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[multi] Hollow Knight franšiza


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Otisi tipčka ki je hardcore vania fan in kinima 200 ur v HK

 

Navedek

There are two levels in the Gamescom demo: an easy one from near the start of the game, and a harder one from near the end. Because I'm a Metroidvania sicko, I autopiloted to the hard one. Straight away, you can feel the difference: Hornet controls differently to the Knight from the first game. She's floatier, and her attacks seem to have a little more range. Her up attack seems to come out a bit quicker (meaning you can dispatch flying enemies quite quickly if you can position yourself right) and her side attacks seem a little bit slower.

 

It's in the dash and the jump, though, that I found the most distance from the original game. Instead of the (in)famous pogo you could do in Hollow Knight, where attacking down from a jump would pop you up in a straight line, Hornet has a dive kick. That's a downward, diagonal attack. You can no longer bop enemies on the head repeatedly (a very useful and overpowered tactic in the original game) without some good positioning and understanding of physics. This caught me off guard in a boss battle against an arrogant little bug with a needle of its own called Lace, as I tried to do my usual Hollow Knight pogo spam before getting countered and parried by Lace herself. Oops.

 

Next, there's the dash. Instead of simply cutting about side to side and using the i-frames to step through damage as in the previous game, there is more of a momentum build-up to Hornet - per her fights in the 2017 game. This means that dashing to one side and another has some funky spacing, and because you automatically animate into a run after a dash, you leave yourself more vulnerable than in Hollow Knight. Dashing also leads to a different jump animation, too, boosting you up at a diagonal with good momentum. For exploration, this gives you 'slide dash' utility, but in battle it throws off your spacing and speed considerably.

 

Now, I played the Knight as a quick but rookish attacker: moving in straight lines, dishing out punishing damage, and pre-empting and countering enemy attacks with aplomb. Hornet is more of a bishop, to continue the chess analogy, all awkward and diagonal and seemingly far better when kept mobile rather than stoic. I have over 200 hours in Hollow Knight across various platforms: Silksong, in 10 minutes, began rewiring my brain.

 

Good. Good! I want it to be different. In the first game, an NPC you meet before your first fight with Hornet remarks: "I have seen this nimble little creature. I thought her prey and pounced at her, but with a flash she stabbed me with her flying stinger and darted away. Could she be... a Hunter?" That could well be the selling line for her as a player character in Silksong: like a hornet proper, aerial stings and aggressive pursuit seem to be the most effective tools in her arsenal, and I cannot wait to see the synergies, abilities and trickeries that become available to her as she continues to protect her home from whatever creepy, crawly threats persist in the bigger world of Silksong.

 

I've waited years - years! - to play this game, and I left my demo impressed, but curious. Silksong is the game of the moment. And Team Cherry has opted to make this more difficult and a bit more awkward. For platforming fans like me, that's catnip - but will the average player curious in the franchise be so intrigued?

 

Tl;dr - špil je tako prašičje težek in gibanje od Hornet je tok neortodoksno, da se boji, da bo špil preprosto pretežak za normalnega igralca.

 

Če vprašaš mene - NICE! :D

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Galko reče pred 17 minutami:

Otisi tipčka ki je hardcore vania fan in kinima 200 ur v HK

 

 

Tl;dr - špil je tako prašičje težek in gibanje od Hornet je tok neortodoksno, da se boji, da bo špil preprosto pretežak za normalnega igralca.

 

Če vprašaš mene - NICE! :D

Zelo lepo.

 

Torej sedaj so normiji 7 let pisali po redditih, twitterjih kje je Silksong. Naslednjih 7 let pa kje je easy mode :D 

Povezava do prispevka
magični kralj reče pred 3 urami:

a to je model igral vec casa al lih 20 minut? 

skor ziher ni tolk tezko, model samo ni bil in the GROOVE

sploh ce je sou direkt v tezek level, v votli noci je mel miljon cajta se naucit vse skille enega po enega, tu pa direkt na fully dicked out hornet

En YouTuber pravi, da je igral 15 minut ga lahko.

 

Nintendo booth.

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Vučko3 reče pred 19 minutami:

Ne dvomim v kvaliteto silksonga, ampak clair je bolj za mase, kot tale igracka.

Se nebi strinjal, da je Clair bolj za mase. Danes Schrier v članku

Navedek

As of today, the game has sold 15 million copies, Team Cherry told me, making it one of the most successful independent video games ever.

 

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