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Báo cáo lỗi dịch thuật
Imagine imagery of the same traps, but it's the nails of every disposed privious vessel.
A nail graveyard, meant to protect kink and kingdom but ultimately show it's grotesque means to an end.
Visually, it's just strange. It's most definitely a nod towards Super Meat Boy, but as part of the main plot, it just sticks out like a sore thumb in an otherwise very sound and coherent presentation.
Not true, I don't know how you got past that part, but if you listen you can hear the spears or you can just be quick enough to react.
It's not outside of their design philosophy, and I think the challenges are properly challenging for that stage of the game. This is a challenge that comes after defeating a lot of optional ghost bosses and backtracking a fair bit. If you rummage around in deepnest enough you can also find an optional, very hard (at that point) platforming puzzle.
You are thinking about it backwards, after hunting all those ghosts Team Cherry surpasses expectations by bringing more in the form of White palace and then after that the Radiance. White palace is partly a preparation for the second stage of that fight.
Being rewarded with lore at that point is supposed to be surprising and enjoyable, but I guess if you read a guide it just becomes another chore to go through to say that you finally beat the game.
if Team Cherry was a lesser developer then the Radiance fight would just be available from the start without having to go through White Palace. There would be no point in seeing the first ending and the presence of Hornet wouldn't be as surprising when you go to fight the Hollowknight for the final time.
Well you fundamentally disagree with and/or misunderstand Team Cherry's design philosophy then. The "true" ending is not mandatory, the story can be considered finished when beating the Hollow Knight. Most vessels are supposed to fail, that's how the story goes.
By trial and error. As mentioned before, as soon as you know where these gotcha traps are, they pose no challenge unlike the rest of the more dexterity based challenges.
Which is my entire point. If you take these cheap shots out, the White Palace would have been a much more coherent challenge more in line with the rest of the games design decisions.
"It's not outside of their design philosophy, and I think the challenges are properly challenging for that stage of the game"
Again, i am NOT talking about it's many dexterity based platforming challenges. I am strictly talking about challenges designes unlike everything else found in the game, like several blind jumps. The challenge was good, i'm not talking about that.
We just have to agree to disagree with the rest though ^^
I am, however, pretty passionate about it simply due to how great of an experience the game has been and i genuinely like a good, torough discussion. It's rare enough here on Steam.
So no, i'm not angry at anyone nor have i been.
At worst, i'm disappointed that such an important part of the story sticks out like a sore thumb gameplay and theming wise.
As I pointed out to Boksha, the sawblades have their own unique gameplay mechanic. They are the only obstacle in the game that negates the i-frame effect from Shade Cloak. This is likely because the King was aware of the void and created the dream obstacle course as a means of testing a new vessel’s worth should the Hollow Knight fail. Or the obstacle course was in the original palace and was made to test the Hollow Knight.
You can just slide down the wall there instead of dropping directly. You don't have to do any guesswork or trial and error that way. Jumping blindly down pretty much anywhere is a mistake, one that lots of us make in that area, true, but it is still our mistake, not something that couldn't have been easily prevented.
I think it was only the descent with the moving and stationary sawblades (which I mentioned abbove) that there's pretty much no way to prep for (or stall with). Since I learned the alternate path, I haven't been through that part for a while.
(Descending Dark is your friend in the White Palace. Well, that and good eyesight for spotting crumbly floors/walls.)
My OP was hyperbole and loads of salt and i wouldn't care hald as much if i didn't love the game ^^
It's by no means a dealbreaker, but the main game set the bar SO high that it becomes much more noticable if things feel off.
And i just love theory crafting in cases like this ^^