Hollow Knight

Hollow Knight

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muccmaster Jan 12, 2019 @ 7:35pm
I don't get why this game is regarded as so good
It doesn't help that the game gives you zero direction on where you're supposed to go, but what really kills this game for me is that there's so many rooms just for the sake of making the game huge. There's so many uninteresting rooms with nothing in them or just bland platforming to help pad the game length. I love the Metroid and Castlevania series games but I just cannot get into this game because its just so boring.

It would be fine if the levels were somewhat interesting and the combat was decent but it's just not. Nothing is memorable or exceptional in this game, even the ambient music is just meh. Add in the stupid♥♥♥♥♥♥like the souls like money system, attacks pushing you back, having to rest to fill in your map (wtf?), and this game just loses so much enjoyability you get from other similar games. More does not always equal better and this is a perfect example IMO, well that and actually having good level design, gameplay, and music.
Last edited by muccmaster; Jan 12, 2019 @ 7:36pm
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Showing 1-15 of 16 comments
Watermelons Jan 12, 2019 @ 7:53pm 
Good ♥♥♥♥-post.
Boksha Jan 12, 2019 @ 7:58pm 
Enjoy not playing this game.
Syndiciate Jan 12, 2019 @ 8:33pm 
I believe you meant: "regarded so well"

And it's regarded as well as it is because it pretty much perfects the conventions of the Metroidvania genre. Some of your issues with the game being those exact conventions.

Also, your issues are largely ( if not wholly ) unwarranted.

- Elder bug will always gives you a hint where to go next if you're stuck.

- The game lacks combat in very very few situations. Those few rooms where it does are either building up to an important narrative moment or a boss fight ( sometimes both ). The only way what you're saying can hold any merit is if you're suggesting the combat itself is bland and uninteresting. This would be a strange complaint to have given the sheer number of different enemy types with unique attack patterns that exist in this game and the charm system which allows you to customize your combative abilities. There being over half a dozen unique abilities ( 3 spells, 3 special nail moves and your basic attack ) for you to utilize in combat once you find them.

A few questions I'd have for you about your remaining issues are; why do you find the platforming in Hollow Knight inferior to platforming in other landmark titles within the genre such as Symphony of the Night or Super Metroid? What is it about the combat that keeps it from being decent to you?

As for your other problems, while I can appreciate your struggles, I'm sorry to say that the majority of people believe the soundtrack, level design and gameplay is among the best in the genre. This includes things like the mapping and knockback mechanic which gives a sense of realism to the game and, in the case of the former, a feeling of being lost in a vast world and the subsequent joy of getting to explore and discover the things within it ( a core aspect of the Metroidvania genre ).
Last edited by Syndiciate; Jan 12, 2019 @ 8:42pm
bronze_aged Jan 12, 2019 @ 9:01pm 
Just about everything you mentioned as a negative is considering a plus by fans. But it's fine if you don't like it...the game is cheap, so you're not invested or anything. Just play something else that you do enjoy.
StarryDay Jan 12, 2019 @ 10:10pm 
It really depends on how far along you go. It takes an hour or two for the game to really get started, but once you start the flow, it's pacing is amazing. As for direction, the first thing I always do is to look for the map guy, and make sure to buy the charm that lets you see yourself on the map. I reccommen that you beat the first few bosses before you call quits.
mato Jan 13, 2019 @ 12:41am 
Originally posted by Harrison:
why do you find the platforming in Hollow Knight inferior to platforming in other landmark titles within the genre such as Symphony of the Night or Super Metroid?

I can't answer on behalf of him, but I have my own thoughts about that.

In SotN and Super Metroid, the movement speed you have for the most of the game, you have from the very beginning, and the maps are designed with that in mind. You never feel too slow. Edit: Well, I guess the walking speed in SotN is a bit slow. That's why players are so likely to make use of the backdash to go faster even if it looks silly.

When I first started playing Hollow Knight, the movement felt slow, and I was frustrated by that. In my opinion the game doesn't become fun to play until you get the first movement upgrade, which significantly speeds up your ability to traverse the map.
Last edited by mato; Jan 13, 2019 @ 12:48am
GeminiEclipse Jan 13, 2019 @ 6:47am 
This game isn't for everyone. If all the things you listed don't appeal to you, then the game wont appeal to you. It appeals to other people.

I personally find the combat very enjoyable. It starts off slow and simple, but it expands greatly over time. All I need to do is watch a video of a high end player, and the things they do to get more damage, to see the skill gap between said person and myself. To see the complexity.

