Laughing Hyena
  • Home
  • Hyena Games
  • Esports
  • NFT Gaming
  • Crypto Trends
  • Game Reviews
  • Game Updates
  • GameFi Guides
  • Shop
Tag:

Silksong

Hollow Knight Silksong clown
Esports

Every Hollow Knight: Silksong boss already beaten without taking a hit

by admin September 15, 2025



A skilled player has managed to beat every boss in Hollow Knight: Silksong without taking damage, as seen in their YouTube video.

If you’ve been playing Hollow Knight: Silksong, chances are you’re already familiar with how frustrating the new release can be at times. The game itself is notoriously brutal, to the point where a portion of players have resorted to using mods to make their playthrough easier.

While it’s safe to say a lot of us are struggling, a YouTuber who goes by the name CrankyTemplar clearly isn’t. In fact, they’ve already managed to overcome an extremely hard feat, defeating all the bosses in the game without taking a single hit.

Article continues after ad

It’s only been a little over a week since the game was released, but this player showed they were more than ready for the challenge.

Hollow Knight: Silksong player beats every boss without a scratch

CrankyTemplar started uploading videos of them beating separate Silksong bosses, and just recently, mixed them all into one nearly two-hour compilation.

Article continues after ad

From the early game bosses to Seth, a boss that was designed by a fan who passed away, he managed to include them in the video and showcased how he’s able to deal with them flawlessly.

Article continues after ad

In the majority of the fights, Hornet can be seen only using her needle with the Clawline ability. The YouTuber also used a mix of tools to get through some of the trickier fights.

While many ran to the comments to compliment the creator following this video, they did claim they went through some frustrating “runbacks.” So, this hitless attempt wasn’t exactly a flawless run, given that something like this “usually involves quite a bit of tries to succeed [sic].”

Article continues after ad

Still, they claimed that the title is a fantastic game and were glad to play it. Additionally, noting that there’s definitely room to improve with these boss fights, they said they’ll look forward to trying Steel Soul mode community-created challenges in the future where a single death means a complete do-over from the start of the game.

Article continues after ad



Source link

September 15, 2025 0 comments
0 FacebookTwitterPinterestEmail
Hornet in Hollow Knight: Silksong
Esports

Silksong boss honors Hollow Knight fan who lost cancer battle

by admin September 15, 2025



A Hollow Knight fan who passed away from cancer has been immortalized in Silksong as a full boss fight, NPC, and sidequests.

Hollow Knight: Silksong released after years of anticipation, serving as the follow-up to Team Cherry’s 2017 breakout hit. The original game became one of the most acclaimed indies of all time, praised for its challenging combat, sprawling world, and striking art style.

The sequel built on that legacy, breaking records at launch across Steam and Nintendo Switch. Critics praised Silksong’s expanded combat and massive new areas, though Team Cherry later patched the game to make certain early bosses easier after player feedback. Even with these adjustments, the game remains one of the toughest releases of the year.

Article continues after ad

The deeper meaning behind Seth’s boss fight

One of Silksong’s most emotional encounters is Seth, a boss with a real story behind his creation. Six years ago, a young fan named Seth shared on Reddit under the alias big_boi878 that he was fighting Ewing sarcoma and wished to meet the developers of Hollow Knight. Team Cherry not only spoke with him, but went further and gave him the chance to design his own character for the sequel.

Article continues after ad

Seth revealed at the time that he had named the character after himself, promising fans unique lore and gameplay. He even said the team promised him a code on day one so that he could experience fighting his own boss.

Article continues after ad

Sadly, he passed away in 2019 before Silksong’s release, but his creation remains in the game. Players can face Seth in Eastern Greymoor, where the fight is paired with ethereal music and continues into a questline across the map.

Beyond the battle, Seth is also remembered with a special mention in the credits. Fans have praised the tribute as one of Silksong’s most moving moments, ensuring that his creativity and story live on inside the game he loved.

Article continues after ad



Source link

September 15, 2025 0 comments
0 FacebookTwitterPinterestEmail
An image of Hornet from Silksong engulfed with rage.
Gaming Gear

It only took a week for the ultimate Silksong sicko to beat every boss in the game without getting hit

by admin September 14, 2025



Last night, I was annoying my fiancee by swearing every time I died to the early Silksong boss, Splinter Sister⁠—the boss herself isn’t the problem, it’s the stupid little mooks she summons. Meanwhile, there are people not only no-hitting the game’s hardest bosses, one true student of the needle has no-hit every boss in the game.

This early Silksong champion is CrankyTemplar on YouTube, who also appears to have done a lot of Hollow Knight 1 challenge content previously. CrankyTemplar uploaded a first no-hit compilation of Silksong’s early bosses the day it came out, releasing subsequent addendums over the following days.

Silksong – All Bosses (No Damage) & Endings – YouTube

Watch On

CrankyTemplar put out a crowning, nearly two hour-long supercut of beating every boss without taking damage on Thursday, September 11⁠—exactly one week after the game released. For a game widely agreed to be extremely challenging, one that PCG contributor Tyler Colp called “worth the pain” in his 90% review of Silksong, I find this to be a staggering accomplishment for how quickly CrankyTemplar managed it.


Related articles

With Silksong being such a massive game, CrankyTemplar does caveat that this “should” be every boss in the game, but the list looks exhaustive to me: They even took out a boss exclusive to the hidden Steel Soul permadeath mode, and provide detailed instructions for completing every ending, including the “true” ending and a hidden, seemingly very bad ending. If it needs to be said: Don’t watch too far or read the whole video description if you want to avoid spoilers.

CrankyTemplar also largely avoided using Silksong’s many powerful tools and even alternate crests. Scrubbing through the full video, it looks like they stuck with the starting Hunter style for the entire game. I was slightly tickled to discover that even this hardcore player is not fond of Silksong’s long boss runbacks⁠—a frustration that was only magnified by the self-imposed challenge of restarting after taking a single hit.

The one-week turnaround on this still floors me, but there’s still a vast frontier of Silksong challenge and speedruns to take on⁠—Speedrun.com leaderboards for Silksong haven’t even opened yet. A no-hit run of the entire game seems like an inevitability, but my mind boggles at the skill and, above all, patience that will require. 100% speedruns also seem like they’ll be quite the ordeal, given Silksong’s enormous world.

Me? I’m content to take my time working toward Silksong’s true ending eventually. I’m always eager to admire these sorts of achievements, but I’m happy not to feel any pressure to rush through this excellent game.

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.



Source link

September 14, 2025 0 comments
0 FacebookTwitterPinterestEmail
As Silksong drags them into the spotlight again, have boss runbacks had their day?
Game Reviews

As Silksong drags them into the spotlight again, have boss runbacks had their day?

by admin September 14, 2025


Hello and welcome to the first in an almost certainly occassional series of features we’re tentatively calling The Big Question, in which, having failed to reach a decisive position on something we’ve been having fun chattering about in the office this week, we present it to you, the EG community, for further interrogation.

Let me paint a picture: Vlor, Despoiler of the Night, raises his mighty fists toward the blackening sky, thick swells of crackling magic signalling an incoming downpour of vicious spears from dimensions unknown. Sword aloft, you rush in, seizing this rare moment of vulnerability to chip, chip away at Vlor’s health bar. Only – your timing is off; your dodge is too slow, and before you know it, you’ve gurgled another death cry, respawning a potentially tortuous five-minute odyssey away from Vlor’s Palace of Desolate Ruin and another chance to best him.

Yes, I’m talking about the classic boss runback – distant cousin, perhaps, to the unskippable pre-boss cutscene – and one of the most divisive mechanics to have been embraced by developers inspired by FromSoftware’s Souls games. For a time, if you’d asked, I probably would have evangelised the runback; if there’s one thing I’ve learned battling through From’s oeuvre, it’s that calmness isn’t just a virtue, it’s a necessity. Anger breeds impatience, impatience breeds carelessness, and suddenly you’ve got two dozen gigantic spears sticking out the top of your head at concerning angles.

