×
top 200 commentsshow all 289

[–]I_Never_Sleep_Ever 380 points381 points  (61 children)

  • Hornet can travel faster and is more acrobatic than Knight

  • Can mantle or clamber onto ledges as well

  • Caves around Hornet have expanded to accommodate her height

  • Team Cherry approached the enemy design differently since Hornet is a fast and competent fighter

  • Cancel out of mantling animations to gain height faster

  • Enemies are more complex

  • One enemy disguises itself as a discarded skull

  • Another enemy is like the Moss Charger, but has more legs and accelerates as it goes with more complex patterns

  • Magic isn’t as prominent in Pharloom, but there are strange things happening like pilgrims involved with cult-like behavior

  • Hollow Knight: Silksong starts out by getting players acclimated to old and new systems

  • More varied areas to start out with, beginning in Moss Grotto and then going into the lava-moated ‘boneforest’ area, which was cut from the first game

  • This plays host to the hub town of Bonebottom and the bell-lined tunnel known as The Marrow

  • Many early enemies and falling hazards now give out two hits to the health bar

  • Hornet can heal with Bind, an ability that uses the silk she gathers by hitting enemies to bandage wounds

  • Three masks instead of one

  • Team Cherry’s Ari Gibson: “… you spend more time either at full health or almost dead, and the gameplay is kind of snapping between those two states”

  • You’ll come across strings of beads, and they can be broken at any point to use as currency

  • While strung, you’ll keep the beads if you die; they’re like a banking system

  • Some vendors will string beads up for you so that you can pay them a small amount and get them to put back onto strings

  • There are around 100 different benches that come out of the floor when approached that act as save spots

  • Difficulty intended to be around the same as the first Hollow Knight

  • Those that haven’t played the first game can jump in here easily

  • Hornet has tools that can be crafted or replenished at benches by using Shell Shards from enemies

  • Pimpillo Bomb: area-of-effect blast

  • Sting Shards: extend spikes in mid-air or when struck with a weapon

  • Straight Pins: can be thrown like kunai

  • Straight Pins can be modified to become Tri-Pins to throw three at once

  • Hornet learns these tools and their modifications from Pharloom residents

  • Hornet is a strong personality with a clear role, and she speaks

  • Players will be able to see “a variety of strange places”

  • Initial goal is to get to the Citadel, which is at the top of the world

  • Hornet’s Crests: customizable, themed loadouts

  • Hornet can take on different tasks for NPCs

  • Keep track of tasks with noticeboards scattered throughout the world such as Bonebottom

  • Tasks go along with the organically unfolding quest lines of the first game

  • Tasks seem to involve combat challenges, finding secret locations, and more

  • One task, “Gather” has players rounding up Mossberries and bringing them to the Druid of the Moss Temple

  • Hollow Knight composer Christopher Larkin is back

  • Hornet lost her traditional strength after time being bound in a cage, and is now sort of restoring it; the Weavers are helping her

  • Silk Spear: get a superpowered forward lunge and cut through sticky web barriers; uses part of Hornet’s silk supply

  • Last Judge: foe that fires rings of flame

[–]PeteOverdrive 141 points142 points  (21 children)

The new currency/economy sounds like Sekiro’s approach

[–]Act_of_God 27 points28 points  (20 children)

i'm playing through sekiro and I absolutely loved its approach to consumables

[–]msp26 105 points106 points  (19 children)

Personally I hated it way it treated divine confetti. It's almost required for some bosses but you have such a limited amount of it that you feel like a dickhead for using it and dying. Always hated consumables in souls games.

[–]mordisko 8 points9 points  (6 children)

There's an upgrade for the umbrella that gives you the confetti's effect without having to spend consumables,that's what I've used for those beasts.

[–]msp26 0 points1 point  (5 children)

Yeah that's what I ended up doing in my last playthrough. But the umbrella ends up completely trivialising the fight and it takes some time to get. The only good compromise I've come to in my current run is infinite use confetti only on bosses that require it. Even then I gave up on headless after 15 deaths lmao. More than double everything else I've died to combined.

[–]mordisko 3 points4 points  (1 child)

Are you saying 15 deaths is a lot? Lol, my death count to True Owl and Fire Isshin has three digits. You should feel good about that.

Yeah it makes it easier but you save up on the confetti. Still I'm on your same boat and think that headless (all of its appearances) does not belong there.

[–]msp26 1 point2 points  (0 children)

Oh no this is just early game before bull. Plus it's a second playthrough, if I kept track if my first run's deaths it would look awful.

[–]rdtsc 19 points20 points  (3 children)

Late-game you can just buy divine confetti. There isn't anything else to spend gold on. And earlier there is no real need for it.

