WEBVTT 00:00:08.011 --> 00:00:14.890 So, it seems like Team Cherry is completely opposed to ever posting a blogpost again. 00:00:14.890 --> 00:00:17.140 I think they’re scared. 00:00:17.140 --> 00:00:20.150 Their website crashes every time a new post goes up. 00:00:20.150 --> 00:00:24.090 In fact their website just crashed last month on the one year anniversary of their last 00:00:24.090 --> 00:00:28.960 blog post simply because Hollow Knight fans were hoping for an update and constantly refreshing 00:00:28.960 --> 00:00:29.960 the page. 00:00:29.960 --> 00:00:35.620 But it appears Team Cherry has found a medium that is impervious to server crashes: print 00:00:35.620 --> 00:00:36.620 media. 00:00:36.620 --> 00:00:40.329 Hence, our latest batch of Silksong news comes from Edge magazine. 00:00:40.329 --> 00:00:45.319 They are based out of the U.K. and have been around since 1993. 00:00:45.319 --> 00:00:50.539 Their 100th issue even had cover art drawn by Shigeru Miyamoto himself, best known as 00:00:50.539 --> 00:00:52.920 a producer on the game Wii Music. 00:00:52.920 --> 00:00:59.500 And now we have issue 354 which includes an interview from Team Cherry about Silksong, 00:00:59.500 --> 00:01:03.039 and has two cover arts drawn by Ari Gibson himself. 00:01:03.039 --> 00:01:06.720 This article was written by Jen Simpkins, who has actually interviewed Team Cherry before 00:01:06.720 --> 00:01:11.470 back in Edge issue 329, where they discussed Hollow Knight’s development. 00:01:11.470 --> 00:01:15.890 But this new article contains heaps of new information and screenshots regarding Silksong. 00:01:15.890 --> 00:01:19.400 There’s a link in the description where you can purchase a single digital issue of 00:01:19.400 --> 00:01:24.610 the magazine, which I highly recommend so you can read the article in full for yourself. 00:01:24.610 --> 00:01:29.030 Buying a copy also helps legitimize indie games as being worth writing cover stories 00:01:29.030 --> 00:01:32.930 about. 00:01:32.930 --> 00:01:37.050 One of the first topics discussed in this article is why exactly Team Cherry decided 00:01:37.050 --> 00:01:42.700 to make Silksong a completely separate game from Hollow Knight, as opposed to just a DLC. 00:01:42.700 --> 00:01:45.870 And the reason is because Hornet is too damn tall. 00:01:45.870 --> 00:01:50.380 The Knight is a little shrimp compared to Hornet, and due to her more acrobatic style, 00:01:50.380 --> 00:01:54.710 higher jumps and weightier feel, Team Cherry felt like she would be too cramped maneuvering 00:01:54.710 --> 00:01:56.990 through the corridors of Hallownest. 00:01:56.990 --> 00:01:59.220 Which is sort of funny to think about. 00:01:59.220 --> 00:02:03.550 Hallownest is already considered one of the largest metroidvania maps out there, and yet 00:02:03.550 --> 00:02:06.430 it feels too claustrophobic for Hornet. 00:02:06.430 --> 00:02:09.700 According to William, it took them a year and a half to fully understand how much Hornet’s 00:02:09.700 --> 00:02:12.299 height affects designing for her. 00:02:12.299 --> 00:02:15.930 Another interesting tidbit of information is that Team Cherry wants to make Silksong 00:02:15.930 --> 00:02:18.069 as accessible as possible. 00:02:18.069 --> 00:02:22.360 And by that I mean people can play Silksong without playing Hollow Knight first. 00:02:22.360 --> 00:02:26.730 So it seems like Team Cherry wants to have a bit of a barrier between the events of Silksong 00:02:26.730 --> 00:02:30.720 and Hollow Knight so new players don’t get completely confused. 00:02:30.720 --> 00:02:35.219 In general that’s probably a good idea, but honestly, I would have preferred if new 00:02:35.219 --> 00:02:40.079 players were required to watch all of my videos before even being allowed to play Silksong. 00:02:40.079 --> 00:02:44.109 Maybe a password on the opening title screen asking what my favorite color is, or how many 00:02:44.109 --> 00:02:45.359 warrants I have. 00:02:45.359 --> 00:02:46.709 Stuff like that. 00:02:46.709 --> 00:02:49.989 Another thing Team Cherry mentioned is that they want Silksong to match Hollow Knight 00:02:49.989 --> 00:02:52.329 in terms of difficulty as well. 00:02:52.329 --> 00:02:57.040 So the early areas of Silksong are supposed to be similarly easy compared to the early 00:02:57.040 --> 00:02:58.640 areas of Hollow Knight. 00:02:58.640 --> 00:03:03.180 Now while waiting in line for the Silksong demo at PAX Australia, I saw plenty of people 00:03:03.180 --> 00:03:08.419 absolutely getting destroyed by the Moss Grotto area, but then again, people struggled with 00:03:08.419 --> 00:03:10.450 the Forgotten Crossroads too. 00:03:10.450 --> 00:03:14.900 So it’s kinda hard for me to judge whether what I played was actually easier or harder 00:03:14.900 --> 00:03:17.260 than the early Hollow Knight areas. 00:03:17.260 --> 00:03:22.590 That being said, late game Silksong probably won’t shy away from cranking up the difficulty 00:03:22.590 --> 00:03:25.400 as well as giving us some lore connections to Hollow Knight. 00:03:25.400 --> 00:03:26.999 Like, there has to be. 00:03:26.999 --> 00:03:29.529 I’m still waiting for a resolution to Bretta. 00:03:29.529 --> 00:03:33.450 However, it appears the enemies in Silksong are going to be more sophisticated. 00:03:33.450 --> 00:03:37.420 We could already see that in the E3 demo, with these simple bell enemies already showing 00:03:37.420 --> 00:03:40.549 off a bit more dynamic interactions. 00:03:40.549 --> 00:03:44.329 But in this interview, Team Cherry specifically points out that some of the enemies in Hollow 00:03:44.329 --> 00:03:49.059 Knight feel very video gamey, like the sentries in the City of Tears. 00:03:49.059 --> 00:03:52.389 With Silksong, they feel like the enemies of the world should be more dynamic and aware 00:03:52.389 --> 00:03:53.709 of their surroundings. 