![]() Enviroment have more interactions: moss, explosive coals container, hot coals, levers that have more uses. I think now players who had trouble with navigation and orientation in Hollow Knight may find new Kingdom easier to explore (Deep Docks is a good example) mainly thanks to changes I named before. (luckily the person who played the demo didn't explored fully so there is plenty of secrets and sections to discover for me) Thanks to this changes by watching only once I've memorised almost entire sections of both areas. The contrast between foreground and background is much more visible which gives the feeling of open space more (at least for me). Sections are bigger and feels more natural. Everything is brighter so that gives the feeling of fresh. For now we don't know how entire Pharloom will look like, but the first area- Moss Grotto already shows changes in level design. I always perceive Hallownest as a anthill-tunnel like structure so that can explain domination of small sections and some more open ones exceptions (City of Tears, The Abyss, Howling Cliffs). Because Deep Docks is described as one of the early areas sprint will be aquired fast it can (maybe) lower sense of orientation while exploring new parts of the kingdom if the players will only focus to move around faster, may get into situation where they will find difficult to navigate and might get lost. it may help some players with travelling through areas faster and reduce feeling of backtracking (something that annoyed some people but I like it). Camera responds immediately and is a nice change from slower version in Hollow Knight (which I have no problem with).Īlso in Deep Docks we can use sprint ability (either accesible by tool or as skill) that gives to players option to move faster around areas and sections. although surely another Nintendo Direct is happening sometime this month.After well over a year I've finally decided to watch Silksong demo, and now I'd like to share some thoughts about it:Īside from obvious downward strike (which will require some practice in using it properly, and getting used to it), and ledge grab (which is cool starting ability) we can see also change in looking up and down. Until then, I'm going to do my best to stop expecting to see Silksong again anytime soon. I want to be surprised again and again, just like I was in the first game, as I kept stumbling into new areas.Īs with Elden Ring's 2021 Summer Game Fest appearance, I think Silksong will be worth the wait when it does re-emerge. ![]() I want Silksong to preserve the same mystery that I felt in Hollow Knight: I really don't want to know how big the world will be or what kind of enemies I'll run into. ![]() When Silksong does come out, I expect it'll make a bigger splash than a Metroid sequel that was 20 years in the making.īut when will that be? Agonizing as the wait is, I'm okay with Team Cherry working away without the distractions of maintaining a development blog or tweeting out art or screenshots every few weeks. Metroid Dread kicked up a lot of comparisons, too, and I don't think it's too controversial to say that Hollow Knight's combat, art and level design are a cut above. I see a discussion thread from someone new playing it for the first time, and the takeaway is usually: I heard Hollow Knight was good, but I didn't think it would be this good. Since 2019, while Team Cherry has been hard at work on a sequel, Hollow Knight's prestige has only continued to grow. ![]() We're closing in on the same amount of time Elden Ring spent in silence. Since then, nothing-a year and a half without a scrap of new information. Then it was quiet for a year, until our sister publication Edge magazine ran a cover feature on Silksong in December 2020. It's understandable: Hollow Knight: Silksong was announced in February 2019 and shown a couple times that year. That sure feels like the Elden Ring subreddit after yet another disappointment, though there aren't quite as many poor souls posting in pain. ![]()
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