Silent Hope

Silent Hope

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Sombrero Sep 27, 2023 @ 6:29am
Am I the only one concerned about lack of content?
I really like the concept of the game and the demo but I also feel from the demo that the game will have very little content to go through. It's cute to have 7 characters each with 3 """classes""" (it's hard to be 100% sure how much classes will change gameplay but for all intent and purposes it seems to only bring new skills, not drastically alter their gameplay as if they were completely different characters).

I'm basically afraid that once you have unlocked new classes on each character you'll have seen everything in terms of gameplay and it'll play out exactly the same until the end. Which ... I'm really not excited about. I kind of feel like they should have went with only one customizable character with unlockable skills or jobs and you can mix and match. Because as too often they went with the quantity approach but the quantity is in parallel meaning that characters 1 through 7 can't cross their content so realistically you play only 1/7th of the content at any given time in terms of gameplay. This is made way worse if you can't gel at all with one or several characters which realistically will be the case for almost every players. It's safe to assume most players will play 2-3 characters, maybe 4 and leave the others in the dust so by that point you are playing only with half of the "content" (I know that content is also dungeons and enemies but you're still repeating the same combos over and over and over).

I hope the game holds surprises past the demo but I feel it doesn't. This could have been a lot more fun if you had some ways to summon your allies in any way during combat by either just using one of their skill, having the AI control them for a time or having a switch/combo skill to seamlessly transition.

Again, I really like what the game is going for but I feel the design at its core is kind of murdering the game past the opening hours. I can't see this game not feeling extremely repetitive very quickly especially when leveling skills is quite boring and gearing isn't the worst in the world but doesn't look super riveting either.

It's really odd too because these kind of limitations are almost always in place because of multiplayer but they went the single player route with mute protagonists. So why making them premade and all stuck on one class for the whole game? At least let them use the classes from the other characters or something I don't know.

It's another Octopath traveller in my opinion, great concept on paper but horrible execution with too little content to inker with.

Hopefully there's some info I'm unaware of about the game that can significantly change all that? Please tell me I'm wrong? :D
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Showing 1-14 of 14 comments
Core Sep 27, 2023 @ 12:08pm 
''t's another Octopath traveller in my opinion, great concept on paper but horrible execution with too little content to inker with.'''
Lmao imagine saying this about Octopath Traveler that game has so much content
VertVentus Sep 27, 2023 @ 2:47pm 
Reviews are out, they don't seem to address your complaints.
https://www.metacritic.com/game/silent-hope/critic-reviews/?platform=nintendo-switch

I'm not too bothered, Silent Hope doesn't sound like the game for you.
  • Second job is just a statistical upgrade, more skills (I would've liked ZL or L2 being a hold to use a different palette of skills, but alas you're restricted to 3 equipped), and a different swap bonus. The play styles are simple and not complex to making swapping between them for longer dungeon crawls easier to grasp, while needing to gear them all is interesting decision making with your resources + RNG drops than just a single character. Although you could just invest in just one or two favorites and Signal Flare out every time.
  • The unlock condition for the third job, "defeating the shadow lurking in the depths of the Abyss" sounds like a post-game thing, so yeah, you will feel out like 3/6 skills you like for little player gameplay variety since Lv. 15 for the second job is easy to reach.
  • The surprise is the new/recycled enemies, the ever growing density of them, and dungeon gimmicks. Being able to call in assists would probably diminish the thrill of surviving a bullet hell of melee and ranged enemies alone or the resource management of your limited healing potions, as later enemies will hit hard enough to burn through both potions between a few floors.
  • It is repetitive, and the advertising & demo is that loop of dungeon crawl > base prep > dungeon crawl, but you're underselling the grind / progression. Just a few points in Attack makes for a big damage increase, and there's always room to improve on your gear rarity, modifiers, or Magistones for elemental coverage or challenge/facility goals.
  • There's at least 6 stele/dungeons x 3 difficulties (Hard and Master are post-game) and speedrun challenges for each.