[–]danuhorus 2 points3 points  (2 children)

The only time I use divine confetti is for the Headless and Demon of Hatred, which I assume the developers were expecting.

[–]Thank_You_Love_You[🍰] 19 points20 points  (0 children)

To be fair thats literally the ONLY example in the entire game. I agree it was stupid and those headless were a nightmare for me personally.

[–][deleted] 10 points11 points  (1 child)

I get your point, and From is notoriously unclear with details (which is part of the charm, according to many people). In the case of confetti you were required to farm it from a specific enemy in the castle. But you'll need to figure that out somehow yourself

[–]Quazifuji 15 points16 points  (0 children)

I mean, even if you didn't have to figure it out yourself, having an item you need to farm if you die too much is also pretty obnoxious too. Having to go farm for more consumables if you die too much is annoying. That's why I didn't like Blood Vials in Bloodborne either.

In general in casual runs consumables that stay gone when you die have a tendency to result in either tedious farming, or people just never using consumables or feeling bad when they use them and then die, both of which feel bad (challenge runs and speedruns are another matter, in that case they can add an interesting dynamic to strategy and routing, but I'm not a fan of how they affect casual runs).

[–]Act_of_God 9 points10 points  (0 children)

the headless are completely optionals though, and mostly late/post game content. You are supposed to not be able to beat them so you can just come back. You can beat them earlier but there's really no reason for it, just like in dark souls you could access areas way above your level right from the getgo and had to learn to not go to the fucking cemetery.

Besides that "slip up" (which while playing the game I didn't feel like a slip up at all) the loop the consumable provides with you carefully weighting when to use your skills and saving them for more important encounters is something that finally brought back the thrill in the series for me because I was invested into a fight going into it instead of just doing madman strats because at the end souls don't really matter and you really have nothing to lose in dark souls

[–]crypticfreak 1 point2 points  (1 child)

Yeah it's frustrating as hell but its a one and done problem. On your second run the headless are very likely not going to bother you (or you just won't fight them) and if you do need extra drops you'll know how to farm them as you're moving forward. Your grinding time will be next to none.

But yeah on my first play through farming the Ashina Samurai dudes on top of the castle over and over and over again for snap seeds (I think) while buffed and in cursed mode was so god damn tedious. I barely even used the headless buffs, either. 100% a vendor should have sold these items at an unlimited quantity so grinding was more about getting money than getting drops.

[–]Citriatus 2 points3 points  (0 children)

These items are sold as soon as you beat the true monk in fountainhead Palace

[–]Emperor_Z 59 points60 points  (3 children)

Team Cherry approached the enemy design differently since Hornet is a fast and competent fighter

Wow, way to throw shade at The Knight

[–]Swiftblue 74 points75 points  (0 children)

The way I played the Knight, that might be fair commentary.

[–]dat_bass2 33 points34 points  (0 children)

Big words about a character I beat twice before reaching full power

[–]NKG_and_Sons 13 points14 points  (0 children)

"oh no, don't misunderstand Knight, you're fast, too..."

"..."

[–][deleted] 32 points33 points  (0 children)

The emphasis on active abilities with tools instead of passive abilities with charms is a good change. A lot of the most effective charm builds were really just not fun, particularly facetank builds being the path of least resistance to kill any boss not named Nightmare King Grimm, Pure Vessel, Radiance or Absolute Radiance. This also makes said bosses much more of a brick wall than they should be if you lean on that kind of build instead of learning when to dodge and when to attack over the course of the rest of the game.

[–]Quazifuji 17 points18 points  (1 child)

Team Cherry’s Ari Gibson: “… you spend more time either at full health or almost dead, and the gameplay is kind of snapping between those two states”

This is interesting but kind of worries me. I think it's much harder to pull of good, challenging fights like this. To me one of the core elements that can make Dark Souls/Metroidvania-style save points and Dark-Souls-Style death systems work is the feeling of getting from save point to save point or beating a boss being a test of endurance, where every mistake counts because healing is a limited resource.

Most games I've played where you tend to constantly snap back and forth between full health or almost dead are ones where dying isn't a matter of your cumulative mistakes on a boss fight or between two save points, but just a matter of not making two or three mistakes in a row. And that can get really frustrating for difficult boss fights or a long stretch of exploring or a long difficult boss fight where you could potentially play perfectly for 5 minutes straight and then suddenly die in a matter of second to a couple mistakes, which is something that I'd find very frustrating.

