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The elegance of movement in Silksong

The elegance of movement in Silksong

120 comments

·September 8, 2025

furyofantares

> Silksong as a game should not exist. It is so brutally difficult that it stretches the very definition of the word "game". Games are supposed to be fun. They are meant to delight with their whimsy. Sometimes, yes, they are meant to be challenging. But that challenge is in service of fun.

Games, more than any other form of entertainment, offer skill challenges. As they've become more popular they've gotten better about offering spectacle also. Some people play games mostly for skill mastery, others play games mostly for spectacle. This is a more nuanced distinction than "hardcore" vs "casual" - which fails to capture skill mastery extremists who are barely even gamers because they only play one game, or spectacle extremists who could hardly be called casual because they make gaming their entire life.

Most people care about both, but may care more about one side or another. Some games cater to one side or the other, and some games, like Hollow Knight and Silksong, achieve excellence at both.

TriangleEdge

Spoilers:

Silksong has arenas with 3 mobs that throw discs plus you. Idk about you, but I can't track 7 things moving at once. This isn't fun. Nor is it challenging, you just have to get lucky. I like Silksong, but the only way some the bosses were made challenging was because of constant adds. Hollow Knight rarely had this.

crooked-v

Silksong has the basic issue that it was effectively designed as extended content for people who had already beaten the secret harder stuff in Hollow Knight, rather than as its own game or even as a sequel for people who had "just" beaten the basic game in HK.

yladiz

I think that’s a slightly uncharitable take. Yes, it was originally DLC, and yes it is unforgiving, but it’s nowhere near as hard as the White Palace from the first game, and it’s not brutally punishing (you are quite agile and get good upgrades pretty early on).

SamoyedFurFluff

Mentally what you need to do is prioritize killing adds once you’ve memorized the avoidance of the boss pattern. Additionally, a heavy use of tools is immensely helpful in removing adds before it becomes overwhelming.

marginalia_nu

You can just attack the projectiles though. You don't have to dodge them.

testdelacc1

Have you tried turning the “Backer Credits” setting on? The game reportedly becomes substantially easier afterwards. Source - https://youtu.be/1rsWTBGY_cY?t=777

enqk

Have you ever seen a bullet hell shooter?

sniffers

It's hard, but I think you are projecting your own experience here a bit. Many players are able to track these things and come up with strategies to minimize the impacts of the adds (changing loads, altering movement, planning encounters, etc.)

There's much more elegance to the design than you are giving it credit for, it just is expecting you engage with the entire toolkit.

Sohcahtoa82

> Silksong as a game should not exist. It is so brutally difficult that it stretches the very definition of the word "game". Games are supposed to be fun [...]

I haven't actually played HK yet, and I don't normally play Souls-likes, but I did finally start playing Elden Ring about two months ago.

Yes, I've had times where I'm cursing out loud because I've been trying to beat a boss for three hours without success, sometimes dying with the boss only needing one more hit to die, and I'm frustrated with myself because knowing he only needed to get hit one more time started making me greedy with my attacks, and so I take big hits to the face and don't back off to heal.

But what makes them fun is the dopamine rush when I finally succeed. A couple times, it felt damn near orgasmic. I've been playing video games for probably around 35 years and nothing felt as good as when I finally downed Morgott.

alexchantavy

When I was in college, I bought Demon's Souls and also started the most difficult semester I'd had yet with 3 classes deeply into my CS major. I was terrified of what lay ahead of academically, so I procrastinated by playing Demon's Souls.

Yes, Demon's Souls was hard, but eventually I somehow I started passing dungeons and beating bosses. The rush that I got from that gave me what I needed mentally to persevere through my classes: by the end of the semester I had A+s in 2 and an A in the other. I don't think I've had a better semester since. Beating big demons in video games made me feel like I could beat my own big demons in real life.

Lots of others feel the same way about Souls-like games; there are many video essays on Youtube that cover how Souls-likes got them through depression and other things.

