| ▲ | Sohcahtoa82 3 days ago |
| > Silksong as a game should not exist. It is so brutally difficult that it stretches the very definition of the word "game". Games are supposed to be fun [...] I haven't actually played HK yet, and I don't normally play Souls-likes, but I did finally start playing Elden Ring about two months ago. Yes, I've had times where I'm cursing out loud because I've been trying to beat a boss for three hours without success, sometimes dying with the boss only needing one more hit to die, and I'm frustrated with myself because knowing he only needed to get hit one more time started making me greedy with my attacks, and so I take big hits to the face and don't back off to heal. But what makes them fun is the dopamine rush when I finally succeed. A couple times, it felt damn near orgasmic. I've been playing video games for probably around 35 years and nothing felt as good as when I finally downed Morgott. |
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| ▲ | alexchantavy 3 days ago | parent | next [-] |
| When I was in college, I bought Demon's Souls and also started the most difficult semester I'd had yet with 3 classes deeply into my CS major. I was terrified of what lay ahead of academically, so I procrastinated by playing Demon's Souls. Yes, Demon's Souls was hard, but eventually I somehow I started passing dungeons and beating bosses. The rush that I got from that gave me what I needed mentally to persevere through my classes: by the end of the semester I had A+s in 2 and an A in the other. I don't think I've had a better semester since. Beating big demons in video games made me feel like I could beat my own big demons in real life. Lots of others feel the same way about Souls-like games; there are many video essays on Youtube that cover how Souls-likes got them through depression and other things. |
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| ▲ | omgmajk 3 days ago | parent | next [-] | | This is so real, Dark Souls has helped me immensely in keeping my concentration up for work and other things in life. It's very good at teaching you lessons that translate to real life. | |
| ▲ | PartiallyTyped 3 days ago | parent | prev | next [-] | | I’d argue that souls-likes build perseverance which helps with IRL success. | |
| ▲ | werdnapk 3 days ago | parent | prev [-] | | 80s/90s kids dealt with this with almost all their games |
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| ▲ | asukachikaru 3 days ago | parent | prev | next [-] |
| I also played Elden Ring recently. I wish I could share your dopamine rush because I never had one during the playthrough. Certain bosses caused so much frustration that the net sense of achievement for the game was negative for a decent margin. I've also played Dark Souls and Sekiro and I found them better on this aspect. After beating them after an extended period of struggling, my thought was not "I finally got it" but rather "I hope there aren't more bs like this". Shameless plug and possibly spoilers: I wrote about this in my blog https://asukawang.com/blog/bitter-masterpiece. |
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| ▲ | mathieuh 3 days ago | parent [-] | | Sekiro was so good at engendering this feeling. The first time you fight Genichiro you will probably die within seconds. The next fight it might take you 20+ tries to beat him. And then the last time you fight him you can basically no-hit him. | | |
| ▲ | lock1 3 days ago | parent [-] | | IMO, while Genichiro and sword/spear-wielding enemies are mostly fun, non-humanoid & gank bosses suck so bad. Those bosses felt way too frustrating to me because they force you to unlearn the entire deflect gameplay, turning it into an annoying, slow-paced & somewhat janky fight. |
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| ▲ | vunderba 3 days ago | parent | prev | next [-] |
| > Silksong as a game should not exist. It is so brutally difficult that it stretches the very definition of the word "game". Games are supposed to be fun [...] I haven't played Silksong yet and I know difficulty is rather subjective, but is it really that difficult compared to the realm of punishing platformers like NES Ninja Gaiden, Cuphead, Spelunky 2, the dark world portions of Super Meat Boy, etc? I played the first Hollow Knight and didn't find it particularly hard. (not easy, but definitely not Dark Souls level punishing). |
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| ▲ | zeta0134 3 days ago | parent | next [-] | | Silksong starts very difficult compared to Hollow Knight, largely because there are many early foes that will deal 2 masks of damage. Those sorts of big attacks were generally reserved for mid to late bosses in Hollow Knight, and it caught even skilled players off guard. Hornet has a lot of mobility though, and a much easier time dodging out of the way, so once you adapt to her playstyle (be patient, dodge, and punish only when you know it's safe) the difficulty settles down and the game feels pretty fair. As usual, you're gaining all sorts of tools and abilities along the way, and a few areas you can technically access early are best saved for later, when you have better gear. Some players aren't super thrilled with arena challenges, which this game has more of: suddenly 3-4 enemies in a small room all at once. I enjoy the meta challenge though: which tools can thin the crowd? Which minions should I focus to make the rest of the group manageable? If I can avoid taking damage, I can cast spells to thin the crowd much more effectively, etc etc. | | |
