Jenuall wrote:Banjo wrote:Jenuall wrote:Hollow Knight is
such a good game as well.
I bounced off it real hard. Really gutted about that, as it opened strongly but by the end I was so ready for it all to be over and have not felt any temptation to go back to it, even though there's likely a raft of content I missed out on.
Shame, but you can't please all the people all the time!
Are you not a fan of the genre generally or was it something specific about HK that put you off?
I rather enjoy a Metroidvania. In recent years I've had good times with Guacamelee, Steamworld Dig 2 and Yoku's Island Express, though it's not a genre I return to super regularly.
With Hollow Knight, there were a number of small instances that gradually pooled together to dampen my enthusiasm: Firstly I don't think the Soulsesque method of vague storytelling works in its favour, as it draws some comparisons to that series that it can't match. Namely I plain didn't enjoy the combat. There is far too much of it and while you get a fairly broad pool of moves to utilise, it is the
only pool of moves you get. On reflection I realised that I plain didn't care for that method of storytelling in the Souls games as well, but having a robust sense of customisation over my character aided in my investment and roleplaying. In Hollow Knight, I had zero attachment to the world and narrative being presented to me to spur me on to the end, and I straight up didn't enjoy the combat it provided.
Secondly, I think it's actually quite a poor Metroidvania for two reasons. The first is that it's too damn big. Absurdly so in fact. My final playtime ended up at over 30 hours, and at least 15+ of those were slogging my way through locations as my interest was dwindling. There's a bit of a thrill when you think you've fully explored a map then it turns out
oh gooseberry fool there's more, but once that starts to repeat I found myself getting frustrated. Those previous 3 games I've mentioned I completed in a third of the time (at full completion too) and not once did I feel fatigued by the experience, and I have since gone back to replay them. Little things alongside it, like how the fast travel system made dying to a boss a complete pain in the arse as even the closest fast travel points could be a decent trek away, and then said bosses were fairly boring as I had that one and only set of tools to work with, no alternate weapons or approaches. It's unfortunate that I didn't click with the combat from the very beginning, as it is reliant on engagement with it to get the most out of the game.
The other reason why I feel it's a poor Metroidvania is because I believe it is unnecessarily restrictive with the abilities it gives you. At the beginning you can jump and attack, nothing else. I understand wanting to trickle abilities to the player to make exploration of the world gradual and keep them returning to previous areas, but the abilities you find in Hollow Knight are by and large deeply uninspired. An air dash (effectively a running jump), wall jumping, a double jump. Super Mario 64 gave us all of these (or approximations of) for free back in 1996, and the concept of a longer jump has been a popular staple since the first Super Mario Bros. So when I had my first 'Super Metroid Moment' of walking off a ledge and noticing that it was too high to jump back up, I audibly groaned. That was a nice way of indicating to the player that they needed to progress decades ago, it's a design trait that belongs in the past. Keeping the focus on abilities, Yoku's and Dig 2 did an excellent job with these; the former by having such a different spin on the genre that it's abilties were unpredictable in nature, and the latter by them being genuine upgrades for your character that supplanted earlier ones. The
grappling hook was a great addition, and then the
jetpack pushed it further! They felt like genuine upgrades that you wouldn't expect, and kept the pace of the game brisk, especially in the latter stretch.
Not since Yakuza 0 have I been so disappointed by a game that showed such promise. I view Hollow Knight as an archaic game: It's made with a lot of love and care to detail, with excellent production values and a raft of content, but the underlying design of the game is doing little to push and challenge what the genre is capable of. It's a (team) cherry picking of all different bits and pieces of what makes good metroidvanias, but unfortunately that just isn't something that appeals to me anymore. I like these experiences focused and willing to attempt new ideas, with a playtime that I could comfortably rattle through in an evening should I please*, I've got no time for a really pretty game that tows the line. Big post.
*I know you can skip plenty of the game and rush to the end, but I always want to explore a world and do full runs if possible.
EDIT: Absolutely loathed how the map worked as well. I initially thought it cool, but when it had to be done for every area, despite the fact that it filled about 10% of that area, and you couldn't fill it yourself even with access to a pen and paper because you had to find that stupid merchant first (Cornifer?), I just completely lost my patience with it.