12/28/2022 0 Comments Grubsong deepfocus hivebloodHollow Knight proper is a challenging game with some fairly complex or demanding ways of taking fights, but you don't really have to get any fights entirely down, to get super fluent with the i-frames on your dash, yadda yadda. I think Godmaster is a perfect way of resolving that. at the same time, I usually finish those games feeling like there was some vast machinery of combat design and systems that I never really got to know, because I never had the occasion to I think it's good that games are that way! I think people who don't or can't play "hard" games in a "hard" way should still be able to get through them and experience what they have to offer. you can really get to know the game more intimately, pushing to deal damage at more punishable moments, relying less on safety and turtling, but there isn't much of an in-game incentive to-it's an optional level of mastery that verges on self-handicapping dark souls 1/3, you can get through basically any fight even as a melee character by just keeping your distance, rotating around the arena with your shield up, and going in for a hit on the one or two animations that leave a huge window. games like the soulsborne games, mhw, vermintide 2, yadda yadda, have these incredibly nuanced, intricate, interesting systems, but also let you get through the game without really getting to know those systems in great detail-in e.g. Something that frequently disappoints me about mechanically-challenging action games is that they don't really encourage you or require you to learn their mechanics inside and out. I somewhat wish that the meaningful content were gated behind Pantheon 4 in a similar vein to how Grey Prince's reward drops after 1 defeat and story relevance ends after 4 defeats, but that's just me. It isn't necessary for understanding the story of Hollow Knight, and the endings accessible deal 1., with concepts mainly introduced in GM, and 2., with more fanservice. Gods and Masters is such obviously a huge labor of fanservice that it would feel weird if it were regularly accessible. Given that? Honestly I can't complain that postgame has such a heavy difficulty spike. A normal 100% run is, while challenging and demanding more than the majority of games, nothing that I feel like most players couldn't overcome with sufficient time and effort, a few heavy cheese strats here and there. I have some complaints about certain points of Hollow Knight- The Sawblades level, Watcher Knights being anti-fun, Flukemarm being just a straight up damage per second check, the impact of the "final boss" being lost to the sheer amount of times you have to kill them to get to the true final boss, but honestly taken as a complete package Hollow Knight's difficulty curve is honestly alright.
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