00:03:53.709 --> 00:03:58.219 Ari says that they have spent more time focusing on combat over platforming with Silksong due 00:03:58.219 --> 00:04:01.010 to Hornet having more weight and less hang time. 00:04:01.010 --> 00:04:06.340 But that’s enough about vague game design decisions, let’s talk about what we actually 00:04:06.340 --> 00:04:08.849 learn about Pharloom in this interview. 00:04:08.849 --> 00:04:13.769 To give a brief overview, Pharloom has been described as a land haunted by silk and song, 00:04:13.769 --> 00:04:17.890 and many have visited the land in a pilgrimage to make it to the shining Citadel at the top 00:04:17.890 --> 00:04:19.120 of the kingdom. 00:04:19.120 --> 00:04:23.170 One thing we learned from this Edge article is that pilgrims are actually carrying precious 00:04:23.170 --> 00:04:27.600 thread up to the Citadel, and that they will actually attack other pilgrims on the way 00:04:27.600 --> 00:04:29.330 for some reason. 00:04:29.330 --> 00:04:34.330 Also the kingdom is littered with gates that can only be opened by paying melodic tributes, 00:04:34.330 --> 00:04:37.260 although that was something we already speculated. 00:04:37.260 --> 00:04:40.910 Apparently Hornet has become weakened due to her time trapped in the sealed cage we 00:04:40.910 --> 00:04:46.260 saw in the intro, which might explain why she passes out after the Moss Mother fight. 00:04:46.260 --> 00:04:49.090 Ari explains this in a pretty alarming statement. 00:04:49.090 --> 00:04:53.760 “Part of what Hornet’s doing is she’s lost her traditional strength… and the Weavers, 00:04:53.760 --> 00:04:57.700 or what’s left of them, are helping her restore it.” 00:04:57.700 --> 00:05:00.680 So what exactly is Hornet’s “traditional strength”? 00:05:00.680 --> 00:05:02.850 Is that just her physical strength? 00:05:02.850 --> 00:05:05.530 Did she lose her spidey sense or some shit? 00:05:05.530 --> 00:05:08.440 And then there’s “what’s left of the Weavers”. 00:05:08.440 --> 00:05:10.200 That does not sound good. 00:05:10.200 --> 00:05:14.700 From screenshots and the Edge article, we can tell that the Weavers are residing in 00:05:14.700 --> 00:05:19.380 chambers here in Pharloom, possibly behind these, but we don’t know. 00:05:19.380 --> 00:05:21.470 Are they trapped in these locations? 00:05:21.470 --> 00:05:24.430 Or are they hiding so they don’t get taken to the Citadel? 00:05:24.430 --> 00:05:28.650 The floor in this room is identical to that of the Weaver’s Den in Hallownest, so it 00:05:28.650 --> 00:05:32.070 is most likely a location built by Weavers. 00:05:32.070 --> 00:05:35.660 Since the pilgrims are bringing threads up to the Citadel, it seems like a safe bet to 00:05:35.660 --> 00:05:40.910 assume that these bugs want silk, so would probably want to capture Weavers, hence some 00:05:40.910 --> 00:05:44.650 of them are hiding or are protected by these gates. 00:05:44.650 --> 00:05:47.290 So what exactly are these bugs doing with this silk? 00:05:47.290 --> 00:05:51.470 Well, I mentioned in my first Silksong video an idea that bugs below the Citadel are being 00:05:51.470 --> 00:05:55.080 controlled by silk some way, sort of like puppets. 00:05:55.080 --> 00:05:59.350 And since then, people have pointed out that when enemies die in Silksong, we can briefly 00:05:59.350 --> 00:06:02.010 see long silk threads above them. 00:06:02.010 --> 00:06:06.800 This phenomenon is consistent and definitely intentional by the developers. 00:06:06.800 --> 00:06:12.510 Another thing I think we can say fairly confidently is that the name Pharloom is actually pretty 00:06:12.510 --> 00:06:13.750 literal. 00:06:13.750 --> 00:06:18.510 In this image we can clearly see silk running together in lines, with these bindings that 00:06:18.510 --> 00:06:22.220 appear to be like forks used in actual looms. 00:06:22.220 --> 00:06:26.820 So the bugs of the Citadel are collecting silk from Weavers and pilgrims to add to their 00:06:26.820 --> 00:06:32.730 giant loom which in turn they used to do something that results in the citizens of the kingdom 00:06:32.730 --> 00:06:34.620 being haunted by silk. 00:06:34.620 --> 00:06:37.020 Or something like that, I’m not sure. 00:06:37.020 --> 00:06:41.270 One thing we do know is that the Weavers grant Hornet the ability to use power ups, one in 00:06:41.270 --> 00:06:46.500 particular being the Silk Spear, which allows Hornet to break through web barriers. 00:06:46.500 --> 00:06:52.000 My guess is this move is the Silk Spear, although it’s described as a lunging move, while 00:06:52.000 --> 00:06:54.530 this is more of a stabbing move. 00:06:54.530 --> 00:06:58.460 So the Weavers will probably hold power ups that Hornet will need to reach new areas, 00:06:58.460 --> 00:07:00.790 in standard metroidvania fashion. 00:07:00.790 --> 00:07:04.430 From the interview, we also learn a bit more about the structure of Pharloom. 00:07:04.430 --> 00:07:07.920 Hornet starts off in Moss Grotto, like we suspected. 00:07:07.920 --> 00:07:11.920 But after that, the next area is actually the Bone Forest area that was cut from Hollow 00:07:11.920 --> 00:07:12.920 Knight. 00:07:12.920 --> 00:07:17.531 In this area we can find Bonebottom, which is pretty much the main hub of the game, similar 00:07:17.531 --> 00:07:18.531 to Dirtmouth. 00:07:18.531 --> 00:07:22.691 Also, the fast travel tunnels are called the “Marrow” and this creature we have to 00:07:22.691 --> 00:07:25.280 tame is called the Bell Beast. 00:07:25.280 --> 00:07:29.600 After getting the Silk Spear, Hornet can free the Bell Beast, who immediately attacks her. 00:07:29.600 --> 00:07:33.840 But she is defeated, the Bell Beast ends up running away, implying that you won’t be 00:07:33.840 --> 00:07:37.120 able to fast travel in Silksong until later in the game. 00:07:37.120 --> 00:07:40.140 Since we’re talking about the structure of Pharloom, let’s take a look at some of 00:07:40.140 --> 00:07:43.130 the screenshots provided in this interview. 00:07:43.130 --> 00:07:45.500 Nothing we see here appears to be new areas. 00:07:45.500 --> 00:07:48.550 This Moss Grotto screenshot gets us a look at a new enemy. 