The Japanese Official World Guide hasn't been updated for the next dungeons yet,
https://www.marv.jp/onlinemnl/frd/switch/dungeon/
but with demo save data transfer into the Japanese digital Switch midnight launch (9/27/23, 8 AM Pacific / 10 AM Central, 11 AM Eastern), I saw two players reach the boss of the 2nd Layer around 1 hour in and a third the boss of the 3rd Layer 2 hours in.
https://www.youtube.com/watch?v=dukWNMuk2Rg
That third player is おうかみGames (OkamiGames) and is currently on 5th Layer. They were initially having a difficult time of the 4th Layer, dying a few attempts to reach the 7F Signal Flare playing mostly Wanderer and a bit of Archer. Then he upgraded his gear and was able to reach & beat the boss / see the 4th stele by the 5 hour mark, but only got to 11F / 29F by the end of the stream.
The Japanese title is フレデリカ but also uses a 7レデリカ Twitter hashtag, so do your homework if you want to look up how much content the game has within the next week before the NA launch.
English previewers also got their hands on it today, and that 5th Layer is the last before the ending seemingly.
https://www.youtube.com/playlist?list=PL-Hm3rGMVE2tfb9nRAknxzdfYmm_LrW7o

Due to eventual difficulty walls / gear checks, you will probably need to leave longer dungeons early to make repeat visits easier or grind previous dungeons.
  • By completing certain challenge missions in the full game, you'll get some rank 2 joke weapons that are stronger than what you can grind in the demo or that pre-order Wanderer DLC weapon to carry you through the 2nd and 3rd Layer, so going out of your way to do those rewards can get you a good headstart.
  • I did 60 runs (x 18 minutes) in the demo to get Facility Level 7~8 and could still pump out more (Lv. 7 = 9 slots & +35% output, Lv. 8 = 10 slots & +40% output, Lv. 9 = +50% output, Lv. 10 = +70% output), grind runes (14k ~ 20k per run with Rune Gain: +57.0), or get better modifiers on my Legendary gear/Magistones. It took a while for me to get a Legendary Caster weapon, longer to gear everyone with Legendary stuff, but I'm content where I am; I'll only need to explore a few floors for a big return on materials.
  • Magistones earned from the respective elemental enemy in one dungeon exploit the weaknesses of the next dungeon's enemies, and it makes a big difference in damage output between an exploited weakness (1.3x), a high Attack weapon, and the exploited damage type (1.5x but unsure if it's additive or multiplicative, Slashing = Rogue, Wanderer / Piercing = Archer, Farmer / Blunt = Fighter, Warrior / Magic = Caster). Otherwise, damage mitigation (0.7x) from the same dungeon's elemental enemies. One of the Blackstone Statue Trials are clearing Forced Battles under a time limit, so more DPS is always good.
  • 2nd Layer: Lightning weakness (there's Fire enemies throughout too, 12F boss has Magic & Lightning weaknesses)
  • 3rd Layer: Fire & Earth weakness (12F boss has Piercing weakness, 16F boss has Fire weakness)
  • 4th Layer: Ice & Lightning weakness (11F boss has Blunt & Ice weakness, 18F boss has Slash & Ice weakness, there was Light enemies in the later half I think)
  • 5th Layer: Light & Dark weakness (there's a boss on 15F and it's 29F total, but only the first four Layers were shown via marketing)

After further watching Okami Games, there's 2 post-game dungeons and clearing the boss of the Sixth Layer gets you your 3rd job for the character you beat it with. 7 dungeons x 3 difficulties for the remaining 6 ranks of gear. For JP resources,
https://hyperts.net/frederica-memo/
https://hyperwiki.jp/frederica/
Last edited by VertVentus; Sep 28, 2023 @ 6:09pm
PandaKittenFace Sep 27, 2023 @ 10:38pm 
yeah definitely concerned.
Very simplistic gameplay, no multiplayer AT ALL..

