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There's No Hurry To Finish Hollow Knight: Silksong (Or Any Game) Right Away
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There’s No Hurry To Finish Hollow Knight: Silksong (Or Any Game) Right Away

by admin September 28, 2025



On September 4, I was one of the many eager Hollow Knight fans who hastily opened up every gaming storefront to experience the moment when the ludicrously long wait for Hollow Knight: Silksong finally ended. Like everyone else, I experienced the crashing of these storefronts, but eventually, to my delight, I managed to install Silksong on my Nintendo Switch 2.

I’ve barely touched the game since.

More than three weeks after its noteworthy launch, my progress in the game is significantly behind that of my friends and peers. Some have already rolled credits, and lengthy, spoiler-tagged conversations about Silksong on Discord read like classified CIA documents. Meanwhile, I’ve only just defeated the Bell Beast, an important but fairly early boss that you encounter in the story’s first hour.

It’s a common occurrence for me to download the newest, hottest video game, only to briefly tinker around with it before moving on to something else. Over the years, it’s been challenging to pinpoint why this is. And while there’s surely a number of different factors that contribute to this, I eventually realized what was behind this block with Silksong: I’m afraid to play it.

Hornet takes on the Bell Beast.

I’m not scared of the game itself or its content–while there are some gnarly and unsettling sights in the world of Hollow Knight, it’s not a particularly scary game. Rather, I’m afraid of getting lost. I’m afraid of the uncertainties ahead as I progress through the labyrinths of Pharloom and the indecision that comes with each split path. I’m afraid of not knowing where the next bench will be as I stray farther away from a safe haven–as the probability of dying suddenly and losing my rosaries increases.

This is a phenomenon I often experience with metroidvanias–one in which fear and apprehension overcome logic as I reach areas that I perceive to be dead ends, leading me to abandon that playthrough for an extended period. Yet, this all seems to contradict the fact that the metroidvania is one of my favorite genres of video games. From Ori and the Blind Forest to Prince of Persia: The Lost Crown, I revel in the opportunity to explore a sprawling yet intricately designed map. There are very few moments in gaming that can rival the gratification of unlocking a power-up that opens up new doors, or finding a shortcut that makes exploration much easier. I actually quite enjoy backtracking, especially as you gain more abilities and skills, and appreciate any game where I can revisit older areas with a fresh perspective and spiffy new movement techniques.

But for my weird and special brain, all of this has to be done at a certain, slower pace, lest I overwhelm myself with the aforementioned anxieties. And for better or worse, both Hollow Knight games are the biggest culprits of evoking that uneasiness because of the vastness of their worlds, and the multi-step processes (and currency) necessary to create functional maps that assist in your exploration.

Even so, I still desire to explore every corner of Pharloom, expand my map by documenting every nook and cranny, and squeeze out as many activities as I can. My cautious approach to gaming has led me to a more patient approach to this game–one where I feel content to let others enjoy it and document their findings and thoughts before I plunge back into the depths.

Hornet explores a lush, green environment.

There’s an entire online community of “patient gamers,” or people who wait at least a full year to play popular titles. While I don’t count myself as a member of this community, I do like a few of its tenets. The promises of bug fixes, balance changes, and DLC releases are good reasons to wait on any game–Silksong has already seen meaningful changes to make for a better experience, with new content also on the way. But it’s the prospect of having more documentation, tips, and walkthroughs available that motivates me to play Silksong at a slower pace.

After sitting on the original Hollow Knight for a long time, I aggressively got back into the game once it became clear that a Silksong release date was imminent. I had abandoned it about a year ago when I was stuck on the Soul Master boss fight, but through numerous attempts–and the help of YouTube guides–I finally defeated it and was able to move on. And I’ve felt a lot more confident and empowered during my more recent Hollow Knight exploits thanks to having interactive maps, endless YouTube tutorial videos, and countless forums at my disposal.

Perhaps it’s not the “correct” way to play Hollow Knight, but I believe it’s a valid approach to it–or any game, for that matter. Yes, I am more dependent on external help and watching the experiences of other players, but I am still fully engaging with the game itself and using that knowledge to gain the confidence to figure out my own approaches to what Hollow Knight throws at me.

Developer Team Cherry, as with any studio and its games, crafted Hollow Knight and Silksong in a deliberate manner to invoke certain feelings and behavior as you play. I understand arguments that taking my time and constantly checking maps and videos to ensure I’m on the right track detract from the curated experience, but I still feel that surprise and awe. The way I see it, I’m playing the game on an easy mode that I’ve made myself.

For instance, in the little time I’ve played Silksong, I walked into a room only to see that the infamous mini-boss Skarrgard was at the other end–and having spoiled myself by reading discourse on that encounter, I noped the heck out of that room.

I liken it to how I research horror movies before watching them in theaters to make sure I’m prepared for any intense or gory scenes. Yes, it might spoil a pivotal moment for Weapons, but it also ensures that I’m ready for the shock–and I still find myself appropriately uneasy during the moment. I can still appreciate it in the context of the rest of the story. My experience with a piece of art, no matter how it was crafted, is unique to me, and although I might engage with a metroidvania differently than intended, I still get the satisfaction I need from it through my own approach.

