0:00:11.570,0:00:14.120 A beta of Hollow Knight just showed up online[br]recently. 0:00:14.120,0:00:17.010 Now I’m sure you’re wondering how this[br]happened. 0:00:17.010,0:00:19.800 Does somebody’s uncle work at Team Cherry? 0:00:19.800,0:00:22.000 Did a hacker break into their servers? 0:00:22.000,0:00:27.599 Well no, one of Team Cherry’s playtesters,[br]a prolific and mysterious figure simply known 0:00:27.599,0:00:32.599 as Graig, posted the beta on a few discord[br]servers, with Team Cherry’s permission. 0:00:32.599,0:00:37.210 So Team Cherry just decided to let anyone[br]access this beta, which honestly is pretty 0:00:37.210,0:00:38.489 cool. 0:00:38.489,0:00:42.300 This beta in particular was provided to Kickstarter[br]backers in 2015. 0:00:42.300,0:00:47.100 And it was also available in a Humble Bundle[br]sale that took place a few weeks before the 0:00:47.100,0:00:51.289 game officially launched, basically acting[br]as a sort of demo. 0:00:51.289,0:00:53.640 So this isn’t the biggest discovery in the[br]world. 0:00:53.640,0:00:56.550 No, there aren’t any unused bosses here. 0:00:56.550,0:00:59.609 And no, your long lost father isn’t here[br]either. 0:00:59.609,0:01:03.800 But I think it would be fun to run through[br]the beta and discuss what it’s like to play, 0:01:03.800,0:01:07.490 and what little differences there are between[br]this and the final game. 0:01:07.490,0:01:11.710 The beta doesn’t have the Hallownest poem[br]or the cutscene in the Black Egg. 0:01:11.710,0:01:16.180 Instead we just get this simple introduction[br]cutscene of the Knight arriving in Hallownest. 0:01:16.180,0:01:20.100 This cutscene has always stood out to me due[br]to how the Knight’s eyes are stylized. 0:01:20.100,0:01:24.720 It would make sense that this cutscene was[br]created very early in the game’s development. 0:01:24.720,0:01:28.990 You can see how Ari Gibson’s art style for[br]Hollow Knight has slightly changed over the 0:01:28.990,0:01:30.280 years. 0:01:30.280,0:01:34.509 The first major difference you can see in[br]the beta is that the Knight has four masks 0:01:34.509,0:01:36.060 instead of five. 0:01:36.060,0:01:39.900 Considering how difficult Hollow Knight can[br]be for new players, adding more health was 0:01:39.900,0:01:42.050 probably a good idea. 0:01:42.050,0:01:45.950 We can see from some of the earliest footage[br]that there were originally got to be three 0:01:45.950,0:01:48.909 masks, which would have just been ridiculous. 0:01:48.909,0:01:53.060 Another notable difference is that the Knight’s[br]nail is much shorter, which makes it pretty 0:01:53.060,0:01:59.090 difficult to fight enemies, but at the same[br]time, the swing speed seems a bit faster. 0:01:59.090,0:02:03.630 I can’t put my finger on it, but I think[br]the controls at this point lack a tolerance 0:02:03.630,0:02:08.619 or grace period, which can make timing your[br]nail swings a bit awkward. 0:02:08.619,0:02:12.070 Also it takes way more hits to get enough[br]soul to focus in the beta. 0:02:12.070,0:02:13.700 But don’t worry. 0:02:13.700,0:02:18.150 Team Cherry gave the Knight another ability[br]to help make up for the extra difficulty. 0:02:18.150,0:02:21.190 From the start of the game, the Knight has[br]a back dash ability. 0:02:21.190,0:02:24.100 I wouldn’t call it the most elegant move. 0:02:24.100,0:02:28.420 It’s kind of awkward to use and I never[br]felt like using it while playing. 0:02:28.420,0:02:32.140 Even against False Knight it really didn’t[br]feel very reliable. 0:02:32.140,0:02:37.070 If you dash twice in succession, you can see[br]that the knight does this weird spin maneuver 0:02:37.070,0:02:39.770 like it’s a fucking anime character. 