Of course, that's all speculation based on very little info, and overall Hollow Knight was incredible so I do have some faith in Team Cherry. But this part in particular has me a little concerned. In general it sounds like they're changing quite a lot in terms of the core mechanics and approach to the game, which has me nervous and excited at the same time. On the one hand, I like that they're trying new things, but then there's also the concern that they could be going in a direction I like less than the original.

[–]M8753 131 points132 points  (82 children)

How many benches are there in Hollow Knight? I can't seem to find an answer. A hundred seems like a lot.

Which is awesome, btw. If Silksong is bigger than HK, I'll be very happy.

[–]whispersbar 152 points153 points  (0 children)

Not sure of the exact total but there's around 50.

Edit: Just looked at a map and counted 41

[–]Stellewind 131 points132 points  (69 children)

Hollow Knight’s map is already massive, I am fine with them having another similar sized map but with more benches. My girlfriend recently played HK for the first time, as I watched her I realized how the game could be quite frustrating for new comers that are still figuring the game out, some of the bosses(mantis lords, soul master and etc) has really long run from bench to boss room and it can get really boring when you have to run through it for 20 times.

[–]M8753 38 points39 points  (8 children)

Oh yeah, I remember. I feel your girlfriend's frustration. HK was my first platformer and my first hard game. I remember having to do dozens and dozens of attempts at some bosses (Dung Defender).

[–][deleted] 8 points9 points  (0 children)

[–]GargleFlargle 1 point2 points  (2 children)

I'm stuck on the second Hornet fight and just can't do it. Probably will give up and just play silksong.

[–]Rhodie114 1 point2 points  (1 child)

That one's such a pain because, iirc, there's nowhere convenient to grab soul between the bench and Hornet.

[–]Booksandcards 1 point2 points  (0 children)

There is a charm near where you fight her the makes you strike faster. You can spam her with that pretty well. I also had the thorn charm on so every time she hit me (since I was spamming) she would take more damage.

[–]Booksandcards 1 point2 points  (3 children)

I was so overpowered by the time I got to Dung Defender that I killed him in one go. My mistake was going after Soul Master really early on. Dude wrecked me. I think I must have died to him 20 times

[–]PumpersLikeToPump 1 point2 points  (1 child)

Soul Master himself is a pain and hard as hell but it really is that slog of a run to get to him. Those lesser Soul monsters are still a total pain in the ass and there’s quite a few in the path through to him. Soul Master was probably the second hardest battle for me in the main games bosses behind the Watcher Knights which were total hell.

[–]Booksandcards 1 point2 points  (0 children)

Yeah I got to the watcher knights near the end of my play through and it took me 3 try’s. I think most bosses are harder if you get to them earlier. I beat most of the game and then went after the dreamers.

[–]wakinupdrunk 7 points8 points  (3 children)

Really good excuse to use the Dream Gate in those situations. One essence isn't really a huge cost, even if you're using it upward of 100 times.

[–]TheBigKahooner 13 points14 points  (1 child)

Isn't the Dream Gate pretty far into the progression though? I played for like 30 hours (stopped around Watcher Knight) and never even unlocked it.

[–]wakinupdrunk 4 points5 points  (0 children)

Definitely misread the bosses you listed - you're absolutely right. It should be available earlier in the game for sure because those two bosses you listed specifically are a bit of a hassle to get to.

[–]BearBruin 5 points6 points  (0 children)

Probably it's most glaring flaw. At a certain point the frustration comes less from dying to a boss and more about knowing you're going to have to make that fucking journey back there.

[–]the-nub 10 points11 points  (9 children)

The movement really dampered the game for me. I still beat it with the true ending because I dug a lot of what it was doing, but getting around was so, so slow. By the time you got the movement ability that made traversal fun and more fluid, the game was basically over. Having Hornet be a more agile, capable, acrobatic character will go a long way in the moment-to-moment gameplay. The act of moving should itself be fun, which it was not particularly in the first game.

[–]spittafan 6 points7 points  (6 children)

Which ability do you mean? The wings (double jump)?

[–]the-nub 6 points7 points  (5 children)

I was thinking the upgraded dash. Being able to go through enemies and attacks instead of having to avoid them with the stiff-feeling jump opened up the feeling of the game for me. It felt more skillful to travel and less slow and skittery.

[–]dat_bass2 0 points1 point  (2 children)

It's interesting you say that, since I got the upgraded dash before the halfway point. I think I actually got it before the ground pound move.

Then again, my progression through the game was by NO MEANS typical. Broken Vessel was the first boss I fought after Hornet.

[–]abejfehr 1 point2 points  (1 child)

How did you even get to the broken vessel that early?

