Tagged With hollow knight

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Hollow Knight, a wonderful video game starring a throng of adorable insects, got a brand new free piece of downloadable content today. It's called Godmaster, it's challenging as hell, and the game isn't 100 per cent clear about how to start it.

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It's not every day you get assigned to write an article about how your boss is completely wrong, but this morning during one of our many discussions about the fantastic game Hollow Knight, Kotaku editor-in-chief Stephen Totilo told me to write [Editor's note: suggested you write] about how wrong he is about the nails-tough platforming sections. Because they're actually great.

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I’m flying across the country tomorrow and need help keeping calm while I travel. Luckily, the Nintendo Switch has added dozens of exploration-focused titles to distract me, including the 2D Soulslike Salt and Sanctuary. Like Hollow Knight, it’s a game that fares much better on a portable console.

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In the game’s 46th hour, I finally got frustrated about a design choice in Hollow Knight. I won’t spoil it in anything but the vaguest terms, but I’m sure anyone who has played enough games can relate.

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In the treacherous world of Super Mario Bros., it's useful, if not realistic for platforms to hover and fireballs to bounce. There's no logic to why things are that way. They just are. That's fine, but I enjoy when a game's designers find a way to justify the weird rules of their game, as the creators of Hollow Knight have about why their hero can't always use his map.

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In Hollow Knight, looks can be deceiving. A sad little lamplit town may hide the entrance to a beautiful buried kingdom. A towering knight might turn out to be a sad, small thing in oversized armour. An onrushing green beast may actually be a wee creature disguised by a pile of leaves. And a simple-looking 2D action game can slowly unfurl into one of gaming's great adventures.

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In a presentation at the White Nights conference last week, Valve business development head Jan-Peter Ewert put some figures on the disturbing reality for indie developers: the market is still very, very crowded. With the removal of Steam Greenlight and the straight-to-door Steam Direct approach, around 180 games get released every single week.

Even if most games find no audience at all, the increased noise makes it infinitely harder for good games to stand out. Fortunately, there's one platform where indies are continuing to find a second lease of life, or a successful first one.

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Hollow Knight is finally out for Nintendo Switch, which means a lot more people are playing it than when it hit PC last year. People like me! I've put almost 40 hours into the game, and I have some tips for anyone starting out.