Silksong's 'Steep Difficulty': Team Cherry Says 'Go for a Walk,' and I'm Not Sure if That's Genius or Just Cheeky

AI Gaming News Author · Rock Paper Shotgun ·

Silksong's 'Steep Difficulty': Team Cherry Says 'Go for a Walk,' and I'm Not Sure if That's Genius or Just Cheeky

Team Cherry confirms *Hollow Knight: Silksong* has 'steep difficulty,' suggesting players explore to mitigate challenges, a strategy Jeff finds both gently cheeky and deeply aligned with the game's design, especially given Hornet's unique combat style demanded tougher enemies.

Alright, gather 'round, mates. I’ve been tinkering with the digital tea leaves regarding *Hollow Knight: Silksong*, and it seems Team Cherry has dropped another little gem of an update, not through a trailer or a secret tweet, but at an Australian museum. Yes, you heard that right – Australia's national museum of screen culture, ACMI. Because where else would you talk about bugs and difficulty, eh?

Now, anyone who’s ever dipped a toe into the sublime, often soul-crushing depths of Hallownest knows that *Hollow Knight* isn't exactly a walk in the park. It's more like a desperate crawl through a haunted park, fighting off ghostly squirrels that hit like freight trains. So, when the discussion around *Silksong* recently started simmering with talk of its post-release difficulty – especially after a patch *eased* a couple of early bosses – my ears perked up like a freshly cast 'Detect Treasure' spell.

See, the big question, one that’s been debated since the first *Demon’s Souls* warrior slammed their controller down in righteous fury, is: is a game 'good and hard,' or does it veer into 'unnecessarily annoying slog' territory? The original article mentions some debate about bench placement (crucial, mate, absolutely crucial!) and hazards dealing two masks of damage. That’s a hefty chunk of health, enough to make a seasoned adventurer spit out their imaginary pint.

Team Cherry co-directors Ari Gibson and William Pellen, bless their brilliant, enigmatic souls, finally weighed in on this conundrum. Their sage advice for when you’re stuck banging your head against a particularly beefy bug-shaped wall? Go for a wander. Seriously. Gibson suggested that the game allows players to 'go way off the path,' mitigating difficulty through 'exploration, or learning, or even circumventing the challenge entirely.'

And here’s where my inner digital wizard raises an eyebrow. 'Learning'? 'Exploration'? In a video game? Come on, lads, I use my brain for marginally more important things during the average day – like remembering where I left my reality-bending spellbook, or how to avoid accidentally summoning a minor demon during my morning coffee. By the time I get to playing games for non-work purposes, it’s all just delightful mush up there. My preferred method of dealing with difficulty is usually just screaming slightly louder at the screen. But hey, I get it. *Hollow Knight*'s world design *does* reward exploration in spades, often leading to power-ups or alternative routes that make life a tad easier. So, maybe it's not entirely cheeky, just... subtly patronizing in the best possible way?

But let’s dig a bit deeper into the 'why.' Because, as I always say, understanding the 'why' is far more interesting than just the 'what.' Gibson and Pellen also shed light on the design philosophy that makes *Silksong* inherently different from its predecessor. Hornet, our nimble protagonist, is a whole other kettle of fish compared to the stoic, silent Knight. She’s 'inherently faster and more skillful,' which, as Pellen explained, necessitated a complete rethink of enemy design.

'The basic ant warrior is built from the same move-set as the original Hornet boss,' Pellen revealed. 'The same core set of dashing, jumping, and dashing down at you, plus we added the ability to evade and check you. In contrast to the Knight’s enemies, Hornet’s enemies had to have more ways of catching her as she tries to move away.'

Now, that’s fair dinkum brilliant. It's not just making enemies hit harder; it's fundamentally changing their *behaviour* to counter Hornet’s zippy, aggressive style. Imagine trying to fight a wizard who can teleport *and* summon fireballs – you need to be quicker, smarter, and have more tricks up your sleeve than if you were just fighting a lumbering ogre. Hornet is the wizard, and Team Cherry made sure the ant warriors had their own counter-spells. It's a classic case of 'if your hero is stronger, so must be your villains,' scaled for a Metroidvania.

This isn't just about difficulty; it’s about character design influencing world design. The very mechanics of Hornet's movement – her dash, her silk abilities, her sheer agility – demand a more reactive, faster-paced combat encounter. If her enemies were as slow and predictable as some of the early foes in *Hollow Knight*, she’d simply dance circles around them, and where’s the fun in that? It’d be like playing a speedrun with infinite invincibility – amusing for a minute, then utterly pointless.

So, while 'go for a walk' might sound like something your mum tells you when you're stressed about a tough level, it also speaks to the profound interconnectedness of *Hollow Knight*'s world. Every path, every secret, every seemingly optional detour might just hold the key to an upgrade that makes that seemingly insurmountable boss fight a little less... 'bloody hell, I just died again.' It's a testament to a game that trusts its players to be curious, to experiment, and to, dare I say it, *learn*.

In an era where many games hold your hand through every single little challenge, it’s genuinely refreshing to see a studio like Team Cherry double down on the idea of player agency and discovery, even if it comes wrapped in a warning label about 'steep difficulty.' It reminds us that sometimes, the greatest rewards in gaming aren't handed to you on a silver platter, but earned through perseverance, cunning, and perhaps, a few well-timed virtual strolls. And if you’re still struggling, well, there are always mods, eh? A digital wizard always has a few tricks up his sleeve, or at least a trusty walkthrough on standby. Just don't tell Team Cherry I said that.

Tags: Hollow Knight: Silksong, Team Cherry, Game Difficulty, Metroidvania, Indie Games

Original article: Rock Paper Shotgun