1 00:00:11,570 --> 00:00:14,120 A beta of Hollow Knight just showed up online recently. 2 00:00:14,120 --> 00:00:17,010 Now I’m sure you’re wondering how this happened. 3 00:00:17,010 --> 00:00:19,800 Does somebody’s uncle work at Team Cherry? 4 00:00:19,800 --> 00:00:22,000 Did a hacker break into their servers? 5 00:00:22,000 --> 00:00:27,599 Well no, one of Team Cherry’s playtesters, a prolific and mysterious figure simply known 6 00:00:27,599 --> 00:00:32,599 as Graig, posted the beta on a few discord servers, with Team Cherry’s permission. 7 00:00:32,599 --> 00:00:37,210 So Team Cherry just decided to let anyone access this beta, which honestly is pretty 8 00:00:37,210 --> 00:00:38,489 cool. 9 00:00:38,489 --> 00:00:42,300 This beta in particular was provided to Kickstarter backers in 2015. 10 00:00:42,300 --> 00:00:47,100 And it was also available in a Humble Bundle sale that took place a few weeks before the 11 00:00:47,100 --> 00:00:51,289 game officially launched, basically acting as a sort of demo. 12 00:00:51,289 --> 00:00:53,640 So this isn’t the biggest discovery in the world. 13 00:00:53,640 --> 00:00:56,550 No, there aren’t any unused bosses here. 14 00:00:56,550 --> 00:00:59,609 And no, your long lost father isn’t here either. 15 00:00:59,609 --> 00:01:03,800 But I think it would be fun to run through the beta and discuss what it’s like to play, 16 00:01:03,800 --> 00:01:07,490 and what little differences there are between this and the final game. 17 00:01:07,490 --> 00:01:11,710 The beta doesn’t have the Hallownest poem or the cutscene in the Black Egg. 18 00:01:11,710 --> 00:01:16,180 Instead we just get this simple introduction cutscene of the Knight arriving in Hallownest. 19 00:01:16,180 --> 00:01:20,100 This cutscene has always stood out to me due to how the Knight’s eyes are stylized. 20 00:01:20,100 --> 00:01:24,720 It would make sense that this cutscene was created very early in the game’s development. 21 00:01:24,720 --> 00:01:28,990 You can see how Ari Gibson’s art style for Hollow Knight has slightly changed over the 22 00:01:28,990 --> 00:01:30,280 years. 23 00:01:30,280 --> 00:01:34,509 The first major difference you can see in the beta is that the Knight has four masks 24 00:01:34,509 --> 00:01:36,060 instead of five. 25 00:01:36,060 --> 00:01:39,900 Considering how difficult Hollow Knight can be for new players, adding more health was 26 00:01:39,900 --> 00:01:42,050 probably a good idea. 27 00:01:42,050 --> 00:01:45,950 We can see from some of the earliest footage that there were originally got to be three 28 00:01:45,950 --> 00:01:48,909 masks, which would have just been ridiculous. 29 00:01:48,909 --> 00:01:53,060 Another notable difference is that the Knight’s nail is much shorter, which makes it pretty 30 00:01:53,060 --> 00:01:59,090 difficult to fight enemies, but at the same time, the swing speed seems a bit faster. 31 00:01:59,090 --> 00:02:03,630 I can’t put my finger on it, but I think the controls at this point lack a tolerance 32 00:02:03,630 --> 00:02:08,619 or grace period, which can make timing your nail swings a bit awkward. 33 00:02:08,619 --> 00:02:12,070 Also it takes way more hits to get enough soul to focus in the beta. 34 00:02:12,070 --> 00:02:13,700 But don’t worry. 35 00:02:13,700 --> 00:02:18,150 Team Cherry gave the Knight another ability to help make up for the extra difficulty. 36 00:02:18,150 --> 00:02:21,190 From the start of the game, the Knight has a back dash ability. 