I admire anyone devoted enough to a new release that they skip work and dive into the rabbit hole, eager to be one of the first players ever to discover its secrets and have a complete, unspoiled experience. For games like Silksong, that isn’t me, and I think that’s okay.

In recent times, we feel so much pressure to finish games as quickly as possible, whether it’s due to internal pressure or the looming, impending release of the Next Big Game in a packed and relentless release schedule. Amid that tidal wave of new games, it’s important to remember that it’s solely your own choice on when and how to engage with them. There may be some joy in getting through the door first and comparing notes with everyone else as they all delve into the unknown, but that collective hype doesn’t have to dictate your playing (or spending) habits.

One day, sooner or later, I’ll get back into that Silksong rabbit hole myself, albeit with some guard rails. No matter how you choose to play a game like Hollow Knight: Silksong, just remember that they’re always there, and you deserve to play and finish them exactly the way you want to.



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September 28, 2025 0 comments
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If you miss how much Hornet used to scream and shout, there's a Hollow Knight: Silksong mod you'll shaw-ly want to pick up
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If you miss how much Hornet used to scream and shout, there’s a Hollow Knight: Silksong mod you’ll shaw-ly want to pick up

by admin September 27, 2025



Have you, like me, been unable to get that one TikTok sound out of your head that mixes Anri’s iconic anthem I Can’t Stop The Loneliness with the screams of Hollow Knight’s very own Hornet ever since Silksong came out? It’s a surprisingly good combo, but it also serves as an unintended reminder for something: these particular screams of Hornet’s are nowhere to be found in Silksong. You know, the classics, like “SHAW,” and “Adino!” not to mention the unforgettable “Hegale!” So of course there’s a mod for that.


For whatever reason, Team Cherry decided to opt for Hornet taking a quieter approach to her attacks and special abilities compared to the boss version of her you fight against in the original Hollow Knight. I can only assume that’s because spending upwards of 20 hours getting to just the default ending of the game would surely result in “SHAW” getting a bit grating for some people. That doesn’t mean folks haven’t been missing these sounds though, and coming in to save the day is modder Nai, who made a mod simply titled “HK Hornet Voice Restored.”


As you can probably guess, this mod replaces the sounds she makes using her silks skills with the sounds she emits in Hollow Knight as a boss (thanks, GamesRadar). It’s obviously quite a simple mod, though I am quite charmed by it. Sometimes sequels receive such tiny, most inconsequential changes that actually mean a lot or stick out to the people that played the original, so it’s always fun to see how people adapt to them.


And then sometimes people just want to be horny about the bug girl. Go figure!





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September 27, 2025 0 comments
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Stupid sexy Hollow Knight: Silksong mods for Hornet horndogs have begun to hit the Nexus, I'm sorry to say
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Stupid sexy Hollow Knight: Silksong mods for Hornet horndogs have begun to hit the Nexus, I’m sorry to say

by admin September 27, 2025


Yes, this is news. You can bet your bottom it was news to me when I loaded up Nexus Mods for my daily look this morning and found that Hollow Knight: Silksong’s adult section had tripled in size overnight. It’s the sexy Hornet mods, they’ve broken containment, truth-telling hips and all.

Up until today, my searches for story-worthy Silksong mods had returned only the benign, including multiplayer and boss practice add-ons that you could comfortably show an elderly relative. No more. Last night saw a pair of sexy Hornet mods, the first to hit the Nexus to my knowledge, arrive.

Shot first was ‘Curvier Hornet’ from modder Sandinsoda. “It was bound to happen,” they wrote, pointing would-be sexy Skongers to requirements BepInEx 5 with Configuration Manager and Silksong Customizer. As you’d imagine, the mod makes the capeless version of Hornet you play as at one point in metroidvania a bit more, er, voluptuous in terms of figure.

Mere hours later, the chaser, a second mod. This time, ‘Curvy naked hornet’ by modder foureye5. Sandinsoda marched straight into its comments section, bellicosely bellowing “I wonder what prompted this”. Tension ensued for several hours, only to be broken by a third party, who replied: “Honestly it looks different enough to warrant it being a serious alternative. Like this one has better thighs. But yours has a better chest.”

“Fair enough,” responded Sandinsoda.

That’s the torrid tale of why if you pull up Silksong’s Nexus Mods page right now and filter so that only ones tagged adult show up, you’ll find three things. These two mods – the nude Hornet equivalent of Beavis and Butthead – and another mod that adds a swear to the text prompt for binding.

Are these curvy Hornet mods the first ever sexy Silksong works ever created? Almost certainly not, since it has a Loverslab page I refuse to verify my age in order to access, because I still have some shreds of dignity left. However, they are the first to emerge into what I’d deem the modding mainstream. Unrepentant. Insolent. Aimed a target audience of jokesters and probably at least one serious craver of Skong sexuality. Took them long enough, given they’ve even been preceded by a mod that makes Hornet disappear altogether.

What times in which we live.



