So I Finished Hollow Knight
With Hollow Knight done I have a great excuse to not have to think of a more interesting subject to write about! I have some very self important opinions to talk about regarding this game. I also plan to go over my first impression of it and see what held up and where I was wrong. Spoilers; I was pretty wrong about some stuff. Also, spoilers. I'm going to be talking about the end of this game and other plot bits.
So lets start with the things I was way off base and straight up incorrect about from last week;
âthereâs no dodge skill.â
Turns out there is a dash! So I was presumptuous on that one. You get it after the second real boss. However it only launches you forward, not backwards. So it's not especially great for avoiding enemy attacks. You also only get one air dodge before you have to touch ground and traversing the map before you get it is a pain in the ass, you're slow and your mobility is crippled.
Personally speaking, I think you should have been given a limited form of the dash before beating that boss. Start the player off with the ground dash at least, give it a longer cooldown even. Let the upgrade obtained after the boss fight unlock the air dash and reduce the overall dash cooldown or something because the simple act of getting the dash upgrade made the game go from frustrating and miserable to play, to enjoyable and fun at once. I also wouldn't say no to making the dash do a backwards dodge if you're not holding forwards.
âBreakable walls are in no way indicated until you hit them â
I was just straight up wrong! Turns out this game is just like Symphony of the Night, Metroid and basically every other game ever in this regards. The walls I was annoyed with are just regular secret passages. You didn't have to attack them. Walking through them would reveal them, enemies could reveal them. Basically anything would. Breakable walls, on the other hand, were clearly marked with cracks and reacted when hit. I don't have any issue with this now.
Also I didn't explicitly say it in the post as far as quick glance tells me, but I was wrong about quick travel too. You don't have to pay every time you want to use the quick travel spots. You just have to pay once to unlock a few of them. Not even all of them, just a few of them. I presumed and made a presumption out of pres and ume again. Or however that saying goes.
However I do take issue with the quick travel options offered in the game. For one thing, we're not given any kind of simple teleport back to the main town. That would have been a life saver, even if it cost you all of your money or something dark souls style. Instead if you want to warp you have to find the nearest Stag Station and ride a giant stag beetle around. Except those are usually in the far back corner of whatever zone you're in, assuming the zone even has one. There are several zones that don't have one, and they're usually zones you're going to spend a lot of time traveling to and from. So every time I wanted to go to one location, such as The Abyss, I would have to warp from the nearest Stag Station to King's Station in the City of Tears, walk several screens and then jump down a spike filled chasm and fall into the Ancient Basin then climb down another spike filled pit and reach The Abyss. Getting back out took twice as long and the only other alternate routes required me to go to the Deepnest, a place which is dark, maze-like and full of annoying enemies, or the Edge of the Kingdom which doesn't have a Stag Station so I would have to hoof it across like three zones to get there anyway. And boy howdy do you have to go to The Abyss a lot.
What I'm trying to say is that this game desperately needs either some kind of Library Card equivalent that warps you to a specific place, or an ability that returns you somewhere useful because navigating the map blows, and the stag stations ultimately don't help as much as they should unless you need to straight up get across the entire map. There aren't many shortcuts to unlock, and the ones you do unlock are usually so out of the way there's never any reason to bother using them because they are, more or less, just shoved in there at the end of puzzle rooms that leave you with no alternative way out than to just smash a wall down which just reeks of awful level and puzzle design.
Most of your abilities are also just glorified keys. To bust out the tired old Symphony comparison; when you got the super jump you could reach places you couldn't before. You could reach travel upwards faster, but you had no control over it. You couldn't really move left or right so it was ill suited for proper exploration. As the game progressed you unlocked the Double Jump, which let you reach new heights and control your jumps better and eventually fully developed the Bat Form which allowed you to freely fly and explore as you saw fit. Using these abilities you could go anywhere. You could speedily climb, change form and explore the greatest heights. Fall, use a double jump to catch yourself and hunt out any secret there was.
