Silksong Reminds Us that There’s Room for Tough Games

It is fine, actually, that Silksong, as well as Hollow Knight before it, are hard games. Nothing wrong with that at all. Games can be hard if they want to be. I do not think either would be a richer experience if they were easier or offered difficulty options, and though I believe they deserve scrutiny for their lack of accessibility features, in both cases, it has often feels thematically cogent that the journeys be as arduous as they are. I say this because some of the conversations surrounding these games currently feel out of touch with the ways that either title actually utilizes difficulty. They are not unfair and relentless gauntlets, looking to spite the player. They are patient, and occasionally harsh, instructors who merely wish to show you how to execute their dance.
Wisdom and knowledge are abundant in the Hollow Knight games. They are often lost to time, but they are not beyond salvage. It is why you can find scrawlings of the people that have come before in long-forgotten journals and scrolls and why you can often exchange these relics for currency. It is why the fringes of both games’ kingdoms are home to masters willing to impart their greatest lessons to you. And it is why the world itself, as well as its inhabitants, are so quick to humble the player and mold them into the best version of themself through tireless, and yes, repetitive, challenges and drills.
Hollow Knight is a hard game, and Silksong handily inherits the mantle from it and pushes the player even further, but I think even this short-and-sweet descriptor flattens what they actually do. It would be more apt to describe either title as rigorous, and I don’t believe this to be some great sin on either game’s part. I think there’s space in the world, and in games culture, for tough art, and it hurts to see audiences want to chip away at that and soften it.
What sets titles like Hollow Knight and Silksong apart is that these games are unafraid to be work. In a world filled with casual and passive experiences, art like that should be valued! They are unafraid to ask things of their audience, much like the Souls games of From Software’s oeuvre, and to expect results. In turn, you get the privilege of being able to read it. You can parse its language and eventually become fluid in it. You may even become masterful at it. But at the very least you become learned.
Here’s a true thing about Silksong‘s difficulty: it is more apparent at the outset of the game than it ever was in the first. Maybe it is that Team Cherry heard people complain about the first game’s “boring” opening—a refrain I’ve heard dozens of times now—or that it simply decided to aim higher, but the sequel is certainly tougher out of the box. Even the simplest of opponents will check the player quite harshly if they smash an input at the wrong time, and if they are not slain by the whiff and punishment of the foe, something in the environment is almost bound to eliminate the player. Just look at Hunter’s March, a devilish early area in the game that has elicited a lot of groveling over its platforming demands, and which contains a harsh vibe killer of a boss fight in the form of the Savage Beastfly.
Here’s an untrue claim people have made, though: that this massive and grueling game is unbalanced and punitive for the sake of it. That couldn’t be further from the truth. Lord knows that I struggled against that Beastfly boss for an entire evening before throwing in the towel, going anywhere else, and training up to fight them at a later point. But by the time I’d returned, I took them out in one fell swoop, and the melee that ended in their demise was, in short, beautiful.