[–]dat_bass2 0 points1 point  (0 children)

After I got the wall jump and first got to City of Tears (I missed that Mantis Lords were there), I went back to Dirtmouth, explored the Howling Cliffs, did Crystal Peak, got the crystal dash and dream nail, crossed the blue lake, entered City of Tears from the right side, then descended into the Ancient Basin.

[–]dat_bass2 1 point2 points  (0 children)

I think in terms of world traversal, the 2D Metroid titles are obviously superior, but I still found HK's core toolkit (dash + pogo) plenty fun, and it absolutely excels for boss fights. I never felt the same pure platforming joy in Hollow Knight that I do shinesparking through AM2R, but I still had a lot of fun using the tools I had to get around, especially when I was doing it earlier than the basic progression path seemed to intend.

[–]Klotternaut 10 points11 points  (25 children)

Yup, it's a big part of why I've bounced off the game multiple times. I don't like feeling like a game is wasting my time.

[–]dat_bass2 13 points14 points  (0 children)

The thing I, as a huge fan of Metroid-likes, love about HK is that, since there are multiple main objectives that can be tackled in any order and multiple paths to each said objective, pretty much no direction is going to end up being a waste of time.

[–][deleted] 1 point2 points  (23 children)

This is one of my biggest criticisms of the game. It does not really seem to respect the player's time much.

[–]Bamith 9 points10 points  (10 children)

Good level design of a Metroidvania type of game is incredibly difficult really, you have to take into account every ability you get and figure out exact distances the character can and can't make with them to avoid excessive sequence breaking.

The other thing is you should take into account multiple paths of varying speeds through frequently traversed areas once you get new abilities; of which Hollow Knight does, but maybe not enough. Say there are some very flat areas that can be a slog to run through, but the flight ability can cut that down by some seconds.

[–][deleted] 3 points4 points  (9 children)

There's no reason they couldn't put a bench right before every boss. You'd still have to reach it but there'd be no run-back every time.

I didn't mind because after Dark Souls it felt par for the course but let's not pretend it's some insurmountable design challenge. Just like Dark Souls, they did it because it fit their vision of the game and they liked the "feeling" of having some downtime after every death (which many players evidently hate)

[–]MorlokMan 9 points10 points  (8 children)

I felt that way too, then someone on Reddit described it in a better way. Essentially, the 1-2 min run back to the boss fight raises the stakes, it creates tension during the fight because of the small “punishment” for failure. I wouldn’t want every game to be like that, but I like having those types available to me.

[–]qjpp 5 points6 points  (1 child)

It also gives you an opportunity to replenish your Soul in the process and have a better chance against boss.

[–]Rhodie114 1 point2 points  (0 children)

Another benefit is it sometimes forces you to practice against enemies that are basically watered down versions of the boss. Soul Sanctum comes to mind.

[–]BiggusDickusWhale 2 points3 points  (5 children)

The only thing the running did for me was create frustration and anger.

Not once did I think to myself "geez, I'm glad I had to traverse that part for fifty times trying to beat this boss".

[–]hotchiIi 6 points7 points  (6 children)

What do you mean?

Making deaths/mistakes come at at a cost is disrespectful to the players time?

[–]VindictiveRakk -2 points-1 points  (5 children)

I think purely just having to run from one place to another (running to stag nests, long runs from bench to boss just for the sake of there being a run, oops guess there was nothing important in this area and I was supposed to go somewhere else, etc) is different from having to complete a tough section with enemies/platforming again because you died.

obviously not all of the running around can be avoided in a metroidvania and i don't hold it too harshly against the game but it doesn't mean I get less bored. I absolutely loved the game but eventually the map just got so fucking big and I started needing a walkthrough to avoid going to the wrong areas because it pissed me off to spend 45 minutes of my life doing something that got me like a grub and wanderers journal.

I lost interest in just exploring the world because it started to become a waste of time as I was never in the right place or doing the right thing to actually advance, and that's just not the way you're meant to enjoy the game. it was so fun in the beginning when I was just wandering around, finding new shit. but eventually most of the map starts to fill out and the spaces between useful areas gets bigger and bigger and bigger.

[–]hotchiIi 0 points1 point  (4 children)

Thats a bummer man I dont know why you were downvoted. I think if the map isnt methodically explored it really can be a pain in the ass figuring out where to go next as the map expands.

If you play the next one push as far as you can go in a direction before you head back, when you reach a dead end with just a grub or item you probably never have to go back there and if you reach a section that you need an ability to futher advance mark it on your map with one of the markers (like blue for double jump for example) so you know to come back there to advance after you get the double jump ability or whatever.

Please give it a try because if thats the biggest thing that prevented you from fully enjoying the game I promise it can be fixed.

