An Ode to the Worst Amazing Game
If I ever make my “Top Ten Saltiest Moments of 2018,” you’ll be on that list, Hollow Knight. Your cult of fans praises you with the fervor of a pyramid scheme recruit, but your Kool-Aid makes me ill. Your combat seemed imprecise; your map appeared overwrought; and your difficulty drove me to drink. I wondered why no else criticized you until I saw what befell those who complained online. Your cult tore into them, screeching “git gud” while putting on a display that would make the Salem witch trials blush. I haven’t seen devotion like this outside of the Church of Scientology.
This review isn’t a tender break-up letter like I wrote to Mario + Rabbids. I don’t like you, Hollow Knight, but you have an undeniable appeal. You’re beautiful, unique, and stand among the best Metroidvanias in existence. You’re also a sadist. Those attracted to your unguided exploration, hidden lore, and stiff challenge will undoubtedly think you’re great. I think you’re garbage. However, channeling my objective mind, I’ll give you a good score. That said, I’ll be damned if I have to cast you in a positive light because seriously, fuck you, Hollow Knight.
What is it?
Your story follows the nameless Knight as it explores the bug kingdom of Hallownest. It wields a lance-like “nail” to dispatch enemies and holds the power to harness Soul. The Knight can only attack and heal at first, but like any solid Metroidvania, it gains new attacks and abilities that allow it to reach previously inaccessible areas. Combat is never more complex than whipping the nail about, but careful observation of enemy attack patterns is needed to avoid being slaughtered.
Your true depth comes from your Charm system. The Knight will collect Charms on its expeditions through Hallownest like a moody Pokémon trainer grabbing badges. Each of these doodads gives a perk of some sort, anything from boosting health to extending the nail’s range to enhancing Soul collection. A set number of “notches” limits how many Charms the Knight can have equipped at any one point, so unique builds will favor certain play styles or pair well against certain threats. The Knight can even ignore its notches and force an additional Charm on itself (the equivalent of putting two socks on one foot), but it will suffer double damage.
This freedom to choose how the Knight lives and dies is what makes you, Hollow Knight, so tantalizing. You give the players a set of skills but let them figure out how to fight. You provide basic mapping and allow gamers to chart their own paths. You offer minimal guidance, forcing us to keep track of our surroundings so we remember where the next objective is. So many quests, storylines, and locations aren’t even necessary to beat the main game, but doing so unlocks new abilities and endings. You do so much right, so why am I driven to say, “Fuck you, Hollow Knight?”
What’s bad?
- Your map is a grueling purgatory for backtracking. You have trams and a giant stag beetle for fast travel to specific locations, but the areas between stations is still vast. The Knight has stubby legs, and navigating past enemies and through the same environmental obstacles needlessly pads out your play time.
- The Shade is soul-crushingly annoying. This nuisance spawns wherever the Knight falls in battle, and it holds the Knight’s currency hostage until it is vanquished. Best case scenario, players dispatch it easily when they redo the section or boss that killed them previously. Worst case scenario, the players have to backtrack to where they died before they can go elsewhere, unless they don’t mind losing all their money.
- To further aggravate your backtracking torture, collectibles pockmark you like bed bugs infest a dirty mattress: they’re everywhere, but you have to look closely to find them. It can be fun to find optional upgrades and bits of lore, but most of them are unreachable until the Knight acquires a certain ability. As such, players must mark suspicious areas on their maps with generic pins, hope to remember what they had been looking for, and make the journey back once they’ve grabbed the necessary ability. Because of this issue and the above making me trek through your map five complete times, I’m now only full of spite, so Jesus Christ, fuck you, Hollow Knight.
What’s good?
- For that first and second time, your world is amazing. The art direction and soundtrack expertly concoct the eerie but lush atmosphere, and the design of each room poses a challenge without making the environment feel inorganic. For example, one locale, the Deepnest, is a dark, claustrophobic labyrinth of tunnels infested with spiders and centipedes. This place unsettled me thoroughly, and each other location spurred a similar visceral reaction.
- Your lore is equally inventive and evocative. You don’t force-feed the story to your players, so some people will glide to the ending with a bare-bones narrative. Those who do take the time to talk to villagers, observe their surroundings, and unearth optional side quests will be treated to a somber but deep story. Without giving away too many spoilers, the plot focuses on a king’s efforts to suppress the feral nature inherent in each bug in his kingdom and how his failure led to the ruin of his society. The game’s final boss offers a startlingly poignant battle if players understand exactly what they’re up against.
- Your boss battles are also a highlight. Although common enemies eventually become nuisances, the bosses amp up the theatrics and challenge, thus creating memorable experiences. Each has a predictable pattern of attacks, but this doesn’t mean these adversaries are easy to dodge or counter. Because of this, you treat players to a difficult but ultimately fair fight. That said, lest we forget, my message doesn’t change: fuck you, Hollow Knight.
What’s the verdict?
Subjectively, I struggled to enjoy you, Hollow Knight, and although I don’t regret our time together, I certainly didn’t need this fling. However, in writing a review, I must set aside my personal opinions and speak objectively. A great many people will enjoy you, and a good portion of those people will rank you among their favorite games. The backtracking and other issues are unlikely to faze those who yearn for a hard-hitting Metroidvania without training wheels. Those who don’t find the Metroid or Castlevania format endearing will encounter a wholly frustrating experience. You’re not for everyone, Hollow Knight. A crowning achievement to most; to a few, a cancerous blight. To me, you’re the latter, so fuck you, Hollow Knight.
Arbitrary Statistics:
- Score: 9
- Time Played: Over 20 hours
- Number of Players: 1
- Games Like It on Switch: Hyper Light Drifter, Axiom Verge