PartiallyTyped

I’d argue that souls-likes build perseverance which helps with IRL success.

socalgal2

Lots of people say this but they can unfortunately never articulate why that works in Elden Ring. Making a game that is insanely difficult will not be enough to give you that feeling of accomplishment. If that's all it took there's be thousands of games that gave you that feeling. And yet there aren't. So whatever makes Edlin Ring so special, it's appearently really hard to describe in a way that separates it from lesser games.

hinkley

I played Hollow Knight. I don’t recall if I defeated a single boss. I must have done a couple but several of the first you were meant to defeat remained unchallenged.

There are non boss fights that get more elaborate as you go, and let you pick up some new skills and abilities.

Another one like this that shouldn’t have been was Orie and the blind forest. If you play it on story mode, which I did because it was great eye candy and I just wanted to see it all, there a spot in the middle of act 2 where you have to land several double wall jumps in rapid succession with nearby spikes. Someone at that studio needs to be beaten about the shoulder with a clue bat about wtf “story mode” means. I never got to see the story and was too mad to watch someone else play it on youtube.

I’m fairly sure that my problem with both was the same. Only partly fat fingers and part was that certain movements don’t work identically on all controllers. Some things are counterintuitively easier on a D pad than a thumb joystick. It’s just not as crisp to go from one input to another 90 or 180° opposite. If your game mechanics are built on that, then some ports will be much harder to play.

You should either not port them, or adjust the timing grace period up on that hardware.

mikepurvis

Regarding controls, I have to play precise 2D games with a d-pad or I get immediately frustrated— that said, it was odd playing most of Celeste that way and then having to switch back to the thumbstick for the section at the end with the bubble comets.

asukachikaru

I also played Elden Ring recently. I wish I could share your dopamine rush because I never had one during the playthrough. Certain bosses caused so much frustration that the net sense of achievement for the game was negative for a decent margin. I've also played Dark Souls and Sekiro and I found them better on this aspect. After beating them after an extended period of struggling, my thought was not "I finally got it" but rather "I hope there aren't more bs like this".

Shameless plug and possibly spoilers: I wrote about this in my blog https://asukawang.com/blog/bitter-masterpiece.

mathieuh

Sekiro was so good at engendering this feeling. The first time you fight Genichiro you will probably die within seconds. The next fight it might take you 20+ tries to beat him. And then the last time you fight him you can basically no-hit him.

djtango

My first play through of Elden Ring was a pseudo challenge run - capped at 125RL (pvp meta) and dual UGS style. No ash of war usage. No guides for bosses.

Malenia took me over a month, and probably over 500 deaths and I had to relax the ash of war usage (still limited by my very low FP)

The entire end game was brutal as this was before the buff for UGS animation speeds and most boss openings were shorter than anything than a crouch poke but I loved every minute of it. Just like learning to play something new on an instrument just cos you can't nail it in one try, one week or even one month doesn't mean you won't eventually get it.

One meta lesson I like about Souls is it provides a safe environment to learn what performing under pressure is like. The music and feints are absolutely diabolical for playing with your emotions and heightening your stress. I always play better on mute (but that's no fun)

Sohcahtoa82

I somehow missed Malenia. I'm level 125 (not doing the PVP meta, just happen to be this level) and was pounding my face against Radagon and the Elden Beast. I downed Radagon on my first attempt, then after like 10 more tries couldn't get him again.

I avoided reading the Elden Ring wiki as much as possible. I decided to open it up and found how to get to Malenia, so I'll be fighting my way over there and gaining a few more levels before trying Radagon and Elden Beast again.

> The music and feints are absolutely diabolical for playing with your emotions and heightening your stress.

The feints are what really get me. Some of the wind-ups for attacks feel like an eternity, or at the very least, extremely unnatural, making it very hard to time a dodge.

vunderba

> Silksong as a game should not exist. It is so brutally difficult that it stretches the very definition of the word "game". Games are supposed to be fun [...]

I haven't played Silksong yet and I know difficulty is rather subjective, but is it really that difficult compared to the realm of punishing platformers like NES Ninja Gaiden, Cuphead, Spelunky 2, the dark world portions of Super Meat Boy, etc?

