This article is part of our new experimental series, Backlog Club, where we (Nintendo Life!) pick a game that's likely to be on our list of "games we should get around to playing", and then we (NL + you!) spend the next month playing that game. Read part one of our Hollow Knight playthrough here!
This is the finale of our Hollow Knight playthrough, and Kate is really enjoying the peace and quiet (when she's not fighting tough bug-bosses)...
I have never particularly enjoyed platformers, but I can appreciate the art of a good jump.
Much like a really good burger, the perfect jump is about the art of simplicity: The height, the pitch, the velocity and a little technique known as "coyote time", which gives players a little bit of leeway on what counts as the edge of a ledge, are all the lettuce, tomato, and onion of your video game burger. When people start messing with that formula, their burgers may look good, but they always end up being too wet, too big, or too overwhelming.
But a jump is almost always just a jump: It's a discrete unit, in which one button press = one jump. There are wall jumps, there are double and triple jumps, but the single, one-button jump (without external factors like the player's forward momentum, or the presence of obstacles) is usually the same height, same pitch, same velocity. Developers need a solid base to build everything else on, like the positioning of platforms; players need to know that the world can change, but their abilities are always reliable.
Hollow Knight's jump is not that. Instead of being a discrete unit, a "Press A To Jump", the game gives you a "Hold A To Jump Higher" jump. Suddenly, you are put in charge of your own positioning, and at first — especially as a disliker of platformers — I hated it. It felt too floaty, too imprecise, too unpredictable.
But much like any game, once you've given it some time, it becomes second nature. I don't even notice myself making minute adjustments to my jumps, because it's just muscle memory. I can't imagine how much confidence it must take for a developer to go against the grain on a decision as fundamental as a jump, and while Hollow Knight certainly isn't the first-ever game to do it, it's far and away the most pronounced usage of the mechanic.
The floaty jump is just the first of many things that Hollow Knight does differently. But it's not my favourite thing. My favourite thing is that Hollow Knight loves silence.
If you watch just about any audio designer showreel these days, or watch a single Marvel movie, you'll know that a soundscape is massively important to the atmosphere of any piece of media. Ambient noise, much like audio design in general, is something most people only notice if it's done poorly. Take a look listen to the various ambient sounds in Minecraft, most of which are layered on top of one another to create an overall soundscape:
It's not that Hollow Knight doesn't have ambient sounds. It has plenty, in fact. But they come together to weave a soundscape that's about emptiness — hollowness, if you will — and it's another bold, brave choice that paid off.
Every area has a fair amount of echo, making it always sound as if you are in a cave. There is sometimes rain, sometimes wind, and almost always some haunting piano music, bassy thrum, or ethereal choral drone in the background. Every noise that belongs to a being, either friendly or threatening, is made much more purposeful when everything else is quiet. Much like a bug, your ears become more sensitive to new and unexpected sounds — like the tiny, pleading squeak of a Grub in trouble, or the menacing scree of one of those bastard aspids.
This cavernous, empty feeling is compounded by the backgrounds — even though the game is always 2D, each area has a tremendous amount of depth, achieved with a combination of lighter colours, blur, parallaxing, and foreground elements in silhouette. You always feel as though you're in some colossal network of caves and underground arenas.
And that silence is present in Hollow Knight's traversable areas, too — not just its sounds and its backgrounds. So much of the game is empty space, filled with a solitude that can either be beautiful or ominous, or sometimes both. Even the save spots tie into Hollow Knight's themes of respite and pensive moments — instead of being statues, books, or glowing spots that allow you to save the game and recover health, they are benches, giving your lil bug a chance to take a moment to breathe.
Most games give you a sense of purpose and belonging, but Hollow Knight seems to take place in a civilisation that has already met its ruin. Corpses litter the ground. Ornate gravestones lay knocked over. An ancient battlefield looks like snow-covered hills, until you start to see that the hills have helmets and spears. This is a desolate land, and you are but one bug.
Obviously, that's the point. You have turned up after a bunch of things happened (although I'm not at the end yet, so don't spoil it! I don't know what all of those things are!) and you are alone. You are tiny. You are unaccompanied. You are mute. You have no help, and as some people bugs seem to believe, no hope either. That's what makes it so exciting: The silence, the emptiness, is unnatural. And what do we do when things aren't right in video games? We fix 'em. Mostly by hitting things with other things until they explode.
