I also like the thing, that some bosses will presumably have double mask damage special attacks (Lace for example). Stay focused while fighting them and do not count on facilitations) Bosses weaker on lower health (Bosses fight till the end. Sprites changes (This idea was meant for bosses, but it would only distract TC from adding new content with having to add sprite versions of the same boss with visual damage symptoms (for example cracks on their shells), would extend development process due to playmaker issues, and goes againts their visula choice "keep it simple".) Health bars (distracting, goes againts theme of discovery that developers wants to provide, and wouldn't matter due to faster paced combat mainly in bosses.) And some player ideas to implement it to the game are also not convincing: I'm glad Team Cherry keep the first game formula (Let's be honest- no matter how much health enemies and bosses have we must defeat them so their health indicators are not needed. That feeling of discovery is one of main themes in Hollow Knight and certainly will be in Silksong while encountering new foes. Feeling that I wouldn't have if enemy health would be shown after a sigle strike, and I would know from the start how sturdy it is) The rules are the same, just some visualisation changed.Īnother thing that I like in this demo, is that you don't know how tough enemy is (Bigger Skullbug is a good example, which I was positively suprised that it require seven hits do defeat. Telegraphed attack: HK- Husk Warrior, SS- Bellhead) I think both games will have approximate amount of enemies focused on contact damage attack and actual telegraphed ones (for example contact damage: HK- Crawlid, SS- Mossbug. The main example is Bellhead, who is protected from downward strike and shield bug who can block some attacks. In Deep Dock enemies are harder and some of them require certain approach and strategy. Silk circle will rotate above boss and player can hit multiple times during this stagger without triggering boss behaviour back to normal (unlike the first game when players can mostly choose to heal or to attack staggered boss- now they can do both thanks to fast, multiple masks heal) Boss of this area- Moss Mother shows one new feature - staggers work different from staggers in Hollow Knight. In Moss Grotto enemies are mostly harmless which is obvious. I wonder how many variations of interactible enviroment will be implemented in Silksong. Enviroment have more interactions: moss, explosive coals container, hot coals, levers that have more uses. I think now players who had trouble with navigation and orientation in Hollow Knight may find new Kingdom easier to explore (Deep Docks is a good example) mainly thanks to changes I named before. (luckily the person who played the demo didn't explored fully so there is plenty of secrets and sections to discover for me) Thanks to this changes by watching only once I've memorised almost entire sections of both areas. The contrast between foreground and background is much more visible which gives the feeling of open space more (at least for me). Sections are bigger and feels more natural. Everything is brighter so that gives the feeling of fresh. For now we don't know how entire Pharloom will look like, but the first area- Moss Grotto already shows changes in level design. I always perceive Hallownest as a anthill-tunnel like structure so that can explain domination of small sections and some more open ones exceptions (City of Tears, The Abyss, Howling Cliffs). Because Deep Docks is described as one of the early areas sprint will be aquired fast it can (maybe) lower sense of orientation while exploring new parts of the kingdom if the players will only focus to move around faster, may get into situation where they will find difficult to navigate and might get lost. it may help some players with travelling through areas faster and reduce feeling of backtracking (something that annoyed some people but I like it). Camera responds immediately and is a nice change from slower version in Hollow Knight (which I have no problem with).Īlso in Deep Docks we can use sprint ability (either accesible by tool or as skill) that gives to players option to move faster around areas and sections. After well over a year I've finally decided to watch Silksong demo, and now I'd like to share some thoughts about it:Īside from obvious downward strike (which will require some practice in using it properly, and getting used to it), and ledge grab (which is cool starting ability) we can see also change in looking up and down.
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