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. 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.
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