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But Hollow Knight is the same way. Castlevania is the same way. Megaman is the same way, Dark souls is the same way. In all of them you're literally running jumping and dashing across the same terrain over and over and over again, killing the same enemies. Moving around the map is a skill you learn from game to game. Learning Bosses is something you do when you want to progress.
This game by all means isn't perfect, but I do think it's got a strong foundation for other installments. I agree that bosses could be polished up a bit. Give them a half second extra wind-up so players can read them and better tells, like a flash before executing, and they'll be good. Though outside of that, they are pretty much following every play by the book.
Valo the First Knight is one of the more difficult bosses because of her high level, HP and damage, but her attack pattern is really easy and straightforward once you've learned it. Melania, the secret boss from Elden Ring was definitely 100 times harder than Valo.
Hollow Knigh leveling is completely different, there is no concept of leveling up for the character, it is there that you improve your main weapon and gain skills not only to access new locations, but also to solve boss battles.
Here it is pumping the level in its entirety. You can’t use your favorite weapon and upgrade it many times, only three times and then the damage will be quite low anyway.
So you're not correct in comparing games at all. In addition, Hollow Knight has great responsive controls.
We play primarily Metroidvania, not Dark Souls. This is what the players cannot understand, what exactly I am dissatisfied with.
Play the latest Metroid Dread, where the developers really worked on the balance. Can't beat the boss? Then look in the back streets and hidden places, thereby you will find the treasured improvement that will help you get through the boss and even defeat enemies more quickly. That's really where you feel the pumping and that you become more powerful due to the correct study of the world.
It doesn't work that way in this game, unfortunately. You don't understand it. Here, most of the places are inaccessible and you cannot get the coveted improvement for jumping on walls and hitting the ground elsewhere, these improvements only drop from the bosses. And here it is a vicious circle. That's why I say that this is not a full-fledged metroidvania, artificially over-sweetened.
I don't have wall jumping and ground slamming to get access to new locations.
I have 100500 to write to you again that I don't have wall jumping and ground slamming skills to expand the search for items and leveling talents. It feels like I'm talking to a wall.
This is not a metroidvania mechanic. Are you sure we're talking about the same game?
Otherwise, I have a feeling that we are discussing looter mechanics from the action-RPG genre like Diablo.
Why should I, as a buyer, forgive all this?
You just obviously don't understand that this boss has a very small hit window and his attacks are very fast and rare.
Moreover, the arena is large enough that you can not see the boss and his adopted position.
Moreover, he has a lot of the same type of poses, according to which it is not always clear how exactly he will hit.
And after your comment, am I supposed to silently swallow the developers' cant and praise them for their own cant?
Or maybe the developer will listen and start correcting the game's errors in the gameplay.
There is also the Souldiers metroidvania, which has also been overhauled by the bosses. I especially remember the scorpion in the Pyramid. where a fix for the second phase of the boss was also needed. And many wrote about it and complained. There, the leveling of hero classes was also broken, which was the easiest to play as an archer. This is also a clear indicator that the developers themselves do not fully understand how to balance the opponents and the character. In addition, after a week of the release of the game, there was a daredevil and modified the game files, correcting the balance of it, and it became really pleasant to play.
So I’m essentially saying that there are jambs in aftefimage, and while the fattest ones are the bosses themselves, it’s clearly visible that the game was poorly tested by different people. It seems that one team made enemies and bosses normal, the other made them too strong and naughty.
https://i.imgur.com/WwaLmKs.jpeg
https://i.imgur.com/dGkTonI.jpeg
Seriously look at this guy
https://youtu.be/4LuVfZErg0g
he makes a ton of mistakes and even jumps into the attacks and gets damaged and he still beats this boss. The game lets you pause the game and move through the menu and even heal from it or use food.
I don't have the "iframe dash" ability. And where to take it?
I said this in a different topic, in fact in several, i did challenge myself quite a lot cause i tried to beat the boss that drops the upgraded dash on level 55 or something around this, i was heavily underleveled and managed to beat it anyway (took me around 1 hour or so to learn his weakness is his moveset), but in turn killed a lot of the challenges of other bosses cause of being hugely overleveled for them with the iframe dash faster than i should have.