00:07:48.550 --> 00:07:51.530 I’ve seen a few people call this creature a Moss Deer. 00:07:51.530 --> 00:07:55.210 Now I don’t know why but I just think this guy is neat. 00:07:55.210 --> 00:07:57.840 We also see Hornet playing music for this Kratos cosplayer. 00:07:57.840 --> 00:08:00.090 Why is she doing this exactly? 00:08:00.090 --> 00:08:03.500 Is Hornet one of those assholes who always brings their instruments to parties and just 00:08:03.500 --> 00:08:04.840 starts playing them? 00:08:04.840 --> 00:08:08.900 We can also see that Team Cherry has added some new statues into the background of locations 00:08:08.900 --> 00:08:10.570 we have already seen. 00:08:10.570 --> 00:08:15.400 These statues are of bugs looking upwards while holding what appear to be cymbals. 00:08:15.400 --> 00:08:16.710 So what does this mean? 00:08:16.710 --> 00:08:19.680 Are they expecting something from the Citadel to come down to them? 00:08:19.680 --> 00:08:22.140 Are they offering something up? 00:08:22.140 --> 00:08:26.270 Something interesting about these statues is that there is actually a very similar one 00:08:26.270 --> 00:08:30.211 hidden in the Godhome art assets in Hollow Knight, although this thing doesn’t have 00:08:30.211 --> 00:08:33.450 a face so I don’t know if it’s looking up or not. 00:08:33.450 --> 00:08:37.860 We also appear to get a lot of images of Greymoor, which you might remember Team Cherry saying 00:08:37.860 --> 00:08:41.060 was one of their largest areas they have ever made. 00:08:41.060 --> 00:08:45.420 Now we don’t know if these rooms are actually Greymoor, but I’m assuming so because these 00:08:45.420 --> 00:08:47.380 areas are grey. 00:08:47.380 --> 00:08:52.120 Also I think this room with the shopkeep is Greymoor too, simply because it has a similar 00:08:52.120 --> 00:08:53.130 floor. 00:08:53.130 --> 00:08:57.580 In this room, which appears to be to the left of one of the bell cities, we can see Hornet 00:08:57.580 --> 00:08:59.460 in a swamp-like area. 00:08:59.460 --> 00:09:05.080 What’s interesting about this room are these weird stalactites hanging from the ceiling. 00:09:05.080 --> 00:09:08.590 Now these might be giant plant or tree roots hanging from above. 00:09:08.590 --> 00:09:13.480 These small branches jetting out from the sides might be similar to tap root systems. 00:09:13.480 --> 00:09:17.990 Another theory is that these are manmade, or bug made I guess. 00:09:17.990 --> 00:09:19.810 Whatever these are, I really like them. 00:09:19.810 --> 00:09:24.110 They remind me of the Ash Lake from Dark Souls, or the cave seen in Nausicaä of the Valley 00:09:24.110 --> 00:09:25.320 of the Wind. 00:09:25.320 --> 00:09:30.260 Details like this and the aforementioned statues really help to emphasize Pharloom's verticality. 00:09:30.260 --> 00:09:34.230 We also see this in a new screenshot of that weird bell city. 00:09:34.230 --> 00:09:39.010 You basically have to jump on this thing to climb up the vertically stacked bell houses. 00:09:39.010 --> 00:09:42.560 Seems like a pretty dangerous place to live, but maybe the bugs of Pharloom are really 00:09:42.560 --> 00:09:44.130 into parkour. 00:09:44.130 --> 00:09:48.180 In this screenshot, we do get a glimpse at Pharloom’s written language. 00:09:48.180 --> 00:09:52.620 This sign appears to be littered both with musical notes and gilded pins. 00:09:52.620 --> 00:09:56.190 Now it’s possible that this is just how the language of Pharloom is written, indicating 00:09:56.190 --> 00:09:58.120 how important music is here. 00:09:58.120 --> 00:10:02.660 We can also see what appears to be some musical notes on the lore tablets in Deep Docks. 00:10:02.660 --> 00:10:06.410 But other glimpses we’ve seen of Pharloom’s language looks pretty similar to Hollow Knight’s 00:10:06.410 --> 00:10:07.540 random scribbles. 00:10:07.540 --> 00:10:13.050 There are some tablets in Hollow Knight that appear to make sense, such as the Stag Station 00:10:13.050 --> 00:10:14.050 signs. 00:10:14.050 --> 00:10:17.440 If you stare at this long enough, you can kinda see what it’s saying. 00:10:17.440 --> 00:10:21.850 So this sign might just be specific to this building, or in other words, this building 00:10:21.850 --> 00:10:25.610 is a shop that sells musical instruments and pins. 00:10:25.610 --> 00:10:30.630 Finally in this image we can see that members of the Citadel’s caste can use silk as well. 00:10:30.630 --> 00:10:31.690 Good for them. 00:10:31.690 --> 00:10:35.779 Getting back to the interview we also learn that getting to the Citadel isn’t quite 00:10:35.779 --> 00:10:40.960 the end goal of Silksong, as once you get there, getting to the top of the Citadel is 00:10:40.960 --> 00:10:42.310 a task of its own. 00:10:42.310 --> 00:10:46.620 So the actual amount of time spent in the Citadel will be a greater portion of the game’s 00:10:46.620 --> 00:10:48.420 runtime that we might have thought. 00:10:48.420 --> 00:10:52.290 So maybe some of the areas we have already seen are actually in the Citadel already. 00:10:52.290 --> 00:10:57.180 I do think it’s possible that this area we’ve seen several times is actually located 00:10:57.180 --> 00:10:58.540 inside the Citadel. 00:10:58.540 --> 00:11:03.029 What’s more interesting is that this room in the Trobbio boss fight has structures that 00:11:03.029 --> 00:11:07.390 look similar to the buildings found in the Citadel, if this is the Citadel. 00:11:07.390 --> 00:11:11.589 So the top of the Citadel might actually be this giant ball thing. 00:11:11.589 --> 00:11:16.501 Although I’m starting to think this ball might actually be a cocoon of some kind, but 00:11:16.501 --> 00:11:19.170 at this point I’m just speculating wildly. 00:11:19.170 --> 00:11:24.190 William mentions that magic is a more distant thing in Pharloom, which I have a bit of trouble 00:11:24.190 --> 00:11:25.280 understanding. 