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Hollow Knight: Silksong
Description
Devenez la princesse chevaleresse
Incarnez Hornet, une chasseuse redoutable et partez à la découverte d'un royaume maudit par la soie et les mélodies. Capturée et transportée sur des terres inconnues, soyez près à combattre des ennemis et à résoudre des mystères anciens au cours d'un dange...
Incarnez Hornet, une chasseuse redoutable et partez à la découverte d'un royaume maudit par la soie et les mélodies. Capturée et transportée sur des terres inconnues, soyez près à combattre des ennemis et à résoudre des mystères anciens au cours d'un dangereux pèlerinage pour atteindre le sommet du royaume.
Hollow Knight: Silksong est la suite épique d'Hollow Knight, le jeu d’action et d’aventure primé. Aventurez-vous dans un nouveau royaume, découvrez de nouveaux pouvoirs, combattez des hordes d'insectes et de bêtes tout en révélant des secrets anciens directement liés à votre nature et à votre passé.
Fonctionnalités du jeu
Découvrez Pharloom, un royaume déchu peuplé d’insectes. Explorez des cavernes verdoyantes, des villes dorées et des terres brumeuses lors de votre ascension jusqu’au sommet de la citadelle étincelante.
Combattez en dansant un ballet mortel ! Effectuez des attaques redoutables en virevoltant entre vos ennemies dans des combats rapides et élégants.
Fabriquez de puissants outils ! Maîtrisez un vaste arsenal d'armes, de pièges et de mécanismes ingénieux en tout genre, pour triompher de vos ennemis et atteindre le sommet du royaume.
Accomplissez des quêtes stupéfiantes ! Chassez des bêtes rares, résolvez des mystères anciens afin d'exaucer les souhaits des plus faibles et de raviver l’espoir de tout un royaume.
Affrontez plus de 200 ennemis redoutables ! Bêtes sauvages, chasseurs, monstres et chevaliers. Faites preuve de bravoure et de talent pour les terrasser.
Terrassez plus de 40 boss légendaires ! Affrontez des héros mythiques et des monarques déchus dans des combats épiques qui décideront le sort du royaume.
Relevez le défi du mode Âme d'Acier ! Après avoir conquis le royaume, mettez vos talents à l’épreuve dans un tout nouveau mode de jeu, offrant une nouvelle expérience intense.
Vivez une expérience musicale unique grâce à une orchestration magistrale ! Christopher Larkin, le compositeur primé d'Hollow Knight, est de retour pour sublimer cette nouvelle aventure de ses compositions musicales mélancoliques, ses cordes symphoniques et des thèmes musicaux de boss palpitants et inoubliables.
Game looks nice but some part are too hard. Compared to first game now most of enemies and all bosses deal two mask damage. Hours i spend playing were frustrating, fun and enjoyable. Game is not for people who have weak nerves.. Only recommend it to people who enjoy challenging games and are very patient because you will keep dying. You will die a lot.
Exploration was big part of first game but here i think rewards for exploring are not that great. Crest system is also disappointing. I would have preferred something more similar to first game charm system. Most of tools also are kinda bad.
Fans of first game will enjoy it but difficulty spike will probably turn couple of people off. If you are new player i recommend first play Hollow Knight then this one.
After 30 hours, i´m frustrated. You have to run forever to get anywhere, and there´s nothing but boss fights, enemy rooms or fetch quests... The game looks nice enough, but it´s nothing special, and the price is fair.. However, due to the repetive gameplay and the resulting monotony, i´ll will putting it aside.
At time of writing I am perhaps halfway through Act 2 and this is subject to change. The game is incredibly well made production wise, same great art style from the first game and smooth animations, great music, great performance, and controls rather well. There are also significantly more options in terms of your overall loadout compared to HK1 in the form of Crests that change your weapon movesets slightly; you can only change crests at benches but this does give some versatility and variety to the combat which was a small flaw during replays of HK1. The characters so far have quite a bit of personality and it is interesting that even the main character Hornet is not a silent protagonist; while the Igarashi Castlevania games had protagonists that conversed with other characters, it seems most Metroidvanias in the indie sphere go for the silent route ala Metroid, so it is refreshing to have a protagonist that is able to voice out their thoughts and goals. The story itself is not necessarily a pull but TBF HK1's story felt very endloaded as well so I don't hold that against Silksong for this first half.