0:02:39.770,0:02:44.010 At first I thought this was just a pointless[br]visual effect, but if you back dash three 0:02:44.010,0:02:48.290 times in a row successfully, the third dash[br]actually goes back a bit further than the 0:02:48.290,0:02:49.580 other two. 0:02:49.580,0:02:53.949 I guess this could be useful for speedrunning,[br]sort of like what they do in Symphony of the 0:02:53.949,0:02:58.530 Night, but the timing is really tricky so[br]honestly it’s just better to walk like a 0:02:58.530,0:02:59.910 fucking normie. 0:02:59.910,0:03:04.030 King’s Pass is pretty much identical to[br]what it is in the final game right down to 0:03:04.030,0:03:06.870 the dialogue on the lore tablets. 0:03:06.870,0:03:12.260 There is a spike pit in the first hallway,[br]as opposed to just being a weird, empty pit. 0:03:12.260,0:03:15.250 Also the Fury of the Fallen charm is not there. 0:03:15.250,0:03:17.200 Instead it’s just a chest full of Geo. 0:03:17.200,0:03:22.720 In fact, there are no charms at all in this[br]build, or any sort of inventory menu either. 0:03:22.720,0:03:26.780 There is a map for the Forgotten Crossroads[br]however, except it’s just a static image 0:03:26.780,0:03:29.209 with no interactable elements. 0:03:29.209,0:03:33.150 There’s just some cool attention to detail[br]that I really like here. 0:03:33.150,0:03:37.690 However, the functionally of the map in the[br]final game probably wouldn’t have been possible 0:03:37.690,0:03:41.090 if Team Cherry made the other maps like this[br]one. 0:03:41.090,0:03:44.220 Dirtmouth is pretty similar to what we see[br]in the final game as well. 0:03:44.220,0:03:46.750 Jiji’s cave is gone though. 0:03:46.750,0:03:50.229 And there is a different sign in front of[br]Cornifer’s shop. 0:03:50.229,0:03:53.660 The biggest change here is related to Elderbug’s[br]dialogue. 0:03:53.660,0:03:58.350 Out of all the character dialogue in the beta,[br]Elderbug’s is probably the most varied. 0:03:58.350,0:04:04.350 A lot of it is slight rewordings of different[br]things, like he says “heh heh” sometimes 0:04:04.350,0:04:06.100 which is just kinda odd. 0:04:06.100,0:04:10.190 But Elderbug also has additional dialogue[br]in the beta that doesn’t appear in the final 0:04:10.190,0:04:11.380 game. 0:04:11.380,0:04:15.840 He mentions that Dirtmouth was actually founded[br]as a result of more and more bugs wanting 0:04:15.840,0:04:19.150 to sneak back into Hallownest after it was[br]sealed up. 0:04:19.150,0:04:21.630 Now this doesn’t make any goddamn sense. 0:04:21.630,0:04:26.910 Why would there be a stag station if the town[br]was built after the kingdom was sealed up. 0:04:26.910,0:04:29.230 Even the Last Stag talks about this. 0:04:29.230,0:04:32.630 I guess Elderbug is getting senile in his[br]old age. 0:04:32.630,0:04:36.840 Elderbug also has some additional dialogue[br]about a girl who left Dirtmouth to explore 0:04:36.840,0:04:37.840 Hallownest. 0:04:37.840,0:04:42.670 Apparently she had lost both her mother and[br]her brother to the ruins, so Elderbug asked 0:04:42.670,0:04:44.810 her why she was going. 0:04:44.810,0:04:49.440 She mentioned that she was dreaming of a stone[br]egg, and that she could hear a familiar voice 0:04:49.440,0:04:51.360 singing inside of it. 0:04:51.360,0:04:55.200 This is obviously referring to the Black Egg[br]where the Radiance was imprisoned. 0:04:55.200,0:04:57.180 But what’s the deal with the singing? 0:04:57.180,0:05:01.270 In the Quirrel comic, he sort of dreams about[br]the Black Egg, but it’s more about the Hollow 0:05:01.270,0:05:02.270 Knight specifically. 0:05:02.270,0:05:04.310 And there’s no singing. 0:05:04.310,0:05:07.480 In the final game, singing is mentioned a[br]lot in the Crystal Peak. 0:05:07.480,0:05:11.870 And you could maybe argue that the Radiance[br]has some kind of influence there. 0:05:11.870,0:05:17.380 A prime example would be how Myla mentions[br]the crystals singing and then she gets infected. 