00:11:25.280 --> 00:11:29.500 I think he means that a lot more things in Pharloom will look constructed, like traps 00:11:29.500 --> 00:11:31.560 and mechanisms and what not. 00:11:31.560 --> 00:11:36.680 Like instead of a Snail Shaman exploding and the Knight just slurping up its life juice, 00:11:36.680 --> 00:11:40.150 Hornet will actually find objects and tools to upgrade her kit. 00:11:40.150 --> 00:11:44.839 But while soul might not be as prevalent here in Pharloom, I feel like all this stuff with 00:11:44.839 --> 00:11:50.260 silk and song still falls under the definition of magic, but maybe that’s just me. 00:11:50.260 --> 00:11:52.779 We also learned about another mechanic with Rosaries. 00:11:52.779 --> 00:11:58.070 We’ve seen before items called Rosary Strings which Hornet can find. 00:11:58.070 --> 00:12:02.850 Basically when you die, you lose rosaries, but if you have Rosary Strings, those stick 00:12:02.850 --> 00:12:03.850 around. 00:12:03.850 --> 00:12:06.440 And then you can break them whenever you need to spend them. 00:12:06.440 --> 00:12:10.650 So it’s basically like a more flexible version of the relics in Hollow Knight. 00:12:10.650 --> 00:12:14.690 But now it turns out you can actually create Rosary Strings from your own rosaries. 00:12:14.690 --> 00:12:20.339 A vendor might charge Hornet 120 rosaries to put 100 rosaries on a string. 00:12:20.339 --> 00:12:24.230 I think the Geo system in Hollow Knight suffered from players losing thousands of Geo in the 00:12:24.230 --> 00:12:26.970 early game and getting frustrated. 00:12:26.970 --> 00:12:30.430 And it could be quite a while before the player ever found Millibelle. 00:12:30.430 --> 00:12:34.899 So having this Rosary system that allows the player to easily store their wealth at a small 00:12:34.899 --> 00:12:39.400 cost seems like a pretty good change to the currency system. 00:12:39.400 --> 00:12:44.550 Ari goes on to say that Rosary Strings can also be made at certain, special benches. 00:12:44.550 --> 00:12:49.770 Speaking of benches, apparently this bench from the Deep Docks with all these bells is 00:12:49.770 --> 00:12:55.210 considered a Holy Bench, and that Ari has already designed like 100 different benches 00:12:55.210 --> 00:12:56.490 for Silksong. 00:12:56.490 --> 00:12:59.960 Now this statement is pretty eye raising for multiple reasons. 00:12:59.960 --> 00:13:02.270 So let’s dive into this. 00:13:02.270 --> 00:13:08.820 First of all “100 different benches” is probably hyperbole, since 100 isn’t an exact 00:13:08.820 --> 00:13:09.820 number. 00:13:09.820 --> 00:13:13.190 That being said, however, how many benches are there in Hollow Knight? 00:13:13.190 --> 00:13:17.190 If we count the additional breakable bench in Beast’s Den, the three benches in the 00:13:17.190 --> 00:13:22.771 White Palace, and the three non-pantheon benches in Godhome, there are a total of 49 benches 00:13:22.771 --> 00:13:23.980 in Hollow Knight. 00:13:23.980 --> 00:13:28.670 So if there are already 100 different benches in Silksong, that implies that Team Cherry 00:13:28.670 --> 00:13:34.089 has become much more generous with bench placement this time around, which I doubt, or Silksong 00:13:34.089 --> 00:13:36.580 is twice as big as Hollow Knight. 00:13:36.580 --> 00:13:41.410 But it’s worth pointing out that a lot of these 49 benches are not different, as a lot 00:13:41.410 --> 00:13:43.839 of them are just generic benches. 00:13:43.839 --> 00:13:46.399 So how many different bench designs are there in Hollow Knight? 00:13:46.399 --> 00:13:51.990 Well, there’s the generic one, the Toll Bench, the benches found inside Trams, the 00:13:51.990 --> 00:13:56.930 one in Ancestral Mound, the one found outside Salubra’s Hut, the one in the stone sanctuary, 00:13:56.930 --> 00:14:00.940 the one near the Lake of Unn, the one found near Leg Eater, which is more of a corpse 00:14:00.940 --> 00:14:04.950 than a bench but I’m counting it anyway, the one in the Mantis Village, three slight 00:14:04.950 --> 00:14:09.400 variations found near the Nailmasters, the one in the Pleasure House, the one in the 00:14:09.400 --> 00:14:13.690 tent near Hornet 2, the one in the Colosseum of Fools, the one in the Teacher’s Archives, 00:14:13.690 --> 00:14:17.790 the one found in Beast’s Den, the one found in front of the Pale King statue in the Queen’s 00:14:17.790 --> 00:14:21.890 Garden, the ones unique to the White Palace, the one found in the Temple of the Black Egg, 00:14:21.890 --> 00:14:23.990 and two different ones found in Godhome. 00:14:23.990 --> 00:14:27.930 Also we can find two unused benches in the game’s art assets. 00:14:27.930 --> 00:14:32.040 This bench which can be found in a room called “Hornet’s room” and a bench literally 00:14:32.040 --> 00:14:34.900 composed of fucking vessel corpses. 00:14:34.900 --> 00:14:38.980 Like seriously this is the best bench ever and I’m so mad Team Cherry didn’t use 00:14:38.980 --> 00:14:39.980 it. 00:14:39.980 --> 00:14:43.310 This puts the total of unique bench designs at 24. 00:14:43.310 --> 00:14:48.200 So Silksong might have four times as many unique benches, which means Silksong might 00:14:48.200 --> 00:14:51.320 actually be 4 times bigger than Hollow Knight. 00:14:51.320 --> 00:14:52.990 Now I don’t actually believe that. 00:14:52.990 --> 00:14:57.220 I’m guessing that Team Cherry is just opting to make new benches more often. 00:14:57.220 --> 00:15:01.590 So far we have seen 8 benches in Silksong, with 6 of them being unique. 00:15:01.590 --> 00:15:05.430 So while I’m sure Silksong will have more benches than Hollow Knight, I think a greater 00:15:05.430 --> 00:15:07.660 percentage of them will be unique. 00:15:07.660 --> 00:15:12.790 The other thing interesting with this quote is Ari Gibson’s exact wording. 00:15:12.790 --> 00:15:17.450 “Unsurprisingly, we ended up with, like, 100 different benches.” 00:15:17.450 --> 00:15:21.240 The fact that he said “we ended up” is pretty interesting. 00:15:21.240 --> 00:15:24.420 Does this mean they are done making area artwork? 00:15:24.420 --> 00:15:28.860 The finality implied in this statement might spell good news for an impending Silksong 00:15:28.860 --> 00:15:29.860 release. 