9 reviews liked by Eagle


No DRM. No microtransaction BS. Excellent Writing, Voice acting, and Mo-Cap. Choices actually matter. The "evil" options are actually fleshed out which actually makes them worth exploring.

I didn't expect to like this game but I fell in love with it after a few hours of playing. I can see myself replaying this game multiple times trying out different character personalities, classes, and approaches. I almost never replay games so that is quite the accomplishment.

I am currently simultaneously playing a Tav and an evil Dark Urge character and enjoy the variety that both play-throughs are offering greatly.

My only complaints are minor.
1: there is no pause button
2: Dealing with companions at the camp is tedious. I wish I could instantly swap out party members without walking a mile across camp to remove and add a companion. I also don't like that I can't access their inventory if they are not in my party. It particularly baffles me since you can send things to camp so easily no matter where you are in the world.
3: a few miscellaneous bugs in the late game and characters sometimes going invisible in cutscenes

Overall it's an overrated hassle of a game, and unnecessarily long. The first like, 20-30 hours was stellar; though that is only like a quarter of the game.
Some of the boss fights were actually good, although they can only be counted on one hand. Exploring the densely interwoven legacy dungeons was fun and tense at times, and the jump button is greatly appreciated for making (some of, lol) the platforming actually fit more neatly into the game. There's some pretty/stunning reveals for areas to explore or boss encounters, cool art design, atmosphere, yadda yadda.

But everything else brings the game down. ESPECIALLY how long the game is, how BS the bosses become, and how often you start seeing everything else being shamelessly copy-pasted.

As for that huge, sprawling open world? Not fun. There's a decent amount of encampments of enemies/cave dungeons/catacombs dotted here and there, but the single reward chest that is a useless item 95% of the time/all those items that turn out to just be mushrooms just make me question why I even explore.
The rest of that overworld space is filled with basically nothing but pointless copy-pasted BS enemies that you should never even bother to fight, but if you do, horse combat with colossal weapon heavy attacks is the best way to do it, and it is awful.

Concerning combat, fighting humanoid non-boss enemies is generally fair, even when they're hard. But idk why the devs made every single animal like dogs/rats/birds/big dogs/big rats/big birds/big bears/dragons, or the two mechanical enemies so god-awful and unfun to fight.
Massively large enemies that take up the entire screen so that their telegraphs are obscured - even if you try to free-aim the camera - are awful all around. All dragons, golems, tree spirits, Astel (though dodging his laser beam was cool). Have fun running past their attacks to get to their back legs or underside, and then have a third of your attacks not hit because the enemy decides to shift around. Then they stomp their feet and you can temporarily move to the side, or they do some big goofy attack that makes them clip through the walls, or a disengaging attack that puts them a ten second run away from you. It's mindblowing that these unpolished encounters even made it into the game.
Also there's a ton of times where an encounter is made up of multiple minibosses clumsily thrown into the same arena - but at least this was supposedly patched to make them a bit less aggressive. Yet coming back at a higher level, using a busted weapon/bleed attacks, or using spirit ashes/summons just feels like cheesing the fight, but honestly that is the only solution if you value your sanity.

And speaking of higher levels, being overleveled was a big issue for me, because I wanted to explore everything. But it turns out that the ideal way of playing this open world game and not having too easy of a time with some earlier boss fights is to, uhh, not explore at all? Just run straight to the legacy dungeons? And maybe explore stuff for a few levels if you find that your ass is getting handed to you a bit more than it should be? Man, I wish I knew that before, so I didn't just have the stats to blow through some of the earlier or midgame content which might have actually been enjoyable.

Concerning enjoyment, I had heard before I started playing that some stuff was absolutely busted - Moonveil, bleed attacks, various sorceries, etc. I felt that I wanted to have a balanced experience, the sort of one that the devs would have 'intended'. In hindsight, me trying to divine a sort of 'intended' experience out of this unbalanced mess should never have been my job to do, and I should have just stuck to what stuff looked cool and did a lot of damage, instead of stubbornly doing jump attacks with dual colossal weapons. As the game goes on, the bosses get longer more obnoxious combos, and have shorter and fewer windows to be punished (which also have a chance of reading your inputs and extending their combo anyway). So if you want to have a better view of the game by the end, I guess the key to that is just using the broken stuff that looks cooler. But maybe hold back until you feel like you've seen enough of the boss, before you just delete it.

Also the quests in this game are as godawful and as impossible to do without looking up a guide as they always are in From games. But this time, the game being open world/having the time of day mechanic really exacerbates this problem.

But yeah, sure. 10/10, flawless game.

Otherwise great game that's unfortunately held back by poor optimization, a lot of recycling, some pretty bad boss design, and major balancing issues in the lategame.

