Hollow Knight

Hollow Knight

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BananaJoe Feb 13, 2024 @ 11:42am
What is the worst thing of Hollow Knight in general?
Hollow Knight is a great game and i personally love it so much that i cant really find a bad thing about it. There are some small bad things about the game but I think all of these "bad features" make the game even more fun. I personally find Absolute Radiance wayyyyyy to hard and didnt beat it its normally a downgrade but I think it adds as so fun challenge into the game. Thats why im asking the community to give me something bad about the game
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Showing 31-45 of 90 comments
Lost Drunk Apr 21, 2024 @ 6:17am 
Originally posted by thorin.hannahs:
I reached a point where I just can't bring myself to play it any more. I've tried but that usually only lasts until Greenpath. Other than that I'd say Nail Arts are kinda just throw away skills other than Great Slash and Great Slash finds use in a rather limited way in certain boss encounters.
Combat skills for enemies/bosses are really mostly useless and have few timmings to execute. The normal attack is the best choice is general way.
The game have a mixed learning curve and some ares are just frustrating. (White Palace was the most painful part for me)
Anyway I enjoy the game difficult due not get too easy like other metroidvania games where you become overpower easily. Hollow Knight tries to keep an flat difficult over your items/skills while at same time can be hard for players who love to grind first.
thorin.hannahs Apr 21, 2024 @ 8:04am 
Originally posted by Lost Drunk:
Originally posted by thorin.hannahs:
I reached a point where I just can't bring myself to play it any more. I've tried but that usually only lasts until Greenpath. Other than that I'd say Nail Arts are kinda just throw away skills other than Great Slash and Great Slash finds use in a rather limited way in certain boss encounters.
Combat skills for enemies/bosses are really mostly useless and have few timmings to execute. The normal attack is the best choice is general way.
The game have a mixed learning curve and some ares are just frustrating. (White Palace was the most painful part for me)
Anyway I enjoy the game difficult due not get too easy like other metroidvania games where you become overpower easily. Hollow Knight tries to keep an flat difficult over your items/skills while at same time can be hard for players who love to grind first.
Exactly. Great Slash is great for Ascendant Markoth and for the adds of The Collector pre-nerf. Outside of that most things die to a slash+spell combo even the Primal Aspids everyone seems to despise. Movement is such that moving and attacking normally doesn't carry much penalty but has a huge upside.

I don't love to grind but I do love to explore. The system in this game is particularly clean in terms of power spikes but becomes stagnant once you identify it. Notches, Charms, Ores are each spike.

The platforming plays into the difficulty/learning curve too. Once you have done something like Palace or PoP your ability to navigate combat scenarios is more or less drilled in thanks to understanding movement cool down cycles and resets. I'll just keep speed running Forgotten Crossroads every year or so until Silk Song.
ShriekViola Apr 21, 2024 @ 3:21pm 
Sequel concern trolls.
Hotel Security Apr 22, 2024 @ 3:01pm 
Maybe could use a few more attack moves. But I kind of like the simplicity too...
NPC_CO8ALT Apr 22, 2024 @ 3:18pm 
The way maps work SUCK. Needing to backtrack/find the guy who sells the map of the area just to see areas you've already been in is a time-wasting chore that most other metroidvanias never commit the sin of doing. Same thing with not filling out the map you have until you find a bench, which also forces unneeded backtracking just to navigate new areas/areas you missing things in.
Lost Drunk Apr 22, 2024 @ 5:32pm 
Originally posted by NPC_CO8ALT:
The way maps work SUCK. Needing to backtrack/find the guy who sells the map of the area just to see areas you've already been in is a time-wasting chore that most other metroidvanias never commit the sin of doing. Same thing with not filling out the map you have until you find a bench, which also forces unneeded backtracking just to navigate new areas/areas you missing things in.
It is frustrating on beginning but make some fun challenge when exploring a new area due a legit blind run experience. (the first Metroid didn't even have a map)
The true exploration is near of the end of the game.
Anyway, pay to get an pen and open the map is the worst thing about this.
Purpleetea Apr 24, 2024 @ 4:11am 
Personally for me the biggest one is how many secrets it has and if you dont do everything in specific order some doors will be shut for you and you won see other stuff. After I finished theg ame for first time (i think bad ending) i kinda done with this game. Not a fan to go into google to search what to do next just for sake to complete other 45% of a game.
Last edited by Purpleetea; Apr 24, 2024 @ 4:12am
Red Minjo Apr 24, 2024 @ 10:41pm 
The fact that seeing your position on the map requires a charm slot feels hateful. Like the devs are saying "If you can't tell which of these dozens of map rectangles you are currently in by memory and this isn't like your 3rd full playthrough of the game, you deserve to be physically weaker." Basically making the game harder for people who already find the game hard, and easier for the people who already find it easier.
MinecraftedMario Apr 24, 2024 @ 10:42pm 
Originally posted by Red Minjo:
The fact that seeing your position on the map requires a charm slot feels hateful. Like the devs are saying "If you can't tell which of these dozens of map rectangles you are currently in by memory and this isn't like your 3rd full playthrough of the game, you deserve to be physically weaker." Basically making the game harder for people who already find the game hard, and easier for the people who already find it easier.
its one charm notch
ONE NOTCH
it doesnt matter
Edward Von Worms Apr 25, 2024 @ 12:20am 
lack of accessability features.
MinecraftedMario Apr 25, 2024 @ 1:27am 
Originally posted by Sparky mark phillips:
lack of accessability features.
such as?
Perseus Apr 25, 2024 @ 2:09am 
Originally posted by MinecraftedMario:
Originally posted by Sparky mark phillips:
lack of accessability features.
such as?
I mentioned some in my post, the third in this topic :
Originally posted by Perseus:
While some accessibility things are implemented, like the ability to rebind keyboard controls (including to the mouse), other things like a photosensitive mode or basically anything relating to difficulty are pretty much absent.
Last edited by Perseus; Apr 25, 2024 @ 2:09am
MinecraftedMario Apr 25, 2024 @ 3:44am 
Originally posted by Perseus:
Originally posted by MinecraftedMario:
such as?
I mentioned some in my post, the third in this topic :
Originally posted by Perseus:
While some accessibility things are implemented, like the ability to rebind keyboard controls (including to the mouse), other things like a photosensitive mode or basically anything relating to difficulty are pretty much absent.
difficulty:
I never understood the "difficulty" part of accessibility features, the game is tailored to that difficulty, using accessibility to lower the difficulty (outside of easy, medium, hard, etc. difficulty settings) seems to me like diminishing the game itself
photosensitivity
if you have photosensitivity, why are you playing video games
Perseus Apr 25, 2024 @ 9:19am 
Originally posted by MinecraftedMario:
if you have photosensitivity, why are you playing video games
You're asking the wrong question completely.