My old argument, then, was that runbacks were a vital opportunity for re-centring – a chance to breathe out the rage as you traversed a familiar path, ready to face your formidable opponent again with perfect mental equilibrium. By Dark Souls 3, though, the series’ boss runbacks were growing notably less severe, and by the time Elden Ring arrived – let’s ignore Raya Lucaria – it seemed From was about ready to consign them to the dustbin of video game history once and for all, tossed aside as a pointless bit of legacy faff. And you know what? I didn’t miss them.

Dark Souls 2: Sins of the First Scholar (left) added much-needed shortcuts to reduce some of the original’s excessive runbacks, while Dark Souls 3 (right) famously went a bit gungho with the bonfire placement.

But as other developers began looking to capitalise on From games’ popularity, runbacks – alongside other familiar Soulsian mechanics like world-resetting rest points and currency drops on death – started proliferating elsewhere. Over the years, we’ve seen the subgenre embraced by the likes of Nioh, Salt & Sanctuary, Lords of the Fallen, Mortal Shell, Blasphemous, Steel Rising, Nine Sols, and Lies of P; the full list is long. And while some studios opted to ape the formula as closely as possible for maximum authenticity, others, particularly in recent years, either jettisoned runbacks entirely or shortened them so much they felt little more than an obligatory nod. For a time, it seemed runbacks might finally be falling out of fashion, but then came Hollow Knight: Silksong. With its punishing difficulty and often lengthy runbacks, Silksong has helped resurrect the conversation once more: do boss runbacks really serve a purpose or are they just an archaic, infuriating bit of time-wasting design that’s well past its prime?

The comfortable, posterior-supporting calm before the Silksong runback storm. | Image credit: Eurogamer/Team Cherry

On Silksong specifically, Eurogamer’s Dom Peppiatt – a massive fan of the original Hollow Knight – is torn. “On the one hand,” they explain, “I really appreciate what Team Cherry has done in making them dynamic: you cannot just autopilot your way back to the boss in most cases, because the path is laid out with threats that do not react the same every single time. Enemies may back-dash, hurl projectiles that intercept your jumps, or burrow up/down through the terrain. It means you have to think, react, and be aware every single time you die – you can’t just sleepwalk your way back to an encounter like you do in some FromSoft games, even the runback is a test. That’s fun. It wakes you up, it makes you think about your path.”

So from a design perspective, Silksong gets a tentative thumbs-up, but from a player perspective, Dom is much less convinced. “I dislike it,” they continue. “It reminds me most of the runbacks in Dark Souls 2, often messy, needlessly long, and interruptive to the overall flow of the experience. I like a runback: I think it’s a good way to tutorialise players and have them (very quickly) learn the nuances of your game, but Silksong errs on the side of sadistic for me. I’d rather the mean-spirited aspects of the game be kept to the boss encounters and dedicated puzzle areas; having it seep into the connective tissue is just a bit too aggravating.”


To see this content please enable targeting cookies.

Manage cookie settings

I also posed the same question to Eurogamer’s Ed Nightingale, a man so firmly embedded in From’s glorious worlds at this point, it’s a wonder he hasn’t morphed into a mossy castle. “I’m not totally averse to runbacks,” Ed tells me. “I’ve played enough Souls games to appreciate how repetition becomes muscle memory and, thus, mastery. Heck, Demon’s Souls is almost entirely runbacks as entire levels must be completed before a boss battle. But even FromSoftware has slowly phased these out, with Elden Ring not only being generous with Sites of Grace but adding Stakes of Marika outside of boss doors too. By comparison, Silksong’s runbacks feel archaic, especially with its Sonic-levels of infuriating enemy placement.”

“I don’t mind dying repeatedly to a boss,” Ed adds from the comfort of his favourite poison swamp. “I do mind dying repeatedly against a tiny floating critter who I should be able to get past with ease, but flutters irritatingly just out of reach. Where’s my fly swat?!”

Lies of P is much more forgiving with its runbacks. | Image credit: Neowiz/Round8 Studio

But what does a newcomer to Soulslikes have to say about all this? Eurogamer’s Robert Purchese has been braving Silksong with only limited experience of these kinds of games, and is not, it transpires, having an entirely good time. “It’s such a fine line, isn’t it?,” he says. “I was very fed up the other evening while attempting a speculative blind jump into an abyss. I couldn’t land it – I’m not even sure I was supposed to land it – but I kept trying, over and over, and each time involved a lengthy runback. And I got bored, and at that moment, I cursed the game’s design.” But amid that mounting fury, a memory triggered for Bertie, harking back to his time playing massively multiplayer online role-playing games.

The feeling’s mutual, Blasphemous man. | Image credit: Eurogamer/The Game Kitchen

“There, I’ve been doing runbacks for years,” he explains. “Even in a more sanitised experience like World of Warcraft, you have to run back to your corpse if your team dies in a dungeon, and try and resurrect everyone, which can be incredibly dangerous depending on where you die. But in older MMOs, where dungeons weren’t instanced and all the enemies respawned – effectively closing the route behind you – it meant someone, usually a healer, would have the perilous task of trying to get back there if you died. Or your entire group would have to redo all your progress in the dungeon and reclear the path if you wanted to try the boss again. And isn’t that, essentially, the same thing?” It’s a reminder that runbacks have a legacy far beyond Soulslikes; and considering the ongoing popularity of roguelikes, in which the concept of the runback is arguably stretched to its extreme, it’s perhaps a sign they’ll continue to endure.

So that’s us, then; firmly and unhelpfully straddled on either side of the fence of consensus. So we ask, is the boss runback an outdated bit of game design that should be consigned to the past, or is there still value in those lengthy returns? Over, as they say, to you.



Source link

September 14, 2025 0 comments
0 FacebookTwitterPinterestEmail
Product Reviews

Hollow Knight: Silksong review | PC Gamer

by admin September 13, 2025



Nothing prepared me for the Sisyphean exercise that is playing Hollow Knight: Silksong. Part of that is my bad for skipping the original Hollow Knight—I thought I’d have plenty of time to try it before Silksong ever actually came out. But now it’s here and I’ve spent over 25 hours with the videogame equivalent of sticking your hand into the Dune pain box.

Need to Know

What is it? A 2D action game with challenging combat and platforming
Release date: September 4, 2025
Expect to pay: $19.99
Developer: Team Cherry
Publisher: Team Cherry
Reviewed on: RTX 5090, Intel Core i9 12900K, 32GB RAM
Multiplayer: Yes
Steam Deck: Verified
Link: Steam

Silksong may be one of the most painful 2D action games I’ve played, and the worst part? I inflicted that pain on myself by pressing forward until I’d seen just about every inch of the bug-inhabited land of Pharloom. And that’s saying something; despite being a 2D game, Team Cherry has stuffed enough levels, characters, and quests into Silksong to fill a 3D world. It never ends: Lift up a rock and you’ll find a boss eager to be your newest archnemesis or an obstacle course of spikes and blades that are about as rewarding as scratching a mosquito bite.

Silksong makes you feel like a fool for playing it in the first place. From the moment you start a new game and bring Pharloom into existence, it’s agony for everyone involved. Every bug is out to get you or struggling to eke out their own hardscrabble existence.


Related articles

This diabolical commitment to knocking you on your ass in a world where everyone’s been knocked on their ass for the last few decades is what impresses me the most about Silksong. Not even a game as punishing as Elden Ring outright refuses to loosen its grip around your neck. There comes a point in every FromSoftware game where you earn the right to play with your food, often by finding a character build that works for you. Silksong, on the other hand, will let you upgrade your weapon so that eventually you might deal out as much damage as the enemies have been doing to you since Act 1.