I'm not a game designer, but if I were (and possibly the reason I'm not), I would be way too scared to make half of the decisions that Team Cherry made on Hollow Knight. Why not just stick with things the way they've always been — a world full of stuff, full of noises, full of sidequests and a jump that was perfected back in 1985? Why reinvent the wheel?
Because the wheel isn't always interesting. The wheel is something we take for granted. Some of, if not most of, the best games of our generation are the ones that aren't afraid to rip up the rulebook. The ones that don't feel bound by genre or convention. Hollow Knight is, in many ways, a very typical metroidvania — but the things that Team Cherry chose to iterate on have changed the game for future developers.
And if there's a message to take from this? Maybe we should all be as brave as Team Cherry. You have the option of sticking to the path and proving that you're just as good as other people — or forging your own path, and being the best in the world at doing something different.
Thanks for reading! It's your last chance to pick next month's game before the beginning of August — it looks like it's going to be Portal, but Baba Is You is close behind!
Did you finish Hollow Knight this month? Let us know in the comments!
Comments 47
Lovely summary of a lovely game. I still haven't finished Hollow Knight but I'm glad I was "forced" to go back and play more of it. The unique melancholic vibe is really well done and makes the game really stick in your head.
Wow, you really aren't a platformer person if you're making this kind of observation about jumps.
Super Mario Bros 1 had variable jump height based on how long the button is held down. In fact, the majority of platformers nowadays have this feature. It's not something Hollow Knight innovated at all.
A game like Castlevania that does limit the jumps to strict rigid defined arcs is actually more notable because it does it that way.
Yeah I think the jumps in Hollow Knight are “normal”. Most platformers do it that way and have since the 80’s.
What’s really special about Hollow Knight IMO is the structure. It’s a metroidvania that genuinely gives you different paths through depending on how you get lost.
That was kind of possible in Super Metroid but not really. As great as Super Metroid is it just gives the impression that you can get lost. Hollow Knight commits to it.
@EarthboundBenjy It's true the platforming isn't original; I would agree with you it is basically expected apart from being better done than in the average platformer. However, I think the more general point that Hollow Knight pushed some genre conventions in interesting ways is still true.
Hollow Knight is much better than the most recent Metroids and Vanias. It really is top notch design.
I'm glad this article gave people a chance to revisit this game! It is truly excellently designed
Don't mind backlogs but they are getting farther and farther behind as we get games like Digimon and XC3 coming out and then BOTW2 comes out backlogs become real backlogs.
@StuTwo
Actually, now I'm curious about how many games from the 80s actually did include the feature of letting you control your jump height by holding the button for longer.
I decided to go into every sidescrolling platformer in the NES and SNES NSO apps to see just how many of the games had this feature. And this is what I found out:
Ice Climber: No
Super Mario Bros.: Yes
Ninja JaJaMaru-Kun: No
Donkey Kong: No
Donkey Kong Jr: No
Donkey Kong 3: No
Super Mario Bros The Lost Levels: Yes
Mario Bros: No
Ghosts 'n Goblins: No
Mappy Land: No
Kid Icarus: Yes
Mighty Bomb Jack: No
Solomon's Key: No
Rygar: No
Metroid: Yes
City Connection: No
Super Mario Bros. 2: Yes
Blaster Master: Yes
Zelda II: Yes, but it's subtle
Ninja Gaiden: No
Super Mario Bros. 3: Yes
Jurney to Silius: Yes
Shadow of the Ninja: No
VICE Project Doom: No
Kirby's Adventure: Yes
Super Ghouls 'n Ghosts: No
Joe & Mac: No
Spanky's Quest: Yes
Psycho Dream: Yes
Super Valis IV: Yes
Super Mario All-Stars: Yes
Congo Caper: No
Super Metroid: Yes
Claymates: Yes
Joe & Mac 2: Yes
Demon's Crest: Yes
Donkey Kong Country: Yes, but it's subtle
Jelly Boy: Yes
Yoshi's Island: Yes
Donkey Kong Country 2: Yes, but it's subtle
Earthworm Jim 2: Yes
Prehistorik Man: Yes
Kirby Super Star: Yes
Donkey Kong Country 3: Yes, but it's subtle
Kirby's Dream Land 3: Yes
Seems that most NES games don't have this feature, while most SNES games do. Hmmm.