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September 27, 2025 0 comments
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Hollow Knight: Silksong Review - An Unforgettable Climb
Game Reviews

Hollow Knight: Silksong Review – An Unforgettable Climb

by admin September 25, 2025



Hollow Knight is a venture into Hallownest’s depths, a methodical descent ever deeper into the quiet stillness of a long-dead kingdom in a desperate attempt to understand why this civilization fell, what possesses only some of its bug citizens to revert into unthinking and violent insects and not others, and what it is we’re even doing there. There are no concrete answers to be found or a set path to follow; there’s barely a discernible objective for almost the entire game. It is a story built around curiosity, only rewarding snippets of Hallownest’s fascinating history to those who venture for no other reason than wanting to do so. It’s one of my favorite games of all time, and its sequel, Hollow Knight: Silksong, is even better.

In some ways, you can tell that Silksong started out as an expansion to the first game. It plays largely the same, and long-time fans will fall into the familiar rhythm of pogoing off enemy heads and deadly saw blades with downward slashes, frantically healing during brief breaks in an intense boss fight, parrying an attack with a well-timed slash, and breathing a sigh of relief upon reaching the next bench and setting a new spawn point.

Hornet’s journey starts at the bottom of Pharloom.

It’s not all exactly the same: Hornet’s downward slash is initially her trademark diagonal dive (but you can change it later!), for example. But Silksong feels like more Hollow Knight. The rhythmic acrobatic nature of combat, rewarding feeling of success from defeating a tough-as-nails boss, and sense of wonder at discovering that there is, in fact, another area to explore are all here. Team Cherry created a superb gameplay loop in the first game, and that fantastic formula continues to shine in Silksong years later.

Silksong brings focus to this loop, however. While a lot of people (myself included) really liked how the first game encouraged you to enjoy being lost and finding wonder in the unexpected beauty of a haunted but colorful world, plenty of folks wanted more traditional structure, and Silksong provides that. Every main objective has a waypoint, hub areas advertise optional side quests on glimmering quest boards, and an in-game menu keeps track of every quest you have and where to go to start or continue it. In terms of navigation, it’s far easier to get to the end of Silksong than Hollow Knight. You always have a clear idea of the direction you need to be going, so the flow of progression is consistent from start to finish.

Pharloom is a tad more industrialized than Hallownest.

Hornet is far more nimble than the first game’s unnamed vessel as well. She can grab and pull herself up ledges and heal in midair, for instance. And while she gains the traversal abilities that the vessel did, like a double-jump and wall jump, she gets a whole lot more, like sprinting, a grappling hook, and gliding. The platforming challenges are subsequently not as unforgiving as those in Hollow Knight–Silksong makes running and jumping far more fun and fulfilling. Hornet has more moves that she can perform in midair to reorient herself and potentially save a bad jump, and there are more safe spaces and spots to heal between platforming gauntlets. It’s still not easy. But a mistimed button press is less likely to frustratingly set you back five minutes and cause you to contemplate throwing your Switch across the room. Breathe easy; Silksong doesn’t yet have anything on par with the Path of Pain. (And this is not me advocating for you to add one in an expansion, Team Cherry! I enjoy being happy.)

Much like mission structure and traversal mechanics, combat is better too. Because Hornet is faster and possesses far more options when it comes to dealing damage, enemies are subsequently stronger. Silksong’s combat tempo is quite fast once you get out of the starting areas, and only gets faster as you venture further. But the game does an excellent job of easing you into this challenge, introducing new enemy types piecemeal so that you’re not overwhelmed. There’s still an element of strategic back-and-forth, but there’s less waiting and hiding in Silksong. Hornet feels like a deadly hunter with her speed and power, and you’re incentivized to be precise in your aggression–she cannot take many hits, but you need to get in the fray and land some hits of your own to build up the necessary silk to unleash her hardest-hitting skills and heal.

Lace feels like a mirror of Hornet, making for one of the most enjoyable early-game fights.

Fights often feel like a series of dances (especially against the more humanoid bosses, as their fights emulate fencing-like duels), with the excellent musical score that accompanies each major battle providing a baseline for the speed at which you should be moving to keep up with what you’re fighting.

Nothing in Silksong feels unfair (so far at least–I haven’t yet completed all of Act III), though certain boss fights approach that feeling of frustration with how difficult their challenge is to overcome. The game is certainly more unforgiving than Hollow Knight when it comes to defeating a boss–rarely does a loss put you right back into the action to try again. Fewer benches and larger areas mean each respawn typically includes an eventful trek back to where you last died, with environmental hazards and minor enemies potentially chipping away at Hornet’s health long before you’ve returned to the boss arena. And the bosses themselves tend to hit a lot harder than the ones found in the first game, taking two chunks of Hornet’s health rather than only one.

I’m sure they’re fine.

But there are optional crests, charms, and tools that, if found and equipped, can alleviate that challenge. The fire-spewing Father of the Flame is far more approachable with the Magma Bell charm equipped for example, which halves the damage taken from fire attacks. And the cackling Sister Splinter is tricky if you just keep throwing yourself at her and her annoying summons, but the Reaper crest lets Hornet more easily pogo jump off of the flying summons, stunning them. This crest also nets you silk far more quickly so you can keep healing–throw in the Guarding Bell charm (which can reflect any attack while Hornet heals) and you have a surefire way of sending Sister Splinter’s hardest-hitting attacks right back at her, potentially stunning her for some easy hits.

Nothing in Silksong informs you that you should be actively searching for new crests, charms, and tools so that you can piece together different builds, unfortunately. This can make several bosses extremely irritating to take on, especially if you’re not a fan of letting your curiosity take you off the highlighted path and you’d prefer beating enemies with your favorite loadout.