I may be bruised and sore from the experience, but I’m happy to say that for all the pain Silksong put me through, it was worth it. Team Cherry made a whole game about getting to your car without your keys and it’s phenomenal, unflinching in its vision to fully consume you until you can see the mazes of Pharloom when you close your eyes.

Harmony

(Image credit: Tyler C. / Team Cherry)

I will kill anyone who dares complain about precious Sherma and his calming lullaby.

As much as I find the term inadequate for describing what’s truly special about Silksong, calling it a soulslike has some merit. Combat-wise it doesn’t quite fit, but the construction of Pharloom rivals (and echoes) that of Lordran in Dark Souls. Not only is it intricate and interconnected, but it’s warped by its tragic history. You can open the map and draw a line from the golden citadel all the way down into the stagnant, maggot-infested pools of Bilewater to understand exactly where the rot began.

Every shortcut and secret area contextualizes the horrors you face in the bigger, sadder picture. A pristine dining room in the upper chambers of the citadel hides a kitchen caked in dust and decay, and just below that, in a secret room, lies the tangled corpse of a centipede pontiff. There’s always something just out of view or lingering in the background that draws your eye, and those details always kept me hungry to see more. By the end of the game, I couldn’t tell what was more exciting: the fact that I somehow dug my way into an entire zone I hadn’t explored yet or the questions that new place raised about what’s really going on with Pharloom’s biggest mysteries.

There are plenty of bright spots on the journey through hell, like the little towns you can help rebuild and the bugs you meet in them. I ran so many errands for the group of bugs living in giant bells that they gifted me one of my own. I will kill anyone who dares complain about precious Sherma and his calming lullaby.

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.

(Image credit: Tyler C. / Team Cherry)

Hornet, and the characters she runs into, are a splash of cold water in this gloomy dream. There are bugs of all shapes and sizes who welcome you with warm greetings, sweet melodies, and sometimes a bit of deception. I met a whole caravan of nomadic fleas with french mustaches, a bartender beetle, and a ladybug carny who charged me for target practice.

The wide cast of weirdos kept me sane when I was losing my grip from being repeatedly squashed by a metallic bug with a bell chained to her arm. Hornet’s tendency to soften from cold-blooded warrior to empathetic survivor when confronted with a bug-in-need or a fluffy flea added a tender counterpoint to the most abrasive moments. Even the fact that she speaks at all helps Silksong temper its overwhelming despair and it made me eager to talk to every bug I could find.

The thrill of playing as Hornet is what really anchors Silksong as a brilliant action game above all else. Skipping and dodging around enemies becomes a delicate dance that grows more and more intricate as you pick up new moves. I was merely poking at enemies in the first few hours of the game and by the end I was tossing out spike traps and silk missiles while bouncing between bugs like a pinball. When I wasn’t getting clobbered, it felt like the tables had turned and suddenly I was the boss with the unfair, unpredictable attacks. Silksong sets the bar for mastery so high that you can only reach it for short bursts, but it’s a carrot worth chasing when pulling it off is so unbelievably satisfying.


Related articles

In those glorious, fleeting moments, I was able to take a step back and appreciate how creative Silksong’s boss fights can be. I almost wanted to stall during a duel with a glitzy butterfly on a stage full of explosive fireworks and spotlights so that I could enjoy the absurdity of it just a few seconds longer. And despite my waning patience when I was locked in a room with two mechanical dancers who mirror each other’s moves, I had to admit it was a clever way to learn how to stay focused on a single target while making me feel like I was part of the dance—which would prove useful for many bosses down the line. Again and again its commitment to cruelty had a purpose. This phenomenon continued until the final hours of the game.

Stubborn

(Image credit: Tyler C. / Team Cherry)

Most of Silksong is fair despite being unrelenting, and I suspect playing it in a compressed amount of time exacerbated the moments of pain. At the same time, there are sections, particularly the ones you’re forced to repeat every time you attempt a boss, that threaten curdling. One of the worst ones shows up near the beginning and forces you to pogo your way past rabid worms and flies with sniper rifles just to have a chance at seeing the boss again.

Silksong doesn’t always get the balance between effort and reward right. Some games will make you find an access code to unlock a safe with a key in it—Silksong will make you fight with your bare fists through four waves of flies with crowbars to get a key that unlocks a door leading to more flies with crowbars. You’re not even guaranteed to get anything after defeating a boss. For the first half, you’ll be lucky to find a bench to rest on that isn’t trying to kill you or take your money.

It’s an evocative choice to fill the game with checkpoints that you have to pay for to underline the disparity between the upper and lower halves of Pharloom, a clever bit of friction tied to the bleak state of the world. It’s also a choice to stack that on top of a system that empties your wallet if you die too much—and you will when just about every enemy and spike trap can knock out your health bar with a few mistakes. For as beautifully drawn as its tunnels and cathedrals are, not all of them made the climb worth it. Silksong, especially in the first half, requires you to take a blood oath on the promise that experiencing the entire thing will pay off.

(Image credit: Tyler C. / Team Cherry)

Silksong will beat you, burn you, rub your face in the dirt, and then dazzle you with another piece of a haunted clockwork world.

I may be bruised and sore from the experience, but I’m happy to say that it does, in fact, pay off. There were frustrating points in Silksong where I was reluctant to hand it to Team Cherry, but I’m still processing the shock that it managed to exceed my expectations after listening to people scream about Hollow Knight over the last seven years. I can’t tell you if the hype was worth it, because that hype exists on message boards and YouTube channels and Discords, not in the game I booted up on Steam every day for the last week. But I can tell you that Silksong glows with a level of precision and imagination that’s hard to find anywhere else.

It’s too good to let the brutal difficulty hold it back, or to hold me back from seeing all of it—even if I wish there were at least some options to tone down the nastiest punishments. Silksong will beat you, burn you, rub your face in the dirt, and then dazzle you with another piece of a haunted clockwork world, confident the sight will elicit a bloody, jagged-tooth grin. When that happens, the pain will fade away and you’ll press forward into the unknown, ready to endure whatever it throws at you just to stick around a little longer.



Source link

September 13, 2025 0 comments
0 FacebookTwitterPinterestEmail
Hollow Knight: Silksong review - beautiful, thrilling and cruel
Game Updates

Hollow Knight: Silksong review – beautiful, thrilling and cruel

by admin September 11, 2025


Pretty and charmingly mean-spirited, this is a game filled with revelations and genuine personality.

Metroidvanias are the games where I’m allowed to get stuck in several places at once. Head upwards and there’s a boss that I can’t beat. Try going down the stairs instead and there’s an environment that kills me just for stepping into it. Left and right are dead ends that I don’t have the tools to navigate yet. Stuck on all four points of the compass! That’s a Metroidvania.

Hollow Knight: Silksong review

Hollow Knight: Silksong is a Metroidvania. It’s a Metroidvania with rare poise and – this is crucial, even after a recent patch – a fearsome sense of conviction. It casts you as an elegant and swift-spirited bug, a hornet, who’s been kidnapped and left to explore the kind of close-up worlds of wonder and horror that Robert Hooke once revealed with his microscope. What a place, or series of places! Down in the moss and dewy earth, the merest ant is suddenly a monster, while a bedbug is a hulking battletank bristling with weapons, and bristling with bristles.

Let’s pause here for a second, before the carnage begins, and just ponder how beautiful this hand-drawn universe is. Here are grottoes, caverns, and passageways carved from the living earth. Here are complex factories filled with spinning saw-blades and steam vents, and abandoned coastal towns scaled for inhabitants no bigger than the lint that gathers at the bottom of your pocket. Here are cursed churches and battlements and palace attics and whole communities that seem to live inside addled jewelry boxes, their streets encrusted with loose gems and shards of copper and solder, the mineral air thick with petals and pollen. All of this complemented by a score that’s haunted, playful, and endlessly beckoning: the perfect soundtrack for a collection of spooky short stories you’ve stumbled across by accident in a wonky old bookstore.

