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The World Design of Hollow Knight | Boss Keys

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    If you were a fan of Metroidvania games, then
    2010 was a very difficult year.
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    On the one side, we got Metroid: Other M - a
    game that paid lip service to exploration
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    and isolation, but was way more interested
    in action-packed fights, cringe-worthy cutscenes,
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    and excessive handholding.
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    And on the other side, after six cracking
    Castlevania adventures on handhelds, we got
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    Castlevania: Lords of Shadow - a knockabout
    brawler that took most of its inspiration
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    from God of War, and had only the lightest
    hint of exploration.
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    It looked like the Metroidvania was dead.
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    Except, it really wasn’t.
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    Because while Nintendo and Konami were about
    to drop off for a decade-long slumber with
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    their respective franchises, other developers
    - especially smaller indie studios - were
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    starting to try their hand at the Metroidvania
    formula.
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    Cave Story, Aquaria, and Shadow Complex were
    early attempts to follow that recipe of locked
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    doors, new abilities, grid-like map systems,
    and secret items.
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    And since then we’ve seen games as varied
    as Strider, Axiom Verge, the Shantae
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    games, Toki Tori 2, Guacamelee, Headlander,
    and Ori and the Blind Forest.
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    But none of these games would quite prepare
    us for one that was released in 2017.
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    This is a masterpiece, with crunchy combat
    against imaginative boss monsters, crushing
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    Dark Souls-esque difficulty spikes, a deep
    well of lore that would launch several YouTube
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    careers, and - most important of all - an
    elegantly designed, interconnected world that
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    is just a joy to get lost in.
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    So this is Boss Keys, and today - join me on
    a deep dive into the world design of
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    Hollow Knight.
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    Hollow Knight takes place in the sprawling
    kingdom of Hallownest.
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    The game begins in Dirtmouth: a fading town
    with a few shops and visiting adventurers.
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    Beneath that lies the Forgotten Crossroads,
    which - as the name might suggest - connects
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    up to many areas in the game, including the
    leafy suburbs of Greenpath, the deadly mines
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    of Crystal Peak, the acidic Fog Canyon, and
    the noxious caverns of the Fungal Wastes.
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    In the very depths of Hallownest you’ll
    find the pitch-black labyrinth of Deepnest,
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    and the mysterious Ancient Basin.
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    While in the furthest corners you’ll discover
    the graveyard, called the Resting Grounds,
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    the Howling Cliffs, and the lush greenhouse
    of the Queen’s Gardens.
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    And at the kingdom’s edge you’ll find
    the, uh, Kingdom’s Edge - which also connects
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    to The Hive.
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    All of these areas surround the enormous capital
    of Hallownest: the endlessly-drenched City
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    of Tears, and its Royal Waterways sewer system.
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    Together, these 15 different zones create
    a jigsaw of neatly fitting puzzles pieces.
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    Now, each area is visibly distinct.
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    There’s no confusing the pink gems of Crystal
    Peak with the leafy green walls of Greenpath,
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    or the candlelit blue walls of the Forgotten
    Crossroads, or the muted greys of the Ancient
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    Basin.
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    It’s especially helpful that the colour
    of each area matches the colours on the map.
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    This all makes it easy to keep these areas
    separately catalogued in your brain box, enormously
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    helping with navigation and spatial reasoning.
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    But you’ll also find gameplay differences
    in each zone, which keeps them fresh and varied.
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    That includes bouncing on trampoline shrooms
    in the Fungal Wastes, dodging laser beams
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    in the Crystal Peak, and peering through the
    darkness in Deepnest.
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    Some areas, like the Kingdom’s Edge, are
    vertical in nature - while others, like the
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    Royal Waterways, are stretched out highways.
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    And there are also unique enemies in each
    zone - like exploding bugs in Greenpath, kamikaze
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    jellyfish in Fog Canyon, icky spiders in Deepnest,
    and cute bee-lets in The Hive - which makes
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    every zone feel brand new.
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    When we first drop into Hallownest, we’re
    not exactly given any real goal or direction.
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    This first cutscene shows a lone wanderer
    - the mysterious Knight - just kinda rocking
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    up to the kingdom and jumping on in.
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    But we are given some vague hints about where
    to go.
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    The Elderbug in Dirtmouth tells us to head
    on down.
