Hollow Knight: Not as Deadly, or as Dark, as Dark Souls

Time to Beat: 35 Hours (2nd Ending)

Awkward Mixture reviews an idiosyncratic collection of games: three year old games seventy-five percent off on the Winter Steam Sale, (also sometimes GOG's winter sale), Weekly and Monthly Humble Bundles, other games sold at massive reductions on obscure websites, or free giveaways. This often translates to playing games three years after their release, and less popular games which arrive earlier in the Bundles. Therefore, it's a joy when a friend gifts an extra Steam key to a popular, and more recent game.

This review of Hollow Knight is thanks to one of those friends (and also developer/publisher Team Cherry for making the game). Released in February 2017 for the PC, the original version garnered strong reviews, but was still missed by a number of critics and players until it was released to the Switch in June of 2018. IGN and Eurogamer didn't review the game until after the Nintendo release, while Polygon even placed it on their best games of 2018 list (as did a number of indie reviewers)
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In Hollow Knight, the player controls a human-like insect, as they explore the underground ruins of the kingdom of Hallownest. Wielding a nail as a sword, the unnamed protagonist slays all manner of corrupted bugs, arachnids, and insects in a quest to restore the kingdom and vanquish the evil which beset it ages ago.
In style, Hollow Knight is a 2D Dark Souls version of a Metroidvania game. The player explores ancient ruins, avoids dangerous obstacles, retraces their steps as new abilities allow access to new areas, and faces punishing enemies and bosses.

Not really a RPG, the protagonist of Hollow Knight has no levels and only two attributes health (the amount hits they can suffer before death) and Soul, which can be spent to cast spell-like abilities, or drained to restore health. Soul is regained by hitting enemies, which also kills them. Killing enemies causes them to drop currency. Called Geo, these coins can purchase more health, more soul, upgrades to the protagonist's nail, unlock benches or other means of quick transportation, and purchase Charms.

Where Dark Souls uses Bonfires to refresh the player and the monsters, Hollow Knight employs benches. Sitting on a bench restores the protagonist's health completely, records new locations they've visited in their map, and allows the player to change their Charms. Unlike Dark Souls, different enemies seem to respawn with different triggers. Some foes reappear after a predetermined period of time, others come back if the player leaves an area, while a third group requires the player to sit on a bench before they return.
Hollow Knight enables a wide variety of play-styles with forty-five different Charms. For example, Gathering Swarm automatically collects loose Geo, for the economy focused. Wayward Compass shows the player's location on the map for easier exploration. While there are odd charms like those mentioned, the majority focus on one of three styles: an offensive swordsman, a defensive knight, or a powerful spell-caster. The player can only equip as many Charms as they have Charm Notches (can be purchased) so every time they sit on a Bench, the player needs to consider their immediate needs.

Until the end of the game, the player will be exploring new areas and backtracking across old ones. Maps for each of the distinct areas of underground tunnels can be purchased by locating Cornifer the Cartographer in the relevant area. He offers a partially completed map for each section, which the player can complete by exploring further. The player's explorations only are recorded on the map when they rest at a bench. Conifer's wife sells markers the player can purchase to mark the locations they couldn't complete for lack of an unacquired ability. But while the maps are essential, there are a few issues with them. First, why does the Knight need to purchase anything more than the a first map? He has the paper and pen. More relevant then this minor incongruity are the map's three faults. When the map is updated it shows the entirety of all the rooms the player entered. It should only show the parts of the room the player saw. Otherwise the player might assume they've seen the entire room, and will overlook any secrets left behind. More egregious, because of the importance of travel, in certain occasions the maps fails to show secret passages connecting different areas. A similar failure is the result of doors. Occasionally the main world will have a door to a side room. In most cases this is fine because the side room leads nowhere. But one or two side rooms contain passages to distant parts of the map. If the player is wearing the Wayward Compass Charm, the map will still show them at the location of the door, until they exit out a second door, quite a distance away.