And they want 40 bucks + microtransactions? This is definitely a wait to buy title for me.
Hopefully theres enough content in the game to make up for it but I'm doubting it
Sombrero Sep 28, 2023 @ 12:31am 
Originally posted by CorePrideX:
''t's another Octopath traveller in my opinion, great concept on paper but horrible execution with too little content to inker with.'''
Lmao imagine saying this about Octopath Traveler that game has so much content

It doesn't have that much content compared to other titles of the genre or Square Enix in general. I find the Bravely Default a lot more successful at doing what Octopath tries the only reason Octopath was so successful is purely because of the visuals. Remove the art style for something more common like Bravely Default and the game wouldn't have sold at all, trust me.

As for Silent Hope I started looking at review it got me reassured a bit. It seems the gameplay is good enough to carry the game without it feeling boring. I guess I'll give it a try and hope I don't get frustrated after the 10 hours marks doing the exact same combo over and over and over :D
Intangible TTV Oct 2, 2023 @ 11:53am 
Just buy chocobo's dungeon if you want a quality dungeon crawler
Rizo the Hunter Oct 2, 2023 @ 12:34pm 
Its a Marvelous game, you know what to expect already.
Elnidfse Oct 2, 2023 @ 6:22pm 
Originally posted by The Intangible One:
Just buy chocobo's dungeon if you want a quality dungeon crawler
Bit of an odd statement. That game is a turn based roguelike and Chocobo's Dungeon 2 has never been ported to modern consoles. All you've got is everybuddy.
NormireX Oct 2, 2023 @ 9:38pm 
Same concerns could be made for the OG Torchlight and Diablo games but both did very well. This game at the end of the day is a loot focused game just like Torchlight 1 and Diablo so if you come into it understanding that then you really shouldn't have many complaints and just know the game is about farming for better gear etc.

That being said it would have been nice if they included at least 2 player co op. It would also be nice if they do add more content/dlc increasing level cap and adding more gear and stuff, but I'm ok with the game being what it is as I played through the OG Torchlight multiple times and it didn't have much going on other than the grind for better gear which I feel Silent Hope has also done.
Sombrero Oct 2, 2023 @ 11:33pm 
Originally posted by NormireX:
Same concerns could be made for the OG Torchlight and Diablo games but both did very well. This game at the end of the day is a loot focused game just like Torchlight 1 and Diablo so if you come into it understanding that then you really shouldn't have many complaints and just know the game is about farming for better gear etc.

That being said it would have been nice if they included at least 2 player co op. It would also be nice if they do add more content/dlc increasing level cap and adding more gear and stuff, but I'm ok with the game being what it is as I played through the OG Torchlight multiple times and it didn't have much going on other than the grind for better gear which I feel Silent Hope has also done.

I mean the OG Torchlight was fairly cheap even for the time and had a decent amount of progression it was "just" 9 spells per build possible. It's a quite different approach.

I guess I loved playing PSO back in the day on dreamcast and it had basically almost no skills at all.
NormireX Oct 2, 2023 @ 11:35pm 
Originally posted by Sombrero:
Originally posted by NormireX:
Same concerns could be made for the OG Torchlight and Diablo games but both did very well. This game at the end of the day is a loot focused game just like Torchlight 1 and Diablo so if you come into it understanding that then you really shouldn't have many complaints and just know the game is about farming for better gear etc.

That being said it would have been nice if they included at least 2 player co op. It would also be nice if they do add more content/dlc increasing level cap and adding more gear and stuff, but I'm ok with the game being what it is as I played through the OG Torchlight multiple times and it didn't have much going on other than the grind for better gear which I feel Silent Hope has also done.

I mean the OG Torchlight was fairly cheap even for the time and had a decent amount of progression it was "just" 9 spells per build possible. It's a quite different approach.