Vote for Baba Is You
Most depressing game I’ve ever played
@NoxAeturnus I don’t agree
@hotdangitsdan
Ohh... I didn't mean to come across that way. I'm not trying to be unfriendly about it if that's the impression I'm giving off. I just like facts.
@hotdangitsdan I'm actually glad I wasn't the only one. As an old-school gamer, I grew up thinking the variable jump was the standard due to the games I first played, and Kate's alternate take on it gnawed at the back of my mind as I read the article, hahah.
The jump physics also didn't strike as that unique either. However, I do think Team Cherry implemented some fantastic aerial gymnastics with the Knight's nail and other abilities.
Hollow Knight is an incredible game which I absolutely abhorred. I finished it; I admire everything about it; and it just rubbed me the wrong way.
I'd love to see Superliminal on the backlog, but it seems Portal is winning out!
I have bought a few new games recently but am I playing them? No, because I can't stop playing Hollow Knight even though I've beaten it several times.
The sense of exploration and challenge is the best I've seen in any game.
Just wish they gave me some accessibility options so I can actually play the second half of the game. I know people don't like hearing it. But hard games aren't fun for casual gamers. And I'm having a lot of difficulty with the game. I love it but there's just some bosses I can't get through.
I’ve been playing through hollow knight recently, I’m not that far into the game but I’m really enjoying it. The first time I tried it, I downloaded it from gamepass and didn’t like it. But now I don’t seem to have the same problems. Maybe it’s because I played Metroid dread and that kinda got me more interested in metriodvanias.
I realize I'm in the minority here, but I will never understand the praise "Hollow Knight" gets. Sure, it's overall rather lovely presentation-wise and has a certain feel of serenity to it at certain points. The enemy placement, however, can be downright maddening at times and it features probably the worst map layout I've ever experienced in a Metroidvania...I absolutely hated backtracking in this game.
That being said, I am mildly curious about the sequel, simply because I hope they've improved on the elements I had problems with.
Unfortunately Live A Live stopped my Hollow Knight playthrough. But I should be able to get back easily. I haven't even beaten the Mantis Lords yet.
As for Portal, I've beaten it years ago so it's hardly in my backlog. I'll sit that one out with my own backlog bash.
Really divisive game, people love it or hate it, no middle ground. I don't like it but I can see the quality of the game. Is kinda boring at the start and you are really lost with no clue of where to go or what to do, not a good first impression even for a metroidvania. Maybe they'll fix this for the sequel, gonna try it out on gamepass when it releases
I really tried to like it. Poured a couple dozen hours and played most of the main game, but none of the tough boss sequences.
In the end, the game just turned out to be too depressing for me. I just felt super meh after every gaming session and like I needed to escape from what was supposed to be my escape.
I loved the tight platforming and combat, and the incredible enemy diversity. The ambience, colors, sound and general tone just made this impossible for me to like. I’d take a Guacamelee 3 over Silksong any day.
Hollow knight does what nintendont or something I dunno, I never read the article or played the game.
This game is lovingly made, great atmosphere, memorable characters, but WAY too hard and I had to just stop playing it because of its unforgiving boss battles. It ended up being no fun for a casual gamer like me. And that makes me kinda sad, cuz I want to really love it.
@MPWolfie
I think Dead Cells new update should be a golden standard
@NoxAeturnus
As a person who spent 79 hours on Hollow Knight and recently played through Circle of the Moon, Harmony of Dissonance and is currently replaying Aria of Sorrow, I strongly disagree.
@hotdangitsdan
A point that comprises nearly 50% of the article.
I've tried several times to get into HK but it's just not grabbing me by the plums. I appreciate the fact it's a decent show but I don't get all the "best game ever" vibes at all.
@EarthboundBenjy I know this! That's why I said it didn't invent it!
Dude, I just think, I stole money from the dev, I spend so much money on other games, but a messily 15 on this one, I just can’t, this game is too good for the price!
The atmosphere this game creates is probably my favourite thing about it. When done as expertly as this it really elevates the experience to another level
Really love Hollow Knight but all it's little things put in it for the sole purpose of cheap shots and to piss you off makes it hard to want to hop back in, even if I must be getting be getting near the end. Very frustrating game with too much aimed at being annoying to make it seem harder than it is, compared to Celeste, where everything there is no fault but your own.
