Hollow Knight: Silksong Runbacks Are Keeping It From Getting to the Next Level

Though many consider Hollow Knight: Silksong a great follow-up to the popular 2017 game, it’s not without its issues. Since its release this fall, reviewers have noted several flaws, with difficulty being the biggest concern. Many players feel the game is unfairly difficult due to things like traps and overly aggressive enemy attacks.

When players talk about a game being too difficult or unfair, they often mention having to repeatedly travel back to bosses after dying. This is especially common in action-adventure games, particularly those inspired by Dark Souls, like the Hollow Knight games. These games are known for making players replay sections they’ve already mastered, which can be frustrating. Hollow Knight: Silksong, with its challenging combat, is likely to face criticism for this, as frequent deaths will mean even more time spent retreading old ground. Many players see these long trips back to bosses as an unnecessary addition to the game’s difficulty and a significant drawback.

Egregious Boss Runbacks Remain Hollow Knight: Silksong’s Most Controversial Practice

Arguments In Favor of Silksong’s Boss Runback Design

Like most things, the boss runbacks in Silksong aren’t disliked by everyone. Many players actually enjoy the game’s difficulty and how challenging boss runbacks can make the overall experience more engaging. For these players, getting back to a boss – carefully avoiding enemies and obstacles along the way – is a core part of what makes Silksong fun.

Let’s consider the notoriously difficult ‘Last Judge’ boss runback in Hollow Knight: Silksong. Getting back to the boss arena from the nearest bench can take almost a full minute, requiring players to flawlessly link together movements, memorize the path, and avoid errors – even a small jump mistake forces you to start over. Some players believe this lengthy return isn’t just frustrating filler, but a unique challenge in itself. You can improve your efficiency by finding shortcuts or mastering advanced movement techniques. From this perspective, these runbacks add depth to Silksong‘s gameplay, rather than simply being a tedious requirement between attempts.

All the Same, Hollow Knight: Silksong’s Boss Runbacks Will Likely Remain Contentious

Although the previous point has some validity, these repetitive sections probably won’t appeal to most Silksong fans. Silksong is already a challenging game, and players who want even more difficulty have other options. Adding what feels like unnecessary and boring tasks – repeatedly going through the same area only to face another tough boss – could make the game more frustrating than enjoyable. The feeling of dying while returning from a boss fight is especially annoying and could easily make even calm players want to stop playing.

Conversely, if a boss runback is straightforward and easy, it can be even more boring.

In a challenging game like Silksong, having to run back to a boss after dying can be frustrating. This is especially true because the game already punishes players with things like losing currency or progress. When death is already costly, features like boss runbacks can feel like an unfair extra penalty.

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2025-10-22 23:08