Here are 12 great tips for Hollow Knight: Silksong, courtesy of Eurogamer.Watch on YouTube

It’s all filled with life, too. As with the first Hollow Knight, Silksong’s world is fairly rattling with shopkeepers and cartographers and all kinds of neglected artisans and explorers. They’re filled with charm, and the art style’s fully able to switch things up from one area to the next. All of this without warping the game’s own sense of internal coherency. There’s always something of Mucha to the swoop and curve of branch and brass in this place. There’s always something of Méliès to the flickering world and its alien inhabitants, all glimpsed a touch more sharply in the gentle iris of grainy light that surrounds the hero. If there was ever a game to play on a magic lantern, it’s this one.

This is all artful stuff, in other words, and sure enough there is an art to everything in Silksong. Even, since this is a Metroidvania after all, to the act of being stuck. So let’s talk about getting stuck. It’s a big part of Silksong, for a player of my abilities at least.

Here’s what I’ve learned over the last week: you have to learn how to get the most out of being stuck in Silksong. You have to see it as an opportunity. After all, here is a game in which you can get stuck at almost any point, doing almost anything. Bosses? Sure. But also kill rooms. Combat gauntlets. Those particularly tricky platforming sections involving spike walls and untrustworthy flooring that only 2D games can conjure. I’ve yet to get stuck in a menu, but, hey, give me time and I’m sure I can manage it.

Image credit: Eurogamer / Team Cherry

With all these ways of getting stuck, what to do next when you are stuck in Silksong becomes a question of self-expression. You’re not moving forward, so what now? I drift through different moods in this regard, through different ways of being in this hazardous world. In one early difficulty spike – it was a kill room filled with all manner of hideous scarecrow beasts, several of which brandished huge scissors – I just kept at it. I got my head down. It took me all day to power through, each fight a little better, a little better, and then a lot worse as my attention wandered and I got exhausted. I finished those scarecrows off in the end, but as the straw settled I felt like I had approached things all wrong. This was very early on in my Silksong journey, and I was starting to realise that I needed a better Stuck Strategy.

A few hours later (actual Progress Hours later; in human terms it had probably been a day and a half) and a ceiling-hugging boss was really doing my head in. This is the only real thing I’ll spoil in detail in this review, so skip forward if you don’t fancy it.

Sister Splinter. She’s a sort of mole witch, I think. She hangs from the ceiling and pummels you from above with massive clawed fists. These attacks are actually pretty easy to avoid when you get the hang of it after a few deaths, and I also got the hang of removing the vines she’d place to stop me from dashing away from her fists. All friendly stuff, by the wider standards of the game. But then she spawns these horrible floating stinger things in her second wave, and those things? Those were the one thing that was one thing too much for me to cope with. They were the deadly eighth digit in the telephone number that stopped it from slotting into my memory.

Image credit: Eurogamer / Team Cherry

So I decided to try something new. I left. I wandered. I started to play speculatively, heading back and forth across Silksong’s tight clusters of interconnected maps. What was I looking for? A secret I had failed to spot. A health boost or a silk boost, both of which would make me hardier. More rosary beads, Silksong’s gorgeous ever-scattering currency, to buy new things at the shop, that’s always nice. Side-bosses I might have missed. (I am always searching, fruitlessly, for a disarmingly easy side-boss who leaves me with something comprehensively overpowered as a reward; it hasn’t happened yet.)

What I was really looking for as I wandered (and wandering, speculatively, like this has since become my defacto Stuck Strategy, the way I most like to play the game) is the confidence, often wildly misplaced, that I had learned enough, grown enough, and that I could now return to the Sister and pummel a way through her and her mobs. In a game with so little hope to it, I wandered its Gormenghastly corridors and intestinal chambers in search of a new way to believe in myself.

Right: this all sounds very annoying. And at times, stuff like this is very annoying. But the Sister Splinter saga has a happy, albeit convoluted, ending that gets at everything I’ve come to realise that I properly love about this game. Eventually, while wandering and pondering, I had moved so close to the game, I was so deep in its world in a way that I wouldn’t have been if I hadn’t been aimlessly moving through it, that Sister Splinter came into focus. I realised I needed an attack just for those flying mobs, something localised and quick, something one-hit to swat them away. I’d heard on TikTok of a sort of area attack that I could have earned way across town in a rainy aviary, a place I’d already been, but where waves of birds had been too brutal for me so I’d given up and done something else.

Image credit: Eurogamer / Team Cherry

So wait: could I take on those birds now? Birds vs mole-fisted hanging witch: which was less tempting? I figured the birds were worth a go. And so I did it. I trekked all across the map on my own side quest, I eventually kicked those birds to pieces, I got the power-up – which involved an additional bit of deeply annoying parkour – and then I went back and splattered the Splinter Sister’s mobs before doing her in double-quick. In the end I didn’t take a single piece of damage.

Spoilers over. The original Hollow Knight had moments of these, of course. But Silksong, as you may have heard, is pretty much nothing but them. The world is brutal. Even the simplest of enemies will occasionally cough up an attack that does two points of damage rather than one, while most bosses lop off two points as standard. Then there’s the wider world, which is massively expanded, more ambitious in its scope, its size, and the horrors it wants you to navigate as you slowly gain the powers to access more and more of it. But for me, I started to enjoy all this stuff, to engage with it, to truly see the beauty and the potential and the fun in it, when I was wandering around and looking for something to do while stuck somewhere else.

Much of the changes to the world of Hollow Knight are because of Hornet, the new main character. Hornet is faster and more nimble than Hollow Knight’s protagonist, so there’s a learning curve from the very off. Relatively quickly she earns a dash, but it’s an endless dash rather than Hollow Knight’s timed boost, and this encourages you to tackle things at extreme speed and to be geographically ambitious. She can also mantle, so mere traversal has an accelerative pace to it too – go back to the first game and I guarantee the newly realised absence of mantling will provide the hardest readjustment. And, again, fairly early on she gets the ability to float gently to the ground. Texture! Fast and fast then slow. A little change in tempo to work into your attacks and escapes.

Image credit: Eurogamer / Team Cherry

Hornet also attacks at an angle, her down-strike busting out on a diagonal that takes a little time to get used to. In combat, this means you need to put in the work to understand how distant from a foe you should be in order to land a strike on them from above. When it comes to movement, and a pogo-ing downstrike move the game wants you to do an awful lot, it means that lining up paths through rebound spots is a little like being the knight from chess, let loose on a bouncy castle that is itself rumbling around on a storm-struck ferry. There is a lot to learn, in other words.

But there are rich pleasures to all this, not least when you know what you’re doing and you become a darting rapier, able to exploit the sharpest of angles and the tiniest of openings. Bosses and tricky enemies will also encourage you to make the most of your wider arsenal. In point of fact, they will really punish you for not doing this. And so we head into the new menus where you typically have a few slots to pick between specials, a few slots to pick between passive items and a few for new offensive items like throwing knives or traps like the universe’s most painful tacks. Choosing what to go with in these menus can change a battle, and then there are crests, which can fundamentally transform your attack approach, and which bring their own slots with them. You can change all this up at rest spots, which is also where you’ll regenerate after a brutal pummeling. Experimentation is the true name of the game, and after a few hours you’ll probably have favourite load-outs for specific kinds of challenges.

(A little note here: one of those early crests makes a lot of Hornet’s moves a lot more familiar to fans of the first game. It’s a temptation, and I succumbed to it, but I still sort of wish I hadn’t.)

Image credit: Eurogamer / Team Cherry

Hornet also heals slightly differently than players coming from Hollow Knight might be used to. Hornet uses silk to heal, which is commonly generated through attacks. You build it all up until you have enough, and then you cash it in for three masks-worth of health. Trade-offs, though! You’re vulnerable when you heal, and then you’re vulnerable right afterwards too, because the silk you use for healing is also used for powering special attacks.