I'm kind of amazed I've only played through Hollow Knight once, given how good it is.
@EarthboundBenjy if only Ninja Gaiden had jump control, it would have helped A LOT. Good job listing the games.
I agree with everything in here except that Hollow Knight has the most pronounced "hold A to jump higher". That definitely goes to Super Metroid. Playing that game killed my thumb because I never held the button long enough unless I made a conscious effort to squeeze the life out of it.
My very short review for the physical when it released in the UK:
An absolutely brilliant game:
Without doubt, one of my favourite games of all time. A vast, atmospheric, detailed world to explore. Lots of secrets, different abilities and upgrades to discover. Plenty of challenging platforming and a huge variety of enemies and bosses, requiring skill and often persistence to defeat. The story is deep and cryptic and the characters you meet are unique and interesting. I love the art style, the haunting music and the sense of progression, as you come to learn the worldmap and master the enemies and controls. Not to mention all the DLC is included, adding countless more hours of gameplay to an already large game. Team Cherry have lovingly crafted an intricate, expansive world with it's own distinctive and intriguing aesthetic and lore. A true masterpiece and a must play! I can't wait for the sequel, Hollow Knight: Silksong.
Hollow Knight is the best game I've ever experienced.
A nice article despite the portrayal of variable height jumping as being abnormal in a modern platformer. Maybe the reason Kate doesn't like platformers is because she's somehow only finding the oddballs that don't have variable height jumping (and they probably aren't very good!). 😝
Sound design and musical scoring are incredibly important for immersion, and HK indeed hits it out of the park in that area. In terms of executing "mood" through a combination of story, sound, and visuals, HK ranks right up there with Super Metroid as far as I'm concerned. And another modern game I'd give the same "meets the Super Metroid benchmark" praise to for "mood" is Eastward. HK's and Super Metroid's styles of gameplay appealed to me a bit more than Eastward's style did, though.
@jamesthemagi I agree completely!
My personal favourite metroidvania and probably a top 10 game ever. That silence is a big part of it. A lot of games have attempted that sort of 'after the end' feeling but I don't know if any caught it like Hollow Knight (and the jump as you said is perfect!)
As for the next game I'd like Baba is you. I didn't finish it but what I played was really unique.
@nightopia Those 20 year old games are hardly the most recent entries. But here's my point, which was NOT that Hollow Knight is better than ALL Castlevania and Metroid games. Castlevania and Metroid's greatest "Metroidvania" games are largely behind them and the two franchises that lend their names to the genre are no longer great examples of that genre. Maybe there's hope for Prime 4...if it ever releases. In the meantime, Hollow Knight is top notch design, and the best metroidvania to be released in at least a decade.
@NoxAeturnus I was gonna post a long-ish rant about why I don't like Hollow Knight, but I'll spare everyone that displeasure and just say I don't agree it's top notch design; if you do, that's cool. Also, I played those Castlevanias on the Switch GBA Collection so technically they are the most recent entries, but I confess that's stretching the definition of "recent." Anyway, to each his/her own, glad you enjoyed the game. I'm still holding out hope that MP4 materializes at some point.
@NeonPizza I really enjoyed it — the combat and bosses were great — but I agree about the environments. Too many of them amount to "quiet, gloomy, sad." Compare Super Metroid, where the environments had radically different feels.
I loved this game. I was really frustrated at times, but it hit the mark so well with exploration and lore that I kept coming back to it (even after trying to move on several times).
That and I brought it on a three hour flight where I had nothing to do but grind the Sentinel Hornet fight 😊
Beautifully written article. My only quibble would be that you put onion on the ‘perfect burger’, and yet no cheese? Other than that, five stars, would read again…
I'm currently playing HK for the first time, and it's absolutely okay. I don't see why people wet themselves over this game.
I love HK I have over 100 hrs in it and is easily one of my favorite games.The exploration it has where it doesn’t say you need blank item,but you find the needed item and remember all the previously unavailable places.and for a indie studio the game is so fleshed out I have not encountered one bug(coding bug).Just a very well made game
@sethharris1191 cus it’s better than most big games coming out rn.
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