This is very hard for me to write about things in this game my feelings are all over the place it's hard for me to accurately write something about it that will sound unbiased. I have played a lot of these types of games and I will say that none have a presentation like this game. Riding around on your horse seeing the landscape it's all cool the music I think is one of the things I think that's also really improved from other titles. The restrictions on powerstancing as well as weapon arts doing damage and being worth a damn is another. However, enemy and boss design seems to have taken a massive step back in terms of challenge, fairness, and fun if you're playing solo with no spirits. If you're summoning spirits at every opportunity you should be fine as the aggro from the boss ping pongs back and forth gives you time to heal but it seems that doing it solo would just be a pain in the ass. Some bosses can animation cancel and have can extend their hits after a successful dodge effectively punishing you for playing well. Another issue is some of the recycled content. Some bosses early are just reskinned enemies with a big health bar this also did happen in bloodborne but that was more due to how chalice dungeons worked here it's more prevalent. Especially some like falling star beast. Near the end of the game, most of the things you're faced against have major HP bloat even with my weapons at their max it felt like I wasn't doing enough damage. There are major issues with this game and that's not going into the actual performance issues, or how the engine being stretched to its limit I think is causing some of the actions to be queued a second later which feels like input lag. It's not a bad game but if you've played DS3 or Bloodborne all the issues those games had feel amplified here. Armor is still just as useless enemies are hyper-aggressive but you're not at bloodborne speed to counter it. I keep hoping that fromsoft makes a game where the challenge is tied to you being on equal terms with the enemy and sekiro seemed a step in the right direction. the game asks you to learn its combat system and adapt and in doing so you get a slick tight action game. Here is much more feels like the game is asking you to use everything to your advantage and while yes the basic gameplay is solid it's a souls game it always will be summoning spirits and taking turns sharing aggro doesn't feel as fun as the soul of cinder, kalameet, or Sir alonne. I can tell though this will either get a sequel or something from is making massive amounts of money on this I would hope this would be the end as it feels like Miyazaki and the team want to make an action game and i just hope that's what they do I think they shouldn't put out another one of these if only because it feels like they want to switch entirely. People who started with this game will enjoy it and I'm happy for them I wish I could enjoy it more.

Generally I don't do informal reviews talking about my experience with a piece of media because that's really just quite boring--but, for once, after finishing this game, I feel this sense of giddy optimism that's completely unrivaled by most gaming experiences I've had recently.

I first heard about Hollow Knight back in 2017 on the cusp of its release. It was the hot new indie kid on the block, covered with a fresh coat of paint, a delightful soundtrack, and a promising reputation that was boosted by its infamous difficulty. I ended up giving it a shot in 2018. The first time I played, I got about 90 minutes in and gave up once I got to Greenpath. The lack of mobility was frustrating and the combat felt stiff and unfulfilling. I ended up giving it another go a few months later and fought through the sluggishness of the opening two hours, eventually getting the dash and the wall jump.

People frequently talk about the non-linearity of Hollow Knight but I must really stress here that the game practically explodes once you get the dash and the wall jump. With just those two abilities, you can go to practically any area in the game with a few exceptions. This was really overwhelming to me both as someone who didn't have much experience with metroidvanias outside of a mediocre stint with Ori and the Blind Forest the year prior and preferred more linearly-focused or guided experiences. I found myself frequently looking for guides to tell me where to go. I got my ass kicked left, right, upside-down and sideways by nearly every boss in the game. I'd routinely spend half an hour or an hour on difficult bosses. Soul Master? Watcher Knights? As far as I was concerned, those fuckers might as well have murdered my parents. I hated them so much.

Eventually I got to the Traitor Lord in Queens Gardens (which is significantly late game, and, on both playthroughs, was one of the last bosses I beated). I gave him a few goes. He killed me a lot. I gave him a few more goes. He kept killing me. I stared at my computer screen and was overcome with this sense of exhaustion and languish. I realized that, for the last several hours of the game, I had not been enjoying it remotely, and that the difficulty was just too much. I stopped playing it, right before the finish line.

Even after my fresh new playthrough I still have a few problems with Hollow Knight. The vast openness of the game can lead to some confusion regarding where to go if you're not already somewhat familiar with the map. Because areas tie into each other in multiple ways too, it's easy to find yourself stumbling into a late-game area early on and questioning if you're going the right way. This can also cause you to encounter extraordinarily difficult bosses very early on and extraordinarily easy bosses very late on, which causes a bizarre difficulty curve that can make the boss fights glom poorly. The shade system can also be extremely frustrating until you learn that geo is practically useless past a few upgrades and purchases. If somebody told me that they didn't like Hollow Knight, I would completely understand. The culture around the game is frustrating--like most other hot delicious indie games, it's elevated to this pantheonic level that can make enjoying the game frustrating if you aren't absolutely loving it. The amount of backtracking can get pretty overwhelming, and the huge size of the map can become a roadblock to discovery and advancement. Most metroidvanias clock in at under ten hours for a reason. Your first playthrough of Hollow Knight will probably take somewhere between 15 and 25 hours depending on how good you are and how much exploration you're doing. That's a long game! Even while enjoying the game I could feel the pacing start to lag as I got near the end which is why I didn't (and likely won't) bother with 100% completion.