0:05:17.380,0:05:21.650 But the Radiance’s infection is more about[br]dreams and light than about singing. 0:05:21.650,0:05:24.660 So I’m not surprised this dialogue wasn’t[br]in the final game. 0:05:24.660,0:05:28.470 In fact, this dialogue doesn’t even trigger[br]in the beta. 0:05:28.470,0:05:31.900 It appears in the game files of the beta,[br]but I can’t get it to show up in the beta 0:05:31.900,0:05:33.310 itself. 0:05:33.310,0:05:35.620 But that’s enough Elder Bug discussion for[br]one lifetime. 0:05:35.620,0:05:39.140 Let’s dive down into the Forgotten Crossroads. 0:05:39.140,0:05:41.920 There are a few differences here at the Black[br]Egg Temple. 0:05:41.920,0:05:44.800 Notably, all three Dreamer masks are identical. 0:05:44.800,0:05:48.480 Does this mean there are three Monomon’s[br]trapped in there? 0:05:48.480,0:05:49.710 Well no. 0:05:49.710,0:05:53.010 This is because the Dreamers were originally[br]designed to look identical. 0:05:53.010,0:05:57.860 In fact, you can see a spot in the final game[br]where the original mask designs are still 0:05:57.860,0:05:58.860 used. 0:05:58.860,0:06:03.780 Quirrel is also here, and he sports almost[br]identical dialogue as the final game. 0:06:03.780,0:06:09.400 Although he has one additional line of dialogue[br]here that ultimately gets used in Greenpath. 0:06:09.400,0:06:13.340 Heading back to the left and down, we can[br]see that the layout of Forgotten Crossroads 0:06:13.340,0:06:16.120 in the beta is pretty similar to the final[br]game. 0:06:16.120,0:06:22.060 We’ve got the Grufather, the Balder blocking[br]the road to Greenpath, the Brooding Mawlek 0:06:22.060,0:06:27.330 area: not much here is different, the biggest[br]exception being the path to the Mawlek is 0:06:27.330,0:06:29.490 slightly different. 0:06:29.490,0:06:33.550 Cornifer is in the same spot, but he lacks[br]the papers laying about everywhere, and his 0:06:33.550,0:06:34.730 familiar hum. 0:06:34.730,0:06:38.870 He also sounds a little less confident in[br]the beta dialogue, and he doesn’t mention 0:06:38.870,0:06:40.730 Iselda at all. 0:06:40.730,0:06:43.870 Going left from here we can see what acid[br]used to look like in the beta. 0:06:43.870,0:06:47.000 I have to say it looks kind of cool. 0:06:47.000,0:06:51.280 Going back right, we can see that the Vengefly[br]King encounter with Zote was originally located 0:06:51.280,0:06:52.770 in the Crossroads. 0:06:52.770,0:06:56.240 That would explain why Greenpath suddenly[br]looks like the Crossroads again when we find 0:06:56.240,0:06:57.280 Zote there. 0:06:57.280,0:07:00.650 Team Cherry just grabbed all the stuff in[br]this room and moved it over there thinking 0:07:00.650,0:07:02.070 no one would notice. 0:07:02.070,0:07:04.910 Zote’s dialogue is pretty much the same. 0:07:04.910,0:07:09.280 Still blathering on about his backstory like[br]a fucking anime character. 0:07:09.280,0:07:12.860 Going through the rest of the Crossroads is[br]pretty much the same at this point. 0:07:12.860,0:07:17.670 Gruz Mother is still there, although she has[br]a ribcage for some reason. 0:07:17.670,0:07:20.280 A similar ribcage can be found in Mato’s[br]hut. 0:07:20.280,0:07:24.170 Salubra’s hut is there but you can’t enter[br]it. 0:07:24.170,0:07:25.680 You can rescue Sly. 0:07:25.680,0:07:28.930 Although he doesn’t offer you anything to[br]purchase at his shop. 0:07:28.930,0:07:33.590 Myla is the same, although there is no elevator[br]shaft here like there is in the final game. 0:07:33.590,0:07:36.700 And the crystals are a more dull grey color. 0:07:36.700,0:07:39.540 There are some hoppers in the beta Crossroads. 0:07:39.540,0:07:43.200 Looking at even older builds we can see that[br]there was even a giant hopper fight in the 0:07:43.200,0:07:46.340 location where you originally fight the False[br]Knight. 