I played the first Hollow Knight and didn't find it particularly hard. (not easy, but definitely not Dark Souls level punishing).

marginalia_nu

I found both HK and Silksong roughly similar to Dark Souls in much the same way.

Above all, all three games demand and reward precision and timing, and to some extent figuring out enemy movement and attack patterns. None of the games demand much in terms of speed or reaction time.

In many ways it's much more forgiving than your traditional "hard" platformers.

zeta0134

Silksong starts very difficult compared to Hollow Knight, largely because there are many early foes that will deal 2 masks of damage. Those sorts of big attacks were generally reserved for mid to late bosses in Hollow Knight, and it caught even skilled players off guard. Hornet has a lot of mobility though, and a much easier time dodging out of the way, so once you adapt to her playstyle (be patient, dodge, and punish only when you know it's safe) the difficulty settles down and the game feels pretty fair.

As usual, you're gaining all sorts of tools and abilities along the way, and a few areas you can technically access early are best saved for later, when you have better gear. Some players aren't super thrilled with arena challenges, which this game has more of: suddenly 3-4 enemies in a small room all at once. I enjoy the meta challenge though: which tools can thin the crowd? Which minions should I focus to make the rest of the group manageable? If I can avoid taking damage, I can cast spells to thin the crowd much more effectively, etc etc.

petersellers

I find Silksong to be easier than at least Cuphead and Super Meat Boy, but I could totally see how one who isn't experienced with platformers may find it frustratingly challenging.

moonshinefe

I wish I could go back and experience soulslikes for the first time! They really are a treat if you experience them as you describe (not everyone feels that way, but I certainly do).

You're in luck because that subgenre has exploded in popularity and there are a lot of good ones out there if you want to keep playing them these days. Elden Ring is one of the best though for sure.

zaptheimpaler

Fluid & fun movement feels great and a lot of my favorite games have it - Doom, Hades, Ori, Celeste, Apex Legends, The Finals and more. To me it's an ingredient in a great game, not something necessarily unique to Silksong though.

Ferret7446

I hesitate to call Doom and Apex movement fluid. Well, it is fluid in the sense that it feels like you're on cart with exquisitely greased bearings and futuristic servos. FPS movement is inherently unnatural because no organism moves like that. That's not to say they don't control well, but they don't control naturally. Third person games can actually flow naturally, because you can animate things like turning around, changing direction, momentum, etc.

FPS characters have invisible crab legs.

zaptheimpaler

Never let realism get in the way of fun :) The whole Earth gets taken over by demons from hell isn't super realistic either, that's not why I play it.

ehnto

Fluid and natural are pretty different concepts, perhaps "intuitive" better maps to what you mean? Humans aren't that fluid, certainly wouldn't be when it comes to vaulting, jumping etc.

Playing a game with realistic FPS movement like milsims is a totally different experience.

When it comes to fun and intuitive movement, I would say realism should go straight out the door. I want to feel like a cheetah chasing a goat across a cliffs edge in games. Personal preference but I feel like objectively more fun.

marsten

Yes but the thing is, most people don't actually want realistic movement. They want to be Neo in The Matrix, not some average schlub that gets easily winded and jumps six inches high.

Lex Fridman's interview with Todd Howard goes into this in depth.

socalgal2

> FPS movement is inherently unnatural because no organism moves like that.

That seems like a strange comment in a thread about a 2d platformer. Nothing moves like a 2d platformer character either. So both don't move "naturally" and both feel good to many people?

wredcoll

Tell me more about how a game where I'm playing as some kind of demigod space marine who is fighting literal demons in literal hell has "unnatural movement". What, pray tell, is the doom slayers natural movement supposed to be? And how are we supposed to tell from behind our keyboard and mouse?

