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AI improvements, nice call!
Other than that I wished Team Cherry would share with us more story from Pale King, Radiance, Hornet and void side but it probably will come anyway with Gods and Glory and DLC.
+ All small improvements like not getting instant hit by spider or any other enemy when you come from one zone to another. Actions being executed when animation begins, not after 1/4 of it where it can be completly cancelled by getting hit even when there's sound and image implying that you did that specific action.
I also wish there was a real reward for beating the ToF beyond a little extra Geo. It's not even like a mind-blowing ammount of Geo like 10,000 Geo. It'd be nice if there was something like... a fourth spell or... an upgraded badge that we could get for beating the ToF.
Even if it actually accurate. You have to be a true fool to try this thing.
There is absolutely nothing that prepares you for the white palace in the whole game, it feels kind of like a kaizo game almost. Though I've played my fair share of similar platformers, this just doesn't fit in with the rest of the game.
Path of Pain is even worse, but I actually liked that one more due to the focus on the pogo technique.
Another factor that I dislike about the white palace is that it doesn't make any sense. The spike hazards we've seen through out hallownest mostly make sense and blend in with the environment. Obviously, the palace makes an exception.
Another thing I disliked was the enemies seem to hover just out of reach. This is probably part of their fighting style, but it doesn't stop it from being extremely annoying. Enemies like this encourage just skipping the combat because they're simply not fun to deal with.
Enemies that rely too much on teleportation are annoying too, No Eyes is the perfect example of this. Now that thing was easily my least favorite part of the game, even if it was just a brief fight.
Even with that said, I liked the spell twisters. How much trouble you have with them really depends on the surrounding area for the most part. Speaking of which, sometimes the level design just doesn't agree with the enemy placement, what's up with that place full of spikes with a great hopper in kingdom's edge?
There's also the fetch quest you have to do before you can fight grimm, that's the only part of the game that I would consider filler.
Now this one is a minor complaint, but the way infected crossroads blocks off a few routes seems completely unnescessary and seems to only serve the purpose of being inconvenient.
On another note, I actually liked the trial of fools, ignoring those god awful soul knights.
Also all enemies read your input, get with the times boys and girls that stuff was cheap back in the '90s. This is blatantly obvious during boss fights and also obvious during normal level combat. I mean really, the game input reads so hard you could supplement this game’s reading for erectile dysfunction treatment that’s how hard hollow knight reads controller and keystrokes.
Also body damage, get rid of it. In this game it is probably the single most broken aspect of your combat, every enemy is faster and more agile then the knight is 90% of the time. More then half of the bosses body block you so that all you can do is take contact damage. There's simply no valid gameplay reason for it, it's not balanced, you can't parry a strike you can shove them away almost no enemy stagers so again what is the point and where is the balance?
Also, almost no enemy in the game is more agile than the knight except maybe nightmare king grimm, that guy is fast. But this is coming from someone who mains the dashmaster charm, so take that with a grain of salt.
If you want each boss to be fought differently then, in my opinion, probably the best bet is to ask Team Cherry to borrow a particular element from the Legend of Zelda series; new abilities. In lots of games we get our basic abilities in the beginning of the game and either stick with them the entire time or merely build on those abilities, yet in Zelda we usually get completely different abilities throughout the entire game and each of those different powers is used to help us defeat the next boss in some manner. This gives even the most boring and uninteresting bosses at least a little something special to spice up our battles with them. In Hollow Knight we get lots of new abilities, but most abilities are either used solely for combat (dealing damage) or solely for exploration (overcoming an obstacle), with very little middle ground techniques like the Desolate Dive.
I don't want "ability bosses", while there is a right way to execute that type of boss, it's really easy to screw that up. Just look at the adult baldurs. I feel every boss being designed around your basic moveset allows for quite a few options as to how you wish to fight the boss in question.
I think my absolute least favorite boss, if not "No Eyes", is uumuu. While fighting it the first time is pretty cool since we finally get to see quirrel in action n' all that, it's ultimately a tedious waiting game.
You can't upgrade the Nail Range directly, you have to collect charms that upgrade the range and even they don't do much. Some people have talked about how Longnail does almost nothing yet it's a 2 notch charm instead of a 1 notch, spite its insignificant effect. There's also the Grub charm that lets us shoot projectiles, but plenty of people have talked about all the flaws with it and how extremely underwhelming it is so I won't go into that too much.
Personally nail range charms are my second favorite, behind quick slash. They are far from useless, especially when combined.
If they make more charms, I want to see more things that directly affect the nail.