Bellhome is one of my favorite areas in Pharloom.

The two most frustrating early game examples of this–Moorwing and the aforementioned Sister Splinter–have been adjusted with post-launch updates, so this qualm may be squashed. I can’t speak to what it’s like to face them now having beaten them long before that patch dropped.

The biggest improvement Silksong has over its predecessor is its hero. We first met Hornet in the original Hollow Knight. A warrior princess born of one queen, taught to fight by a second, and raised by a third, Hornet is one of the fiercest bosses you face on your journey, but also the only ally you have who clues you in that a great and terrifying secret lies at the furthest depths of Hallownest, a truth hidden away long ago by the king who failed to protect his people from a pandemic. With her help and guidance, you can prove a more worthy hero than the arrogant king who tried and failed to save himself, uncovering and facing the source of the infection that now grips Hallownest.

Like the vessel in the first game, Hornet can help out friendly bugs found throughout Silksong.

A huge part of Hollow Knight is the slow realization that Hornet should be Hallownest’s savior. She has the knowledge, battle prowess, and royal obligation of three queens behind her, the blood of a god flowing through her, and is presumably the last descendant of a once-great tribe of spider mages who could weave together powerful magic; her qualifications far outpace the unnamed and meager vessel that the player controls. But she can’t be the one who saves Hallownest because she’s a person with a mind, a will, and a voice. She was loved and raised, and thus cannot ever be a true hollow knight. The aspects that make her special make her a liability to the home that needs her.

Silksong gives Hornet an opportunity to use her upbringing in a place where it can have a more positive effect. Captured and taken to the kingdom of Pharloom, Hornet escapes from her keepers but unintentionally falls to the near bottom, and freedom is only possible if she deals with whoever captured her in the first place. So unlike the first game’s unnamed vessel, Hornet’s quest sees her climbing upward, not going downward.

Silksong may have no Path of Pain, but there are still plenty of platforming challenges.

It is a journey that the vessel could have potentially completed, but one that Hornet–a being with a mind, will, and voice–is far more qualified to do, as her independent thinking, leadership, and uncompromising morals inspire those around her to follow her and try to rise up too. In some cases, they literally follow her upwards through Pharloom, while in others it’s a more figurative ascent: reaching toward a better way of life, finding a purpose to climb out of despair, or rising above communal suffering to be a good person who selflessly helps, not selfishly takes advantage. Whereas Hallownest needed a solitary pariah to sacrifice itself so the kingdom could start over, Pharloom needs a warrior princess to salvage its most important pieces, the people, and bring them together into something better.

It’s a story aided by an understanding of Hornet’s history during the events of Hollow Knight, though still profoundly enjoyable on its own merits. Silksong’s reintroduction of the Weavers, a supposedly long-dead tribe of wizard spiders, delves into Hornet’s heritage, providing the warrior princess with greater incentive to explore Pharloom and giving the player a more personable protagonist to embody. So much of this part of Hornet’s story, her reclamation of her heritage and the ramifications it will have for her and Pharloom, is squirreled away in optional side quests, similar to the vessel’s connection to the Void in the first game. And thanks to Silksong’s more structured handling of quests, it’s far easier to notice and engage with this hidden side of the narrative and reach Act III. Again, I still haven’t finished this part of the game, but the writing and music and visuals of what I’ve experienced so far have transformed not only how I think about the first two acts of Silksong, but Hornet’s role across the series.

Hornet is fast and deadly, making her exceptionally capable at taking on multiple foes at once.

There’s so much to love about Hollow Knight: Silksong, especially if you were a fan of the first game. This sequel better focuses the narrative with guided exploration and eases the frustrations with the first game’s platforming by making the protagonist far more acrobatic. In many respects, that makes it a safe sequel, as much of the game is merely a more polished, approachable, and fulfilling take on what worked well before. But that first game is one of the best metroidvania titles out there, making this sequel equally essential. Hornet’s story is more than worth the wait.



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September 25, 2025 0 comments
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Hollow Knight: Silksong | Critical Consensus
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Hollow Knight: Silksong | Critical Consensus

by admin September 19, 2025


At the end of August, fans of Hollow Knight were stunned to discover that its long-awaited sequel would drop in a matter of weeks.

After a long wait, Team Cherry released Hollow Knight: Silksong on September 4, 2025 to so much fanfare that it broke digital storefronts globally.

The game surpassed half a million concurrent players on Steam a day after its release, and sold over three million copies in three days on the platform, according to Alinea Analytics.

No review codes were sent out ahead of release, hence impressions coming in slowly. But all in all, it’s safe to say that Silksong has quickly become one of 2025’s biggest titles, currently sitting at a score of 92 on Metacritic for the PC version.

But how are critics faring in the fantastical (and unforgiving) world of Pharloom?

Playing as Hornet

Players were first introduced to Silksong’s protagonist Hornet in the original Hollow Knight, in which she was a recurring boss.

For PC Gamer’s Tyler Colp, who rated the game 90 out of 100, “the thrill of playing as Hornet is what really anchors Silksong as a brilliant action game above all else.”

Having access to a boss’s powerful skillset was the key appeal.