Bah. Doom2016 has some of the absolute best (meaning fun) movement in the business and it is the absolute definition of fluid.

kodisha

Funny, because the most fluid movement I have ever seen and experienced comes from a (25yo) FPS game:

https://www.youtube.com/watch?v=vvAbbye-oCY

singhrac

Surprisingly overlapping set with games I’ve played and enjoyed a lot! Dead Cells was another that has a lot in common.

rpdillon

Yeah, agreed on all counts. I know it's divisive, but the movement in Doom Eternal was incredible. Double dash creating some amazing levels that would have been unthinkable in Doom 2016.

vunderba

I'm a huge fan of pixel perfect platformers. Chalk Cuphead and Super Meat Boy up on the list of games with a very natural connection between player coordination and game mechanics.

troupo

That's why I struggled with Ori and the Will of the Wisps. They subtly broke the movement and some hitboxes, and I could never get the proper hang of it.

Blind Forest though? Chef's kiss

OgsyedIE

I'm not familiar with the the named platformer titles beyond word of mouth and I may not have the free time to become so for a while but anecdotally I found some years ago that the movement controls in the games Titanfall, Doom (2016) and Titanfall 2 produced the same feeling of flow between the hands and brain the author articulates. It may come to pass that games will one day be benchmarked by neurological metrics in the superior parietal lobule and ACC of their players next to their frames per second, load times, ping stability, 1% lows and memory scaling.

dkersten

Titanfall 2 had excellent movement! The only games I’ve played that surpass it are the tribes games, which just have a whole new level of fluid movement for 3d games.

rochak

Ehh, not interested in HK or similar games with such a high difficulty bar. Life is too short to be playing games that are not fun to play (for me).

flobosg

I like how the game took inspiration from Castlevania: Symphony of the Nighthttps://x.com/h_wallacepires/status/1963958435487088678

eviks

Think the article makes a good distinction between games being hard because they're bugged and not designed well enough, so your expectations are broken and you're frustrated by how (game) life is unfair vs. a perfected design with precise match between your skill and results

> movement is so finely tuned and so precise that I know deep in my bones that any hit or death is entirely on me. Of course, that in turn makes tangible improvement extremely visible. You go into a boss fight and die, and then you die again, and then again. Each time you get a bit further, and do a few more hits. And slowly, finally, painfully, you come out on top victorious

socalgal2

How is this different than a game like Sega Genesis Contra Hard Corps? (Asking with genine curiousity).

https://www.youtube.com/watch?v=RzJyBQKDaeQ

In that game, it's basically ~30 boss fights in a row (don't know the exact number). There are 4 paths through the game A->(B or C)->D->(E or F). So if you take path B you fight different bosses than path C. Same for E and F. One of those last paths has 2 endings with one more boss fight on one path.

You have limited lives so making it to the end of the game requires effectively memorizing the boss patterns. So, your description fits.

> You go into a boss fight and die, and then you die again, and then again. Each time you get a bit further, and do a few more hits. And slowly, finally, painfully, you come out on top victorious

But I'm guessing Contra Hard Corps does not stick up to Eldin Ring. So what's Edlin Ring's special sauce?

par

Cute article but skong isn’t as hard as op makes it out to be. I wonder if he’s played any soulsborne games or even hollow knight. Git gud!!!

kittoes

Don't so easily dismiss the opinions of others. For certain individuals it is indeed the hardest game they've ever played. I've cleared Steelsoul 100% in the OG Hollow Knight and would argue that Silksong is definitely the more difficult of the two.

MikeTheGreat

Ok, this is as close as I'm ever gonna get to having a real reason to post this on HN, so here goes:

"Git Gud" by Viva La Dirt League: https://www.youtube.com/watch?v=blSXTZ3Nihs

theahura

Played all the soulsborne and 100%-ed HK. Except the last pantheon, I couldn't ever beat ascended moth

fishtoaster

> Selling to businesses is very easy. You go to a business and you say "hey, you like making money?" And the business will say "why yes, I do like making money" and you will say "great, I can help you make more money.

This is so wrong it hurts. You'd be amazed at how often "I will save you $X, guaranteed, or your money back" is a non-starter when selling to companies.

I've spent a career very slowly gaining respect for enterprise sales people - going from "Ugh, sales people are all snakeoil salesmen" to "I can't believe what they do is even possible, much less regularly done" over about 20 years.