00:15:29.860 --> 00:15:34.261 Now I don’t want to build up hype too much, but Silksong is definitely coming out by the 00:15:34.261 --> 00:15:35.680 end of the week. 00:15:35.680 --> 00:15:39.550 Regardless, it’s obvious that Team Cherry is still keen on paying very close attention 00:15:39.550 --> 00:15:40.630 to detail. 00:15:40.630 --> 00:15:45.029 For example, they’ve got Jack Vine working on things like having little rings be able 00:15:45.029 --> 00:15:48.910 to roll around for a while after you hit them, and I’m guessing he’s responsible for 00:15:48.910 --> 00:15:53.029 small things like making these objects move more realistically. 00:15:53.029 --> 00:15:57.950 Speaking of these rings, they will be used to denote that Shakra is nearby, Shakra being 00:15:57.950 --> 00:16:00.190 this game’s version of Cornifer. 00:16:00.190 --> 00:16:03.790 So these rings will act similar to Cornifer’s discarded pieces of paper. 00:16:03.790 --> 00:16:07.529 It’s also implied that we might be fighting Shakra at some point in the future. 00:16:07.529 --> 00:16:10.950 Which unfortunately, never happens with Cornifer. 00:16:10.950 --> 00:16:14.220 There is also some news on the fleas, remember them? 00:16:14.220 --> 00:16:19.370 Well, apparently not only will they just be sitting around, but they can also get captured 00:16:19.370 --> 00:16:21.040 by other bugs somehow. 00:16:21.040 --> 00:16:26.080 So it seems like there will be more to collecting fleas than just finding a physical location, 00:16:26.080 --> 00:16:30.240 which will hopefully make them a bit more interesting to collect than the grubs, since 00:16:30.240 --> 00:16:35.330 they were pretty much just always stuck in jars, sometimes guarded by random enemies. 00:16:35.330 --> 00:16:39.140 Like, why the fuck does this guy care so much about guarding this grub? 00:16:39.140 --> 00:16:41.380 Trobbio got mentioned in the interview. 00:16:41.380 --> 00:16:45.750 Basically it’s been confirmed that he’s a bit of a clutz, with his fight being accompanied 00:16:45.750 --> 00:16:47.700 by goofy music. 00:16:47.700 --> 00:16:52.690 Also he’s named after and voiced by another developer that Team Cherry is friends with, 00:16:52.690 --> 00:16:54.090 Matt Trobbiani. 00:16:54.090 --> 00:16:59.360 Matt worked on the game Hacknet, which even featured a song by Chris Larkin, himself. 00:16:59.360 --> 00:17:03.170 You can see Matt being interviewed along with Team Cherry in this event from Bitsummit back 00:17:03.170 --> 00:17:04.589 in 2018. 00:17:04.589 --> 00:17:08.780 So is this Matt Trobbiani guy canonically a clutz in real life? 00:17:08.780 --> 00:17:12.380 Well I did actually meet Matt when I went to PAX in 2019. 00:17:12.380 --> 00:17:17.310 He said he liked my videos, so he seemed like a pretty smart guy to me at least. 00:17:17.310 --> 00:17:20.709 Team Cherry also discussed quests in Silksong. 00:17:20.709 --> 00:17:24.390 They confirm that there will still be the traditional random quests you can stumble 00:17:24.390 --> 00:17:28.630 on like in Hollow Knight, but that there is also an organized collection of quests that 00:17:28.630 --> 00:17:31.400 the player can find using quest boards. 00:17:31.400 --> 00:17:37.380 If you remember, there are at least four different types of known quests: Wayfarer, Hunt, Grand 00:17:37.380 --> 00:17:39.210 Hunt, and Gather. 00:17:39.210 --> 00:17:43.330 It seems like Team Cherry only showed off a Gather quest, which had the player collect 00:17:43.330 --> 00:17:47.980 Mossberries to take to the Druid of the Moss Temple, which is the guy we saw from the reveal 00:17:47.980 --> 00:17:48.980 trailer. 00:17:48.980 --> 00:17:53.890 We can see Mossberries placed in the E3 demo, but it turns out enemies can just be carrying 00:17:53.890 --> 00:17:55.900 Mossberries around with them. 00:17:55.900 --> 00:18:00.480 Also you can apparently jump into this caldron, but it isn’t a very good idea. 00:18:00.480 --> 00:18:04.940 We do see a screenshot of what might be a Hunt or Grand Hunt, where Hornet is fighting 00:18:04.940 --> 00:18:07.780 some strange creature alongside Garmond and Zaza. 00:18:07.780 --> 00:18:12.611 I don’t know why, but whenever I see them I assume it must be some kind of quest, but 00:18:12.611 --> 00:18:15.440 I suppose that’s just speculation on my part. 00:18:15.440 --> 00:18:19.929 And now I think it’s time we get into Hornet’s tools, since we see a lot of crazy stuff going 00:18:19.929 --> 00:18:21.200 on in these screenshots. 00:18:21.200 --> 00:18:26.020 First of all, we can see that the Hornet’s HUD takes on three different versions. 00:18:26.020 --> 00:18:31.230 This is entirely new, as none of the gifs from 2020 had anything like this. 00:18:31.230 --> 00:18:32.240 So what are they? 00:18:32.240 --> 00:18:36.980 Well, the HUD actually changes appearance based on what Crest Hornet is using. 00:18:36.980 --> 00:18:41.690 Here on the menu, we see a new Crest called the Reaper, which has twice as many slots 00:18:41.690 --> 00:18:43.590 as the Wanderer crest we saw before. 00:18:43.590 --> 00:18:48.010 And that Crest design seems to line up with one of the HUD changes. 00:18:48.010 --> 00:18:52.179 From this we can see that there are Crests that allow you to have two weapons at once. 00:18:52.179 --> 00:18:55.260 And from other screenshots we can see this in action. 00:18:55.260 --> 00:18:58.460 In the E3 Demo, the R button was how you activated a tool. 00:18:58.460 --> 00:19:02.080 But it’s not clear how it would work with two of them. 00:19:02.080 --> 00:19:06.960 The L and ZL buttons weren’t mapped in the demo, so those might be candidates for possibly 00:19:06.960 --> 00:19:10.140 using a second tool or changing the tool order. 00:19:10.140 --> 00:19:14.680 It’s also possible for tools themselves to be upgraded, as the Straight Pin can later 00:19:14.680 --> 00:19:15.740 be upgraded to the Tri-Pin. 00:19:15.740 --> 00:19:21.680 Apparently, Hornet can even learn to make new tools based on the tools used by the residents 00:19:21.680 --> 00:19:27.260 of Pharloom, like seeing an enemy throw a javelin can help her learn to throw a javelin. 