“[Silksong] improved on every core issue I ever had with Hollow Knight, then continued to improve on every issue I didn’t know I had”

Monica Phillips, Dualshockers

“When I wasn’t being clobbered, it felt like the table had turned,” Colp wrote. “Silksong sets the bar for mastery so high that you can only reach it for short bursts, but it’s a carrot worth chasing when pulling it off is so unbelievably satisfying.”

VGC’s Ashley Schofield, rating the game 3 out of 5, was particularly amazed by the “graceful movement” and “gorgeous motion” Hornet has in Silksong.

“Every input flows cleanly into one another,” Schofield wrote. “The joy of movement only heightens with the gradual unlocks of her dash, float, and wall jump abilities, giving a sense of freedom and precision to maneuvering around Pharloom.”

DualShockers’ Monica Phillips, who scored Silksong 9 out of 10, commended the improvements to Hornet’s moveset and the game’s overall gameplay.

“Silksong essentially has the same base gameplay as Hollow Knight, but it takes every mechanic and component that stems from that base and reworks, improves, and reimplements it in a way I’ve seen few sequels try to do before,” Phillips noted. “It feels like it improved on every core issue I ever had with Hollow Knight, then continued to improve on every issue I didn’t know I had.”

Increased difficulty

The difficulty of the sequel has been increased to match with Hornet’s more powerful combat abilities, but Rock Paper Shotgun’s James Archer felt the way Team Cherry implements this “is a bit blunt” – noting how enemies have a larger pool of health and bosses hit twice as hard.

But Dualshockers’ Phillips reveled in Silksong’s increased difficulty.

“As the game progresses, you’ll likely notice that it tends to kick your ass far quicker and harder than the original did,” they noted. “The message is clear: Learn the mechanics, master the dance, or die.”

“It’s typically a test of skill, knowledge, and patience. Every fight feels like a dance with death where you’re learning the steps on the spot, and the feeling is incredible. Mastering a boss’ pattern, getting a reward, and ending up feeling satisfied because of the struggle is a constant here.”

However, VGC’s Schofield found that while some bosses “feel like fair challenges of mechanical skill and memorisation”, Team Cherry’s “insistence” on increasing “player suffering” in Silksong tests the patience of players rather than their skills.

Image credit: Team Cherry

“Very few of the combat challenges are short frenetic engagements; instead, they’re drawn-out battles of attrition due to the incredibly high health of bosses and elite enemies alike,” she wrote. “There’s nothing inherently wrong with designing a game to make the player suffer, but there has to be more engaging approaches than empty time-wasting and pace-damaging sadism.”

Schofield complained that the extreme difficulty is “rarely interesting or rewarding,” and instead fills the player with a “tired, hollow relief that it’s over.”

PC Gamer’s Colp, however, found entertainment in the difficulty. “The diabolical commitment to knocking you on your ass in a world where everyone’s been knocked on their ass is what impresses me most about Silksong,” he said. “Not even a game as punishing as Elden Ring outright refuses to loosen its grip around your neck.”

While he felt the difficulty had purpose when he was able to step back and appreciate “how creative [its] boss fights can be,” he was aware that Silksong “doesn’t always get the balance between effort and reward right.”

“You’re not guaranteed to get anything after defeating a boss,” Colp noted. “For the first half, you’ll be lucky to find a bench to rest on that isn’t trying to kill you or take your money.”

Respawn points and runbacks

In Silksong, benches are spawn points that allow players to change Hornet’s combat equipment as well as to recover health. When she is defeated in combat, she will return to the last bench she sat on.

For most critics, the placement of these benches became a detriment due to how far apart they are placed between combat encounters.

Archer said he can see the point of these “runbacks” as a way of “penalising your carelessness” and to add “tension of having to fight or parkour your way back.”

“Except this tension thing doesn’t work because you can just dash over and under every non-boss enemy, and losing to a boss themselves already carries the punishment of not allowing you to play the game any further. In other words, they’re boring busywork, a fact that modern Souls and Soulslikes have increasingly got wise to.”

If it weren’t for the runbacks, Phillips said she’d have given Silksong a perfect score.

“There are tons of challenges that are incredibly designed, then there’s runbacks from benches that take several minutes of incredibly repetitive gameplay, enemies that can grab you and chink your entire health bar in seconds. It’s unforgiving, and while I adore that, it gets to a limit.”

For Schofield, worrying about respawn points and Hornet’s health makes “exploration feel [more] terrifying than exciting” – and not in a good way.

“Your brain [ends up] firmly grasping onto the memory of how long ago the last bench was rather than wondering what new discovery could lie past the next secretly breakable wall – a feeling entirely antithetical of the Metroidvania genre.”

Schofield also said that the fear of losing rosaries (the game’s currency) encourages players to fast travel to vendors, which “breaks the flow of exploration.”

“Grinding for currency and worrying about a stingy economy feels alien to the adventurous spirit of a Metroidvania, and is another example of Soulslike genre norms poisoning what could have been a freeing cycle of exploration.”

The beauty of Pharloom

Exploration was a major highlight among critics. Rock Paper Shotgun’s Archer reveled in getting “lost on purpose” in Pharloom, and described Silksong’s worldbuilding as an example “of how well Team Cherry can effectively beckon you to danger.”

