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Hollow Knight: Silksong Elevates Taste | Review. You know a game is good if it's creating a bunch of controversy and discussion about its difficulty and fairness. What is really refreshing to see with a MASSIVE release like Hollow Knight Silksong (I believe it's already passed 4 million sales, insane) is that unlike pretty much every other mainstream release this year, Silksong is building on the legacy skill of its existing fanbase and even introducing more limitations. I love to see this because even though Silksong is far from being a really difficult hardcore game, it is an accessible game that is elevating the taste of its audience and, by extension, the general gamer. And it is much more challenging than something like Ninja Gaiden: Ragebound, which you have to actively equip difficulty items for to even have a challenge. Also, the fact that Silksong doesn't have any movement inertia lets you know it's a real game made by real devs. I ended up being really impressed with the quality of this game's design overall, not only in terms of its absurd size and production quality, but down to more fundamental elements like the doubling of the damage that bosses deal, the commitment of the pogo attack, and the extremely active and well-developed enemy design. The enemies of this game are well made enough that it would be possible to make a side-scrolling beat em' up with them. My personal favorite feature of the game are the locked enemy encounters, especially the final one of Act 2. I also think it's really smart how they tied both the healing and the special skills to the same meter to actually create some counterincentive between offense and defense. The boss fights of course, are a massive highlight. Trobbio is especially endearing ha, the final boss Grandmother Silk goes hard too. This release definitely needs a boss rush and soon. You can tell the devs have a real natural sense for pattern design and pacing. The game has a built in permadeath mode too, which is a strong step in the right direction for Metroidvania and I think should become a standard. They just need to take a note out of Shiren's book and shut down any save abuse shenanigans. I also discuss my thoughts on Boss Runbacks, which are a surprisingly complex and interesting topic ha. My biggest critique of the game, like pretty much every current Metroidvania, is just how unwieldy the size of this beast is. I do appreciate the pace and design of Acts 1-2, and I get the feeling that the devs intentionally divided the game into acts to give the exploration fatigued players a logical off-ramp, but holy hell Act 3 is like a built-in sequel lol. I am fully aware that this level of volume is a massive selling point for the avg player, but I discuss why I think the Metroidvania formula particularly, struggles at this scale and how some of its design tropes, like frequent backtracking, come from the premise that the maps are tiny by modern standards (Metroid, Super Metroid). This isn't part of the review or anything, but it is really refreshing to play an original IP game LOL. The Hollow Knight devs definitely went down the right path with their approach to developing this game in the manner they did. If you are interested in playing Hollow Knight Silksong, its available on everything, which is pretty awesome. PC (Steam), PS4, PS5, Nintendo Switch, Nintendo Switch 2, Xbox Series X, and Xbox One. I might pick up the Xbox One X version of this at some point, since Microsoft have completely stopped supporting it and it just sits around as a Ninja Gaiden and Dead or Alive machine ha. Amazing thumbnail by the master @boghogSTG Check Out Bog's Patreon! / posts Patreon / electricunderground [$2 tier = Monthly Game Review Vote, Name in Credits, Exclusive Monthly Podcast] [$5 tier = Double Monthly Game Review Vote, By Name Shout-out, Name in Credits, Exclusive Monthly Podcast] Website: https://theelectricundergr.wixsite.co... Electric Reddit: / electricunderground STG Revision 2020 Discord (Shhmup Community Discord): / discord 00:00 The Importance of Elevating Taste 01:35 Act 1A - Embrace Limitations of Player Mechanics 05:55 Act 1B - Embrace Limitations of System Mechanics 09:34 Act 2 - Enemy Design Innovation 13:45 Act 3 - High Caliber Bosses 18:30 Act 4 - The Run-Down on Run-Backs 27:18 Act 5 - Map Fatigue 33:28 Act 6 - The Act 2 Off-Ramp (Boss Rush Please) 37:52 Final Thoughts #hollowknight, #hollowknightsilksong, #metroidvania