00:19:27.260 --> 00:19:28.750 Which… okay. 00:19:28.750 --> 00:19:32.410 I’m sure it will make more sense when we see it in game. 00:19:32.410 --> 00:19:34.500 Also she’ll add her own little touch to them. 00:19:34.500 --> 00:19:36.750 This is shown off pretty well in this screenshot. 00:19:36.750 --> 00:19:41.450 You can see Hornet is using the same tool as this NPC except it has that red rope on 00:19:41.450 --> 00:19:42.450 it. 00:19:42.450 --> 00:19:44.850 So what new tools can we see in these screenshots? 00:19:44.850 --> 00:19:48.430 As we can see here, Team Cherry has finally given Hornet a boomerang. 00:19:48.430 --> 00:19:52.610 I know Team Cherry’s Australian audience was pretty upset with the lack of boomerangs 00:19:52.610 --> 00:19:55.240 in Hollow Knight, so this is a welcome addition. 00:19:55.240 --> 00:19:59.610 Now if they could just add a gun, then us Americans will finally feel represented. 00:19:59.610 --> 00:20:03.250 We’ve got some kind of container full of orange liquidy goop. 00:20:03.250 --> 00:20:05.169 I’m sure that’s not harmful at all. 00:20:05.169 --> 00:20:09.410 I think this is a grenade of some kind, maybe similar to the pimpillo. 00:20:09.410 --> 00:20:13.040 We can also see this longer spear weapon, and a drill type weapon. 00:20:13.040 --> 00:20:17.080 But then we also see another drill type weapon without a handle. 00:20:17.080 --> 00:20:21.320 Now according to Ari, there is another drill attack where Hornet “becomes something like 00:20:21.320 --> 00:20:23.870 a spinning top, and descends towards enemies.” 00:20:23.870 --> 00:20:27.380 I don’t think either of these items are related to that though. 00:20:27.380 --> 00:20:33.090 It could be this red drill, but we have yet to see a tool like this directly affect Hornet’s 00:20:33.090 --> 00:20:34.090 movement. 00:20:34.090 --> 00:20:37.750 From an earlier gif, we can see another way Hornet’s air movement can be altered. 00:20:37.750 --> 00:20:43.100 We can see her glide in the air, and I’m guessing this is yet another part of Hornet’s 00:20:43.100 --> 00:20:46.480 kit that can be altered, possibly via crests. 00:20:46.480 --> 00:20:50.360 Maybe you can choose between giving her a double jump or a glide, or turning into a 00:20:50.360 --> 00:20:52.320 fucking beyblade. 00:20:52.320 --> 00:20:53.790 Also we got a name for this tool. 00:20:53.790 --> 00:20:56.110 It’s called a Sting Shard. 00:20:56.110 --> 00:20:59.919 There are some other new tools here in the menu, but we still have no idea what these 00:20:59.919 --> 00:21:01.100 things do. 00:21:01.100 --> 00:21:03.750 I still think these are passive effects. 00:21:03.750 --> 00:21:08.110 In this screenshot we can see spikes around Hornet’s masks, which might imply she is 00:21:08.110 --> 00:21:11.200 wearing a Thorns of Agony type too. 00:21:11.200 --> 00:21:13.330 But nothing in the interview directly mentions it. 00:21:13.330 --> 00:21:17.690 But one thing we do know is that Team Cherry is adding sub reactions to these tools. 00:21:17.690 --> 00:21:22.250 By that I think they mean stuff like how charm abilities would combine in Hollow Knight. 00:21:22.250 --> 00:21:26.270 Basically tools will have unique interactions depending on the context in which they are 00:21:26.270 --> 00:21:27.270 used. 00:21:27.270 --> 00:21:30.880 There’s another part to these Crests that I still need to mention, and that’s how 00:21:30.880 --> 00:21:34.760 it appears that you can actually equip Hornet’s abilities to a crest. 00:21:34.760 --> 00:21:39.169 From this screenshot, we can see this image presumably of Hornet’s needle sitting in 00:21:39.169 --> 00:21:40.950 the middle of the crest. 00:21:40.950 --> 00:21:45.910 Then if we look above the red section tools, we can see another image of Hornet’s needle. 00:21:45.910 --> 00:21:48.919 So it seems like Hornet’s silk abilities can be swapped out. 00:21:48.919 --> 00:21:55.000 So you can maybe have this big slash move equipped, or the Gossamer storm, or this stabbing 00:21:55.000 --> 00:21:56.000 move. 00:21:56.000 --> 00:21:59.940 And judging from this layout of the controls, these will be called skills. 00:21:59.940 --> 00:22:03.580 Another interesting change is that the Crest we see in the screenshot, doesn’t have the 00:22:03.580 --> 00:22:06.600 slots colored like in a previous example. 00:22:06.600 --> 00:22:10.560 Although there still is some color here, so I’m not sure what that’s about. 00:22:10.560 --> 00:22:14.890 Moving away from Crests, I have just one more thing to say about the UI in regards to the 00:22:14.890 --> 00:22:16.400 spool meters. 00:22:16.400 --> 00:22:20.049 It seems like these systems have changed since the E3 Demo. 00:22:20.049 --> 00:22:24.429 The lower spool meter now has a base length of 9 silk notches instead of 8. 00:22:24.429 --> 00:22:26.970 Also we can see that the spool is segmented now. 00:22:26.970 --> 00:22:31.110 It appears there is always a mark to denote the first nine notches. 00:22:31.110 --> 00:22:34.880 But sometimes there are other smaller marks at around 5 notches. 00:22:34.880 --> 00:22:39.880 It also seems like the silk will glow brightly once it hits 9 notches. 00:22:39.880 --> 00:22:42.280 Except in this screenshot where it lights up at 8. 00:22:42.280 --> 00:22:45.580 This might be related to whatever mark the silk has reached on the spool. 00:22:45.580 --> 00:22:50.150 We can see the upper spool meter is also segmented in some cases. 00:22:50.150 --> 00:22:54.020 Also we can see from these screenshots that this spool meter doesn’t light up once Hornet 00:22:54.020 --> 00:22:56.320 reaches 8 notches of silk anymore. 00:22:56.320 --> 00:23:00.200 At first I thought maybe it only lights up when you have lost health, basically as an 00:23:00.200 --> 00:23:03.480 indicator that you can use Hornet’s bind ability to heal. 00:23:03.480 --> 00:23:08.130 So a segmented meter means that with a full spool of silk, you’d be able to bind multiple 00:23:08.130 --> 00:23:11.200 times as long as you didn’t reach full health. 