37 00:02:21,190 --> 00:02:24,100 I wouldn’t call it the most elegant move. 38 00:02:24,100 --> 00:02:28,420 It’s kind of awkward to use and I never felt like using it while playing. 39 00:02:28,420 --> 00:02:32,140 Even against False Knight it really didn’t feel very reliable. 40 00:02:32,140 --> 00:02:37,070 If you dash twice in succession, you can see that the knight does this weird spin maneuver 41 00:02:37,070 --> 00:02:39,770 like it’s a fucking anime character. 42 00:02:39,770 --> 00:02:44,010 At first I thought this was just a pointless visual effect, but if you back dash three 43 00:02:44,010 --> 00:02:48,290 times in a row successfully, the third dash actually goes back a bit further than the 44 00:02:48,290 --> 00:02:49,580 other two. 45 00:02:49,580 --> 00:02:53,949 I guess this could be useful for speedrunning, sort of like what they do in Symphony of the 46 00:02:53,949 --> 00:02:58,530 Night, but the timing is really tricky so honestly it’s just better to walk like a 47 00:02:58,530 --> 00:02:59,910 fucking normie. 48 00:02:59,910 --> 00:03:04,030 King’s Pass is pretty much identical to what it is in the final game right down to 49 00:03:04,030 --> 00:03:06,870 the dialogue on the lore tablets. 50 00:03:06,870 --> 00:03:12,260 There is a spike pit in the first hallway, as opposed to just being a weird, empty pit. 51 00:03:12,260 --> 00:03:15,250 Also the Fury of the Fallen charm is not there. 52 00:03:15,250 --> 00:03:17,200 Instead it’s just a chest full of Geo. 53 00:03:17,200 --> 00:03:22,720 In fact, there are no charms at all in this build, or any sort of inventory menu either. 54 00:03:22,720 --> 00:03:26,780 There is a map for the Forgotten Crossroads however, except it’s just a static image 55 00:03:26,780 --> 00:03:29,209 with no interactable elements. 56 00:03:29,209 --> 00:03:33,150 There’s just some cool attention to detail that I really like here. 57 00:03:33,150 --> 00:03:37,690 However, the functionally of the map in the final game probably wouldn’t have been possible 58 00:03:37,690 --> 00:03:41,090 if Team Cherry made the other maps like this one. 59 00:03:41,090 --> 00:03:44,220 Dirtmouth is pretty similar to what we see in the final game as well. 60 00:03:44,220 --> 00:03:46,750 Jiji’s cave is gone though. 61 00:03:46,750 --> 00:03:50,229 And there is a different sign in front of Cornifer’s shop. 62 00:03:50,229 --> 00:03:53,660 The biggest change here is related to Elderbug’s dialogue. 63 00:03:53,660 --> 00:03:58,350 Out of all the character dialogue in the beta, Elderbug’s is probably the most varied. 64 00:03:58,350 --> 00:04:04,350 A lot of it is slight rewordings of different things, like he says “heh heh” sometimes 65 00:04:04,350 --> 00:04:06,100 which is just kinda odd. 66 00:04:06,100 --> 00:04:10,190 But Elderbug also has additional dialogue in the beta that doesn’t appear in the final 67 00:04:10,190 --> 00:04:11,380 game. 68 00:04:11,380 --> 00:04:15,840 He mentions that Dirtmouth was actually founded as a result of more and more bugs wanting 69 00:04:15,840 --> 00:04:19,150 to sneak back into Hallownest after it was sealed up. 70 00:04:19,150 --> 00:04:21,630 Now this doesn’t make any goddamn sense. 71 00:04:21,630 --> 00:04:26,910 Why would there be a stag station if the town was built after the kingdom was sealed up. 72 00:04:26,910 --> 00:04:29,230 Even the Last Stag talks about this. 73 00:04:29,230 --> 00:04:32,630 I guess Elderbug is getting senile in his old age. 74 00:04:32,630 --> 00:04:36,840 Elderbug also has some additional dialogue about a girl who left Dirtmouth to explore 75 00:04:36,840 --> 00:04:37,840 Hallownest. 