![]() It's enough to remind the player this is indeed a Hollow Knight game, but brings its own unique atmosphere at the same time. It's an area reminiscent of Greenpath - and I say reminiscent purely due to the overgrown natural feel of it. The first playable zone I landed in seemed like the very first level, allowing me to play Hornet with her base abilities as she traversed through Moss Grotto. The demo is only short, but even that amount of time was enough to understand why Silksong is being made into a standalone game. No wonder then the queue I had to stand in to get my hands on the demo at EGX was so long (and there was also only one console with the demo available! Criminal considering how brilliant it is). We've known about Hollow Knight's upcoming sequel, Silksong, since the beginning of this year, when Team Cherry announced what was originally designed to be an expansion for the base game was just too big, and so would be made into a standalone title. ![]() You'll find them all here - and if there's anything out there you want to bring to our attention let us know! Nier: Automata lets you individually disable every element of the UI in exchange for more room to equip plug-in chips and I haven't seen people complain that the game is penalizing you for displaying basic elements like HP bars or the mini-map.It's EGX 2019 weekend! Over the next few days we'll be bringing you quickfire impressions of some of the highlights from the show floor here at London's ExCel centre. I never even really thought of it as being penalized for basic game functionality? I had the opposite perspective: that I could be rewarded with one extra slot if I was willing to give up some convenience (which I never was, aside from dealing with specific bosses). Which is fine, but there are plenty of people who like being lost for a while and don't feel like their time is being wasted by it.Īlso, when it comes to compass charm. If it stressed you out to the point where you weren't able to simply enjoy the game and felt like you were wasting time until you finally had the map in front of you, that doesn't make it bad design, it just means you didn't like it. Seems kind of silly to call it bad design when, for a lot of people, it greatly improved their enjoyment of the game and contributed a lot to the atmosphere of the world. So many people that would love this game actually drop it because they don't push through the early part. There's basically 2 hollow knights: before you get a good chunk of the maps and after you get a good chunk of the map. I always encourage everyone to push through the beginning few hours because it really is an amazing game. This sucks because otherwise it's an incredible game. It all just feels very regressive when it doesn't have to be this way. Imagine taking a penalty for having basic game functionality. Add to that having to waste a pin spot to track yourself on the map. I was not keeping track of dead ends because literally the only thing that mattered was finding Cornifer. I was not making mental notes of where I've been. I was not exploring when I was hunting down Cornifer. ![]() Hopefully you run into him so you can play the game proper again. In Hollow Knight they make you waste your time for a few minutes in every new area while you find Cornifer. It's not a problem in other games with good map systems because you're charting as you explore. All of that stops when you go to into a new area. Click to shrink.When you have a map you make a mental list: I've been here, I haven't been here, I can't go here, this spot there's a hard monster, I need to check this corner, that corner. ![]()
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