Edit: Also most enemies can be ran by on the way to a boss, the same goes for soulsbourne games.

[–]VindictiveRakk 0 points1 point  (3 children)

oh I'm still working thru it and it's a fantastic game, I've just slowed down since I got further in. right now what I'm on is the 2nd hornet fight and there is absolutely nothing between the bench and her arena, yet they intentionally block off the super dash so it requires you to cancel/restart it a few times just to make it back. if that didn't exist I probably wouldn't have just gone "eh I'll come back to this later". the 45 seconds of downtime they put in there on purpose kinda killed the session for me lol.

anyways I'm bitching harder than the game deserves, these are just some things that I felt reduced my enjoyment of an amazing game, and I don't necessarily fault the game for the things I mentioned, but they are still reasons I've slowed down a lot since being totally hooked the first few days.

[–]hotchiIi 0 points1 point  (2 children)

I remember that fight, if that checkpoint was closer youd basically have no penalty for losing the fight against her.

For me when death has no meaningful penalty it loses it value so winning loses a lot of its value too, do you feel the same way or differently?

[–]milbriggin 14 points15 points  (4 children)

It does not really seem to respect the player's time much.

man i really dislike this latest catchphrase used by people to describe something that's difficult. i played the game, aka i am a "player" of hollow knight, and i never once felt like my time was being disrespected, so you saying that totally subjective thing like it's an objective truth and applying to all players is so weird to me.

[–]razzlejazzle 1 point2 points  (3 children)

The only boss that really pissed me off with that was Traitor Lord because he hit so damn hard and sharp shadow screwed you so hard on the platforming but it was a very necessary charm for me. I think he's designed to be tackled once you get the dreamgates though since past him you get the half kingsoul (and the other half is white palace which can't even be accessed until 1800 essence).

[–]Anonigmus 1 point2 points  (1 child)

Traitor Lord was in the game before they added the Dreamgate. Dreamgate was included as part of one of the free dlc/updates.

[–]yuriaoflondor 2 points3 points  (0 children)

I feel like the game also could've used some more fast travel points or options. By the time I was in the late game wrapping up loose ends, it felt like a drag to navigate the map.

[–]onegamerboi 8 points9 points  (5 children)

I think one thing games could do is always put a checkpoint right next to the boss room. No reason for this long trek back each death.

[–]dat_bass2 7 points8 points  (2 children)

I disagree.

I find that to be valuable time to collect myself. The pattern of death-> brief respite/break -> next attempt is a VERY different experience on a stimulation level than death -> next attempt.

[–]onegamerboi 9 points10 points  (0 children)

I don’t find that as a break though, it makes me more tense because if I die before I get back to my body, all my resources I may have been saving are gone. Redoing the dream fights and the Godhome fights were way more enjoyable to me. There’s no banking system so you could literally lose hours of saved resources if something doesn’t go your way heading back to the arena.

[–]haldad 13 points14 points  (0 children)

If you need time to collect yourself, just look away from the screen for a bit and take a deep breath.

Hell, you could even just backtrack from the bench a bit if you feel like beating up enemies you've already gone through.

[–]EnnuiDeBlase 7 points8 points  (8 children)

Yeah, I stopped playing at the Mantis Lords after the death runs felt like I was playing an old RPG with unskippable cutscenes before hard boss fights.

[–][deleted] 2 points3 points  (1 child)

Wow. The mantis fight is like the third boss. You only saw like 5% of the game.

[–]EnnuiDeBlase 1 point2 points  (0 children)

v0v

Wasn't for me I guess. I bounced off it a few times.

[–]War_Dyn27 14 points15 points  (4 children)

But the game outright tells you that they are too hard and that you should comeback later.

[–]EnnuiDeBlase 5 points6 points  (3 children)

I did.

[–]hotchiIi 4 points5 points  (0 children)

What made them too difficult after you came back?

Also you can run/jump past most of the enemies to get to them from the closest bench thats to the right.

[–]Bamith 3 points4 points  (1 child)

I'm actually playing through it now and just finished that boss, the run to them isn't too bad if you avoid all the enemies, maybe a bit less than a minute.

A mechanic where you could move an optional spawn point closer to a boss room would be interesting, but I feel that should be after a few tries since the slog back is just part of the genre... If you can make it to the boss with full health a couple of times it should just be a given I guess since you're proven to make it that far well enough.

[–]SoloSassafrass 2 points3 points  (0 children)

If you do actually come back later you can have the dream nail, which after the first DLC had the ability to put down a teleport point you could return to from anywhere on the map, which would completely eliminate boss runs if you used it.