0:07:46.340,0:07:50.669 False Knight is here in this beta, although[br]I think his attacks are a bit faster. 0:07:50.669,0:07:54.560 The first encounter with the Snail Shaman[br]is pretty similar, although the Ancestral 0:07:54.560,0:07:57.450 Mound is called the Shrine of Souls. 0:07:57.450,0:08:02.260 Also Vengeful Spirit costs half your soul[br]meter as opposed to just a third, which is 0:08:02.260,0:08:03.260 just awful. 0:08:03.260,0:08:06.610 Did I mention the beta is a bit more difficult? 0:08:06.610,0:08:08.030 Because it is. 0:08:08.030,0:08:12.070 Speaking of which, the shade in the beta looks[br]quite a bit different than the final game. 0:08:12.070,0:08:18.410 It is just a dark blue tone of the Knight,[br]as opposed to some kind of void creature. 0:08:18.410,0:08:23.190 And when you defeat it, instead of void being[br]absorbed back into the Knight, it’s Geo. 0:08:23.190,0:08:27.780 I think it’s better that the final game[br]removes the geo effect, since it kinda just 0:08:27.780,0:08:30.830 raises questions about where this Geo is stored[br]exactly. 0:08:30.830,0:08:35.760 I mean, we all know it’s in the Knight’s[br]ass, but it’s best not to raise attention 0:08:35.760,0:08:37.329 to it, you know? 0:08:37.329,0:08:38.990 You know what else is dumb? 0:08:38.990,0:08:41.050 These weird husk statues. 0:08:41.050,0:08:42.919 What even are these things? 0:08:42.919,0:08:47.870 Ellina mentions them in the Wanderer’s Journal,[br]but her dialogue can easily be summed up as 0:08:47.870,0:08:49.420 “What the fuck am I a looking at?”. 0:08:49.420,0:08:53.990 I feel like Team Cherry justed added them[br]as decoration but in reality they don’t 0:08:53.990,0:08:55.200 serve any purpose. 0:08:55.200,0:08:59.570 Anyway, in the demo, we see a lot of this[br]particular statue. 0:08:59.570,0:09:04.100 I thought this guy was removed from the final[br]game, but you can still see him in the background 0:09:04.100,0:09:06.510 of a few rooms. 0:09:06.510,0:09:10.460 Another tiny change Team Cherry made was to[br]the crawlid enemy. 0:09:10.460,0:09:14.490 Its spikes are less defined in this version[br]versus the final release. 0:09:14.490,0:09:19.380 We can also see that there were actually 3[br]designs of this bug, each one getting progressively 0:09:19.380,0:09:20.840 more horny. 0:09:20.840,0:09:25.140 Team Cherry mentioned in a blog post that[br]people would try to jump on the crawlid, thinking 0:09:25.140,0:09:27.670 it could be killed like a Goomba. 0:09:27.670,0:09:31.830 Watching people play their game helped them[br]realize that the enemy needed to be more spiky 0:09:31.830,0:09:34.620 in order to teach players not to jump on them. 0:09:34.620,0:09:39.480 With the Vengeful Spirit spell, you can make[br]your way to Greenpath, however the game just 0:09:39.480,0:09:41.750 turns you around and tells you the demo is[br]over. 0:09:41.750,0:09:45.320 But of course, that is not enough for me to[br]be satisfied. 0:09:45.320,0:09:49.190 As I’m sure you’ve guessed, dataminers[br]have already started pulling this beta apart 0:09:49.190,0:09:51.630 for additional nuggets of info. 0:09:51.630,0:09:55.770 If you’ve watched my videos before, you[br]know that I use mods to get footage of Hollow 0:09:55.770,0:10:00.510 Knight that is either zoomed out or has the[br]HUD removed or has the Knight removed. 0:10:00.510,0:10:06.290 I can do this using a debug mod created by[br]SeanPR, KDT and 56. 0:10:06.290,0:10:12.580 And 56 even created a mod for this beta so[br]we can access new areas. 0:10:12.580,0:10:16.240 So I just wanted to give a huge thanks to[br]them and everyone who has contributed to the 0:10:16.240,0:10:18.149 Hollow Knight modding community. 