Flashing forward, after a few inane conversations of the game with friends and several hours of letting some LPs of it run in the background while working on homework, I felt subliminally-charged to give the game another shot. After triumphing over all 24 levels of Celeste, I felt that HK was the obvious follow-up for a challenging revisit. I was hoping to like it a bit more and I suspected I might. I could not have expected what would actually come of the playthrough.

Immediately out of the gate I was kicking the game's ass. I beat almost every boss on the first try and had gone through half a dozen areas in the first four or five hours. My first (and one of the only) real challenges was found in Deepnest, facing off against Galien and Nosk, but I eventually prevailed thanks to some well-earned upgrades. Even bosses that had previous troubled and irritated me--like Soul Master--went down in a single attempt. I had, to phrase it crudely, "gotten gud."

Whenever difficulty is brought up in gaming, people frequently attempt to justify punishing difficulty by referencing the feeling of accomplishment experienced after completing a ruthless challenge. I generally don't agree with this philosophy--if a challenge is too punishing (and here, punishing specifically means unfair, largely in regards to loss of progress, repetition, and randomness) players tend to drop off with interest. On my first playthrough, I thought that HK was an impenetrable and unfair crock of horseshit that was intent on making its players as miserable as possible. It's certainly challenging and I won't diminish it of that, but I found my experience on a replaythrough to be frankly breezy. Combat is purposefully simple, with the pared-back melee system allowing for flexible yet easily comprehensible combat situations. There are certainly more than a few bosses whose existence feels unmerited at times or whose movesets are uninteresting (like, why is Flukemarm in this game?) but for each of those you get an extravagant and fantastic boss like the Mantis Lords, the Watcher Knights, or the Dung Defender.

It's taken an awful lot of rambling for me to get to the real point here--your enjoyment with Hollow Knight is going to be directly proportionate to how good you are at the game. If you're bad early on then you will likely be bad for the rest of the game unless you really put in the work to be better. It's unforgiving at times but it's never unfair. There are, at times, some filler and padding, but there is remarkably little fat for a game of this length. Even the exploration feels streamlined--the game naturally guides you towards places of interest and I never felt like I had to actively search for some next place to go. You get lost, but only in the way that you just keep on going one direction to keep getting to interesting places.

It really makes me sad that the most frequently-discussed talking points of this game are the size of the development team and the impressiveness of the content vs game price. Both are certainly awing but it results in a very boring quantity vs quality culture surrounding the game. I rarely hear people talk about how diverse the combat can be despite such a simple setup, or how each area feels geometrically designed in such a distinct way when compared to each other. Almost everything in this game is optional and to me that's just absolutely crazy. You can have ten people play through this game and they'd all do it in different ways. With the exception of a few tricks, you can't even really sequence break the game either, since that would imply a sequence even existing in the first place. It's a miracle that a game this intricate manages to hold up so structurally well without falling apart. The discovery of shortcuts from areas to areas is so gratifying. It's truly magical to spend an hour or two wandering through new environments just to find yourself discovering some secret path back to an early-game area.

I could rave all day about so many of the systems this game does well--the way the maps work, the way that collectibles are discovered naturally rather than through deliberate hunting, the simplicity of each area that leads to complex situations--but so much of that has already been retreaded over.

In all honesty, I never thought I'd like a game like Hollow Knight after playing it the first time. I'm no stranger to difficult games--I love roguelikes a lot and the only thing that's prevented me from clocking in hundreds upon hundreds of hours into some of my favorites is just the lack of time in my life. I love ridiculously difficult albeit fair platformers too like Celeste and VVVVVV. When the skill floor is low, and the ceiling is high, you truly get a magnificent experience. After playing through DS3 and Bloodborne in co-op and suffering through HK singleplayer, I felt like my interest in such games was just a complete lost cause. This game has given me hope that maybe I do enjoy these kinds of games. I can't wait to play more in the future, and I'm eager to check out Silksong. Team Cherry has deservedly won over a massive amount of goodwill and they've crafted something that's truly, truly special.

it sure is an early ps2 game

Hades

2020

turns out this dating sim has a pretty compelling action minigame attached

This game made me like Metroidvanias.