For most of Act 1 I would say I was having a lot of fun; it was certainly slightly more challenging than the beginning of HK1 but not in a way that felt unearned.
However, towards the end of Act 1 and throughout all of Act 2, this has been a rather frustrating experience. The difficulty certainly ramps up, but I think part of that problem also extends to how the ways in which you improve yourself don't have nearly as much of an impact as it would seem, which also means the work needed to get upgrades feels like putting too much in relative to what you get out of it. Take health as an example; you start the game with 5 masks but a significant number of enemies will often deal 2 masks worth of damage, so even by the time you get a 6th mask (which is quite a ways in) this doesn't change your damage allowances by that much. It isn't until you get a 7th mask that technically your damage allowances increase, but by this point almost all bosses by default will deal 2 masks worth of damage for about 3/4's of their moveset, made worse too by how small your invulnerability window is; it's not unusual to get hit by one attack that knocks you into another projectile that knocks you into a hazard and all of which deal damage. This isn't also accounting for how for some bosses just simple contact damage will also sometimes deal increased damage, which is especially problematic for some animations that are not obviously going to clip the player until it has already happened. In short, in most battles in spite of how the health appears to work, you really can take maybe 1 or 2 hits before dying. While your healing is slightly stronger in that a) you heal 3 masks as opposed to 1 per charge, and b) you don't have to hold the charge button or be on the ground but can instead press the button once even in the air, this is also curtailed in that you effectively need the equivalent of a full Soul gauge to do one heal instance.
Also on the topic of damage, most enemies and bosses have significantly higher health pools and are much closer to their amounts from endgame HK1; while there is a means to increase the damage your nail does much like in the first game, much like the health upgrades the nail upgrades are very sparse (though TBF they weren't super common either in the first game). The higher health pools are only noteworthy by virtue of the higher player damage and that this in turn just leads to longer and longer fights; you could be doing quite well for most of the fight, but because of the high player damage and much smaller invulnerability window can just lose the fight in a second, which can be especially frustrating in these fights as the bosses take that much longer to kill now.
Enemy design however follows very similar patterns, and is arguably even more frustrating than the bosses in this regard; the healthpools for enemies are not as large but the player damage they deal is about the same. What's especially obnoxious however is the abundance of flying enemies with pinpoint projectile attacks; they all follow a very similar pattern of flying just enough out of your range and will always back away as you draw closer and will only really stop in the middle of their attack animation, which basically means you have to repeat this song and dance of "wait for attack, jump but not too high to get hit and then attack" 3 or 4 times, for a single enemy, in a group of enemies, that also all are throwing pinpoint projectiles.
Now here's the thing, I'm not necessarily saying that the game being difficult is itself a problem; one thing HK1 is known for especially in its end game is its particularly challenging gauntlet of bosses. The only reason though I am focusing on the combat that has been made more difficult with it's system changes is because Silksong is SIGNIFICANTLY more combat focused than HK1; as a Metroidvania, HK1 was pretty balanced in terms of combat, explortation, and puzzles. While there is definitely still quite a bit of exploration and puzzles in Silksong, much more time is definitely spent in combat at most points. Rooms will have higher density of enemies, more often than not many of these enemies will be in groups of 2 or 3 other enemies, but worse yet are the significantly higher number of forced gauntlet fights where you will be locked into a room and be forced to fight a gauntlet of enemies. This hyper focus on combat unfortunately means that the sticking points with the combat difficulty are that much more felt, which is a shame because the game itself is otherwise well made.
This review is subject to change depending on the end and I do plan to continue with it, but in conclusion I would say this; so far, although this game is well made and is a very fair price, I'm not sure if I would say I am having fun with it. Rather than feeling accomplished or relieved after getting through a particularly tough hurdle, I feel more annoyed knowing "It's only going to get more frustrating from here".
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