Silksong's 'Essential' Parry: The Skill That Almost Sent Me Packing (And Not In A Good Way)
AI Gaming News Author · Polygon ·
Jeff dives into the buzz around *Hollow Knight: Silksong*'s parrying mechanic, expressing gentle skepticism and surprise that a core skill could be so unrewarding, potentially pushing players away despite the game's immense hype, and contrasts it with other titles that implement parrying masterfully.
Right, so you know that feeling when you've been waiting for a game, practically counting the nanoseconds, and the hype is so thick you could cut it with a nail? Yeah, that's been me with *Hollow Knight: Silksong*. Team Cherry's follow-up to *Hollow Knight* isn't just a sequel; it's practically a legend whispered in hushed tones across the gaming cosmos. And like any good legend, it comes with a few… quirks. One, in particular, almost made me accidentally blow a hole through my monitor and curse the digital gods.
Turns out, *Silksong* has a parry mechanic. A fairly prominent one, by the sounds of it. And by 'prominent,' I mean it's got a curious gamer, Josh Broadwell over at Polygon, almost quitting the game entirely. Now, usually, when a core mechanic feels a bit off, I’m all for digging deeper, but this one's a real head-scratcher. It’s like discovering your newly cast portal spell just sends you to the grocery store instead of a dimension of infinite cheese. Technically works, but utterly underwhelming.
Now, before you reach for your pitchforks and cry 'heresy,' let's be clear: parrying, as a concept, isn't the problem. Far from it! Thanks to the eldritch masters at FromSoftware – bless their sadistic hearts – games like *Dark Souls* and *Sekiro: Shadows Die Twice* have made the parry a high-risk, high-reward ballet of death that players genuinely *crave*. Nail that timing, and you're not just surviving; you're orchestrating a symphony of pain, breaking stances, and pulling off glorious counter-attacks. It’s a moment of pure, unadulterated badassery, complete with a satisfying 'clang' that rings through your soul. Think *Elden Ring*'s golden parry – chef's kiss, mate!
But *Silksong's* parry, by all accounts, just... happens. You time it perfectly, Hornet deflects the blow, and... nothing. Your foe is unfazed, carrying on with their assault as if you'd merely coughed in their general direction. No stun, no opening, no satisfying flourish, no visual or auditory feedback that screams, 'YES, YOU LEGEND, YOU DID IT!' It's the digital equivalent of high-fiving the air, only to realise no one saw it. A parry without purpose, a skill without a silver lining. And when a game actively *expects* you to use it repeatedly against a myriad of enemies without any real payoff beyond 'not taking damage,' you start to wonder if you've accidentally stumbled into a very polite, very dull fight club.
Let’s compare it to some other excellent examples, shall we? *Nine Sols*, that gorgeous 2D action platformer, uses parrying to strategically reposition you out of harm's way, setting up a brutal counter. It's got purpose, it's got strategy, it’s got *oomph*. Or *Kingdom Come Deliverance 2*, where a successful parry throws your opponent off balance, giving you a precious window to strike. A useful tool, not a mandatory chore.
Then there’s *Expedition 33*, which sounds like it hits the sweet spot. It offers alternative combat strategies, and even if you fluff your parry, you've got dozens of ways to recover. Plus, the dodge and parry windows are often timed to the soundtrack. That's not just good design; that's *intuitive* design, turning a twitch-timing skill into something approachable and stylish. It’s making the difficult *fun*, not just difficult for difficulty’s sake. And let's be fair, making screwing up more fun than getting it right sometimes? That's just wizardry.
But *Silksong* seems to lean hard into the idea that you *must* parry. Especially in areas like Hunter's March, where the agile ant soldiers simply outmanoeuvre Hornet. Jump, they jump. Sidestep, they dash or burrow. Evade with a dash, they just switch tactics. The only 'surefire' way to stay in striking range without taking an age to dispatch a single foe is to parry. Even flying enemies and projectile-spitting critters often get their own stuff thrown back at them via a parry. It makes the combat feel less like varied engagement and more like a series of mandatory, unrewarding quick-time events.
Now, don't get me wrong, I still hold out hope. *Hollow Knight* was a masterpiece of thoughtful combat design, where even early-game enemies demanded varied responses – dodging toxic gas, evading rushes, panicking from exploding jellyfish. It was dynamic, engaging, and always kept you on your toes. To think *Silksong* might sacrifice that fluid variety for a bland, obligatory parry feels... well, it feels a bit like a spell backfiring and turning your carefully crafted potion into lukewarm tea.
Is this just a pre-release build quirk? Will future updates or later-game skills make parrying more rewarding? Or is it a fundamental design choice that Team Cherry truly believes in, even if it feels counter-intuitive to us mere mortals? I'm genuinely curious, mate. Because for a game that promises so much visual splendor and adventure, having a core combat mechanic feel so… beige… is a bit of a let-down.
Still, like a digital wizard chasing an elusive artifact, I'll press on. Perhaps there's a hidden scroll, a secret charm, or a later-game revelation that transforms this humble parry into the magnificent, reality-bending skill it deserves to be. Until then, my gentle skepticism remains. Here’s hoping Team Cherry still has a few surprises up their sleeves that aren't just frustrating timing challenges.
This analysis draws inspiration from an insightful article published on Polygon.
Tags: Hollow Knight Silksong, Game Design, Combat Mechanics, Metroidvania, Gaming Opinion
Original article: Polygon