The long-awaited Hollow Knight: Silksong finally emerged from its decade-long cocoon in 2025, and wowzers – it's everything fans dreamed of and then some! 🎮✨ With a jaw-dropping 94 Top Critic Average on OpenCritic and 100% recommendation rate, this gorgeous bug-filled sequel delivers masterful combat, mind-bending platforming, and world design that'll make your jaw drop harder than Hornet after taking three mask-damage hit. But holy moly, the difficulty spike hit players like a sledgehammer to the thorax! Even hardcore veterans found themselves sweating bullets during those grueling boss runbacks where a single mistimed jump could mean restarting the entire gauntlet. The sheer panic when you're down to one mask with a bench three screens away? Absolutely gut-wrenching yet weirdly addictive.

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Let's break down why Silksong's early hours feel like jumping into a blender full of razor blades:

  • Damage Overload: Remember when basic enemies in the original Hollow Knight took one mask? Silksong laughs at that notion. Regular Act 1 baddies routinely chomp two masks per hit while bosses like Moorwing erase health bars with three-mask combos. That first encounter with Sandcarvers? Pure panic mode as your health evaporates before you even learn attack patterns!

  • Runback Torture Chambers: The trek to Last Judge's arena should come with a psychological trauma warning. Narrow corridors filled with flying enemies who knock you into spikes while you're desperately trying to conserve soul for healing? Absolute madness. Unlike Elden Ring's open spaces letting you dodge past foes, Silksong's 2D plane forces brutal confrontations before every rematch.

  • Bench Drought: Save points feel rarer than Pale Ore deposits, turning each death into a soul-crushing marathon back through enemy gauntlets. That sinking feeling when you realize you forgot to sit at a bench? Been there, screamed at that.

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Interestingly, this struggle echoes last year's Elden Ring: Shadow of the Erdtree drama. Remember when Promised Consort Radahn had players rage-quitting worldwide? FromSoftware brilliantly patched the Scadutree Blessing system days later, proving difficulty tweaks don't ruin artistic vision – they enhance accessibility. Team Cherry seems to be taking notes, recently announcing their own balancing patch targeting early-game nightmares:

Boss Changes Player Relief Level
Sandcarvers Reduced damage output 😭 → 😅
Moorwing "Slight difficulty reduction" 🤯 → 🥴
Sister Splinter Attack pattern adjustments 💀 → 😤

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While these changes are welcome bandaids, they barely scratch Silksong's difficulty iceberg. Late-game terrors like the Bell Beast still obliterate players with combo attacks requiring pixel-perfect dodging, and those infamous runbacks remain untouched. Honestly? Fighting through six rooms of spike-jumping while dodging projectile-spitting mushrooms just to attempt a boss again feels more punishing than fun after the twentieth attempt. The adrenaline rush when you finally prevail is incredible, but man does the journey sometimes cross from challenging into tedious territory.

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Here's what I desperately hope comes in future patches:

  1. Strategic Benches: Adding just a few more save points before major bosses would maintain tension without the frustration marathon. Imagine checkpoints appearing after discovering a boss arena!

  2. Damage Scaling: Early enemies shouldn't hit like late-game tanks. Ramp up difficulty gradually instead of punching players in the face from minute one.

  3. Runback Shortcuts: Unlockable pathways after multiple deaths would preserve challenge while respecting player time. That hidden wall you broke could become permanent!

  4. Optional Assist Mode: Why not include customizable difficulty like Celeste? Damage sliders or extra charm notches could help without dumbing down the core experience.

Watching Team Cherry follow FromSoftware's brilliant balancing act gives me hope. With Silksong's foundation being so magnificently crafted, thoughtful tweaks could elevate it from "brutally great" to "generation-defining perfect." The potential's there – now let's make Pharloom challenging instead of cruel! 🌸✨