As part the announcement of a Hollow Knight sequel last night, Adelaide developers Team Cherry also revealed just how successful their hand-drawn platformer has been.
Tagged With team cherry
Hollow Knight is a quiet game of exploration and difficult bosses that can take dozens of hours to complete. Last Sunday at Awesome Games Done Quick, a speedrunner beat it in under 90 minutes. The run was a highlight of precise, masterful movement. And the ending had the audience on the edges of their seats.
Briefly: Hollow Knight developers Team Cherry have announced that physical editions of the game have been cancelled. The studio wrote in a blog post that producing physical copies was "more work than could reasonably manage" as a team of three people.
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.
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.