76 00:04:37,840 --> 00:04:42,670 Apparently she had lost both her mother and her brother to the ruins, so Elderbug asked 77 00:04:42,670 --> 00:04:44,810 her why she was going. 78 00:04:44,810 --> 00:04:49,440 She mentioned that she was dreaming of a stone egg, and that she could hear a familiar voice 79 00:04:49,440 --> 00:04:51,360 singing inside of it. 80 00:04:51,360 --> 00:04:55,200 This is obviously referring to the Black Egg where the Radiance was imprisoned. 81 00:04:55,200 --> 00:04:57,180 But what’s the deal with the singing? 82 00:04:57,180 --> 00:05:01,270 In the Quirrel comic, he sort of dreams about the Black Egg, but it’s more about the Hollow 83 00:05:01,270 --> 00:05:02,270 Knight specifically. 84 00:05:02,270 --> 00:05:04,310 And there’s no singing. 85 00:05:04,310 --> 00:05:07,480 In the final game, singing is mentioned a lot in the Crystal Peak. 86 00:05:07,480 --> 00:05:11,870 And you could maybe argue that the Radiance has some kind of influence there. 87 00:05:11,870 --> 00:05:17,380 A prime example would be how Myla mentions the crystals singing and then she gets infected. 88 00:05:17,380 --> 00:05:21,650 But the Radiance’s infection is more about dreams and light than about singing. 89 00:05:21,650 --> 00:05:24,660 So I’m not surprised this dialogue wasn’t in the final game. 90 00:05:24,660 --> 00:05:28,470 In fact, this dialogue doesn’t even trigger in the beta. 91 00:05:28,470 --> 00:05:31,900 It appears in the game files of the beta, but I can’t get it to show up in the beta 92 00:05:31,900 --> 00:05:33,310 itself. 93 00:05:33,310 --> 00:05:35,620 But that’s enough Elder Bug discussion for one lifetime. 94 00:05:35,620 --> 00:05:39,140 Let’s dive down into the Forgotten Crossroads. 95 00:05:39,140 --> 00:05:41,920 There are a few differences here at the Black Egg Temple. 96 00:05:41,920 --> 00:05:44,800 Notably, all three Dreamer masks are identical. 97 00:05:44,800 --> 00:05:48,480 Does this mean there are three Monomon’s trapped in there? 98 00:05:48,480 --> 00:05:49,710 Well no. 99 00:05:49,710 --> 00:05:53,010 This is because the Dreamers were originally designed to look identical. 100 00:05:53,010 --> 00:05:57,860 In fact, you can see a spot in the final game where the original mask designs are still 101 00:05:57,860 --> 00:05:58,860 used. 102 00:05:58,860 --> 00:06:03,780 Quirrel is also here, and he sports almost identical dialogue as the final game. 103 00:06:03,780 --> 00:06:09,400 Although he has one additional line of dialogue here that ultimately gets used in Greenpath. 104 00:06:09,400 --> 00:06:13,340 Heading back to the left and down, we can see that the layout of Forgotten Crossroads 105 00:06:13,340 --> 00:06:16,120 in the beta is pretty similar to the final game. 106 00:06:16,120 --> 00:06:22,060 We’ve got the Grufather, the Balder blocking the road to Greenpath, the Brooding Mawlek 107 00:06:22,060 --> 00:06:27,330 area: not much here is different, the biggest exception being the path to the Mawlek is 108 00:06:27,330 --> 00:06:29,490 slightly different. 109 00:06:29,490 --> 00:06:33,550 Cornifer is in the same spot, but he lacks the papers laying about everywhere, and his 110 00:06:33,550 --> 00:06:34,730 familiar hum. 111 00:06:34,730 --> 00:06:38,870 He also sounds a little less confident in the beta dialogue, and he doesn’t mention 112 00:06:38,870 --> 00:06:40,730 Iselda at all. 113 00:06:40,730 --> 00:06:43,870 Going left from here we can see what acid used to look like in the beta. 114 00:06:43,870 --> 00:06:47,000 I have to say it looks kind of cool. 115 00:06:47,000 --> 00:06:51,280 Going back right, we can see that the Vengefly King encounter with Zote was originally located 116 00:06:51,280 --> 00:06:52,770 in the Crossroads. 