Into this vulnerability the game builds potential strategies, like bosses where you’re safe if you heal in the air at just the right moment. And it builds complexity. Early on I had two in-game items related to healing. One allowed me to gain silk whenever I was hit. Another granted me invulnerability while I was healing. But they both belonged in the same item slot, so it was one or the other. Which was better? It took me an age to work out that they’re both better, depending on what I’m up against next.

Stopping at a bench and retooling yourself, as well as healing, is crucial to Silksong, then. And that’s because as the game moves from swamp and forgotten homestead upwards and upwards to its glittering cathedrals and mountaintops, it’s constantly mixing up what it wants of you. There are devious, maddening pogo-stretches where you dash between rebound points and cling to walls. There are those kill rooms where the doors come down and the waves come in, which are often harder than the bosses. There’s a narrative that is happy to thread you back and forth through new areas and neglected aspects of very old areas until you feel like a sewing needle stitching the whole map and all its parts together. There are the new quests, called wishes, which are there to tempt you off the main path with the promise of a cool new gadget.

Image credit: Eurogamer / Team Cherry

Enemies are beautiful and deadly, scaling in size and complexity as you move back and forth through the world. I love the dopy sack-covered cultists who attack with intricate staffs that look like old weather vanes and often miss. I hate the fluttering hornets and the birds and anything that flies essentially, because I am unskilled in the air and need to use up specials to bring them down. Then there are the bosses, which allow Team Cherry to offer the kind of choreographing complexity you’d expect from a Busby Berkeley number.

There are loads of these bosses, and while the worst can feel like slogfests with over-powered attacks, the best foreground Hornet’s ability to dance around danger. These bosses go for delight over sheer challenge, from the robot ant who swipes you away with a brisk glissandos of lava, to a pair of tragic ballet partners you face later on: a boss battle not just with storytelling but a bit of pathos to it. The very best of these bosses feel like team efforts, too. They’re joint performances undertaken between the developer and the player, as you find a space for yourself within an established routine.

Even the worst can be weirdly enjoyable. There are cheesing strategies for some of them, but they all eventually respond to thought as much as nimble fingers. It’s not uncommon for me to head into a boss for the nth time muttering the various things I have learned to do and not to do. Dash from attacks. Hold back until certain. Don’t jump too high. Again: there is a lot to learn here.

Image credit: Eurogamer / Team Cherry

Bosses, kill rooms, platforming gauntlets: all these things thrown in together get to a truth about Silksong. It is at least a handful of different games in one. And my favourite of these – and perhaps the one that’s both most obvious in theory and the hardest to truly spot – is a game of tiny glittering details that speak to a long, love-bombed development. Example: you buy your maps in Silksong, as you did in Hollow Knight. Fine. And if you want to read the map at any point you squeeze a trigger and it comes up on the screen. Also fine. But if you’re standing in water, the map won’t appear, and the reason for this is obvious: your character can’t hold up a map while they’re in water. The developer noticed. The developer followed this through and added this tweak.

And one of the games, yes, is both brutally hard, but also often gleefully, provocatively cheap with it. Silksong is filled with giggling cruelty that provides a wonderfully tart counterpoint to the haunted dreaminess of the characters and their world. It’s a confrontational kind of difficulty. It seems to want to make you ponder why the game treats you the way it does – the harsh damage, the general absence of vulnerability, the epic pile-ons, the endless churn of bosses, many of which come with elaborate and soul-sapping runbacks because the benches are sparse and most of them you have to pay to unlock and some of them are trapped or even broken! Deep breath. Yes: it’s not uncommon to fight your way through hell in Silksong, only to find a rest area and discover that you can’t actually afford the rest.

Granted, difficulty is a nightmare to think about and write about because it’s ultimately subjective. What I find difficult in a game I readily expect most other people would not. But Silksong isn’t just difficult to me, it’s purposefully and creatively cruel in its design at times, and this feels like a more objective observation. It wants to surprise and frustrate and occasionally make you really angry. I once witnessed Dark Souls developers playing their own game and laughing at its sheer unreasonableness, and I think you’re meant to laugh here too at times. It’s perverse, or maybe I am. I hate games that are thoughtlessly difficult, but it turns out some awful part of me can find enjoyment in a game that is needlessly cruel very much on purpose, that does it with wit and elegance and leaves you with something to think about.

Image credit: Eurogamer / Team Cherry

(Example: there’s a shop in Silksong with a door that automatically shuts whenever you leave – and you need to pay to open it again! Who would design something this horrible? But think about it for a second: is there maybe more to this? Is there a trick for keeping that door open if you just pay attention? This one moment feels like Silksong’s philosophy and its sense of humour in perfect microcosm.)

What is all this sweet work worth? Silksong’s very nature frequently suggests that difficulty isn’t just an aspect of the game. It’s not just a symptom of the design, as it were. Even with the first softening patch arriving, difficulty feels like a central preoccupation here. There are moments where Silksong is really trying to be as unkind as possible. And so to play Silksong isn’t just to navigate the difficulty but to kind of interrogate it – to try and work out why it is the way it is, and what it wants to achieve.

“I was secretly worried Silksong might not have much to it but good taste. I was worried that games like Animal Well had moved the genre on too much…”

It’s a choice, in other words. So what does Silksong lose through all this? A certain degree of goodwill, certainly. Social media is already filled up with fans who just can’t take any more of this kind of bullshit, and I can’t help but salute every one of them. Those runbacks! The platforming gauntlet that comes after a boss but before the next bench and any kind of reward! The paying and paying for the most basic things in the game! Our time on earth is short. Don’t spend it on things you hate. Difficulty like this ultimately means that fewer players will see everything this team has made. Lost delights abound.

(And I think, for me at least, that story is another victim. I’m sure Silksong tells a fascinating tale, but I haven’t noticed much of it, as I’ve just been clinging on and trying to stay alive.)

But what does it gain? For one thing, community. Back to social media again where Silksong truly is everywhere. And it’s not just people complaining. More often it’s people sharing tips, pointing out ways to get more of a handhold on this awful world, telling strangers how to have a slightly better time of it out there. This is free publicity of course. To finish the game many people will pretty much have to engage with the community; you make progress by word of mouth. But it’s not just publicity. It’s a bunch of people coming together to help one another, to explore something together, and sometimes to endure it together and vent about it together.

Image credit: Eurogamer / Team Cherry

Oh yes, and it also gains identity. I think I was secretly worried Silksong might not have much to it but good taste. I was worried that games like Animal Well had moved the genre on too much, trading mechanical difficulty for brilliant conceptual puzzles. I was delighted – and intermittently horrified – to find that Silksong’s firmly on its own path. Again, it’s not difficulty per se, more like a winningly brisk jerkishness. It’s that mean streak that can make you laugh even as it strikes you. This game has character.

Hollow Knight: Silksong accessibility options

Options to reduce camera shake and alter HUD appearance and remap controls.

I’m surprised and somewhat ashamed to say all of this worked for me. I was halfway through the slog, whining about locked benches, losing rosaries by the dozen, returning to bosses who I already knew would kill me in seconds even if the road back to them didn’t kill me first, and I suddenly realised I was having fun. Why? Because this was all intentional. The cruelty was part of what the team wanted to offer players. They’d found a way to make a lot of it entertaining.

And this came into focus when I learned just how small the team is that made this. This is the work of a small group of people making a game absolutely for themselves – and I mean that in the best way. Even with the patches rolling in, they made the game they wanted to make, without much obvious compromise or fretting over trends. In a world of Netflix algorithms telling film directors they have to have a fight in the first five minutes, and of ingratiating AI, and of endless producers who just have a few notes guys, it’s so good to see this kind of thing in all the instances where it happens.

So while I don’t always like Silksong I’m not sure I’d want it any other way. And when I really don’t like it, I know I can break off from what I have to do next and just explore speculatively, bringing this rich world back into focus with my roving attention.