“Almost every tunnel or silo is littered with offshoots and ledges, just begging for a quick look, which often turns into a long look, which might turn into two hours poking around a completely different area that you may never have discovered if you didn’t take that one turn.”

“There’s always something […] lingering in the background that draws your eye, and those details always kept me hungry for more”

Tyler Colp, PC Gamer

As Colp traversed Pharloom, he appreciated how “every shortcut and secret area contextualised the horrors you face in the bigger, sadder picture.”

“There’s always something just out of view or lingering in the background that draws your eye, and those details always kept me hungry for more,” he wrote. “By the end of the game, I couldn’t tell what was more exciting: the fact I somehow dug my way into an entire zone I hadn’t explored yet or the questions that new place raised about what’s really going on with Pharloom’s biggest mysteries.”

Silksong’s symbiotic pairing of worldbuilding and explorations also lends to its narrative, striking “that perfect balance between a forefront narrative and complex lore,” as noted by Phillips.

“You can go through this game and barely know what’s going on, [but] if you dig a little deeper, interact with the world, and read through the flavour text on enemy logs, you’ll find there’s an entire world crafted under your feet […] it’s a level of excellence you don’t see from indie games – hell, video games in general.”

Overall consensus

While most critics were sceptical of the difficulty spike in Silksong, some found it hard not to reframe it as a positive aspect of the game in some ways.

“I want to give Silksong a thrashing,” Archer wrote. “I want to verbally repay unto it every cruel death, every pernickety jumping puzzle, every time-thieving runback it’s inflicted on me […] But I can’t. For every moment of frustration, there are five of relief, of joy, of beauty, even.”

Colp had a similar experience with Silksong overall. “I may be bruised and sore from the experience, but I’m happy to say that it does, in fact, pay off.

“Silksong is too good to let the brutal difficulty hold it back, or to hold me back from seeing all of it – even if I wish there were at least some options to tone down the nastiest of punishments.”

He continued: “Silksong will beat you, burn you, rub your face in the dirt, and then dazzle you with another piece of a haunted clockwork world, confident the sight will elicit a bloody, jagged-tooth grin.”

“Silksong is more of what was good about Hollow Knight, but it failed to avoid some very clear pitfalls in design on its long path to release”

Ashley Schofield, VGC

Schofield, however, was critical of Team Cherry’s approach to merging two genres – Metroidvania and Soulslike – together for Silksong.

“[These genres] are fundamentally at odds with each other, with the necessary staples of each actively damaging the other half to end up with a lesser whole – Silksong ends up with a playable identity crisis.”

She concluded: “The beauty of its art and design and the precise, joyful feel of its movement are inarguable wonders, but the tiring and demotivating nature of its sadistic approach to challenge ripples throughout the entire experience of exploration and combat.

“Silksong is more of what was good about Hollow Knight, but it failed to avoid some very clear pitfalls in design on its long path to release.”



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September 19, 2025 0 comments
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Watch out, Hollow Knight: Silksong's hiding a sneaky Stardew Valley creatorman cameo
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Yes, Hollow Knight: Silksong has “some moments of steep difficulty” Team Cherry admit, but have you considered going for a pre-boss walk

by admin September 19, 2025


Something Hollow Knight: Silksong-related has happened at an Australian museum again. This time, rather than the game being confirmed for an appearance back when it was still infinitely mysterious and sans release date, it’s Team Cherry devs addressing just how difficult their creation is, following plenty of post-release discourse on the subject.

This follows the metroidvania’s first patch making a couple of its early bosses a bit easier to tackle, amid debate as to whether it’s just good and hard, or pushes into unnecessarily annoying slog territory via the likes of bench placement and hazards being able to deal out two masks of damage. As with every FromSoft game since time itself began with the release of Demon’s Souls, where you stand on that bickering will likely depend on how prepared you are to spend hours battling one foe over and over again.

Naturally, the appropriate venue for Team Cherry co-directors Ari Gibson and William Pellen to weigh in on this conundrum of our time is Australia’s national museum of screen culture, ACMI, where the launch of a new exhibition was attended and reported on by Dexerto.

“The important thing for us is that we allow you to go way off the path,” Gibson said when asked about the difficulty by exhibition co-curator Jini Maxwell. “So one player may choose to follow it directly to its conclusion, and then another may choose to constantly divert from it and find all the other things that are waiting and all the other ways and routes.”

While acknowledging that Skong packs “some moments of steep difficulty”, Gibson stuck to emphasising that going for a wander is the best medicine if you get stuck banging your head against a bug-shaped wall, as there are “ways to mitigate the difficulty via exploration, or learning, or even circumventing the challenge entirely”. Learning? In a video game? Come on lads, I can’t be doing that. I use my brain for marginally more important things during the average day, but by the time I get to playing games for non-work purposes, it’s all just mush up there.

Anyway, I digress. Gibson and Pellen also explained the differences between developing Silksong and the original Hollow Knight from a hardness perspective. Hornet, with her superior zippiness and superior skills to the knight, demanded more complicated base enemies to make sure she still faced a good challenge.