117 00:06:52,770 --> 00:06:56,240 That would explain why Greenpath suddenly looks like the Crossroads again when we find 118 00:06:56,240 --> 00:06:57,280 Zote there. 119 00:06:57,280 --> 00:07:00,650 Team Cherry just grabbed all the stuff in this room and moved it over there thinking 120 00:07:00,650 --> 00:07:02,070 no one would notice. 121 00:07:02,070 --> 00:07:04,910 Zote’s dialogue is pretty much the same. 122 00:07:04,910 --> 00:07:09,280 Still blathering on about his backstory like a fucking anime character. 123 00:07:09,280 --> 00:07:12,860 Going through the rest of the Crossroads is pretty much the same at this point. 124 00:07:12,860 --> 00:07:17,670 Gruz Mother is still there, although she has a ribcage for some reason. 125 00:07:17,670 --> 00:07:20,280 A similar ribcage can be found in Mato’s hut. 126 00:07:20,280 --> 00:07:24,170 Salubra’s hut is there but you can’t enter it. 127 00:07:24,170 --> 00:07:25,680 You can rescue Sly. 128 00:07:25,680 --> 00:07:28,930 Although he doesn’t offer you anything to purchase at his shop. 129 00:07:28,930 --> 00:07:33,590 Myla is the same, although there is no elevator shaft here like there is in the final game. 130 00:07:33,590 --> 00:07:36,700 And the crystals are a more dull grey color. 131 00:07:36,700 --> 00:07:39,540 There are some hoppers in the beta Crossroads. 132 00:07:39,540 --> 00:07:43,200 Looking at even older builds we can see that there was even a giant hopper fight in the 133 00:07:43,200 --> 00:07:46,340 location where you originally fight the False Knight. 134 00:07:46,340 --> 00:07:50,669 False Knight is here in this beta, although I think his attacks are a bit faster. 135 00:07:50,669 --> 00:07:54,560 The first encounter with the Snail Shaman is pretty similar, although the Ancestral 136 00:07:54,560 --> 00:07:57,450 Mound is called the Shrine of Souls. 137 00:07:57,450 --> 00:08:02,260 Also Vengeful Spirit costs half your soul meter as opposed to just a third, which is 138 00:08:02,260 --> 00:08:03,260 just awful. 139 00:08:03,260 --> 00:08:06,610 Did I mention the beta is a bit more difficult? 140 00:08:06,610 --> 00:08:08,030 Because it is. 141 00:08:08,030 --> 00:08:12,070 Speaking of which, the shade in the beta looks quite a bit different than the final game. 142 00:08:12,070 --> 00:08:18,410 It is just a dark blue tone of the Knight, as opposed to some kind of void creature. 143 00:08:18,410 --> 00:08:23,190 And when you defeat it, instead of void being absorbed back into the Knight, it’s Geo. 144 00:08:23,190 --> 00:08:27,780 I think it’s better that the final game removes the geo effect, since it kinda just 145 00:08:27,780 --> 00:08:30,830 raises questions about where this Geo is stored exactly. 146 00:08:30,830 --> 00:08:35,760 I mean, we all know it’s in the Knight’s ass, but it’s best not to raise attention 147 00:08:35,760 --> 00:08:37,329 to it, you know? 148 00:08:37,329 --> 00:08:38,990 You know what else is dumb? 149 00:08:38,990 --> 00:08:41,050 These weird husk statues. 150 00:08:41,050 --> 00:08:42,919 What even are these things? 151 00:08:42,919 --> 00:08:47,870 Ellina mentions them in the Wanderer’s Journal, but her dialogue can easily be summed up as 152 00:08:47,870 --> 00:08:49,420 “What the fuck am I a looking at?”. 153 00:08:49,420 --> 00:08:53,990 I feel like Team Cherry justed added them as decoration but in reality they don’t 154 00:08:53,990 --> 00:08:55,200 serve any purpose. 