In Hollow Knight, however, the closest to this kind of thing you get is a single air dash and a rather flimsy double jump. Your double jump takes a while to pop off so you lose some height on it. There have been times I've fallen onto spikes mid-jump animation because you continue to move downwards until mid-way through the animation. So it's not really great for catching yourself. As mentioned before you get a single air dash which while useful for platforming, doesn't really help in the mobility department. It's really only useful for making longer jumps the likes of which the game will toss in your path specifically so you can't progress without unlocking the air dash and double jump yet. Then there's the third âjumpâ type upgrade. Called the Crystal Heart you charge up and just rocket across the screen until you hit something. It sounds really cool. In fact I was really excited the first time I used it and blasted across like three screens. But here's the big flaw with this item. You can only travel horizontally with it, you can't move while flying and literally any obstacle will stop you dead. Even enemies. You would think it would kill enemies, or knock them out of the way. But no. You just hit them and fall down, usually into spikes. It's not even a great item to use to quickly get past screens you've walked through a million times because there are very, very few screens that don't have enemies buzzing around everywhere, platforms randomly decorating the scenery or just walls sticking up in the middle of the air.
In fact the only upgrade I can honestly say was genuinely useful through the entire game since getting it and didn't really feel wasted at all was the Mantis Claw. Because all it was, was an upgrade that let you wall climb and wall jump. Grabbing this thing made the game amazing. Dodging became easier because now I could bounce off a wall and get behind enemies, avoid their attacks and actually be aggressive freely. Climbing wasn't a miserable experience of hopping onto tiny platforms, then getting knocked off because I didn't see an enemy flitting on the edge of the screen. I could actually grab ledges and recover for once. There were even tricky segments I could approach in more than one way thanks to the wall climbing letting me maneuver around obstacles more freely.
The non-mobility upgrades honestly aren't anything to write home about either. You can upgrade your sword to do more damage. I guess that's why every enemy feels like it has way too much health? Because they balanced the whole game around having the ultimate weapon upgrade? Because by the end, after I scoured most of the map and got it there were relatively few enemies I wasn't one-shotting. But until I got it, the game was miserable. Bosses felt immortal until I just hit them enough and they stopped being. Even basic enemies that respawned every screen took two-three hits and something just feels off when enemies have that much health. The combat in this game didn't feel fun at all, and not in any kind of moral way either. Just in kind of a lame âI'm not having fun playing this video gameâ kind of way. You do learn special techniques for your sword, but you have to charge your sword's attack for that and it takes so long there's no particular reason to ever use them. In fact the only way I found to make the melee combat in this game tolerable at all was to exploit the AI. You see, if you jump over an enemy and use the downward slash you just bounce off of the enemy's head. Most enemies in the game don't have an upwards attack. The ones that do usually can't hit you because the attack won't track you while you're bouncing back upwards through the air. Even the last boss in the game succumbed embarrassingly easy to the tactic of âbouncing off of his dang old head for a few minutes.â
You could just use magic though. Magic does more damage than your sword attacks, but eats up a lot of your energy. Hitting enemies with your sword gives you energy back. Magic is also the only way to heal outside of sitting at a save bench. There are things you can do to augment it all though. You see, you have this entire equip system of charms. They're basically just badges you equip that have a value of one to like, four. You start with three slots, gain up to ten or so by the end of the game. Being able to see your icon on the map is a charm that costs one slot to equip. As is a charm that lets you gain a lot of energy by taking damage. It costs three points to increase your distressingly narrow melee attack range and there's only one charm in the game that straight up increases your melee attack or damage. In fact the whole system reeks of wasted potential because a lot of charms do gimmicky things, and a few do cool things. But there's almost no reason to use any of them other than the ones that just make you do more damage and recover more energy, or the ones that give you more health. Turning into a snail while I heal is cool I guess, game, but why would I do that when I could just kill everything faster and never need to heal. Like with so many other gameplay elements of this game, it's a cool idea that just feels kind  of wasted because it doesn't feel like the most was made of it.