“The basic ant warrior is built from the same move-set as the original Hornet boss,” Pellen said. “The same core set of dashing, jumping, and dashing down at you, plus we added the ability to evade and check you. In contrast to the Knight’s enemies, Hornet’s enemies had to have more ways of catching her as she tries to move away.”

I imagine this was followed up with a gesture to some screens of culture as the devs indicated that the time had come to check out the Aussie exhibitions. If you’re still struggling with Silksong, definitely check out our great Silksong walkthrough Ollie’s worked very hard on. There are also mods.



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September 19, 2025 0 comments
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Hollow Knight: Silksong devs admit it has "moments of steep difficulty" but also a "higher level of freedom" to avoid getting stonewalled
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Hollow Knight: Silksong devs admit it has “moments of steep difficulty” but also a “higher level of freedom” to avoid getting stonewalled

by admin September 18, 2025


Team Cherry’s long-awaited Hollow Knight follow-up Silksong has spawned lengthy discourse around difficulty in games, and now the developers have addressed the topic too.

The game is part of the Game Worlds exhibition at Australia’s national museum of screen culture (ACMI), which was attended by Dexerto. The exhibition’s co-curator Jini Maxwell spoke with Ari Gibson and William Pellen from Team Cherry at the event.

“The important thing for us is that we allow you to go way off the path,” Gibson explained. “So one player may choose to follow it directly to its conclusion, and then another may choose to constantly divert from it and find all the other things that are waiting and all the other ways and routes.”

Hollow Knight: Silksong Review – Beautiful, Thrilling And CruelWatch on YouTube

While Gibson admitted Silksong “has some moments of steep difficulty”, he added “part of allowing a higher level of freedom within the world means that you have choices all the time about where you’re going and what you’re doing.”

So instead of players repeatedly attempting a particular boss fight, they “have ways to mitigate the difficulty via exploration, or learning, or even circumventing the challenge entirely, rather than getting stonewalled.”

Gibson further noted that as Hornet is “inherently faster and more skillful than the Knight” of the first game, even base level enemies had to be “more complicated, more intelligent”.

Added Pellen: “The basic ant warrior is built from the same move-set as the original Hornet boss. The same core set of dashing, jumping, and dashing down at you, plus we added the ability to evade and check you. In contrast to the Knight’s enemies, Hornet’s enemies had to have more ways of catching her as she tries to move away.”

Team Cherry’s approach was therefore to “bring everyone else up to match [Hornet’s] level”.

One other area of contention are the boss runbacks, which often task players with repeating difficult platform sections before re-attempting a boss. But have boss runbacks had their day?

“Pretty and charmingly mean-spirited, this is a game filled with revelations and genuine personality,” reads our Silksong review.



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September 18, 2025 0 comments
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Creation of Hollow Knight: Silksong’s Pharloom map reveals cut areas & major changes

by admin September 18, 2025



As part of the Game Worlds exhibition at ACMI in Melbourne, Australia, we got to see the breakdown of Pharloom’s creation for Hollow Knight: Silksong. We learned just how significantly it changed throughout the course of development.

Hornet was originally planned as an additional character to swap to in 2017’s Hollow Knight. As plans changed and ambitions grew, however, Team Cherry morphed the bonus content into a separate, full-fledged game.

Eight years later, that game is finally upon us as Silksong launched to record-shattering, and well, platform-shattering success. Though despite the sales and critical acclaim, many details surrounding its development timeline remain a mystery.

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Slowly but surely, select tidbits are now coming to light, and we just got our best look yet at what really went down over the near-decade-long stretch.

Featured in ACMI’s new Game Worlds exhibition in Melbourne, Australia – which Dexerto was invited to attend ahead of its public opening – Silksong is not only playable, but a great deal of behind-the-scenes information is on display too. It’s here that we learned of Pharloom’s twists and turns from 2017 to what we see today.

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ACMI / DexertoThe spotlight was certainly on Silksong at ACMI’s new Game Worlds exhibit.

How Silksong’s map evolved over eight years of development

Next to interactive 3D maps, sprawling charts of boss code, and hand-drawn artwork, one particular feature in the exhibit caught my eye. An interactive timeline charting Pharloom’s evolution from the very first sketch all the way through to the final rendition in today’s 1.0 build.

All the way back in the same year Hollow Knight launched, Team Cherry planned for verticality in its next sprawling adventure. The initial layout seen in that sketch was topped by the ‘City of Song,’ a location housing the final boss chamber. Clearly, this is what we now know as The Citadel. Merely a month later, that name change seemingly came into effect.

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By November 2017, many of the map’s bigger spaces were starting to take shape. However, certain areas in this older version didn’t quite make the cut. In particular, we can see an area called the Red Coral Gorge on the left-hand side.

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There’s no way of telling what this area may have looked or played like, but based on the name and the vibrant blue visuals, it likely focuses on water-based mechanics and enemies.

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After four years in development, the Red Coral Gorge was ultimately removed from the map in September 2021. For what reason? Who’s to say. And there’s no guarantee we’ll ever see what might have come from this unique playspace.

Seven years ahead of Silksong’s release, the first iteration of the Moss Grotto can be seen on the map. Meanwhile, everyone’s favorite, Bilewater, joined the mix in June 2019. Though it wasn’t until August 7, 2025, that the entire map of Pharloom was locked into place.

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You can see highlights from the full timeline below.