155 00:08:55,200 --> 00:08:59,570 Anyway, in the demo, we see a lot of this particular statue. 156 00:08:59,570 --> 00:09:04,100 I thought this guy was removed from the final game, but you can still see him in the background 157 00:09:04,100 --> 00:09:06,510 of a few rooms. 158 00:09:06,510 --> 00:09:10,460 Another tiny change Team Cherry made was to the crawlid enemy. 159 00:09:10,460 --> 00:09:14,490 Its spikes are less defined in this version versus the final release. 160 00:09:14,490 --> 00:09:19,380 We can also see that there were actually 3 designs of this bug, each one getting progressively 161 00:09:19,380 --> 00:09:20,840 more horny. 162 00:09:20,840 --> 00:09:25,140 Team Cherry mentioned in a blog post that people would try to jump on the crawlid, thinking 163 00:09:25,140 --> 00:09:27,670 it could be killed like a Goomba. 164 00:09:27,670 --> 00:09:31,830 Watching people play their game helped them realize that the enemy needed to be more spiky 165 00:09:31,830 --> 00:09:34,620 in order to teach players not to jump on them. 166 00:09:34,620 --> 00:09:39,480 With the Vengeful Spirit spell, you can make your way to Greenpath, however the game just 167 00:09:39,480 --> 00:09:41,750 turns you around and tells you the demo is over. 168 00:09:41,750 --> 00:09:45,320 But of course, that is not enough for me to be satisfied. 169 00:09:45,320 --> 00:09:49,190 As I’m sure you’ve guessed, dataminers have already started pulling this beta apart 170 00:09:49,190 --> 00:09:51,630 for additional nuggets of info. 171 00:09:51,630 --> 00:09:55,770 If you’ve watched my videos before, you know that I use mods to get footage of Hollow 172 00:09:55,770 --> 00:10:00,510 Knight that is either zoomed out or has the HUD removed or has the Knight removed. 173 00:10:00,510 --> 00:10:06,290 I can do this using a debug mod created by SeanPR, KDT and 56. 174 00:10:06,290 --> 00:10:12,580 And 56 even created a mod for this beta so we can access new areas. 175 00:10:12,580 --> 00:10:16,240 So I just wanted to give a huge thanks to them and everyone who has contributed to the 176 00:10:16,240 --> 00:10:18,149 Hollow Knight modding community. 177 00:10:18,149 --> 00:10:22,260 Unfortunately, there isn’t much new stuff to find this way. 178 00:10:22,260 --> 00:10:27,000 The beta itself doesn’t contain any rooms from Greenpath, or the Wastes or anything 179 00:10:27,000 --> 00:10:28,760 like that. 180 00:10:28,760 --> 00:10:33,700 We can see this entrance to the Fog Canyon, as well as the first room of the Crystal Peak 181 00:10:33,700 --> 00:10:35,230 but not much else. 182 00:10:35,230 --> 00:10:37,080 Also, we can find Iselda. 183 00:10:37,080 --> 00:10:40,230 There’s no animation for her though. 184 00:10:40,230 --> 00:10:44,140 She just stands there like a fucking person who stands a lot. 185 00:10:44,140 --> 00:10:49,200 It turns out the forward dash is also in the beta’s code, although it can’t be acquired 186 00:10:49,200 --> 00:10:50,590 naturally. 187 00:10:50,590 --> 00:10:55,100 There are some parts of the beta that require the dash and double jump, but can be completed 188 00:10:55,100 --> 00:10:57,110 just by fly pogoing. 189 00:10:57,110 --> 00:11:01,280 Utilizing this technique actually makes it possible to collect four mask shards and get 190 00:11:01,280 --> 00:11:02,980 the coveted fifth mask! 191 00:11:10,460 --> 00:11:15,020 Moving on, there is one unused music file in the game’s code. 192 00:11:15,020 --> 00:11:17,860 It appears to be an old track from the Forgotten Crossroads. 