I guess I loved playing PSO back in the day on dreamcast and it had basically almost no skills at all.
You're either in it for the loot hunt or not and that's the bottom line, because Stone Cold said so!
Cpt. Murphy Oct 15, 2023 @ 4:14pm 
Originally posted by VertVentus:
Reviews are out, they don't seem to address your complaints.
https://www.metacritic.com/game/silent-hope/critic-reviews/?platform=nintendo-switch

I'm not too bothered, Silent Hope doesn't sound like the game for you.
  • Second job is just a statistical upgrade, more skills (I would've liked ZL or L2 being a hold to use a different palette of skills, but alas you're restricted to 3 equipped), and a different swap bonus. The play styles are simple and not complex to making swapping between them for longer dungeon crawls easier to grasp, while needing to gear them all is interesting decision making with your resources + RNG drops than just a single character. Although you could just invest in just one or two favorites and Signal Flare out every time.
  • The unlock condition for the third job, "defeating the shadow lurking in the depths of the Abyss" sounds like a post-game thing, so yeah, you will feel out like 3/6 skills you like for little player gameplay variety since Lv. 15 for the second job is easy to reach.
  • The surprise is the new/recycled enemies, the ever growing density of them, and dungeon gimmicks. Being able to call in assists would probably diminish the thrill of surviving a bullet hell of melee and ranged enemies alone or the resource management of your limited healing potions, as later enemies will hit hard enough to burn through both potions between a few floors.
  • It is repetitive, and the advertising & demo is that loop of dungeon crawl > base prep > dungeon crawl, but you're underselling the grind / progression. Just a few points in Attack makes for a big damage increase, and there's always room to improve on your gear rarity, modifiers, or Magistones for elemental coverage or challenge/facility goals.
  • There's at least 6 stele/dungeons x 3 difficulties (Hard and Master are post-game) and speedrun challenges for each.

The Japanese Official World Guide hasn't been updated for the next dungeons yet,
https://www.marv.jp/onlinemnl/frd/switch/dungeon/
but with demo save data transfer into the Japanese digital Switch midnight launch (9/27/23, 8 AM Pacific / 10 AM Central, 11 AM Eastern), I saw two players reach the boss of the 2nd Layer around 1 hour in and a third the boss of the 3rd Layer 2 hours in.
https://www.youtube.com/watch?v=dukWNMuk2Rg
That third player is おうかみGames (OkamiGames) and is currently on 5th Layer. They were initially having a difficult time of the 4th Layer, dying a few attempts to reach the 7F Signal Flare playing mostly Wanderer and a bit of Archer. Then he upgraded his gear and was able to reach & beat the boss / see the 4th stele by the 5 hour mark, but only got to 11F / 29F by the end of the stream.
The Japanese title is フレデリカ but also uses a 7レデリカ Twitter hashtag, so do your homework if you want to look up how much content the game has within the next week before the NA launch.
English previewers also got their hands on it today, and that 5th Layer is the last before the ending seemingly.
https://www.youtube.com/playlist?list=PL-Hm3rGMVE2tfb9nRAknxzdfYmm_LrW7o