“So we have a plan…” Team Cherry’s William Pellen told ACMI. “But the plan is never so calcified that it can’t bear a change of course two weeks later, or two months later, or two years later.”

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September 18, 2025 0 comments
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Hollow Knight Silksong will be supported with extra content for years to come
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Hollow Knight: Silksong is reportedly already about a third of the way to the original’s total sales, with Steam leading the charge

by admin September 17, 2025



Hollow Knight: Silksong has sold 3.2m copies on Steam alone since its release, according to analyst estimations.


Ahead of its release, Silksong was the most wishlisted game on the platform with 4.8m wishlists. It seems the majority of these have converted into full sales. That’s all led to large numbers of concurrent players – Silksong reached a concurrent player peak of over 587k two days after release, making it the 17th most played game on Steam.


These sales are according to analysis from GameDiscover in its latest newsletter, which adds Silksong has sold around 500k copies each on PlayStation and Switch (both consoles), as well as reaching 1.5m downloads on Xbox Game Pass.

Hollow Knight: Silksong Review – Beautiful, Thrilling And CruelWatch on YouTube


Of course, part of that success is down to the popularity of the original Hollow Knight. According to GameDiscover’s data, there’s a 78.78 percent overlap in audience between the two games, with 22 percent of all Hollow Knight players on Steam buying the sequel.


The original game sold 15m copies, with sales skyrocketing due to extended hype around Silksong.


Another part of that success is the game’s price – it came in cheaper than many expected, causing debate across the industry around the appropriate cost of indie games.



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September 17, 2025 0 comments
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Hollow Knight: Silksong Review - Punishing Grandeur
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Hollow Knight: Silksong Review – Punishing Grandeur

by admin September 16, 2025


Hollow Knight: Silksong is an exemplar of its form. Games like Metroid and Castlevania helped establish the fun of an exploration and platforming adventure filled with upgrades that open up new paths to progression, and Team Cherry’s second Hollow Knight game takes that concept to a profound level of depth, sophistication, and scope. Pacing issues and a punishing approach to forward progression prevent a full-throated endorsement to every type of player, but those with significant patience can uncover a true masterpiece. 

While there are some scant references to the prior game, players should be comfortable thinking of Silksong’s story as a standalone installment, in which a warrior princess bug named Hornet is taken against her will to a distant kingdom called Hallownest. After escaping, she seeks to uncover the reason for her kidnapping and the secrets of the place, gradually unfolding a story of ancient mysteries and the decayed remains of a sovereignty governed through the powers of silk and music. The worldbuilding is immaculate, from the visuals of a land that has fallen into ruin to the beautifully written dialogue between characters that fleshes out the fiction. 

The environmental storytelling is backed up by rewarding exploration and traversal. Silksong’s world is truly vast, with an interconnected network of biomes that each contribute new threads to the web of understanding, from abandoned halls of long-forgotten experiments to clockwork machinery that drives the kingdom’s waning functions. Hidden paths abound, and the gradual unlocking of new shortcuts and areas that appear through the acquisition of abilities makes for a satisfying loop. 

Several platforming sequences are highly challenging, demanding split-second pad/stick control for long and unforgiving stretches. I relish those challenges for their design and canny pathing, but the distance between rest points does little to contribute to that enjoyment. Instead, I found the insistence on extremely long checkpoint placement hampered the sense of pacing in several instances, since I was forced to repeatedly redo early and manageable sections just to get a chance to practice and perfect the later ones. 

 

While combat encounters are frequent and demanding, they are tuned to reward careful attention and clever use of resources. Over the dozens of hours it takes to reach even the first of several endings, I consistently felt a sense of evolving control over the onscreen action, which is enhanced by several distinct crests, each of which alters movement, attacks, and available abilities in subtle but important ways. The distinct playstyles are yet one more way that Silksong layers in nuance.

I was especially fond of many of the bosses, which often have a wide variety of interesting movesets to learn and evocative visual themes that set each apart from the rest. In particular, bosses like Lace, Phantom, and the Cogwork Dancers feel rhythmic and intense, like impactful duels between master combatants. 

While the boss battles themselves are a rewarding challenge, I can’t say I was always a fan of the extreme damage each dealt, often ending individual attempts in mere seconds, or the sponge-like health pools of most, which sometimes feel like a chore to work through, even after nailing the mechanics of the fight. The frequent insistence on long, gauntlet-like runbacks to retry a given battle exacerbates those issues, which reads more like an unnecessary time sink, rather than a fun addition to the difficulty. 

Like many great games, all of Silksong’s systems, difficulty, and storytelling feel intentional and crafted to be as they are. Even as particular frustrations held back some measure of my potential enjoyment, I simultaneously marveled at the care that has gone into each detail of Silksong’s measured unraveling of plot and gameplay. Even beyond the credits, hours and hours of optional endings, additional zones and bosses, and new plot elements wait to be brought to light by a devoted player. It’s a truly immense game filled with hard-won moments of discovery and revelation. 

Musicians know the feeling of a piece that is woven with complexity, which takes longer to learn than most, but brings commensurate satisfaction upon mastery; Silksong is the video game equivalent, sitting ready to be played and adored, but only after appropriate levels of devotion and persistence.



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September 16, 2025 0 comments
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