Wang Laoju had played quite a few games as well.
But after his first experience with Hollow Knight today,
he found that the game wasn't just about simple graphics and streamlined controls.
Even in terms of feel, it reduced complexity to an extreme.
There were no flashy gimmicks, just a plain and unadorned slash with an extremely brief wind-up and follow-through.
The instant he pressed the button, the little Knight in the game had already swung his blade and struck the monster.
This kind of pure and simple feedback instantly maxed out the player's sense of control.
When a mistake was made, players would no longer blame it on the feel of the controls but would think about where they went wrong.
This approach, however, wasn't without its drawbacks.
The downside was that with too quick a response to inputs, distortion could occur.
It's like the recoil of firearms in FPS games.
Too much isn't good.