0:10:18.149,0:10:22.260 Unfortunately, there isn’t much new stuff[br]to find this way. 0:10:22.260,0:10:27.000 The beta itself doesn’t contain any rooms[br]from Greenpath, or the Wastes or anything 0:10:27.000,0:10:28.760 like that. 0:10:28.760,0:10:33.700 We can see this entrance to the Fog Canyon,[br]as well as the first room of the Crystal Peak 0:10:33.700,0:10:35.230 but not much else. 0:10:35.230,0:10:37.080 Also, we can find Iselda. 0:10:37.080,0:10:40.230 There’s no animation for her though. 0:10:40.230,0:10:44.140 She just stands there like a fucking person[br]who stands a lot. 0:10:44.140,0:10:49.200 It turns out the forward dash is also in the[br]beta’s code, although it can’t be acquired 0:10:49.200,0:10:50.590 naturally. 0:10:50.590,0:10:55.100 There are some parts of the beta that require[br]the dash and double jump, but can be completed 0:10:55.100,0:10:57.110 just by fly pogoing. 0:10:57.110,0:11:01.280 Utilizing this technique actually makes it[br]possible to collect four mask shards and get 0:11:01.280,0:11:02.980 the coveted fifth mask! 0:11:10.460,0:11:15.020 Moving on, there is one unused music file[br]in the game’s code. 0:11:15.020,0:11:17.860 It appears to be an old track from the Forgotten[br]Crossroads. 0:11:32.320,0:11:34.899 In the beta, Larkin’s music has already[br]been implemented. 0:11:34.899,0:11:39.649 I don’t know who composed this old music[br]for the Crossroads, but it sounds like stock 0:11:39.649,0:11:41.839 music of some kind. 0:11:41.839,0:11:46.540 In an even earlier build of the game that[br]William and Ari played during the Kickstarter, 0:11:46.540,0:11:48.780 you can hear some different stock music. 0:11:56.180,0:11:58.860 We’ve actually been able to identify this[br]song. 0:11:58.860,0:12:02.920 It’s called Our Story Begins by Kevin MacLeod. 0:12:02.920,0:12:07.980 Now if you spend a good deal of time on YouTube,[br]you have probably heard of Kevin MacLeod. 0:12:07.980,0:12:10.240 He makes royalty free music. 0:12:10.240,0:12:16.140 Like if you’ve watched any DIY or vlogger[br]video ever, you’ve probably heard him. 0:12:16.140,0:12:18.920 Some of my favorite tracks by him include[br]Scheming Weasel, 0:12:23.440,0:12:24.520 Sneaky Snitch, 0:12:29.100,0:12:32.900 and of course, my personal favorite, Monkeys Spinning Monkeys. 0:12:38.180,0:12:44.040 I can hardly think of another person who has[br]such a reach on this platform as Kevin MacLeod. 0:12:44.050,0:12:50.620 Truly Kevin MacLeod is an unsung hero of YouTube,[br]and as it turns out, an unsung hero of Hollow 0:12:50.620,0:12:52.020 Knight. 0:12:52.020,0:12:53.510 Thank you for everything Kevin. 0:12:53.510,0:12:56.180 You truly are an inspiration to us all. 0:12:59.920,0:13:01.600 Some of the sound effects are different. 0:13:01.600,0:13:04.420 The whispering of the lore tablets in the[br]King’s Pass are a bit different. 0:13:13.720,0:13:17.400 The Knight also makes this annoying glass[br]breaking sound when it gets hit. 0:13:21.320,0:13:24.300 There are also some additional Quirrel voice[br]lines in the game files. 0:13:31.140,0:13:35.900 Sly has a completely different voice actor[br]and it almost makes the beta unplayable. 0:13:45.540,0:13:49.420 In terms of art, there are some really early[br]drawings of the buildings found in the City 0:13:49.430,0:13:50.430 of Tears. 0:13:50.430,0:13:53.660 I love how randomly all these windows are[br]placed. 0:13:53.660,0:13:56.370 It’s quite the architectural statement. 0:13:56.370,0:14:01.460 There also appears to be sprites for an unused[br]sleeping animation for the Last Stag. 0:14:01.460,0:14:07.920 Two users known as Mebi and Nes were able[br]to translate these images into an actual animation. 0:14:07.920,0:14:12.790 This is really cool to see, and I wonder how[br]Team Cherry was planning on using these sprites. 