However, some have criticised Silksong for being a bit too punishing, as its typically faster pace pushes you to be even more focused.
In particular, the title’s tricky opening hours have been catching some players off guard, and that’s what Team Cherry’s looking to address via the game’s upcoming patch.
It’ll feature a “slight difficulty reduction in early game bosses Moorwing and Sister Splinter”.
I haven’t kept up with news about the game. Is the game that difficult compared to Hollow Knight?
It’s unforgiving. You can’t make too many mistakes, every fight is a real chance to die. Money is scarce.
My early read is that it seems to be trying to do the same thing FromFoft was doing with Sekiro, vis à vis how the moveset and the character you play as rewards you for adopting the fighting style of the main character. The last game gave you a lot of leeway to do whatever works, but this one wants you to fight like Hornet and make it look good.
There was always going to be a lot of spilled ink about this game, and I think it’s too soon to be saying anything definitive. There’s a continuity of game design ideas that does seem to have evolved though, and like any game that asks a lot of the player, it’s going to divide opinion strongly.
It might be telling that they’re only tweaking certain things moderately, which speaks to the fact that they think most of the difficulty is close to where they think it should be.
I’d say Silksong has more flexibility than Sekiro, with the crest system.
I’m not far in enough to have more than a few tools and
crestsedit: items (I only have one crest so far), all I’m saying is that coming to Sekiro from DS3 felt deliberately limiting with the same basic idea as what I’m seeing so far.