[–]JW_BM 24 points25 points  (2 children)

Not even close to 100. But I don't expect this necessarily means the game will be bigger - it might just be more forgiving with checkpoints.

I think if we go in expecting it's even bigger than HK without them explicitly saying it, we could get burned by expectations.

EDIT: typo

[–]M8753 1 point2 points  (0 children)

Oh, that's a good point.

[–]weglarz 30 points31 points  (5 children)

Can’t imagine it being bigger Hollow Knight is gigantic for a game of its type.

[–]M8753 41 points42 points  (3 children)

Yeah, but I want more! Everyone complains about backtracking in HK, but I loved talking long walks across the world.

[–]The_NZA 5 points6 points  (1 child)

I definitely don’t. Hollow knight had some less developed areas because I’d how big they made it. I think it could have scrapped 1-2 of the levels

[–]weglarz 3 points4 points  (0 children)

Oh I’m totally happy to have more. I love how big HK is.

[–]marc0303 15 points16 points  (0 children)

Around 50.

[–]animalbancho 11 points12 points  (0 children)

More benches doesn’t mean a bigger overworld, though. Lots of people felt there were way too few benches in the first game

[–]NoProblemsHere 60 points61 points  (13 children)

A release window for Hollow Knight: Silksong has not yet been determined

Man I was really hoping we'd get something in that department. Even just a general idea of how close the game is to being finished.

[–][deleted] 29 points30 points  (0 children)

The fact that they're starting the design phase on a third game (not HK related) strongly implies that Silksong is in its final stages of development.

[–]Pduke 21 points22 points  (8 children)

I would not be surprised if they just drop the game on us. They are a small team and can kind of do whatever they want.

[–]Personel101 7 points8 points  (2 children)

I’d prefer it this way

[–]Pduke 10 points11 points  (1 child)

January first seems like a good day to do it

[–]Powerful_Quality_207 9 points10 points  (4 children)

Wouldn't shadowdropping a game be a really bad decision, from a marketing/financial point of view?

[–]Rocklove 16 points17 points  (0 children)

Not when it's a Hollow Knight sequel.

[–]SoloSassafrass 7 points8 points  (0 children)

Hollow Knight released in early 2017, and it wasn't until mid-to-late 2018 it blew up to the size it did.

Team Cherry not being a big AAA studio that needs to rely on those heavy day one sales means they don't have to care so much when word of mouth did more for them with Hollow Knight than actual marketing ever could have.

[–]Modoger 1 point2 points  (1 child)

I think there’s a marketing case to be made for shadow drops of “hyped” games like this one.

First of all, it generates good will for the devs. It feels like a gift and a fun surprise.

Secondly, it generates news articles and social media buzz.

[–]Rhodie114 1 point2 points  (0 children)

Yeah, if Silksong shadow dropped, every gaming forum would explode with hype overnight.

[–]baconpoutine89 2 points3 points  (0 children)

They probably have a deal with Nintendo of some sort to allow them to announce the date via a Nintendo Direct.

[–][deleted] 58 points59 points  (16 children)

No release date still? Phew, good, I’ve still got time to play the first game...

[–]whispersbar 31 points32 points  (10 children)

I beat Hollow Knight over a year ago but I have been meaning to go back and 100% it. I should get on that. Fantastic game.

[–]shulgin11 46 points47 points  (2 children)

Funnily enough the completion goes up to 112%!

[–]guiiimkt 0 points1 point  (1 child)

Is this a nod to Symphony of the Night? If I remember correctly it goes up to 200.6%.

[–]sultan__96 10 points11 points  (0 children)

Every new DLC that’s come out added a bit to the percentage. When it first released it went up to 100%

[–]nubosis 10 points11 points  (5 children)

Three play throughs, still never completed the god/boss rush thing though

[–]dielawn87 10 points11 points  (4 children)

Ya I did everything except for all the pantheons. Nightmare Grimm was my highest achievement or the Path of Pain. I always wanted to beat Absolute Radiance, but it's just so much work getting there. Just not a great mechanic for a boss that will probably take 20+ attempts to get close.

[–]nubosis 4 points5 points  (2 children)

Nightmare is where I ended too. I don't think I'll ever do it, but it's ok. I think beating Radiance and Grimm and White Place left me pretty fulfilled. I get that the pantheons are there for those who want an even greater challenge.

[–]dielawn87 6 points7 points  (1 child)

Ya I just wish they had added all of the bosses to fight individually in the Hall. Great game though, I'm so excited for the next one.

