archetype of those genres, but not my thing.
I did enjoy Dead Cells, though, because it was so fast-paced and easy — more of a roguelite than a soulslike.
Well, my son spent two hours trying to buy it, and when he finally got it, he spent a lot of the day playing it. He had fun. He says it’s too hard for me, which i don’t doubt reading the comments here. (I’m not good at video games.)
I played it because it’s on Game Pass. It’s awful.
Nice aesthetics, interesting music and world, but for an action combat platformer the controls are awful. Your character is floaty like you’re riding a kite, and attacking is capricious. Sometimes you attack sideways, or upward, regardless of how you hold the stick.
They did a really poor job on this and I feel sorry for anyone who wasted money on it. The game is all style no substance.
There are much, much better games if you want to play a platformer. Screwing up basics like control and movement is an instant deal-killer.
This is an interesting observation… what are some examples of other platformers that feel different? Does this issue happen with the keyboard too, or only a controller?
Not that I care either way… I’m just curious about what you mean by this, i.e. whether it’s some sort of input bug or a deliberate design decision that they made. What does it look like when a platformer does or does not have this sort of “floaty” movement?
Most platformers feel more responsive. I think it’s an intentional design decision. It might be that if I played this game long enough I’d get used to it, but as it is I don’t have the patience.
Dead Cells is an example of a game that’s more typical and feels responsive. It was already mentioned here.
By “floaty” I mean it literally; like the character moves just a little to long in the air, or doesn’t react consistently.
It sort of reminds me of the parkour in the game Avowed. Where sometimes you dodge out of nowhere trying to jump. Anyone who has played that game probably knows what I’m talking about. The difference is that the platforming is just an occasional thing you do to get around; it’s not core gameplay, and rarely is it an issue in combat. That’s not the case here.
It’s a subjective thing that “feels” off, and as I said it’s probably something I could get used to and compensate for with enough practice, but the game isn’t interesting enough to make the effort. “Jump and hit” isn’t very compelling. The game could become deeper later, but early gameplay is dull and just not worth my time.
But, you know… for the fans of the original who waited 7 years for this and ended up loving it, I’m happy for 'em! Very few hyped sequels can match that level of excitement years later… I can only think of a handful, like Baldur’s Gate 3. Many other sequels release to much more negativity.