In fact it's far more complex than SotN or Super Metroid at the high end. No boss in SotN or Super Metroid took me 2 days to beat. NKG and PV did for me.

I don't mind the "bland" areas. Those are in Super Metroid and SotN. I don't want to be struggling for my life every screen. It's just a personal taste thing. I find it fine.

I like the soundtrack. Again just a personal taste thing. I really like NKG's song.

Good is so subjective.

I quite enjoy this game. I put it on the same level I put Super Metroid and SotN. If you don't that's fine. But at the same time I have to wonder if you've even experienced the full breadth of what the game has to offer.
Last edited by GeminiEclipse; Jan 13, 2019 @ 6:48am
Syndiciate Jan 13, 2019 @ 10:52am 
Originally posted by mtomato:
Originally posted by Harrison:
why do you find the platforming in Hollow Knight inferior to platforming in other landmark titles within the genre such as Symphony of the Night or Super Metroid?

I can't answer on behalf of him, but I have my own thoughts about that.

In SotN and Super Metroid, the movement speed you have for the most of the game, you have from the very beginning, and the maps are designed with that in mind. You never feel too slow. Edit: Well, I guess the walking speed in SotN is a bit slow. That's why players are so likely to make use of the backdash to go faster even if it looks silly.

When I first started playing Hollow Knight, the movement felt slow, and I was frustrated by that. In my opinion the game doesn't become fun to play until you get the first movement upgrade, which significantly speeds up your ability to traverse the map.

I mean, that seems like it would be an issue with traversal as opposed to actual platforming which is ussually far more dependent on your timing and accuracy as opposed to movement speed.
mato Jan 13, 2019 @ 7:12pm 
Originally posted by Harrison:
I mean, that seems like it would be an issue with traversal as opposed to actual platforming which is ussually far more dependent on your timing and accuracy as opposed to movement speed.
You're right. You did say platforming. Sorry about that.
I shouldn't be making comments on the internet when I'm sleep deprived. That makes it easy to misinterpret words.
Syndiciate Jan 13, 2019 @ 9:44pm 
No problem man.
KriKitBoNeZ Jan 14, 2019 @ 1:09am 
I like purple and hate sauerkraut.
The only thing about the platforming I don't like is the small dip/delay when using the Monarch Wings. Everything else in the game is instant, aside from charge abilities obviously - from dashing to attacking and even the regular jump. As it should be of course, since you're a bug.

...Except for some reason when using the double jump. Suddenly the bug has weight and these wings have a moment of struggle to pick you up that is so stark, it will halt the ascent of your initial jump if you press it before the peak.

Makes no sense mechanically or thematically and I'm surprised that nobody mentions it, considering how much it impairs the double jump's usefulness as an aerial dodge (impairs, not kills) in a way that is unintuitive to the fast-paced design of everything else. Very noticeable in White Palace and against certain bosses (Pure Vessel and so forth). Everything else about the game (discounting some of the overly rng Godhome content) is so good that the wings stand out like a third nipple to me, I dunno.
Last edited by Ǵ̶͓̂͑lí̴̤̀̄́tcĥ̸; Jan 15, 2019 @ 11:02am
Deadbubble Jan 16, 2019 @ 11:38am 
Elderbug literally tells you where to go.
Onni Jan 16, 2019 @ 1:11pm 
Strange, would've expected OP to reply to something here after 4 days. Guess this might be true...

Originally posted by Something Something Watermelons:
Good ♥♥♥♥-post.
Syndiciate Jan 16, 2019 @ 5:40pm 
Originally posted by frgovo:
This whole tangent is to say: even if you come into the game accepting the metroid-like structure (with all that it entails) and the Souls-like approach to money, this game can still seem unfriendly for newcomers because it seems to lack direction in the very early game;
and I find it slightly frustrating that all it would take to make it more friendly is just one more visual indication, just a bit more psychological trick to send the player on their way.

It's just one tiny bit of design that runs the risk of alienating some people who would happily pour 120+h into the game -- I know it almost happened to me.

To be fair, everybody is going to have a different view of what the right amount "visual indications" are. If it had had been more obvious you would see people complaining that the game was hand holding its players and needed to let them find the right path on their own for it to be a more enjoyable experience. There's no pleasing everyone.
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Date Posted: Jan 12, 2019 @ 7:35pm
Posts: 16