[–]sultan__96 1 point2 points  (0 children)

Once you go up to absolute radiance once, she will get unlocked in the hall of gods where you can practice her

[–][deleted] 2 points3 points  (0 children)

It is and I got to 80% on my first run but holy hell do those final achievements take a lot of work. Never been into speedrunning either. I grinded 5 hours to beat Nightmare King Grimm, finished the 3rd pantheon, and ran out of steam. Regardless, that took me to 65 hours played and an incredible experience.

[–]BlueHighwindz 5 points6 points  (0 children)

Next few months of game releases seem pretty dry, you got time. Absolutely worth it.

[–]Danulas 3 points4 points  (0 children)

What are you waiting for? It's on sale on Steam for $7.49 (pretty typical sale price for this game) and that is an incredible value.

[–][deleted] 1 point2 points  (1 child)

I still got time to 112% it, phew

[–]Theheroboy 6 points7 points  (0 children)

Do Pantheon of Hallownest too, really break yourself

[–]evilscary 1 point2 points  (0 children)

Yup, same here. I'm blown away how good it is.

[–]stenebralux 8 points9 points  (0 children)

Too bad there's no release date yet.

All the info is nice, but I'm getting it anyway so that's pretty much all the info I really care about at this point.

[–]Mr_Ivysaur 99 points100 points  (94 children)

Blind pre-order or day one buy.

I genuinely believe that Hollow Knight is perfect. The art style, the amount of challenge, the exploration, lore, music, the price. I am a annoying picky guy when it come to games, but Hollow Knight never fails to amazes me.

[–][deleted] 28 points29 points  (5 children)

It’s one of those games that proves that little voice in my head wrong that says, “maybe I’m getting too old to enjoy video games.”

[–][deleted] 14 points15 points  (2 children)

You're not getting too old for video games. You're too old to waste your time on mediocre video games. There's a big difference.

[–]Mr_Ivysaur 4 points5 points  (1 child)

The thing is that as you age (and get more experience with games), more and more games fell mediocre, especially the popular ones.

I'm not saying that there is a shortage of good games (far from it), but what before any half decent game made my day, nowadays I keep thinking "this mechanic is pointless" or "that is a flawed stupid design".

[–][deleted] 1 point2 points  (0 children)

This is exactly the point I am trying to get across. There are still a ton of great games but there are also a lot of games that are only okay.

[–]War_Dyn27 4 points5 points  (0 children)

Tell that little voice it's an idiot! My dad is 68 and still plays games. :D

[–]spurdosparade -1 points0 points  (0 children)

I hear you, brother. It's a good game, but as everything in life: it's not for everyone. I'm in the same boat as you: I've finished the game and I don't get all the hype, it's not a bad game but I've played what imo where better games, even in the metroidvania genre. It's definitely not a perfect game by any means, simply because there's no such thing.

I'm also not a fan of other beloved games, including Animal Crossing and Metroid Prime (even tho I love the 2d metroids).

The good thing with gaming is that you can just play wth you like, it's your money so don't let kids online say what you should or shouldn't play. I definitely started enjoying games more when I stopped trying to like what I don't and just spending good time with what I like.

There are games out there for everyone.

[–]iCantCallit 5 points6 points  (0 children)

Every time I play it I'm just blown away by how perfect everything is. It just makes me feel so goddamn good when I play. It's oozing with charm and emotion.

[–]pazza89 13 points14 points  (35 children)

Beginning of the game is mediocre. I almost gave up because of sluggish pace and zero difficulty in the first 2-3 hours. Glad I didn't, the game gets insanely good afterwards!

[–]Mr_Ivysaur 15 points16 points  (7 children)

I know some people who felt the same. I believe that they stripped the starting moveset way too much, maybe in order to add more upgrades. I don't have a problem with that, but plenty of people quit in the first minutes or so because the game felt too basic.

[–]SlowlySailing 7 points8 points  (0 children)

Yup, agree 100%. The dash should have been there as a starting ability imo.

[–]BiggusDickusWhale 2 points3 points  (4 children)

This is why I feel Ori 2 is a better game. Movement is pretty much fun from the moment you press play and then just gets amazingly better from there.

This is also why I have high hopes for Silksong. I really wish the developers took a little bit inspiration from Ori 2 with Silksong.

[–]Mr_Ivysaur 4 points5 points  (3 children)

I do personally enjoy the slow start tho. It is unfortunate that the game lost some audience due to it, but for me I have no complains.

I mean, none of the Metroid games start much better than Hollow Knight, and yet people don't complain about it.

[–]Ode1st -4 points-3 points  (4 children)

For me it’s like 98% perfect. Some of the writing made my bones cringe out of my skin, like the emo poems.