You're playing video games because you like playing video games. Since you like playing video games, you should be able to understand why photosensitive people would want to play video games.

Hollow Knight is a game with quite a few sources of bright lights/flashes.
You, someone who is apparently not photosensitive, should then ask these questions :
Are those bright lights/flashes too much/uncomfortable for photosensitive people?
Could it prevent them from playing the game or lessen their enjoyment of it?
And if so, could it be changed, or could an option to change it be/have been added, so that those players would be able to play the game/enjoy it more?

The answer to all those questions is yes. There is no reason to prevent some people from playing a game or lessen their enjoyment of it simply because they are more sensitive to light.
Can you understand that?
Last edited by Perseus; Apr 25, 2024 @ 9:20am
Phirestar Apr 25, 2024 @ 10:11am 
Originally posted by Red Minjo:
The fact that seeing your position on the map requires a charm slot feels hateful. Like the devs are saying "If you can't tell which of these dozens of map rectangles you are currently in by memory and this isn't like your 3rd full playthrough of the game, you deserve to be physically weaker." Basically making the game harder for people who already find the game hard, and easier for the people who already find it easier.
The purpose of the Wayward Compass is that it exists as an early-game tutorial that teaches players the importance of charms and encourages you to experiment with swapping them in and out frequently.

Most players will obtain Wayward Compass very near the beginning of the game, soon after obtaining the first map from Cornifer. At this stage of the game, the player has only three notches, which means that the Wayward Compass takes up a significant portion of the available slots. As you explore further, you’ll come across other charms that’re used for combat, and what you’ll notice is that most of them take two or sometimes even three notches to equip.

In addition, people will likely also come across Sly on the village near Salubra and visit his shop up in Dirtmouth, where they’ll come across the other 1-notch charm, Gatherint Swarm, and buy it because it sounds like a great quality-of-life once they see the prices of other items.

Between those two charms, you will be left with only one charm notch left and pretty much no other charms that can fill one slot. By this stage the player has started encountering tougher enemies like the mini-bosses (Husk Guard / Elder Baldur) and regular bosses (Gruz Mother / False Knight). So they’re presented with a question: do they unequip one of their utility charms in order to have better fighting capabilities, and if so, which one do they take off? The one that gives them extra Geo, or the one that tells them where they are?

And this is what eventually leads to players ideally doing, which is learning how navigate the environments of Hollow Knight and find their location on the map without the need for using the Wayward Compass. It’s designed to be a tool that you outgrow and no longer need. When I first played the game back in 2017, I found myself leaning heavily on Wayward Compass, but as time went one I realized how distinctive each room is and how they fit together with adjacent rooms, and I become familiar with them to the point that I can now identity the location of any spot on the map if you show me in the world.

It’s an effective and well-designed tutorial, in my opinion. The only problem that Team Cherry faced when implementing it is the fact that most people are so accustomed to having games tell them exactly where they are at all times, in the modern day, and not having to think and analyze their surroundings. Hollow Knight gets this amount of pushback for having features like Wayward Compass (and the map not filling until you rest at a bench) because it’s not convenient. Video game exploration is made to be convenient in today’s games, with objective markers and yellow minimap lines that take you directly to where you need to go. The developers of Hollow Knight want you to get lost, they want you to figure out how to find your way around by yourself, because it was inspired by older games that did that, and it made those games’ worlds feel memorable and special. Which is exactly how I would describe Hallownest.
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Date Posted: Feb 13, 2024 @ 11:42am
Posts: 90