193 00:11:32,320 --> 00:11:34,899 In the beta, Larkin’s music has already been implemented. 194 00:11:34,899 --> 00:11:39,649 I don’t know who composed this old music for the Crossroads, but it sounds like stock 195 00:11:39,649 --> 00:11:41,839 music of some kind. 196 00:11:41,839 --> 00:11:46,540 In an even earlier build of the game that William and Ari played during the Kickstarter, 197 00:11:46,540 --> 00:11:48,780 you can hear some different stock music. 198 00:11:56,180 --> 00:11:58,860 We’ve actually been able to identify this song. 199 00:11:58,860 --> 00:12:02,920 It’s called Our Story Begins by Kevin MacLeod. 200 00:12:02,920 --> 00:12:07,980 Now if you spend a good deal of time on YouTube, you have probably heard of Kevin MacLeod. 201 00:12:07,980 --> 00:12:10,240 He makes royalty free music. 202 00:12:10,240 --> 00:12:16,140 Like if you’ve watched any DIY or vlogger video ever, you’ve probably heard him. 203 00:12:16,140 --> 00:12:18,920 Some of my favorite tracks by him include Scheming Weasel, 204 00:12:23,440 --> 00:12:24,520 Sneaky Snitch, 205 00:12:29,100 --> 00:12:32,900 and of course, my personal favorite, Monkeys Spinning Monkeys. 206 00:12:38,180 --> 00:12:44,040 I can hardly think of another person who has such a reach on this platform as Kevin MacLeod. 207 00:12:44,050 --> 00:12:50,620 Truly Kevin MacLeod is an unsung hero of YouTube, and as it turns out, an unsung hero of Hollow 208 00:12:50,620 --> 00:12:52,020 Knight. 209 00:12:52,020 --> 00:12:53,510 Thank you for everything Kevin. 210 00:12:53,510 --> 00:12:56,180 You truly are an inspiration to us all. 211 00:12:59,920 --> 00:13:01,600 Some of the sound effects are different. 212 00:13:01,600 --> 00:13:04,420 The whispering of the lore tablets in the King’s Pass are a bit different. 213 00:13:13,720 --> 00:13:17,400 The Knight also makes this annoying glass breaking sound when it gets hit. 214 00:13:21,320 --> 00:13:24,300 There are also some additional Quirrel voice lines in the game files. 215 00:13:31,140 --> 00:13:35,900 Sly has a completely different voice actor and it almost makes the beta unplayable. 216 00:13:45,540 --> 00:13:49,420 In terms of art, there are some really early drawings of the buildings found in the City 217 00:13:49,430 --> 00:13:50,430 of Tears. 218 00:13:50,430 --> 00:13:53,660 I love how randomly all these windows are placed. 219 00:13:53,660 --> 00:13:56,370 It’s quite the architectural statement. 220 00:13:56,370 --> 00:14:01,460 There also appears to be sprites for an unused sleeping animation for the Last Stag. 221 00:14:01,460 --> 00:14:07,920 Two users known as Mebi and Nes were able to translate these images into an actual animation. 222 00:14:07,920 --> 00:14:12,790 This is really cool to see, and I wonder how Team Cherry was planning on using these sprites. 223 00:14:12,790 --> 00:14:16,830 Maybe the stag would be asleep if you came back to the same station you left him at. 224 00:14:16,830 --> 00:14:21,050 It really is a shame this animation didn’t make it into the final game. 225 00:14:21,050 --> 00:14:26,510 Although this sprite was reused and modified to be a stag corpse in the Stag Nest. 226 00:14:26,510 --> 00:14:28,290 So that’s nice. 227 00:14:28,290 --> 00:14:32,020 The map shown when talking to the Last Stag is different as well. 228 00:14:32,020 --> 00:14:36,850 This random section at the bottom left corner of the map is blacked out in the beta. 229 00:14:36,850 --> 00:14:38,790 Kinda random but okay. 230 00:14:38,790 --> 00:14:43,210 If we look at the ingame files, we can actually see all the different parts of the map are 231 00:14:43,210 --> 00:14:45,290 already in the game. 232 00:14:45,290 --> 00:14:50,019 A big thanks to Mola for stitching these together so we can see the full map, as well as creating 233 00:14:50,019 --> 00:14:53,959 a color coated version to make out each section of the map more clearly. 