00:23:11.200 --> 00:23:16.010 But in the gifs released last summer, we can see the meter both lit and not lit while Hornet 00:23:16.010 --> 00:23:17.169 has full health. 00:23:17.169 --> 00:23:21.540 So either this gif is outdated, or my theory is dead ass wrong. 00:23:21.540 --> 00:23:25.570 Regardless, it’s safe to say that the segments on these meters, or whether or not they are 00:23:25.570 --> 00:23:30.809 lit up, is likely determined by whatever abilities and tools Hornet has equipped to her Crest. 00:23:30.809 --> 00:23:34.669 Other than that, it might be possible that Hornet can increase the length of her spool 00:23:34.669 --> 00:23:38.080 via collectables like the Soul Vessels from the first game. 00:23:38.080 --> 00:23:41.830 But I’ve spent too long looking at these stupid fucking screenshots and I still can’t 00:23:41.830 --> 00:23:43.710 pin down exactly what’s going on. 00:23:43.710 --> 00:23:45.040 So I’m gonna drop it for now. 00:23:45.040 --> 00:23:48.250 Now just a few more things to mention. 00:23:48.250 --> 00:23:51.970 Apparently, the Lace song we’ve all come to know and love wasn’t what Christopher 00:23:51.970 --> 00:23:53.910 Larkin originally wrote. 00:23:53.910 --> 00:23:57.440 The first song he wrote was the result of Team Cherry trying to explain the lore and 00:23:57.440 --> 00:23:58.630 backstory to him. 00:23:58.630 --> 00:24:02.650 They ended up using a different piece that he had just written as a boss theme. 00:24:02.650 --> 00:24:06.200 So it sounds like Team Cherry is kinda just gonna let Chris do his thing. 00:24:06.200 --> 00:24:10.600 Which, given Larkin’s track record, it will probably be fine. 00:24:10.600 --> 00:24:13.210 So will we ever get to hear the original Lace theme? 00:24:13.210 --> 00:24:16.998 Well, as it turns out, I was able to actually get a copy of the song. 00:24:16.998 --> 00:24:18.955 So I’ll play it for you right now. 00:24:19.808 --> 00:24:27.794 [Totally the original Lace theme, I swear] 00:24:27.794 --> 00:24:31.480 Also we got an image of what appears to be a new boss. 00:24:31.480 --> 00:24:35.070 According to Ari, this boss is known as the Last Judge. 00:24:35.070 --> 00:24:39.790 William then says that this enemy immediately makes the player wonder what his deal is. 00:24:39.790 --> 00:24:43.400 And then the author of the magazine actually calls me out by name. 00:24:43.400 --> 00:24:47.410 I truly am honored to be mentioned in a UK based gaming magazine. 00:24:47.410 --> 00:24:53.179 I remember buying issue number 1 back and 1993 and thinking to myself how amazing it 00:24:53.179 --> 00:24:56.120 would be to get my name in Edge Magazine. 00:24:56.120 --> 00:24:58.880 That was pretty much the whole reason I started this channel. 00:24:58.880 --> 00:25:04.340 And now my dream has finally come true There’s just… one problem. 00:25:04.340 --> 00:25:06.346 They capitalized the “M”. 00:25:08.600 --> 00:25:14.289 [Maniacal laughter] 00:25:14.289 --> 00:25:19.170 Now to be completely fair, Jen Simpkins informed me that she had to capitalize the “M” 00:25:19.170 --> 00:25:21.600 due to something called style guides. 00:25:21.600 --> 00:25:25.450 Sounds made up, but I think Jen is telling the truth here. 00:25:25.450 --> 00:25:29.130 In fact, Jen appears to be a pretty big Hollow Knight fan in general. 00:25:29.130 --> 00:25:34.020 She is even aware of the milksong meme which started over on the Hollow Knight Memes subreddit. 00:25:34.020 --> 00:25:40.230 If you don’t know what the Milksong memes are or why they exist, well, neither do I 00:25:40.230 --> 00:25:41.530 honestly. 00:25:41.530 --> 00:25:45.440 Getting back to the actual screenshot, there is a bit to talk about here. 00:25:45.440 --> 00:25:49.679 First of all, for being a land without much magic, I’m pretty skeptical that this mother 00:25:49.679 --> 00:25:51.559 fucker isn’t some kind of wizard. 00:25:51.559 --> 00:25:57.200 It’s got the silly headwear and it can make giant spirals of flames all over the place. 00:25:57.200 --> 00:26:01.100 Now this magic ability might be tied to the rosaries he appears to be clutching. 00:26:01.100 --> 00:26:04.640 Also, if we look at his eyes, we can see streaks under them. 00:26:04.640 --> 00:26:08.240 Now in the early days of this channel, I always tied this to void. 00:26:08.240 --> 00:26:12.620 But there are a lot of bugs and statues of bugs in Hollow Knight that have these streaks 00:26:12.620 --> 00:26:15.340 that don’t appear to have anything to do with the Void. 00:26:15.340 --> 00:26:18.039 So I think this is more of a stylistic choice. 00:26:18.039 --> 00:26:22.250 So this might just be related to the last Judge crying because all his other Judge friends 00:26:22.250 --> 00:26:25.110 are dead, hence the name Last Judge. 00:26:25.110 --> 00:26:27.990 But what exactly is this thing judging? 00:26:27.990 --> 00:26:32.660 Now we have seen that Pharloom has some kind of prison system, as we can find Grindle locked 00:26:32.660 --> 00:26:34.140 away in a cell. 00:26:34.140 --> 00:26:39.660 But this bug doesn’t quite seem like a law and order type judge, if that makes sense. 00:26:39.660 --> 00:26:42.419 Maybe it judges whether or not pilgrims can enter the Citadel. 00:26:42.419 --> 00:26:44.250 And if not he torches them. 00:26:44.250 --> 00:26:48.370 It’s also worth pointing out that this bug has a similar aesthetic to the bug Team Cherry 00:26:48.370 --> 00:26:50.600 showed us in their last blogpost. 00:26:50.600 --> 00:26:53.360 It also looks similar to a bug found in the Coral Forest. 00:26:53.360 --> 00:26:57.630 And it’s worth pointing out that we don’t know for sure if these bugs are actually related 00:26:57.630 --> 00:26:59.370 to the bugs we see in the Citadel. 00:26:59.370 --> 00:27:04.210 All we know is that this bug is a part of a scholarly suite guarding a vault of ancient 00:27:04.210 --> 00:27:05.360 knowledge. 