"Hmm? Ah, hello there. Come down to explore these beautiful old ruins? Don't mind me.
I've a fondness for exploring myself. Getting lost and finding your way again is a pleasure like no other. We're exquisitely lucky, you and I."
❤️

Throughout my journey in Hallownest it felt as though a timetraveler went back to write the game to specifically mock me at several points, to terrify and sadden me at others; something I can't say I expected to feel from Hollow Knight, but the game has multiple moments instilling every type of emotion in me within a world so full of death with life that persists in decay. There's a nearly overwhelming sense of melancholy to nearly everyone and how they conduct themselves, but they all handle it differently. Some seem blissfully unaware, but even the seemingly arrogant and naive Zote has a deeper motivation buried in his being beyond fame and glory.
I simply adore the writing and attention to detail, Elderbug at the beginning of the game for example has 3 different greetings depending on if: 1) you greet him immediately, 2) you walk past him and come back, or 3) you walk past him, enter the well, then come back. He's far from the only example of this, the game is utterly chock full of flavor text and worldbuilding in such an unobtrusive way that I'd wager the casual gamer who isn't an autist like me who tries to exhaust every dialogue exchange will end up missing 2/3 of it. I find that absolutely incredible, and as far as any game goes I've only seen this level of care put into every minute detail rivaled by Supergiant's Hades.

Mechanically speaking this is perhaps the simplest part to talk about, but let me get it out of the way: The start is SLOW. Like, REALLY slow. It's not the slowest I've ever played but it's almost zen-like in its pacing for the first few hours until you find the dash ability and not too long after the walljump. Everything else is anything but slow though, for what I can only describe as MegaMan X/NES platformer kind of movement where your momentum is (practically) fixed pace and jump height is dictated extremely granularly by how long you hold the jump button. The act of exploration, uncovering more of the map, finding new or recurring characters is always exciting; it's a little bewildering just how massive the map is yet it's navigable with a fairly sparse quick travel system.
One system I'd like to highlight in particular though because it seems to be a weird point of contention is the Shade. Upon death, you leave a "Shade", which contains all of the Geo (the game's currency) you had on your person similar to bloodstains in the Souls games; difference here is you must attack it to absorb it. Again, similarly, if you die before doing so that money is just gone. I've seen a number of people complain about this but despite losing nearly 2k(!!) at one point it never really bothered me, because secretly this game keeps handing out items you can sell for 200, 400, 800, even 1000 geo to a vendor you meet at the halfway point (when geo starts to become relevant at all). I personally do not understand the frustration with this system, it's far less important than in something like Dark Souls which I know y'all love and the game periodically hands out a way to bypass having to manually collect it anyways (once per use, but by the end of the game I had 15~ of these lol). It incentivizes me to think about how I'm picking my wallet back up once in a while which is more than I can say about mashing X (Sony) while sprinting over a funny puddle. Even Zote knows better.
The combat is snappy and tight, very clearly designed around the instantaneous or otherwise fixed-distance movements; in a similar vein of dismissiveness I see nobody mentioning how you can adjust your playstyle dramatically through the use of Charms, if you want to be a spell-spamming glass cannon there's nothing stopping you and it's perfectly viable. Bosses are almost all excellent, with the finale being one of my favorite in any video game. (spoilers) "GIT GUD!"

Artistically probably one of my all-time favorites, in every department. I will say though, I became progressively upset in the latter half with each new area I found--BECAUSE Y'ALL KEPT TELLING ME THEY LOOKED THE SAME?? THEY LITERALLY DON'T?! THEY'RE DIVERSE AND BEAUTIFUL IN BOTH TRADITIONAL AND HAUNTING WAYS??? Seriously what the fuck!!! Game has a callout for this seemingly LOL
Real talk though it's incredble how cohesive the art direction is while still maintaining clear identities of each region. I have no problem distinguishing, without opening the full map, (minor spoilers start) that I'm at for example Greenpath, Fungal Waste, or Fog Canyon (minor spoilers end) despite these looking vaguely similar and all in approximately the same area. I also have no problem distinguishing the "edges" (no way to be more specific without giving away one of the coolest parts of the entire game imo). On a far more personal level I adore the character designs for the sole reason that they are simple yet extremely identifiable, which makes them encouraging to want to draw myself!

I want to put in so many different quotes from the residents of Hallownest, but if I put in the ones I "liked" I could fill out three more of these reviews. I opened with the one I did because I think it most accurately reflects my main joy in the game, or tied at least; I also just think that the game brilliantly shows all the different outlooks on the same circumstances people can have. My depression is not the same as yours, we have different struggles even if we potentially have the same trauma. It's as confounding as it is beautiful, right? Maybe... I don't know how to eloquently close that. The music and art and writing all come together to aid in that perfectly. I could have ended my playthrough 15~ hours earlier than I did, but I chose to delve deeper into the game and that only made it better as I learned more about each characters, their plights, their relationships and bringing the gay couple together.

In a world a world where every AAA studio is racing to see who can fit the most absurd amount of filler sidequests per dollar, even going so far as to start pondering the use of rancid A.I. tools to inflate this even more, (archive link), it's hard to see Hollow Knight as anything less than incredible.

One more.

“In every heart, there is nobility. Proof of this lies before us, dormant within you, when you’re blinded… but only by its grace may you ascend to that plain where truth and essence lie.”

...One more.

“Are we not all just wandering souls in search of purpose? To find meaning in this vast existence… It is the greatest quest of all.”

...Just one more.

“To protect the weak, that is this kingdom’s last and only wish. Where life might have ended, hope has remained.”

...

“Maybe dreams aren’t such a bad thing after all.”

In one word: Remain.

Favorite track from the OST

Reviewed on Oct 30, 2023


4 Comments


6 months ago

I wrote this in a tired stupor at 6am. Regardless, I cannot eloquently explain how much this game means to me in the way it handles depression and melancholy.

6 months ago

The Quirrel appreciation warms my heart like very few things do...

This was such a joy to read, I'm really glad you loved the game this much and it was an excellent read. Few games, no, few pieces of art manage to do what Hollow Knight does seemingly effortlessly, god I love this game so much...

Also, while I'd have to say that my favorite piece in the whole soundtrack has to be Sealed Vessel, Dirtmouth's theme is a very close second or third; beautiful as it is ethereal and sad, such a wonderful song.

6 months ago

@DeemonAndGames Quirrel is probably my favorite character overall yeah, with close seconds being Cornifer and Iselda. The Last Stag also, and Cloth, and-

Yeah :V

5 months ago

Wonderful review!