Strives to lead thought-provoking discussion on the other side of the video games; providing insight and bringing attention to parts of the industry that silently churn in the background. Occasionally features industry news and editorials.
After almost a two years Hollow Knight has finally been let out of its cage.
“Interesting” gameplay mechanics. Satisfying when you win but may cause extreme grief if you feel the death is due to the game’s mechanics rather than your mistakes
Occasional frame rate drops.
Very combat heavy. More bug smashing than platforming.
Provides quick-respawn points when you seemingly need them the most.
When you die your soul along with all your Geo, the game’s currency remains. Forcing you to return to the scene to fight your soul and get your currency back. It’s a Dark Souls-esc game implementation, makes you think before you jump into a fight because you know what’s at stake. But when you wander into a boss fight in which you don’t belong, the game sometimes forgets to gate you from them, you end up with your soul in an area you can’t fight your way out of. You have 2000 Geo trapped in a lion’s den, and you can go and get your gold…but if the lion kills you, you’re at the same place you started. You have to defeat the lion to get your gold back.
It isn’t until later in the game that you have access to the resurrection shrine that summons your specter from wherever it lays.
Amazing soundtrack and sound design, but sometimes the repetitive cries from characters make you wonder how long you can stay in their vicinity before you go insane.
Simultaneously dark and vibrant art style.
Has gorgeous lens flares that occasionally disrupt you at inopportune times.