00:27:05.360 --> 00:27:08.630 So we actually don’t know for sure if these guys are actually directly tied to what is 00:27:08.630 --> 00:27:14.220 going on in the Citadel, although it’s certainly possible and it probably is the case. 00:27:14.220 --> 00:27:18.040 Finally Team Cherry was asked about what happens after Silksong. 00:27:18.040 --> 00:27:21.870 William and Ari talked a bit about a non-Hollow Knight related game that they have been thinking 00:27:21.870 --> 00:27:22.870 about. 00:27:22.870 --> 00:27:26.309 As of right now, this project consists of just a google doc that they add to every now 00:27:26.309 --> 00:27:28.679 and then as they work on Silksong. 00:27:28.679 --> 00:27:33.860 A strong candidate for what this game might be is Fearless Fox, a term Team Cherry trademarked 00:27:33.860 --> 00:27:34.860 back in 2019. 00:27:34.860 --> 00:27:38.550 It isn’t guaranteed that this game will be a metroidvania. 00:27:38.550 --> 00:27:43.770 In the past, William has expressed interest in doing a top down 2D Zelda style game. 00:27:43.770 --> 00:27:47.919 But they did clarify that whatever games they make will continue to have large sprawling 00:27:47.919 --> 00:27:50.850 worlds and interesting characters to interact with. 00:27:50.850 --> 00:27:53.950 So what does this mean for future Hollow Knight content? 00:27:53.950 --> 00:27:57.960 The only Hollow Knight content not directly produced by Team Cherry that we can consider 00:27:57.960 --> 00:28:02.250 canon is the Wanderer’s Journal which ultimately didn’t add a whole lot to Hollow Knight’s 00:28:02.250 --> 00:28:07.070 story, since it was just a character experiencing all the same stuff we did. 00:28:07.070 --> 00:28:11.500 According to Team Cherry’s marketing director, Leth, Team Cherry has been approached by companies 00:28:11.500 --> 00:28:15.020 wanting to make Hollow Knight television shows and comics. 00:28:15.020 --> 00:28:19.640 Leth explained this on Live from the Abyss, a podcast created by two other Hollow Knight 00:28:19.640 --> 00:28:22.900 YouTuber’s: DeepDockProletarian and Mythreel. 00:28:22.900 --> 00:28:33.110 Leth: We’ve been contacted by some companies wanting to make other media of Hollow Knight. 00:28:33.110 --> 00:28:40.130 Whether it be a cartoon, or a show or a comic book or what have you… 00:28:40.130 --> 00:28:44.480 It usually comes down to Ari just not… 00:28:44.480 --> 00:28:48.440 I don’t know. 00:28:48.440 --> 00:28:50.160 And I understand this. 00:28:50.160 --> 00:28:55.900 I think it is basically like we don’t want to corporatize the… 00:28:55.900 --> 00:28:57.360 DDP: The franchise? 00:28:57.360 --> 00:29:00.059 Leth: Yeah, not too much. 00:29:00.059 --> 00:29:03.030 So basically, it seems like Team Cherry really wants to avoid turning Hollow Knight into 00:29:03.030 --> 00:29:07.720 some giant franchise with books and shows and all sorts of other crap. 00:29:07.720 --> 00:29:08.770 And who could blame them? 00:29:08.770 --> 00:29:13.740 That’s a really good way to completely screw up your fictional world and make it less special. 00:29:13.740 --> 00:29:18.500 I mean, Cuphead’s deep and comprehensive lore will no doubt be ruined by their upcoming 00:29:18.500 --> 00:29:21.870 Netflix show, which is a damn shame. 00:29:21.870 --> 00:29:25.950 So it seems like Silksong might mark the end of Hollow Knight content for a while, unless 00:29:25.950 --> 00:29:30.280 Team Cherry decides to make Zote Boat or changes their mind on third party stuff. 00:29:30.280 --> 00:29:34.750 But honestly, I think Team Cherry will do at least one other Hollow Knight related thing 00:29:34.750 --> 00:29:35.760 other than Silksong. 00:29:35.760 --> 00:29:36.990 Call it a feeling. 00:29:36.990 --> 00:29:37.990 Call it speculation. 00:29:37.990 --> 00:29:42.730 But I feel like William and Ari are so invested in this world, and the fact that they can’t 00:29:42.730 --> 00:29:47.669 stop adding to it, makes me think there will be other Hollow Knight content coming out. 00:29:47.669 --> 00:29:49.659 Or maybe I’m just in denial. 00:29:49.659 --> 00:29:52.100 You decide. 00:29:52.100 --> 00:29:54.820 And so that’s about all I have to say regarding this interview. 00:29:54.820 --> 00:29:58.059 We learned a little bit more about the Crest system and the world layout. 00:29:58.059 --> 00:30:02.510 And we got a little more info about characters like the Bell Beast and Shakra. 00:30:02.510 --> 00:30:06.900 But I think what was most interesting is how different Silksong has been development-wise. 00:30:06.900 --> 00:30:11.929 Team Cherry had to make rooms bigger and adjust the game’s camera just to accommodate Hornet’s 00:30:11.929 --> 00:30:15.530 playstyle, as well as create more complex enemies for her to fight. 00:30:15.530 --> 00:30:19.961 I’m a little bummed to hear that Team Cherry has been focusing less on platforming, since 00:30:19.961 --> 00:30:22.700 Hornet seems really well equipped for that kind of stuff. 00:30:22.700 --> 00:30:27.840 One thing that still eludes us is a full explanation on how exactly some tools alter Hornet’s 00:30:27.840 --> 00:30:31.600 playstyle, other than they seem to affect her silk meters in some way. 00:30:31.600 --> 00:30:35.830 Lore wise we learned that pilgrims are actually bringing thread to the Citadel, and that they 00:30:35.830 --> 00:30:37.500 will even attack other pilgrims. 00:30:37.500 --> 00:30:42.000 We’ve also learned that Hornet’s time in her cage has zapped her of her “traditional 00:30:42.000 --> 00:30:45.680 strength” and she now has to find the Weavers to get it back. 00:30:45.680 --> 00:30:51.760 But there are still many questions left regarding Lace, this Conductor Romino fellow, the Steel 00:30:51.760 --> 00:30:56.309 Assassins, as well as who is running this whole operation and if any of this will tie 00:30:56.309 --> 00:30:59.600 back to what we saw in the cliffhanger endings from Hollow Knight. 00:30:59.600 --> 00:31:02.020 Yeah, remember those? 00:31:02.020 --> 00:31:03.020 Fucking cliffhangers, man. 00:31:03.020 --> 00:31:06.549 I swear to God, I hate it when they just abruptly cuts things off right