0:14:12.790,0:14:16.830 Maybe the stag would be asleep if you came[br]back to the same station you left him at. 0:14:16.830,0:14:21.050 It really is a shame this animation didn’t[br]make it into the final game. 0:14:21.050,0:14:26.510 Although this sprite was reused and modified[br]to be a stag corpse in the Stag Nest. 0:14:26.510,0:14:28.290 So that’s nice. 0:14:28.290,0:14:32.020 The map shown when talking to the Last Stag[br]is different as well. 0:14:32.020,0:14:36.850 This random section at the bottom left corner[br]of the map is blacked out in the beta. 0:14:36.850,0:14:38.790 Kinda random but okay. 0:14:38.790,0:14:43.210 If we look at the ingame files, we can actually[br]see all the different parts of the map are 0:14:43.210,0:14:45.290 already in the game. 0:14:45.290,0:14:50.019 A big thanks to Mola for stitching these together[br]so we can see the full map, as well as creating 0:14:50.019,0:14:53.959 a color coated version to make out each section[br]of the map more clearly. 0:14:53.959,0:14:59.090 I never noticed before that some of the symbols[br]on the map actually sort of resemble the areas 0:14:59.090,0:15:00.540 themselves. 0:15:00.540,0:15:04.370 Like Greenpath has with these pillars, that[br]sort of look like these things. 0:15:04.370,0:15:09.480 The City of Tears also has these tall buildings[br]on display, and what might be the Hollow Knight 0:15:09.480,0:15:10.480 fountain. 0:15:10.480,0:15:13.300 The Fungal Wastes also have mushrooms depicted[br]on the map. 0:15:13.300,0:15:16.300 We can see that the final map is a bit wider. 0:15:16.300,0:15:19.540 Also the Stag Nest and City Storeroom stations[br]were added. 0:15:19.540,0:15:24.160 While the Forest of Bones was replaced with[br]Deepnest, it still keeps the same symbols. 0:15:24.160,0:15:29.320 And the Palace Grounds station was changed[br]to be less descript in the final version, 0:15:29.320,0:15:32.410 whereas the beta version clearly invokes the[br]Pale King. 0:15:32.410,0:15:37.370 Perhaps because Team Cherry wanted the hidden[br]station to be more secretive. 0:15:37.370,0:15:40.410 And that’s pretty much everything unique[br]about this demo. 0:15:40.410,0:15:44.870 There might be a few other details we could[br]discuss, but frankly I think I’ve covered 0:15:44.870,0:15:46.959 most everything remotely interesting. 0:15:46.959,0:15:51.700 Honestly, I’m just happy that Team Cherry[br]was willing to release this demo to the public. 0:15:51.700,0:15:56.149 It’s great to be able to preserve this chunk[br]of Hollow Knight history. 0:15:56.149,0:15:59.970 Now if only we could convince them to release[br]the builds they made before they switched 0:15:59.970,0:16:01.510 to Unity. 0:16:01.510,0:16:05.740 You know the builds with the snail village[br]and the giant spiders and the swimming. 0:16:05.740,0:16:10.959 But that’s probably never going to happen. 0:16:10.959,0:16:13.829 For now, I should just set my hopes way lower. 0:16:13.829,0:16:18.529 Like maybe hoping that Team Cherry will actually[br]release a high quality version of this image. 0:16:18.529,0:16:23.300 It appears to be album art for the Pale Court[br]piece that Christopher Larkin wrote. 0:16:23.300,0:16:27.860 That song was ultimately released on the Gods[br]and Nightmares album, so I guess the album 0:16:27.860,0:16:30.810 this art was made for never released. 0:16:30.810,0:16:34.790 We have high quality versions of this art[br]already, but none where the Pale King’s 0:16:34.790,0:16:37.140 crown is this visible. 0:16:37.140,0:16:41.269 Honestly it drives me up a wall that we don’t[br]have this image in high quality. 0:16:41.269,0:16:42.840 I can barely sleep at night. 0:16:42.840,0:16:45.440 I’ve even tried recreating the image myself. 0:16:45.440,0:16:48.899 I can’t put my finger on it, but it just[br]doesn’t look right. 0:16:48.900,0:16:53.320 Honestly, I think I’ll have to take a break[br]from video production until I can figure this out