| ▲ | bernds74 3 days ago | parent | next [-] | | With everything doing 2 points of damage, including environmental hazards, the player is at effectively 2.5 hitpoints for a large majority of Act 1, as opposed to 5 in Hollow Knight. This changes the feeling of the game from "oh, a challenge, let's see what will happen and I'll learn" to "shit, a new room, I don't want to explore because I'll just get killed, where was the last bench, can I even get back here?" | |
| ▲ | swiftcoder 2 days ago | parent | prev [-] | | The other big difference, I think, is that Hollow Knight starts you out with a very straightforward downward attack that you can use as a pogo to mitigate a lot of damage/environmental hazards. Hornet's 45º downwards attacks are significantly harder to aim/time, and pogo chains (where they are even possible) take a lot of practice |
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| ▲ | marginalia_nu 3 days ago | parent | prev | next [-] | | I found both HK and Silksong roughly similar to Dark Souls in much the same way. Above all, all three games demand and reward precision and timing, and to some extent figuring out enemy movement and attack patterns. None of the games demand much in terms of speed or reaction time. In many ways it's much more forgiving than your traditional "hard" platformers. | |
| ▲ | petersellers 3 days ago | parent | prev | next [-] | | I find Silksong to be easier than at least Cuphead and Super Meat Boy, but I could totally see how one who isn't experienced with platformers may find it frustratingly challenging. | |
| ▲ | archagon 3 days ago | parent | prev | next [-] | | I think my hardest gaming achievements have been Pantheon of Hallownest, Malenia in Elden Ring, and 106% Super Meat Boy. Silksong is nowhere near as hard as any of those… but I think I’m about 2/3 of the way through, so who knows what’s in store for the true endgame. Have yet to run into a truly brutal boss like the last few Pantheon participants in HK. | |
| ▲ | pharrington 3 days ago | parent | prev [-] | | Silksong is infinitely more forgiving then Spelunky 2. The game just doesn't stop you from going into the harder areas of the map early in your playthrough. |
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| ▲ | hinkley 3 days ago | parent | prev | next [-] |
| I played Hollow Knight. I don’t recall if I defeated a single boss. I must have done a couple but several of the first you were meant to defeat remained unchallenged. There are non boss fights that get more elaborate as you go, and let you pick up some new skills and abilities. Another one like this that shouldn’t have been was Orie and the blind forest. If you play it on story mode, which I did because it was great eye candy and I just wanted to see it all, there a spot in the middle of act 2 where you have to land several double wall jumps in rapid succession with nearby spikes. Someone at that studio needs to be beaten about the shoulder with a clue bat about wtf “story mode” means. I never got to see the story and was too mad to watch someone else play it on youtube. I’m fairly sure that my problem with both was the same. Only partly fat fingers and part was that certain movements don’t work identically on all controllers. Some things are counterintuitively easier on a D pad than a thumb joystick. It’s just not as crisp to go from one input to another 90 or 180° opposite. If your game mechanics are built on that, then some ports will be much harder to play. You should either not port them, or adjust the timing grace period up on that hardware. |
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| ▲ | mikepurvis 3 days ago | parent | next [-] | | Regarding controls, I have to play precise 2D games with a d-pad or I get immediately frustrated— that said, it was odd playing most of Celeste that way and then having to switch back to the thumbstick for the section at the end with the bubble comets. | | |
| ▲ | andrewingram 3 days ago | parent [-] | | Precision platformers are generally _much_ easier with the d-pad. Since hitting some such parts in Silksong, I've exclusively switched over to it. | | |
| ▲ | whatevaa 2 days ago | parent | next [-] | | Meanwhile I'm still pushing with thumb stick and sometimes miscasting skill or doing a side slash instead of downward. It would take many hours to get used to dpad so I'm sticking to what I know, but it's definitely not ideal. | |
| ▲ | hinkley 2 days ago | parent | prev | next [-] | | I don’t know of an easy way to fix that on the Switch. The keys are where the keys are. | |
| ▲ | mikepurvis 2 days ago | parent | prev [-] | | Yup, Hunter's March converted me to d-pad. |
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| ▲ | taneq 3 days ago | parent | prev [-] | | I was just wondering about control setup and latency as a major factor in a game with very strict timing requirements. Last time I played was on a TV (over HDMI in game mode though), with a wireless Xbox controller. I wonder how much easier I'd have found it on a 240Hz monitor with a wired controller? |
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| ▲ | djtango 3 days ago | parent | prev | next [-] |
| My first play through of Elden Ring was a pseudo challenge run - capped at 125RL (pvp meta) and dual UGS style. No ash of war usage. No guides for bosses. Malenia took me over a month, and probably over 500 deaths and I had to relax the ash of war usage (still limited by my very low FP) The entire end game was brutal as this was before the buff for UGS animation speeds and most boss openings were shorter than anything than a crouch poke but I loved every minute of it. Just like learning to play something new on an instrument just cos you can't nail it in one try, one week or even one month doesn't mean you won't eventually get it. One meta lesson I like about Souls is it provides a safe environment to learn what performing under pressure is like. The music and feints are absolutely diabolical for playing with your emotions and heightening your stress. I always play better on mute (but that's no fun) |
