Hollow Knight: Silksong (2025)

No game may have been more highly anticipated than Hollow Knight: Silksong. Team Cherry surprised the world in 2017 with the debut of Hollow Knight, and one of their Kickstarter funding goals promised a second playable character: Hornet. That promised DLC expanded in scope until it eventually became its own standalone game. It’s been over 6 years since the game was first revealed and after the long wait I wondered if the lightning-in-a-bottle of the original could be recreated. But after playing the game, I can confidently say that Silksong picks up right where Hollow Knight left off. For my thoughts on Hollow Knight, check out my review from when the original was released.

The brilliance of Silksong begins with its world. Kidnapped by religious zealots, Hornet arrives in the land known as Pharloom. It’s inhabited by numerous varieties of bugs, but the common thread connecting them is religious devoutness. It’s clear that Pharloom is a kingdom that has crumbled into dust, only whispers and tradition carry the travelers to summit the peaks where the holy Citadel stands.

As a metroidvania, Silksong frees its players to explore and discover organically. With nothing but the nebulous goal of reaching the Citadel as your guide, you set out on a blind journey. Silksong takes inspiration from the storytelling of FromSoftware’s games such as Dark Souls and Elden Ring. Taking in the dying world around you, piecing together the puzzle of what happened through vague texts and environmental storytelling. Nothing is directly told to you, but the world and its artistry wonderfully communicate what kind of place Pharloom once was.

Take for instance the Underworks, a mechanical nightmare of pipes, gears, and valves beneath the Citadel. The opulence of the Citadel is powered by these dingy chambers. It is here where workers tirelessly labor to maintain the holy grounds that they never see. When they attack you for your intrusion, they only drop a pittance of rosaries, the currency of Pharloom. As you’ve progressed through the game you’ve gained increasingly more rosaries in each area from tougher foes, but the Underworks represent the poor dregs of the Citadel. There’s even a hidden room in which you can run on a treadmill to generate power, only to be rewarded with a single rosary for the effort. And it is here in the Underworks where the benches which have been the universal sign of rest and have acted as your checkpoints of safety incur a cost of 15 rosaries for a single use. Without any dialogue or text, Silksong portrays a dystopian society where a class is exploited and drained to fuel the grandiosity of an empty cathedral.

It’s these vignettes and partial truths of the past that make exploring Pharloom so compelling. The art and sound design of Silksong is also top-notch. An enormous amount of care was put into making each area distinct and filled with details. It’s from these details where the hidden stories are filled with life. The music is equally compelling, often harboring somber moods as you explore this crumbling kingdom. Yet frantic melodies make an appearance when engaging with any of the numerous bosses of Silksong.

The gameplay of Silksong is that of traditional 2D metroidvania. You explore massive areas, fighting enemies, platforming across dangerous pits, and collecting hidden boons to increase your power. The major upgrades that you find act as keys that unlock new paths in the world, as well as being purposeful in combat. What I love about Silksong is its non-linearity and its reluctance to guide the player. It is up to you to figure out where to go, often you have to choose at random between forks in the road. When you enter a new area, you are blind, there is no map until you find the mapmaker. You’re forced to rely on instinct and curiosity. I find this more compelling than being given explicit directions. Each path has something to be discovered, but the further you wander from a resting place, the more risk you incur.

Pharloom is a harsh place, filled with enemies, obstacles, and traps. Resting at a bench acts as a checkpoint, restoring your health and letting you respawn there if you die. And if you die, you lose all the currency you are holding, and you only get a single chance to reclaim it. The game design makes the world incredibly dangerous, and you can take nothing for granted. Every time you hit an enemy, you generate a single pip of silk, and nine pips of silk are required to heal. Getting hit at all is costly, and extreme caution is warranted when traversing Pharloom. I personally love this feeling of playing on a knife’s edge. You can never let your guard down or brute force your way through obstacles. You have to master your movement and your arsenal.

What makes Silksong stand out from its predecessor is the number of tools available to the player. Hornet is a much nimbler protagonist than Ghost from the first Hollow Knight. She acquires many different tools to dodge and evade. But this agility comes at a cost, as she is also much more fragile than Ghost. As the game progresses, many enemies and traps deal two ticks of damage rather than one. This happens fairly early on in the game. While there has been an uproar online about this steep spike in difficulty, I wasn’t offput by this at all. I thought the difficulty was well-balanced to provide an adequate level of challenge. Silksong is the sequel to Hollow Knight, and it was originally intended as DLC. It makes sense that it picks up where Hollow Knight left off. Furthermore, Hornet is swift and has so many more tools at her disposal to make encounters easier. Making use of these tools makes the game so much more approachable.

