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In Silksong, spite is my motivation to keep playing


In the depths of The Marrow, the second major area of Silksong, thereโ€™s a particularly nasty midboss. I eventually beat him, but my reward wasnโ€™t a new ability, item, or a bench where I could rest and save my progress. All I got was pain, suffering, and death. In Silksong, the only way out is through, but the โ€œthroughโ€ is a tunnel lined with spikes that occasionally spew gouts of flame.

I should have given up right then and there, but I have not abandoned Silksong the same way I do other unfun games. For the life of me, I couldnโ€™t figure out why I didnโ€™t just put Silksong down and chalk it up as another โ€œnot for meโ€ game the way Hollow Knight just wasnโ€™t for me. I enjoy Metroidvanias a great deal โ€” Prince of Persia: The Lost Crown was one of my favorite games of last year. And for Silksong, I wanted to try Team Cherryโ€™s work again and see if it would finally click. It has, and itโ€™s because of the community (and a lot of spite).

I came to Hollow Knight late, long after the buzz about it had left my social media circle. With Silksong, Iโ€™m playing it at the same time as everyone else. My social media feed is full of people who love the game much more than I do, posting tips, commiserating about its moments of bullshit (hello, lantern fruit pogo platforming), and gushing over the adorable Sherma.

When I post lamenting the gameโ€™s bullshit, I get excited messages from my friends giving me advice on what I should do next. Itโ€™s like weโ€™re all doing our own personal letโ€™s plays together while being in each otherโ€™s chats. It feels good. I am not alone in my misery, and better yet, Iโ€™ve got friends to help. For Silksong itโ€™s worked in such a way thatโ€™s kept me playing longer than I would have if I were going this alone.

This kind of collective, collaborative gaming experience has also taught me a new trick: taking a break. Iโ€™ve never been the kind of gamer that stops playing when I canโ€™t overcome an obstacle. I either do something else in the game or keep running at my problem until I figure it out. Now, when I feel myself getting even the slightest bit mad because I was so close (or I thought I was so close) to surmounting a challenge, I turn off the game and come back later. Itโ€™s so silly that, once again, the โ€œtouch grassโ€ people are right, but the strategy has gotten me through some of the gameโ€™s most egregious moments. (If the vendor Shakra wants to leave her post in Greymoor because of something I did, thatโ€™s fine. But taking her bench with her thatโ€™s in a room right before a brutal combat gauntlet is a unique and dastardly flavor of Silksong bullshit.)

And when I overcome that bullshit, I get this incredible frisson of thrill. When I easily beat a boss in fewer tries than Iโ€™m used to, I feel godly. Iโ€™m actually quite tickled to hear Team Cherry is working to nerf some of the early bosses, because those were fine. (Itโ€™s the damn pogo platforming!)

Iโ€™m pretty sure Iโ€™m going to finish Silksong and whatever I feel at the end of that journey will be more like relief than joy. Silksong has shown me I donโ€™t need to feel โ€œhappinessโ€ or โ€œjoyโ€ to continue playing a game. I just want to feel something โ€” even if that something is pure spite.



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