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| ▲ | Sohcahtoa82 3 days ago | parent | next [-] | | I somehow missed Malenia. I'm level 125 (not doing the PVP meta, just happen to be this level) and was pounding my face against Radagon and the Elden Beast. I downed Radagon on my first attempt, then after like 10 more tries couldn't get him again. I avoided reading the Elden Ring wiki as much as possible. I decided to open it up and found how to get to Malenia, so I'll be fighting my way over there and gaining a few more levels before trying Radagon and Elden Beast again. > The music and feints are absolutely diabolical for playing with your emotions and heightening your stress. The feints are what really get me. Some of the wind-ups for attacks feel like an eternity, or at the very least, extremely unnatural, making it very hard to time a dodge. | | |
| ▲ | djtango 3 days ago | parent [-] | | I recently learned that Margit has a "feint" that is actually a stance - that's why his wind up feels like it takes forever. I was interested to find out that Margit is one of the most technically fun and difficult fights to nohit run because his flow chart is actually the most complex of all the bosses. But most players can brute force their way through him. Malenia was a lot of fun, especially without summons |
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| ▲ | Muromec 3 days ago | parent | prev [-] | | >One meta lesson I like about Souls is it provides a safe environment to learn what performing under pressure is like They used to give you unlimited time to deal with difficulty and always gave the alternative of rolling back and getting more levels. That's until Nightreign -- you are almost always under time pressure. Forget Malenia -- everdark Libra is the current standard of the most diabolical Souls experience. The time is against you, the music is maddening. You either clear the summons in under 20 seconds or you get another stacked debuff and the goat is casting. Can't wait for the Depth version to be released this Thursday. | | |
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| ▲ | socalgal2 3 days ago | parent | prev | next [-] |
| Lots of people say this but they can unfortunately never articulate why that works in Elden Ring. Making a game that is insanely difficult will not be enough to give you that feeling of accomplishment. If that's all it took there's be thousands of games that gave you that feeling. And yet there aren't. So whatever makes Edlin Ring so special, it's appearently really hard to describe in a way that separates it from lesser games. |
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| ▲ | Sohcahtoa82 2 days ago | parent | next [-] | | > So whatever makes Edlin Ring so special, it's appearently really hard to describe in a way that separates it from lesser games. Actually, there is: Knowing the difference between a game being difficult versus punishing. Here's a 12 year old, 7-minute video that talks about it: https://youtu.be/ea6UuRTjkKs (EDIT: If it helps, consider changing "punishing" to "unfair") The TL;DW is that punishing games are not fun because they often rely on cheap things like unavoidable damage, actions not being telegraphed, inconsistency of rules, long iteration times (ie, unskippable cutscenes, excessively long boss fights where you're redoing the same first 10 minutes over again). Punishing games are poorly designed by people that want to defeat the player, rather than allowing the player to overcome the challenge. In Elden Ring, all damage is avoidable. Every attack is telegraphed. Boss fights aren't really that long, and if you die, the walk back to try again is always short and doesn't rely on fighting through waves of enemies. Some fights have cutscenes either at the start of the fight or during a transition to a second phase, but they're skippable. It's still a challenging game. Some boss hits will eliminate over 60% of your HP in a single hit, but those attacks are telegraphed and you're supposed to dodge them. But to a certain extent, ER is a "choose-your-own-difficulty" game. You can grind out higher levels to get your stats up if you want to give yourself more of an edge. The people complaining about Margit (A very early boss) being super hard were probably under-leveled. I got him to 1% HP on my second try (Seriously, his health bar was a single pixel wide), and got him down on my 5th. | |
| ▲ | foresterre 3 days ago | parent | prev [-] | | Elden Ring, and Dark Souls before it are hard but fair. That separates it from lesser games. Each boss has a moveset puzzle, where you have to figure out how to beat it, and to win it's not just enough to find the solution; the execution matters as well. Other games usually just add boss HP or damage, instead of interesting movesets. |
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| ▲ | moonshinefe 3 days ago | parent | prev [-] |
| I wish I could go back and experience soulslikes for the first time! They really are a treat if you experience them as you describe (not everyone feels that way, but I certainly do). You're in luck because that subgenre has exploded in popularity and there are a lot of good ones out there if you want to keep playing them these days. Elden Ring is one of the best though for sure. |