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I'd say that, just before City of Tears, that's where the game stops giving you clear directions. Before that you only have one critical path you can follow, with a strict sequence of powerups and bosses.
In proportion, you get about the same guidance as the beginning of Super Metroid: you're locked in an area, wander around and find a clear obstacle that requires a powerup you don't have, wander around some more until you find that powerup, go back and clear that obstacle to go to the next area.
The difference is that Hollow Knight's world and individual zones are much bigger, so I guess you can kind of feel lost even when you have a very limited space to move in.
Maybe it's because we're not used to worlds of this size. Like, a friend of mine asked if they were about 10% done when they got out of Forgotten Crossroads.
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As for the rest of the game, yes, I guess you can "get lost" in a new area, but it's worth it if you get out of this area with a new powerup.
For me, knowing I'll get a new powerup (which in turn will open up more secrets and areas) is what gives me the determination to power through a new tough area.
And this is something I think Hollow Knight does really well.
...except in one specific moment you can run in too early by accident.
When you get the Mantis Claw, you're closer to the Mantis Lords than you are to the bridge to City of Tears. You're likely to fight the Mantis Lords and go into Deepnest, where you can get trapped.
From there, there's almost nothing you can do with your current equipment, no chance to get new powerups.
You can only get back to Resting Grounds by going the long way around the world, through 3 really tough end-game areas, without making any progress in terms of powerups. This type of getting lost I find really discouraging, and nearly made me give up. But I guess it might have its merits, like making you realize just how big the world is.
But aside from this, I think Hollow Knight hits about the right spot: any powerup can open up more than one new area, so there's always the feeling of progress, even when the ultimate goals aren't clear yet.
It's preferential.
Store Page description:
To be honest i wasnt even exited about beating last boss, all i wanted from game was to stay in this world for more hours.
Same feeling makes me love Dark Souls 1, nobody tells you what to do and how to do it, just take weapon you find, and discover whole world by yourself.
Best game design ever, after DS1 and HK i have problem playing any linear shooter, and i was FPS guy for like 10 years.
HK is a masterpiece.
I found Hollow Knight did offer a lot of direction. It starts out linear (or with only short branches), and then you start meeting people and finding signs. You get the map, and then that's a guide to some interesting places to check. If you go outside the map area, and you haven't explored everything in the map, that's a hint to go back and finish the area. If you have done enough in the old area, then you know to go searching for stuff like the map guy and a bench in the new one.
If you just follow a walkthrough from the beginning, you might not notice how much help the game gives you to find your way to something interesting, but it's there.
That's valid but some people just don't like wandering around white no idea where to go or what to do to progress.
I know there’s people out there that don’t like to feel lost, for one reason or another, and they’re completely in the right to feel that way. But this game is designed to encourage & reward you for getting lost. There are so many secrets tucked away all over the place, and regardless of which direction you go, you’re guaranteed to find something to see or do. Speaking from my own experience, I’ve played Hollow Knight for hundreds of hours over the last 3 years, and still to this day there are some minor secrets I’m only now finding.
I have beaten the game to full completion without ever using a single guide, so I can assure you that it isn’t flawed in that area. The game is structured so that you can complete as much or as little of it as you want; it is determined by how much you want to play. The developers have even said that they don’t mind that some people will never see all the game’s content, because it makes it feel more special for those that do. And that’s a great mindset in my opinion - one that not many developers have.
By not guiding the player down the correct path, this actually works to the game’s favor, because it means you’re more likely to find (and complete) that optional content.
Even the basic ending only technically requires 4 boss encounters, out of the 47 total that’re in the game. (Though this does require knowledge of certain skips. Playing the game normally, it’ll probably be around 9 boss encounters, which is still a pretty small number regardless.)
even after beating the game (using guide), on the second play through i still get lost quite a bit but have a bigger picture of how the game goes.
all in all i would say the non linearity kinda balance of with its replayability.
A game like Axiom Verge on the other hand tends to have a very linear path of progression. Each zone may have different ways to get around, but you will need to find that one place where a new ability can be used to unlock the next zone. If you don't play it in a long session you will forget where these places are and spend far too long running around frustrated with no idea how to progress.
We really need more non-linear Metroidvanias.