A copy of Hollow Knight: Silksong was independently sourced for review by Eurogamer.

Love Eurogamer? Make us a Preferred Source on Google and catch more of our coverage in your feeds.



Source link

September 11, 2025 0 comments
0 FacebookTwitterPinterestEmail
Higscore
Game Reviews

The Debate Over Silksong Points To A Growing Divide In Gaming

by admin September 11, 2025


As Hollow Knight: Silksong once more raises the ugly discourse over gaming difficulty, there’s one aspect of the whole discussion that I think goes missed by people on every side: people play games for different reasons. It sounds stinkingly obvious, but there’s a nuance to this that I think is best summed up by believing or disbelieving the following statement: It’s fine if someone can’t complete a game.

Video games began being about insurmountable difficulty as players chased high scores, knowing all the while that the only ending in store for them was a GAME OVER screen. At the same time, video games began being about telling a story, guiding a player through a narrative or series of lands and levels to reach its conclusion. Whether in the arcades or via text adventures on the home computers, gaming was born with this dichotomy, and as things have become increasingly more complicated, it’s never gone away. In recent years, as genres increasingly twist and meld, the distinctions between “types” of games have become effectively meaningless, leaving no clear distinction between those two sides. Right now, in this era so dominated by soulslikes and roguelites, this schism has never been more pronounced.

My bias, to state it from the start, is that it feels not fine if someone cannot complete a game. I work with people whom I deeply respect who strongly believe and cogently argue the opposite.  And to be absolutely clear, I’m not here to say that one is right and one is wrong, simply because that isn’t true. It’s a matter of contention, with arguments for either side, and perhaps the only reason it feels like it needs to be resolved is because a person’s approach can feel incredibly important to them.

No one is right, everyone is right

Let’s repeat that once more: no side is right, and context is everything. But the point here is: that context is deeply ambiguous and confusing, and no one has a firm grip on it. Hence the issues.

At one point, in a very large part, video games were about high scores. You couldn’t beat the game, you weren’t intended to finish it, but rather the goal was to see if you could get further than last time, or beyond the point your friends can reach. That design model was in large part due to how those video games were monetized; you were paying by the dime, or by the quarter, and the more coins you put in the machine, the more money the game made. If it were easy, if it were designed such that you should be able to win, then it would be a disaster.

Meanwhile, on university machines and eventually home computers, other games were being built around text. While MUDs (multi-user dungeons) complicated the nuance far too early in the whole history, let’s instead focus on single-player games. These were, around the same era as the rise of the arcades, text adventures. Games about experiencing a story with a direct sense of involvement. You chose whether to go North or South, picked up the rope and then used it on the well, and hit the goblin with your sword. While you were working through a prescribed route, the experience was your own simply because you’d executed the actions. You may have died because you forgot to tie the rope to the well, or been hit harder by that goblin, and then had to try again, but the game’s ultimate purpose was for you to reach its ending.

So from the very beginning, there were these two diametrically opposed intentions. One half of games relied on your never being able to finish them, the other relied on your being able to do so.

Obviously things immediately became more complicated. Arcade games were released on home computers, games became far more complex, sandbox games soon sprang up which were neither about trying to kill you nor guiding you to a conclusion, and eventually multiplayer gaming turned everything into an infinite loop. Throughout all this, games were released with the specific intention of never letting you finish, or wanting you to finish, and people mostly understood which were which. And, for a while, the majority seemed to be the latter. Even a 100-hour role-playing game or a gore-laden first-person shooter were deliberately created with the intention that people who bought the games would be able to finish the games. For the most part, the tougher games of this nature came with difficulty settings so anyone for whom the challenge was too great could turn it down and still see that ending. (And indeed those finding it too easy could make it a more pleasingly tough challenge.) This all began right as the heyday of  what were always loosely called “arcade games” began to fade. Games that were still intended to be close to impossible for most people to finish, still all about that high score, or those supremely difficult 2D action games that were so hard that most people could only see the earliest levels. Your Ninja Gaiden and Contra games, utterly beloved by those who went into games wanting a brutal challenge, and bemusing to those who arrived without forewarning.

© Tecmo / Mobygames / Kotaku

A platform for complaints

This is the next stage of this schism. There are those who see games like an increasingly steep mountain to climb, with seemingly impossible vertical stretches down which they keep sliding, again and again, until after days of practice and failure they finally ascend. And there are those who cannot imagine anything worse than replaying the same bit of a game 20 times, failing each time, never sure if they’re going to be able to get past it. And neither seems to be able to comprehend the mentality of the other.

And that’s completely understandable! Because as we’ve established, people have been raised on games to believe each exact opposite position is the way in which games are intended to be played. And if there’s one genre of games where this is more confusing than any other, it’s platform games.

Again, twas always thus. I remember these games I’d play as a kid that seemed deliberately ludicrous, games in which I’d play the first three levels over and over and over, never even knowing if anything even came after them, so frequently would I die. Jet Set Willy and Chuckie Egg 2 stand out as examples of platform games that seemed to be designed to be close to impossible from their opening moments (though I was also like eight years old). Even the original Super Mario Bros. and Sonic games weren’t designed to be won in a sitting, with limited lives and the lack of a means to save meaning you would endlessly start again from scratch, trying to reach further than the last time. Most often, this difficulty was a result of technological limitations. It simply wasn’t possible to save your game, so a game that’s really only a handful of hours long could last you forever if it were hard enough. But the moment saving became a thing, tellingly a huge number of games started to be designed with progress as a core element.

Nearly every Mario game in the last three decades has been created with the player being able to finish as part of its design. Metroidvanias like Ori and the Blind Forest have been created so that almost every player can see them through, with difficulty settings that allow players to shape the experience for themselves. Others, like more recent Metroid games, remain incredibly difficult in their later stages, especially with boss fight spikes, but they’re still not intended to prevent most people who buy them from being able to roll the credits. It became increasingly normal for platform games to be designed this way.

A large number of likes

Meanwhile, two other significant genres arose. There was the “roguelite” (“roguelike” is used too, but it conflates things with, well, games like Rogue which are something else entirely), where the idea of the game was to see how far you could get with a specific build (be it character, deck of cards, or choice of tools), then losing everything (or almost everything) when you made a mistake. It became normal again for games to be designed to be unbeatable at first, requiring repeated play to improve. However, the crucial difference was that each attempt would play out differently, with procedurally generated levels, or randomized scenarios, and different equipment allowing different approaches. And also, Dark Souls happened, and it changed everything. For those who played games for the challenge, who wanted to be beaten up over and over, suddenly the dial started swinging in their direction again. Huge numbers of similar games appeared, and as the “soulslike” became an established term, it started to diffuse into other genres.

In 2016, Salt & Sanctuary opened the door, through which 2017’s Hollow Knight and 2019’s Blasphemous followed at which point everything became so god damned confusing. Because now we had these pixel platformers, or even super-cute cartoon games, that were nightmarishly difficult to play, doubling down with a lack of difficulty options. And audiences were understandably not able to know which way a particular game was heading.

In the midst of these developments in the 2010s rose the monstrosity of the “git gud” culture. But, and I’m typing through gritted teeth, there was a valid argument beneath the grim unpleasantness. Because, to return us to the thesis of this meandering piece, there is a vast audience of people who play games because they want to struggle, to fight against the wall, and to gradually get better until they can conquer the challenge. So, when someone else comes along and says the incredibly reasonable statement, “I’ve been loving this game for the last five hours, but now I can’t play any more because it’s become impossibly difficult,” it makes sense to one entire contingent of players to say, “You need to get better.” Because they’re right. You do need to get better if you want to get past that point.