The map facilitates travel by showing the location of all the passages, Stagways, Trams, and Dreamgates. While these are essential for navigating efficiently across the vast underground realm, one method of fast travel is missing from Hollow Knight: the ability to return to the most recent major location, whether it be Bench or Stagway. There is an unofficial shortcut. Saving, quitting, and reloading, will respawn the player at the last Bench they rested on. It's a useful trick if one is finished with some business in the middle of nowhere and far, far, far away from the nearest transportation hub. When traveling by foot there are a few techniques to traverse the expanse quicker. The Charm, Sprintmaster increases the protagonist's speed, but even that is inferior to dashing. Dashing is one of the abilities the Knight can acquire. The quickest movement for cleared, or memorized, areas is dashing. Yet, it is exasperating that there is a means of travel faster than walking, which requires constant manipulation of the controller.
Abilities are learned when The Knight discovers the various items scattered throughout Hallownest, like the Mantis Claw (for clinging to walls), the Monarch Wings (for double jumping), and Isma's Tear (for walking through pools of acid). Hollow Knight felt underwhelming with only a few, basic, boring abilities. They've all been introduced in other Metroidvania games before, and Hollow Knight offers nothing to differentiate them. Like most games in the genre, some abilities are an excuse to block off areas for later. The abilities needed to break open the ground and to dash through black force-fields where particularly hard to find.

The Dark Souls series contains a deep, mysterious, and paradoxical lore which suffuses the world. The plot and background of Hollow Knight is even more sparse and inscrutable, bordering on impenetrable. While the former is enjoyable, the latter is so scarce as to be undecipherable. There just isn't enough information provided to the player about what the Knight is doing or why? Yet, like Dark Souls, Hollow Knight makes excellent use of a dark and beautiful aesthetic. The visual effect of the Hallownest is incredibly eerie and sinister. The NPCs are wondrously unique, and the sound they make is intriguing. All text dialogue is accompanied by the characters conversing in a made up gibberish language which sounds so sublime. Unlike Dark Souls, the NPCs can not be attacked. And a few of them do nothing except offer cryptic hints towards the lore.

The biggest similarity between Hollow Knight and Dark Souls (in addition to the dark aesthetic and the mysterious lore) is the pervasiveness of death. An initial death in Hollow Knight will respawn the player at the last Bench they rested on. All the protagonist's Geo will be missing, and their Soul bar will be damaged. The player doesn't have to, but should, retrace their steps to the location of their demise. At the spot, a phantom will be waiting. This ghost is easy to kill, and doing so will return the player's Geo and repair their Soul. Dying before defeating the phantom will result in the permanent loss of the Geo, and their Soul will remain damaged until they find the Phantom and banish it.
Hollow Knight includes a ton of content which isn't necessary to conclude the game. It was originally Kick-started, and there were a number of Stretch Goals which backers reached. Included in these were a number of bonus expansions. The last, Godmaster, was released in 2018, and contains an enormous amount of content. While I tried it, it was incredibly difficult, as the Knight challenges Bosses, super monsters, and Gods in an elaborate arena. Defeating all the enemies in Godhome unlocks the best endings.

I didn't overthrow the gods, but I did manage to conquer the White Palace. Beating this area is also unnecessary but it unlocks some of the better endings. While most of Hollow Knight involves exploring and defeating deadly enemies, the Palace was mostly platforming with punishing obstacles which required absurd timing. It was reminiscent of the torture inflicted by New 'n' Tasty. Even though I'd recently acquired the Shade Cloak, which allows the protagonist to dash through enemy attacks without harm, it offered no protection against the many spears and spinning blades moving about the Palace.

In conclusion, Hollow Knight is an incredibly expansive and detailed game, similar to Dark Souls but often inferior. While it is buoyed by excellent artistic design, it often felt repetitive, with too much backtracking. The story was incredibly obtuse, and the difficulty variable. Most parts were easy, except for the bosses, but even these could be vanquished on the first attempt or the tenth. was uneven. There are a number of different endings which the player can unlock, depending on how much time and effort they are willing to commit to exploring and locating every secret (and overcoming every challenge) of the Hallownest. Even when one believes they are nearing the end of Hollow Knight there is always more obstacles, enemies, and objects to discover.

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