234 00:14:53,959 --> 00:14:59,090 I never noticed before that some of the symbols on the map actually sort of resemble the areas 235 00:14:59,090 --> 00:15:00,540 themselves. 236 00:15:00,540 --> 00:15:04,370 Like Greenpath has with these pillars, that sort of look like these things. 237 00:15:04,370 --> 00:15:09,480 The City of Tears also has these tall buildings on display, and what might be the Hollow Knight 238 00:15:09,480 --> 00:15:10,480 fountain. 239 00:15:10,480 --> 00:15:13,300 The Fungal Wastes also have mushrooms depicted on the map. 240 00:15:13,300 --> 00:15:16,300 We can see that the final map is a bit wider. 241 00:15:16,300 --> 00:15:19,540 Also the Stag Nest and City Storeroom stations were added. 242 00:15:19,540 --> 00:15:24,160 While the Forest of Bones was replaced with Deepnest, it still keeps the same symbols. 243 00:15:24,160 --> 00:15:29,320 And the Palace Grounds station was changed to be less descript in the final version, 244 00:15:29,320 --> 00:15:32,410 whereas the beta version clearly invokes the Pale King. 245 00:15:32,410 --> 00:15:37,370 Perhaps because Team Cherry wanted the hidden station to be more secretive. 246 00:15:37,370 --> 00:15:40,410 And that’s pretty much everything unique about this demo. 247 00:15:40,410 --> 00:15:44,870 There might be a few other details we could discuss, but frankly I think I’ve covered 248 00:15:44,870 --> 00:15:46,959 most everything remotely interesting. 249 00:15:46,959 --> 00:15:51,700 Honestly, I’m just happy that Team Cherry was willing to release this demo to the public. 250 00:15:51,700 --> 00:15:56,149 It’s great to be able to preserve this chunk of Hollow Knight history. 251 00:15:56,149 --> 00:15:59,970 Now if only we could convince them to release the builds they made before they switched 252 00:15:59,970 --> 00:16:01,510 to Unity. 253 00:16:01,510 --> 00:16:05,740 You know the builds with the snail village and the giant spiders and the swimming. 254 00:16:05,740 --> 00:16:10,959 But that’s probably never going to happen. 255 00:16:10,959 --> 00:16:13,829 For now, I should just set my hopes way lower. 256 00:16:13,829 --> 00:16:18,529 Like maybe hoping that Team Cherry will actually release a high quality version of this image. 257 00:16:18,529 --> 00:16:23,300 It appears to be album art for the Pale Court piece that Christopher Larkin wrote. 258 00:16:23,300 --> 00:16:27,860 That song was ultimately released on the Gods and Nightmares album, so I guess the album 259 00:16:27,860 --> 00:16:30,810 this art was made for never released. 260 00:16:30,810 --> 00:16:34,790 We have high quality versions of this art already, but none where the Pale King’s 261 00:16:34,790 --> 00:16:37,140 crown is this visible. 262 00:16:37,140 --> 00:16:41,269 Honestly it drives me up a wall that we don’t have this image in high quality. 263 00:16:41,269 --> 00:16:42,840 I can barely sleep at night. 264 00:16:42,840 --> 00:16:45,440 I’ve even tried recreating the image myself. 265 00:16:45,440 --> 00:16:48,899 I can’t put my finger on it, but it just doesn’t look right. 266 00:16:48,900 --> 00:16:53,320 Honestly, I think I’ll have to take a break from video production until I can figure this out