Selling software to large organizations involves finding a champion within the org, then figuring out the power structure within the org via an impressive sort of kremlinology. You have to figure out who loves your product in the org, who hates it, who can make the buying decision, whose approval is needed, who's handling the details of the contract, and so on. You need to understand the constellation of people across engineering, procurement, legal, leadership, and finance – and then understand the incentive structures for each.

Then you have to actually operate this whole complex political machine to get them to buy something. Even if it's self-evidently in the interest of the whole organization to do so, it's not an easy thing to do.

Anyway, all that to say: "b2b sales are easy" is... naive... to say the least.

burch45

A big part of that is “I will save you X” is a non-starter. That is not making the business more money. If you have something that will actually make the business more money then they will go “Great if I pay you twice as much will it make me 2X?” and if the answer is yes, that will be a sale every time.

dkersten

Given how much some companies spend on their cloud services bills without batting an eye, I definitely believe this. They care about making more money, not so much about spending less, even though both are ways to increase profits.

rikthevik

I might be overstating it, but here's what I see at my company. "Sell" is very different in all of these situations.

- Sell to the champion. - Sell to the rest of the org. - Sell to procurement. - Sell to the implementation project team. - Sell to the users and get adoption up.

Then constantly demonstrate that you're providing value in whatever terms that department / org thinks is valuable that year.

Easy!

hujun

yes, and I think one big reason enterprise might not buy your product even if it is guaranteed to make/save $X is $ is often NOT most important thing to the people make buying decision, specially when it is not your own money to save or gain

mindwok

This is very true. Look no farther than the perennial problem of department heads spending all their budget to keep their budget. Decision makers rarely care about saving money in isolation.

temp0826

Can confirm. At one point in my career (after reflection on the situation) I realized I had been made a champion by a subsidiary of IBM for one of their products. I found myself in some really bizarre meetings with our execs and their executive sales people that left me feeling like a puppet that was made to tell our CEO that we needed this. They really took us apart, It was all very slimy.

johnnyanmac

> going from "Ugh, sales people are all snakeoil salesmen" to "I can't believe what they do is even possible, much less regularly done" over about 20 years.

I mean, it still sounds like snake oil salesmen. It's just that that's what it takes these days to even get noticed (let alone make a pitch). rubbing hands trumps a quality product 99% of the time.

thedrexster

Savage Beastfly killed me 43 times in a row. :/

galleywest200

I too had trouble with this boss but eventually made it. The fact it summons little friends is the problem, so hard to dodge 2+ the boss!

kevinwang

I remember reading an essay (probably from here?) about how a great way to build a game is to build it around a "toy" -- something that is pleasurable to simply interact with, even without objectives. I can't find it anymore -- the closest I can find is https://medium.com/@keerthiko/toys-to-games-25d35b40425d but I don't think it was that, although it's based on the book "The Art Of Game Design" which may have been a common inspiration.

Anyways, I've often thought about Super Smash Bros. (particularly, Melee) as a prime example of that idea.

wonger_

Yes, movement in SSBM is so satisfying. Nothing else comes close for me. All other games just feel boring in comparison. A classic example for those who haven't seen it: https://youtube.com/watch?v=JpOaQxrsaqI

shinymark

This article from 2005 has the toy idea. It has stuck with me.

https://www.gamedeveloper.com/game-platforms/how-to-prototyp...

dmbche

It's promotional material, but I enjoyed what the Get To Work devs put together to show how they built the game up from kind of the same approach (all on youtube)

SOLAR_FIELDS

Sounds like Tynan Sylvester’s game design book (Tynan Sylvester created Rimworld)

danielodievich

This gaming household had two huge teenager fans of Hollow Knight, with t-shirts and hoodies merch. Us adults didn't see what the big deal was about but we are not their demographic. My wife tried it and found it too demanding for a middle-aged person. I watched a few minutes of Silksong over my kid's shoulder yesterday and commented that it looks a lot like Hollow Knight and I could see their eyes roll at me from behind them... as their character died for the 3rd time to some [admittedly cool looking] boss throwing needles at them. Oh to be a teenager again with lightning fast reflexes...