However, and I feel like a marriage counselor trying to explain how one partner’s comments are heard entirely differently by the other, it’s the most abysmally unhelpful and unsatisfying answer to the contingent of players who weren’t ever playing the game for a grueling challenge, but for an entirely different reason. They were playing for the continual satisfaction of progress, to keep experiencing the thing they are enjoying in new and refreshing ways. They don’t want to personally improve their dexterity levels to be able to perform lightning reflexes across seventeen buttons to get past this one enemy, but just get past this one enemy. Their goals, their intentions, their very reason for playing the game in the first place was utterly different, and until that point it was being met. So being told, “Be better at the game then,” is not only unhelpful, but wholly irrelevant.

Meanwhile, the player who just wants to sit back and calmly play is equally incomprehensible to the challenge-seeker. Why on Earth do you want to play this game if you’re not even interested in improving? This game was designed so you would learn through trial, where hitting the wall is about learning to punch it harder until you break through. It’s the whole point of the game, and declaring that there should be a way to make it easier is entirely missing the point. Being told, “But I just want to carry on playing,” is not only unhelpful, but wholly irrelevant.

It’s quite the impasse.

© Capcom / Mobygames / Kotaku

It’s fair that people are confused

This, in a very gap-riddled, convoluted way, brings us to today, and 2025’s breakout hit, Hollow Knight: Silksong. Because when a game gets this big, sells this well, and is receiving this kind of word-of-mouth, it is of course going to attract audiences from every approach. Not only is Silksong a colossal success on Steam (it’s been regularly seeing half a million concurrent players every day since launch, which is almost unheard of for a single-player game), but it’s also arrived day-one on Game Pass, meaning millions of Xbox owners will have been able to install it for no extra cost. And when a game looks as gorgeous as Silksong in its screenshots and videos, why wouldn’t you?

I say all this to address the rather silly claim that “everyone should know how hard it is” because of 2017’s Hollow Knight. Bit of perspective on that: 2017 was eight years ago. So yeah, there are adults today who were in elementary school when that game came out, and it’s wild to believe everyone encountering the buzz for the game should have filled in the history. Secondly, Silksong absolutely doesn’t present itself as a crazy-hard game. Firstly, its characters are lovely-looking insects with stunning animation, which immediately implies something gentle. Then, the game’s store description isn’t explicit about the challenge.

“As the lethal hunter Hornet, adventure through a kingdom ruled by silk and song! Captured and taken to this unfamiliar world, prepare to battle mighty foes and solve ancient mysteries as you ascend on a deadly pilgrimage to the kingdom’s peak.

“Hollow Knight: Silksong is the epic sequel to Hollow Knight, the award winning action-adventure. Journey to all-new lands, discover new powers, battle vast hordes of bugs and beasts and uncover secrets tied to your nature and your past.”

“a deadly pilgrimage” is doing a lot of work in that sentence once you know, but doesn’t exactly give the game away.

So of course people not expecting to meet with astonishingly difficult boss fights are arriving on the game’s doorstep. People who are just flabbergasted that, say, a metroidvania would so facetiously make a core feature—the map—be locked behind multiple purchases and even then be hugely obfuscated. Who does that?! What is going on?! When will this game be fixed so it works sensibly?!

Life of the Author

What none of this addresses is the most divisive aspect of all this topic: developer intent. Hollow Knight: Silksong has been developed this way by Team Cherry on purpose. It is meant to be incredibly difficult, forcing players to try again and again and again to traverse its trickiest sections, and to take dozens of attempts to defeat its toughest bosses. Of course it is! You wouldn’t play Elden Ring and demand the boss fights be easier, right? Only a depraved pervert would think such a thing. The developer’s intention demands that this game not have difficulty options, and it would defeat the point of how and why it was made for that to change. Surely it’s ridiculous to even want to play a game in a way it wasn’t created to be played?

Here I have to get personal. As an avowed Barthesian, I think this is gibberish, and I absolutely, fundamentally am not interested in “developer intent” once the semiotics are in my own hands. (To be very, very clear, I am absolutely fascinated by developer intent, and love to hear about it, speak to developers about it, and think the topic is wonderful. I just don’t see why it should also control my personal life.) I double down on this when I’ve paid money to get access to the game. It seems wild to me that after I’ve bought and installed it’s anyone else’s business how I go about playing this offline single-player game. I absolutely get that if I were able to lower the difficulty (and vast numbers of people already are) that I wouldn’t be experiencing the game as the developers intended. I also don’t mind about that one bit if it means I can experience the game at all.

I think it’s this distinction that causes the most consternation. “Hollow Knight: Silksong is meant to be played this way” versus “Hollow Knight: Silksong is meant to be played at all.”

Is there a middle ground? Of course, vast expanses of it. It’s just that most of us don’t want to agree to sit in it, myself included. But how about this?

  1. Team Cherry has built Silksong to be played in one particular way, and worked phenomenally hard to craft that experience exactly as intended. Untold skill has gone into creating it, and creating it in this specific form. And that’s worthy of enormous respect. The creators are under no obligations whatsoever to change the game, and should not have to respond to public demand whether it’s to add difficulty options or make it even harder. It’s how Team Cherry wants it to be.
  2. This game is of such enormous popularity that it very understandably has picked up a very large audience of people who are not skillful enough, or don’t desire to become skillful enough, to be able to play the game as is designed, and feel frustrated that they’ve spent money on game they’re unable to play.
  3. Those people have every right to adjust the game’s difficulty by mods or any other method such that they can enjoy it in the way they want to.
  4. Other people are allowed to believe those people have ruined the game for themselves, and if they would only have persisted with the challenge they would have grown to understand why it was made the way it was.
  5. These two groups of people aren’t going to understand the other, and that’s fine. There are bigger things to worry about.

Conclusion

There are bigger things to worry about.



Source link

September 11, 2025 0 comments
0 FacebookTwitterPinterestEmail
While we're struggling with Hollow Knight: Silksong, speedrunners are beating it in under 90 minutes
Game Reviews

While we’re struggling with Hollow Knight: Silksong, speedrunners are beating it in under 90 minutes

by admin September 11, 2025



There’s plenty of debate online around the difficulty of Hollow Knight: Silksong, but while most of us are struggling, speedrunners have already beaten the game in under 90 minutes mere days after release.


The record is moving fast, literally! Yesterday, YouTuber Onaku managed a Silksong any% speedrun in 1:46:47, but hours later YouTuber BlueSR managed a run in 1:26:20. What’s more, the speedrunner will be aiming for an even quicker World Record time today.


I’ve linked to the runs of both speedrunners above, but of course these will be full of spoilers for anyone still back in the early game. Or perhaps you’re keen to check out some expert strategies.

Hollow Knight: Silksong – Release TrailerWatch on YouTube


The official speedrunning leaderboard won’t open until 1st October, at which point we’ll have a firm idea of the World Record time and the official rules. Until then, speedrunners will be rapidly sharing their times on social media.


Judging by the game’s achievements, it’s possible to achieve 100 percent game completion in under 30 hours, but there’s also an achievement for completing the game in under five hours (aptly named “Speedrunner”). So even if a run of just over an hour isn’t achievable for you, those looking to gain all achievements will still need to complete an exceptionally fast run.


For comparison, the current World Record for the original Hollow Knight sits at just over 30 minutes!


If, like the rest of us, you’re struggling with Silksong, check out our Hollow Knight: Silksong walkthrough to help get you through.

This is a news-in-brief story. This is part of our vision to bring you all the big news as part of a daily live report.



Source link

September 11, 2025 0 comments
0 FacebookTwitterPinterestEmail
Hollow Knight: Silksong developers are trolling players with a seemingly safe haven
Game Reviews

Hollow Knight: Silksong developers are trolling players with a seemingly safe haven

by admin September 10, 2025


While Hollow Knight: Silksong’s cute character designs may suggest something light and effortless, do not be fooled. Silksong is not an easy game to play. In fact, it is darn difficult, requiring plenty of precision, be it platforming of fighting.