[–]dat_bass2 4 points5 points  (3 children)

What do you mean? I assume you're not talking about Zote's precepts (lmao)

[–]Katrina_18 -4 points-3 points  (1 child)

I gotta be the realist in the room: wait for the first couple reviews before buying. You gain so little by pre ordering, and just in case there is some issue that makes the game awful. I know it’s a tiny chance, but it’s always possible

[–]Mr_Ivysaur 1 point2 points  (0 children)

Nah, I liked what I see and I am confident about the final product. Also the full price for the first game (15 dollars) was a steal, so I am more than happy to support the developers.

Sucks that people fall for things such as No Man Sky, Cyberpunk or all the other shitty AAA games, but I know the risks I'm taking.

[–]basedshark 21 points22 points  (8 children)

I really hope this game turns into the equivalent of what Will of the Wisps was to Blind Forest, but for Hollow Knight. HK was already incredible, but it surely could use some deeper combat and more interactions with NPCs, and it looks like they're going in that direction with Silksong. Hyped af.

[–][deleted] 9 points10 points  (3 children)

I'd rather hope it's better. I found the combat in Will of the Wisps to be awful in every way compared to Hollow Knight, and I only found the platforming equally good if not slightly worse than the first.

I really don't need the combat to be much deeper, Hollow Knight was a nearly perfect game. More content is great, a character with a new moveset is great. I'm confident it'll be a great sequel.

[–][deleted] 3 points4 points  (0 children)

Agreed. The combat in Will of the Wisps was terrible if you're comparing it to Hollow Knight. Being unable to dash through enemies, the lack of variety in enemies, and the limited ways to combo made combat in Will of the Wisps a lackluster spam fest. The platforming was fine, but I don't think it was as good as Hollow Knight.

[–]basedshark 3 points4 points  (0 children)

I'm not comparing Will of the Wisps with Hollow Knight tho. I'm saying WotW was a great sequel to Blind Forest, and I hope Silksong is a great sequel to Hollow Knight.

[–]BiggusDickusWhale 0 points1 point  (0 children)

Personally I feel that WotW has the best platforming in any game ever released, beating even Donkey Kong Tropical Freeze.

It's just such a damn joy to move around in that game.

I seem to be one of the few people who also enjoys the combat to a big degree and that's because they incorporated the movement into the combat. Sure, you can play WotW like an ordinary Metroidvania if you want to, chopping away at enemies, or you can fly.

[–]Mikejamese 3 points4 points  (0 children)

Yeah, I love how Little Ghost worked as a silent protagonist, acting as a voiceless wanderer piecing things together in the ruins of a dead and equally silent city, but I'm excited to see how Hornet works as a character that can actually talk and interact with the people we meet in a new and living environment.

It'll be quite different in tone, but I really like the idea of the first game acting as a springboard for a brand new story with more involved character and side-quest elements.

[–]spittafan 5 points6 points  (5 children)

Is the game releasing on all consoles or just switch? I have a switch but it’s not my preferred console. If it comes out day one on PlayStation I would be very happy

[–]wekapipol 4 points5 points  (2 children)

Confirmed to be only on PC, Mac, Linux and Switch day one. Other consoles might be later but no confirmation from Team Cherry yet afaik.

[–]metalreflectslime 1 point2 points  (1 child)

PC, Mac, Linux

Did they say this?

Steam only has specs shown for Microsoft Windows.

[–]wekapipol 3 points4 points  (0 children)

Yup, from their blogpost back when they first announced the game.

[–]adwarkk -1 points0 points  (0 children)

It's indie game, PS/Xbox are 6th priority on list. Switch and PC sell most indie games (in terms of units), so indie devs appropriately put theirs focus on platforms that make business sense obviously.

[–]Nefilim 4 points5 points  (0 children)

I’ve read the full article and I feel like all (edit) most of the «new» information could be inferred from the old gameplay videos. Nice to see new screenshots though.

[–][deleted] 1 point2 points  (0 children)

Was really hoping for a bombshell sudden release in the last Nintendo treehouse. Guess there's still quite a bit to go for development

[–]haldad -5 points-4 points  (4 children)

I hope the new economy is better. I gave up on the first one because I lost all my money and didn't feel like farming it back just to buy the stuff I was saving up for.

I feel like the "lose all your money if you die twice" mechanic punishes exploration and playing the game.

[–]Rocklove 8 points9 points  (1 child)

You should just have given your money to the friendly bank lady bug. She would have taken good care of it!

[–]SoloSassafrass 4 points5 points  (0 children)

Plenty of ways to make a quick buck in Hollow Knight. Lemm's unlocked super early, and as long as you're not foolishly selling everything to him the second you can you can have thousands in sellable relics ready to go.