Hollow Knight thrives off of a combat system that ties pretty seamlessly into the exploration. Just by hitting a wall, you'll find yourself in a new area with several bosses/minibosses and usually they are all pretty solid. That's unfortunately about where my praise ends however, because although I respect its ambition, I feel it suffers from several choices that hinder both the combat and exploration elements that should naturally tie together.

Exploration-focused games usually go for relatively guided level design. Even if the world design itself is non-linear and lets you go anywhere, rooms will maintain a guided format because it allows the designer to add interesting trails to fall down. Going down into a new area off of a winding trail as the visuals slowly change and you have to interact with new mechanics is practically formula at this point for these types of games. Hollow Knight instead applies this philosophy to the entire map at large; where areas are effectively trails to other areas and that serves as their purpose. Ambitious in theory but troubling in execution; you will find that most areas effectively play out like big open boxes with a few mazes of blocks and samey rooms inside. Gimmicks are often relegated to extremely simple changes to the formula that don't compensate for the sheer amount of aimless wandering through repetitive, unfocused level design. If it's not an area you find in a wall, it's a generic item that isn't an actual upgrade and has very little gameplay purpose.

The progression of Hollow Knight is very weak overall to me; whereas Metroid-likes usually like to give you items for every milestone that would lead you being able to go back and open up a new area, Hollow Knight oft abandons the notion of backtracking because so much of it is open from the get-go. Abilities are spread out across hours of play and usually most of the most engaging parts of the game (the bosses) don't give you them and instead are just there to add clutter to the world. Now, in defense of the game, the boss fights are above average for sure. Snappy, fast combat that doesn't over-rely on tired tropes in action-platformers is satisfying to pull off and there's decent variety, but they don't feel meaningful. The fact is you'll probably in the end get more mileage out of random enemies rather than half of the optional bosses in this game since your most effective and active progression you'll be having is collecting Geo; the currency of Hallownest. The best way to collect Geo, is to farm respawning enemies. And there-in lies the issue with Hollow Knight. For a game with such scope and ambition, nothing feeds into another. You get currency to get trivial upgrades while sitting around to get the big cool abilities and fight optional bosses which more often than not give you absolutely nothing. I'm not opposed to a game being fundamentally unrewarding, but I'm opposed to it when all I have are blue mazes to explore. There's another game about blue mazes that released four decades ago, but at least that one has space dinosaurs.

Reviewed on Feb 02, 2023


1 Comment


1 year ago

silksong isnt being made because the areas look actually interesting