Speaking of wasted potential, enemies and hazards! This game has some spectacular enemy variation and I love that most areas have a unique cast of creatures to fight. However there are some frustrating things that go along with this. Like the exploding, screeching bat things. Why are they in almost every area of the game? Why do all of the environmental obstacles make the most obnoxious noises possible? And was it really necessary to make so many things in general explode, and give them such massive blast radii at that? The bosses are all pretty great though â seeming immortality aside â they all definitely feel unique and I would much rather have had more of them in the game over a smaller map. Personally, the Mantis Lords are still my absolute favorite fight, it keeps you on the move constantly but never really throws too much at you at once so you can always react and play aggressively without the game just slapping your hand for having fun with it. The Broken Vessel is easily my second favorite, but it does a bit too much with the balloons spawning in and then just occasionally stands there spitting poison goo while you smash it to death making it way too easy. I really wish more of the combat and enemies in general had taken after the bosses than just been annoying slogs against flying enemies always floating out of range spitting poison, or against big guys with shields. Because most of the bosses are fast, aggressive whereas the enemies are always just kind of there. In your way, annoying. Even with all their health, the bosses are fun. The enemies aren't. All the regular enemies have going for them are their cool visual variation from zone to zone.
Okay that's getting to be a bit of a downer. Let me take a moment to talk about things I liked instead. Hollow Knight's visuals from beginning to end are still spectacular. Each area is well defined visually. Even when two areas are similar, like Queen's Garden and Greenpath, they're still distinct enough that you always know where you are at a glance. As down as I am on the actual physical map design, I think their atmospheric world design was spot on. The Fog Canyon is a fantastic area with almost unearthly purple tones and filled with weird jellyfish. All the sounds are given a filter that makes the whole zone sound like it's underwater and it messes with you because it, clearly, isn't. The Fungal Wastes are just a mushroom infested cave and I love me some mushroom designs. Deepnest, on the other hand, is a genuinely creepy and almost stressful area. The whole zone is filled with an undercurrent of gross crawling sounds, and all the spikes in this are are living, writhing centipedes. Most rooms have this aggravating rushing noise of gigantic horrible bugs crawling across the screen, you can't hurt them either. They're just obstacles. Half of the zone is a giant spider nest filled with eggs and parasites that crawl out of corpses. The other half is just a dark centipede filled hell hole. I love the Deepnest. My favorite area, however, is The Abyss. Dark and silently menacing the only bugs there are just passive crawling things. The more plot relevant enemies at the bottom of the pit are fantastic though and I loved every moment of the game's story.
In fact, let me take a moment to praise the story. This game, it's developers really, manged to very clearly tell their story while still being delightfully ambiguous about it. Even going for the âtrueâ ending you only find out what you absolutely have to, unless you look for it. There are a ton of little secret rooms hidden around the game that contain information. Very little of it bluntly handed to you on a text dump or item description. But most of it told through visuals. You also get an item fairly early on called the Dream Nail. It lets you read thoughts and enter dreams. Almost every enemy in the game will have their own thoughts. You can use it on corpses too, presumably to read their last thoughts, fears or desires. You can piece together what happened in an area, what happened to the world before ever reaching the point where the game its self tells you. Even after the game spills its guts you're still left with several big unanswered questions. Nothing quite so frustrating as âwho are these peopleâ such as Dark Souls tends to leave its audience with, but rather questions as vague as âBut why?â And I love it. So kudos to the writer for managing to make a game fascinating enough that even though I was not a fan of the gameplay, I still stuck through because I was enthralled. And to the artists too because the visual design is spectacular. I just really hope the next game, if there is one, is a bit fuller. Not necessarily bigger or anything. Just more fleshed out in the gameplay department.
So, in the end would I recommend this to anyone now? Reluctantly, honestly. If it's someone who is really into story and design but doesn't care so much about gameplay then certainly. If it's someone who cares more about gameplay over any other aspect then probably not. I'd still try to get both people to buy Aquaria first, however. Seriously; go play Aquaria.