Thankfully, developer Team Cherry has popped a number of benches throughout Silksong, where the game’s protagonist Hornet (and the player), can take some weight off and recover from the perils that have come before, before heading once more out into the fray. Except, when the team hasn’t…

You see, many players have come to realise that Team Cherry has in fact planted at least one trick bench in the depths of Silksong, that doesn’t really play fair (please read no further if you do not want to know where).


To see this content please enable targeting cookies.

Manage cookie settings

Silksong’s trick bench can be found in Hunter’s March, which itself is found off The Marrow. As with many other areas in Silksong, it is tricky. It’s an area you can do early on, but should probably come back to with more upgrades to actually have a better chance of getting through. Needless to say, when you get to a bench, you will likely feel a sense of relief, and want to finally pause and take a breather. Except this trick bench will scupper that breather, and when Hornet sits on it she will activate a spike trap that will whop a load of health off. Ouch!

A post on the Hollow Knight reddit titled ‘I have no words. This is the most anger I have ever felt for any game ever. I had one mask’, with an accompanying picture of the offending bench, has been commented on by many other players who feel a similar amount of anguish (though largely in good humour).

“I was like ‘finally, a bench’, sat down at two masks and let go of my keyboard.. Died,” one reply reads. “My partner was spectating the whole thing and we just laughed for five minutes.

“Damn, the developer had fun making this game for seven years.”

You can check out Silksong’s bench trap in action via the posts below.


To see this content please enable targeting cookies.

Manage cookie settings


To see this content please enable targeting cookies.

Manage cookie settings


To see this content please enable targeting cookies.

Manage cookie settings

Thankfully, you can disable the trap, and the trick bench then becomes a regular safe bench. If you head to the left side of the bench before sitting on it, you will come across a lever. Swing Hornet’s needle at it, and you will deactivate the spikes (phew).

This is a news-in-brief story. This is part of our vision to bring you all the big news as part of a daily live report.



Source link

September 10, 2025 0 comments
0 FacebookTwitterPinterestEmail
Curtains in the 90s, Pogs, and the trend fallacy - yes, this is a stealth Hollow Knight: Silksong article, sorry
Game Reviews

Curtains in the 90s, Pogs, and the trend fallacy – yes, this is a stealth Hollow Knight: Silksong article, sorry

by admin September 9, 2025


When I was at school, which is a disconcertingly long time ago, there was a period during which all the boys seemed to have a near-identical curtains haircut. I hated it. It was so common that it might as well have been part of the school dress code, and yet, I resisted. I’ve always been pretty good at doing my own thing, not falling into the trap of peer pressure and what I’ve just this second coined as “The trend fallacy”. Just because everyone is doing something, doesn’t mean it’s right for you.

As someone who had hair (let’s not focus too much on the current situation, thanks) and therefore had to make some decisions over what to do with it, I have had two hairstyles in my entire life: a side-parting comb over that I’m sure looked pretty suave on a seven-year-old in the tail end of the 80s, and what you could describe as basic short hair that just sort of sits on my head until there’s too much of it – this, incidentally, is my current chosen style.


To see this content please enable targeting cookies.

Manage cookie settings

Note: I also wore a flat cap in the early 90s for reasons I’m not really clear on. I suspect I saw someone wearing one and thought it looked amazing, in the same way I expected to grow up and own a Vauxhall Calibra, simply because the manager at the Esso at the top of my road used to park his outside the petrol station shop, and to an eight-year-old it looked like the coolest car that would ever be built. I have never owned a Calibra, nor have I ever driven a car. Point being, I had my own ideas of what I wanted, regardless of what was actually popular, and I still do.

Hollow Knight: Silksong, then, arrived last week like a new wave of Pokémon Pogs in 1999 that were also promising to fix the Y2K bug. Hot stuff, and a game everyone should be falling over themselves to play, right? “Don’t miss it,” I’m sure someone will commit to print somewhere. And yet, I never cared for Pokémon, I favoured football stickers to Pogs, and why would I, a child, be interested in finding a solution to the Y2K date problem?

I do have a fondness for certain games loosely in the genre, Axiom Verge and Ori and the Blind Forest to name two, but I had a miserable time with Hollow Knight some five years ago, its own genre tweaks clashing with my sensibilities and likes – I called it and moved on after two hours. I have no desire to waste my precious free time for no other reason than to follow the zeitgeist.

Swift Stepping away from the hype. | Image credit: Eurogamer/Team Cherry

It’s kind of my job to be aware of the mood in the games industry, to know what the hot topics are, and what the feelings are around new releases. It’s not fair to point to people, opening them up to the more hostile and unreasonable portion of the gaming community, but a repeated sentiment around Silksong is one of a kind of embarrassed shame. People have essentially apologised to the rest of the community for not enjoying Team Cherry’s new game, which I find bizarre in the extreme. I’ve seen similar in the reverse when people really vibe with a game the majority of others look down on.

Every game isn’t for everyone. This should be obvious and simple, but if taken in by the video games playing community at large would radically alter the discourse around new releases. It’s not incendiary to not enjoy something. It’s part of being a person with independent thought. I’ve come to realise I’m quite happy to just enjoy what I enjoy, regardless of whether other people “let” me do it or not.

With that, I’m off to brush my hair forward in a way that appears to onlookers as though no effort has been made whatsoever, and perhaps browse eBay for a flat cap. You do you.



Source link

September 9, 2025 0 comments
0 FacebookTwitterPinterestEmail
  • 1
  • 2
  • 3
  • 4
  • 5
  • …
  • 12

Categories

  • Crypto Trends (1,098)
  • Esports (800)
  • Game Reviews (748)
  • Game Updates (906)
  • GameFi Guides (1,058)
  • Gaming Gear (960)
  • NFT Gaming (1,079)
  • Product Reviews (960)

Recent Posts

  • “Incredibly moved and grateful” – Clair Obscur: Expedition 33’s director talks success, “art house” aspirations and the scope of future projects
  • Doja Cat Fortnite Account Takeover Gets Messy After Deleted Sex Toy Post
  • Skate’s $35 Dead Space Skin Upsets Fans
  • Silent Hill f has a hidden Easter egg that calls back to one of the most iconic horror game themes of all time
  • This Indie Game Punishes You For Skipping Its Cutscenes

Recent Posts

  • “Incredibly moved and grateful” – Clair Obscur: Expedition 33’s director talks success, “art house” aspirations and the scope of future projects

    October 9, 2025
  • Doja Cat Fortnite Account Takeover Gets Messy After Deleted Sex Toy Post

    October 9, 2025
  • Skate’s $35 Dead Space Skin Upsets Fans

    October 8, 2025
  • Silent Hill f has a hidden Easter egg that calls back to one of the most iconic horror game themes of all time

    October 8, 2025
  • This Indie Game Punishes You For Skipping Its Cutscenes

    October 8, 2025

Newsletter

Subscribe my Newsletter for new blog posts, tips & new photos. Let's stay updated!

About me

Welcome to Laughinghyena.io, your ultimate destination for the latest in blockchain gaming and gaming products. We’re passionate about the future of gaming, where decentralized technology empowers players to own, trade, and thrive in virtual worlds.

Recent Posts

  • “Incredibly moved and grateful” – Clair Obscur: Expedition 33’s director talks success, “art house” aspirations and the scope of future projects

    October 9, 2025
  • Doja Cat Fortnite Account Takeover Gets Messy After Deleted Sex Toy Post

    October 9, 2025

Newsletter

Subscribe my Newsletter for new blog posts, tips & new photos. Let's stay updated!

@2025 laughinghyena- All Right Reserved. Designed and Developed by Pro


Back To Top
Laughing Hyena
  • Home
  • Hyena Games
  • Esports
  • NFT Gaming
  • Crypto Trends
  • Game Reviews
  • Game Updates
  • GameFi Guides
  • Shop

Shopping Cart

Close

No products in the cart.

Close