Due to eventual difficulty walls / gear checks, you will probably need to leave longer dungeons early to make repeat visits easier or grind previous dungeons.
  • By completing certain challenge missions in the full game, you'll get some rank 2 joke weapons that are stronger than what you can grind in the demo or that pre-order Wanderer DLC weapon to carry you through the 2nd and 3rd Layer, so going out of your way to do those rewards can get you a good headstart.
  • I did 60 runs (x 18 minutes) in the demo to get Facility Level 7~8 and could still pump out more (Lv. 7 = 9 slots & +35% output, Lv. 8 = 10 slots & +40% output, Lv. 9 = +50% output, Lv. 10 = +70% output), grind runes (14k ~ 20k per run with Rune Gain: +57.0), or get better modifiers on my Legendary gear/Magistones. It took a while for me to get a Legendary Caster weapon, longer to gear everyone with Legendary stuff, but I'm content where I am; I'll only need to explore a few floors for a big return on materials.
  • Magistones earned from the respective elemental enemy in one dungeon exploit the weaknesses of the next dungeon's enemies, and it makes a big difference in damage output between an exploited weakness (1.3x), a high Attack weapon, and the exploited damage type (1.5x but unsure if it's additive or multiplicative, Slashing = Rogue, Wanderer / Piercing = Archer, Farmer / Blunt = Fighter, Warrior / Magic = Caster). Otherwise, damage mitigation (0.7x) from the same dungeon's elemental enemies. One of the Blackstone Statue Trials are clearing Forced Battles under a time limit, so more DPS is always good.
  • 2nd Layer: Lightning weakness (there's Fire enemies throughout too, 12F boss has Magic & Lightning weaknesses)
  • 3rd Layer: Fire & Earth weakness (12F boss has Piercing weakness, 16F boss has Fire weakness)
  • 4th Layer: Ice & Lightning weakness (11F boss has Blunt & Ice weakness, 18F boss has Slash & Ice weakness, there was Light enemies in the later half I think)
  • 5th Layer: Light & Dark weakness (there's a boss on 15F and it's 29F total, but only the first four Layers were shown via marketing)

After further watching Okami Games, there's 2 post-game dungeons and clearing the boss of the Sixth Layer gets you your 3rd job for the character you beat it with. 7 dungeons x 3 difficulties for the remaining 6 ranks of gear. For JP resources,
https://hyperts.net/frederica-memo/
https://hyperwiki.jp/frederica/

Thanks for this. This is really helpful. I was having trouble what with doing full runs of the layers and trying to speed-run through them. Good deal.
Vorpal Oct 24, 2023 @ 9:23am 
Do item memories spawn with any unique effects, or are they all statistical boosts only? I.e., ice effects to slow, fire effects to burn, poison, etc? I like the game in the demo but am not sure of the longevity as outlined so far.
FallenAmberCloud Oct 24, 2023 @ 4:04pm 
From what i Gather by playing all the way to the start of Master Mode.
Item Memories only spawns with statistical boosts, only gems would give effects depending on what element it is.

So no unique effects, at least not in hard or normal. I assume it's the same for Master Mode too.
Crassard Oct 31, 2023 @ 4:41pm 
Originally posted by NormireX:
Same concerns could be made for the OG Torchlight and Diablo games but both did very well. This game at the end of the day is a loot focused game just like Torchlight 1 and Diablo so if you come into it understanding that then you really shouldn't have many complaints and just know the game is about farming for better gear etc.

That being said it would have been nice if they included at least 2 player co op. It would also be nice if they do add more content/dlc increasing level cap and adding more gear and stuff, but I'm ok with the game being what it is as I played through the OG Torchlight multiple times and it didn't have much going on other than the grind for better gear which I feel Silent Hope has also done.

I too kinda compare this to Torchlight and Diablo 1 or 2.
If it had something like the shadowvault with varied enemies and biomes I'd be a bit more inclined to buy it. As is it's very similar in scope (Torchlight is only a 35 floor dungeon and you can't really swap characters like you can in Silent Hope)
You trade skill variety/trees (although not much in TL1 as you still basically auto attack and use maybe 2 skills that you've deeply specced into) for the ability to quickly swap between different play styles and gear to keep the simplistic combat feelin' more fresh than it might otherwise.

That being said Torchlight is regularly on sale (currently 4.24 CAD, normally 16.99 CAD) while Silent Hope is 54.99
Silent Hope may be comparable, but it's over double the base price.
Even if it was 20 or 30 CAD instead of 50 it'd be a much more palatable purchase for what it is.

That being said, I really like the clean UI design (aside from the menu spam at base) and the overall art design is clean. This is one of if not the only game I don't mind playing handheld on switch with it's slippery tiny joycons slotted while I'm doing laundry or w/e.
Last edited by Crassard; Oct 31, 2023 @ 4:45pm
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