Not only do you unlock various movement options, but spells, crests, and tools also can be found to customize your moveset. Spells are powerful abilities that cost silk to use. Tools come in the form of both equipped passive bonuses and accessories that you can deploy in combat such as throwing needles or caltrops. And crests are complete game-changers as they entirely alter Hornet’s attacks and innate abilities. For example, the Beast crest modifies the basic heal to instead be a life-stealing effect when you claw at enemies. I found that tinkering with the different options and finding combinations that I liked was immensely enjoyable.

The boss fights of Silksong are the cherry on top of the already excellent gameplay. They all have distinct attack patterns and arenas that make them stand out from one another. But I was most impressed by the lack of restraint shown by Team Cherry. Most bosses only have 3 or 4 attacks, limiting the number of tells and timings that you have to memorize. I was able to easily find openings and gain confidence on the tougher foes, transforming the fights into a dance as Hornet nimbly evades blows and returns damage with her needle. The design of these fights has a knack to seem intimidating at first, but quickly become manageable once you learn the patterns.

As a metroidvania, discovery is a key aspect of the gameplay loop. Finding secrets, uncovering new areas, and remembering where to use your new abilities are part of the fun. For the most part, Silksong nails this. The lack of guidance makes these discoveries more organic and rewarding. But I do have a minor gripe with some of these well-kept secrets. I don’t mind when minor rewards such as health upgrades or tools are well-hidden, they are bonuses for having a keen eye. But I was disappointed by how many major areas were so incredibly concealed. I missed a handful of these areas initially, and only found them when I was aiming for 100% completion. One or two of these areas being secret is fine, but Silksong is a massive game and finding the fake walls leading into these secret zones is like finding a needle in a haystack.

My other minor issue with Silksong is its propensity for dull fetch quests. There are dozens of quests in the game, many of them being fun journeys that result in a boss fight or extra bit of lore. But there are also many repetitive fetch quests that have you slay some number of nearby enemies. The majority of the time these enemies are the same ones you’ve been fighting for hours at this point. These kinds of quests are just dull and act as padding, which the game doesn’t need at all since it is already so huge.

After such a long wait, I was a bit nervous that Silksong wasn’t going to live up to its sky-high expectations. But I was thoroughly impressed with the immersive world and tight gameplay. It is a continuation of Hollow Knight, but it doesn’t feel totally derivative because Hornet plays so differently from Ghost. The ability for the artistry of the world to tell a wordless story is truly special. It is for these reasons that I give Hollow Knight: Silksong a 9.5/10. If you haven’t played either of the Hollow Knight games, do yourself a favor and play the best metroidvanias of the last couple decades.

Good Week for Games

Writing about news or teasers and trailers is not really my forte, but it feels appropriate to share my excitement for some recent announcements. While I was fairly disappointed in a lot of what was shown at E3 and the subsequent Game Awards, I’ve been absolutely blown away by the number of announcements made this week. Seemingly out of the blue, 3 indie developers that I have been following for the past couple of the years just dropped some trailers for their upcoming games. Also, Nintendo dropped some huge bombs that I am also looking forward to. But I will start with the indie news from Team Cherry, The Game Bakers, and Red Hook Studios.

First and foremost, I absolutely have to talk about Hollow Knight: Silksong. The complete unexpected nature of this announcement blew everybody away. If you don’t know, Hollow Knight is an absolutely phenomenal metroidvania that received critical acclaim back in 2017. The 3-man-team known as Team Cherry funded Hollow Knight through Kickstarter and the game was released as a resounding success. It quickly became a hallmark of the metroidvania genre, and many people consider it to be one of the best metroidvanias ever created. As one of their Kickstarter reach goals, Team Cherry planned to release DLC for the game where the player could play as an alternate character: Hornet. What was completely unexpected was that Team Cherry decided to just make a whole new game for Hornet instead.

I am extremely excited for this as Hollow Knight is without a doubt one of my favorite games. You can read more of my opinion on Hollow Knight in my review of the game. The trailer for Hollow Knight: Silksong looks absolutely fantastic. It keeps the aesthetic and feel of Hollow Knight, but it looks like it will introduce plenty of new things to keep the game fresh. Hornet seems to be much more agile and have a wide array of attacks and trinkets to use to liven up combat. With 150+ new enemies, a new kingdom, and the introduction of Hornet, I hope that Hollow Knight: Silksong can live up to its predecessor while also being fresh and new. That being said, I have a lot of faith in Team Cherry. Additionally, Team Cherry announced that anybody who backed the original Hollow Knight for $10+ on Kickstarter will receive Hollow Knight: Silksong for free, which I think is pretty cool of them.

Watch the trailer here:

Aside from Hollow Knight, another indie game that I really loved was Furi. Furi is an adrenaline-pumping boss rush extravaganza that I played through entirely a couple times because it was just so damn satisfying. The music, aesthetic, action, and difficulty all felt spot on. You can read more about my opinion of Furi in my review. I have been keeping an eye on The Game Bakers to see what they have in store next.  Apparently, that thing is Haven. Not much was shown or described about Haven in its short teaser, but I am definitely interested. Haven is marketed as an RPG rather than an action game like Furi, so I am intrigued to see what new direction the developers are taking. Despite that, the art style and music are almost identical to Furi which I am happy about. I mean, Furi has one of the greatest video game OSTs (original soundtracks) of all time as far as I’m concerned. Hopefully many of the artists will return to work with Haven. All we really know about Haven at this point is that it is an RPG about two lovers who escape a planet together. I have a sneaking suspicion that Haven may be connected to Furi, but that’s just a guess. Either way it seems to be an entirely new experience and The Game Bakers have my attention for whatever news comes next.

Watch the teaser here:

For an indie game that I’m more skeptical about, Darkest Dungeon 2 was also just teased. I really do have a love-hate relationship with the original Darkest Dungeon. The combat, artwork, atmosphere, writing, and even the resource management aspects were incredibly entertaining to me. The overarching issue with Darkest Dungeon was its incessant grinding. The game was ridiculously long (60+ hours), but the player would have seen most of what the game had to offer in the first 15 hours. Also, endgame mechanics dragged on the game even longer for no apparent reason. You can read more of my opinion in my review here. All in all, I’m cautiously optimistic for Darkest Dungeon 2. The characters, Lovecraftian horror, combat, and even Wayne June’s narration make a return. Red Hook Studios have said that the game will differ from the original Darkest Dungeon in a few ways, so all I can hope is that the overbearing tedium is significantly cut down on. Darkest Dungeon 2 looks to be set in a similar setting to Lovecraft’s At the Mountains of Madness, so I will have to read that as well.

Watch the teaser here:

In non-indie games news, the recent Nintendo Direct also announced some big new titles. The remake of the 1993 classic The Legend of Zelda: Link’s Awakening is the most exciting news for me. I’m a huge fan of the series, but for some reason I never finished the original release of the game. I got about halfway through before I just kind of stopped playing because it did not really click with me. Hopefully this remake will modernize the experience, as I remember the original being incredibly vague and hard to follow. I am just happy that I get the opportunity to give this game another shot. I am not completely sold on the new art direction, it looks a little too cartoonish and cutesy to me. I think I would’ve preferred well-made 2D sprites, but oh well maybe it will grow on me. Still, it is cool to get a remake of The Legend of Zelda: Link’s Awakening on the Switch.

Watch the trailer here:

The final announcement that I want to talk about is Super Mario Maker 2. The original Super Mario Maker let players create their own levels and share them with the community. Usually games that try to add level creation features end up with a janky mess, but Super Mario Maker executed the concept incredibly well. The easy to use user interface and tons of different tools from the Super Mario series combined into an experience that lets the community run free with ideas. I personally did not play the original Super Mario Maker much, but now that Super Mario Maker 2 is coming to the Switch I will definitely pick it up and see what levels the community has created.

Watch the trailer here:

That’s about it for the big announcements. Other than the games mentioned we received some news on the upcoming indie game Baba is You and also some more info on Fire Emblem: Three Houses. All-in-all it was a pretty solid week for game reveals. More so because all of this was unexpected and came out of seemingly nowhere. I cannot wait for all of these games to be released and I am looking forward to playing them.