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    And this sign in the west end of the Forgotten
    Crossroads points towards “the city at this
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    kingdom’s heart” - a place where “all
    wishes shall be granted, all truths revealed”,
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    apparently.
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    Sounds like a good place to check out, if
    only it wasn’t guarded by an invincible
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    armour-plated beetle.
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    Something Hollow Knight does well is to hint
    at upcoming areas with one room that shares
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    that zone’s visual identity - like the rooms
    in the Forgotten Crossroads that have leaves
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    from Greenpath, or gems from Crystal Peak.
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    This is a great way of teasing future content
    - and lodging that place in the player’s
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    brain as somewhere worth returning to.
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    In the centre of the Forgotten Crossroads
    is a big ol’ boss called the False Knight
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    - and behind him is our first power-up: the
    Vengeful Spirit, which is a sort of Hadouken-style
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    blast.
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    In the tutorial for this new ability we use
    it to defeat another armour-plated beetle,
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    reminding us to return to that corridor, and
    make progress to Greenpath.
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    This is a Metroidvania after all - so expect
    to find locks and keys.
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    Here, in Greenpath, we meet Hornet: who keeps dashing
    just out of view - and acts like a carrot-on-a-stick
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    to lure us over to the west side of the area.
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    There, we’ll summarily dispatch Hornet - hopefully,
    she’s pretty tough - and get the second
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    upgrade: the Mothwing Cloak.
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    This lets us dash in mid-air, granting access
    to the Fungal Wastes.
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    We’re still being teased by that city - thanks
    to literal signposts that point the way down.
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    And Hornet does her little carrot-on-a-stick
    routine once again, as she darts towards the
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    city’s entrance.
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    Not that you can follow her, mind you, due
    to the bridge being down.
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    So instead, we enter the Mantis Village, and
    find the next power-up: the Mantis Claw.
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    This allows us to scale up walls and is the
    perfect ability to get us past that bridge
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    and - finally - into the City of Tears.
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    So, at this point, Hollow Knight seems quite
    linear.
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    We’re following a standard sequence of upgrades
    and boss fights, and following a critical
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    path through Hallownest.
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    But if the game’s developers were leading
    us to the city by the hand - if only quite
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    subtly, with vague clues and in-world signposts
    - then this is the point where they let go.
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    At the centre of the city, we’ll meet Hornet
    once again - and she’ll tell us to visit
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    "the grave in ash", but there’s no indication
    of where that is.
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    And while the fountain actually puts a marker
    on our map for the first time in the game
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    - it’s for the Black Egg Temple back in
    the Forgotten Crossroads, which is somewhere
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    we’ve already been, and that thing’s locked
    up tight.
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    So the question is - where to next?
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    Let me back up a bit.
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    If we look at the map of Hallownest, and reveal
    how much of the world we can explore at each
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    point in the game, we can see that our initial
    reach is limited to just Dirtmouth and the
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    Forgotten Crossroads.
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    After we get the Vengeful Spirit, we can go
    a smidge further, into Greenpath and the Fog Canyon.
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    And the Mothwing Cloak reveals a tiny bit
    more for us to see still,
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    letting us into the Fungal Wastes.
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    But as soon as we have the Mantis Claw, the
    map is massively unveiled to us - we can go
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    to the City of Tears, of course, and - provided
    we’ve found a Simple Key - the Royal Waterways.
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    We can pop up to the Howling Cliffs, descend
    into Deepnest, or check out the Ancient Basin.
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    We can even reach the Resting Grounds.
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    And if we discover the Tram Pass in Deepnest,
    we can also visit the Kingdom’s Edge.
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    And this was definitely a deliberate choice
    by the game’s developers.
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    I spoke to Ari Gibson and William Pellen from
    Team Cherry over email, who told me this:
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    “we started with a basic, linear progression
    of item acquirement, with the idea that we
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    would allow that progression to break apart,
    branch out and wind around itself as the world
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    grew.”
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    So while our journey has been quite constrained
    up until now, there’s suddenly a bunch of
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    different things we can do all at once.
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    We can go fight the Dung Defender in the Royal
    Waterways, which lets us flip a mysterious switch.
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    Or we could challenge the Mantis Lords, to
    open up access to Deepnest.
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    Or we could go fight the Soul Master in the
    City of Tears, and get his handy Desolate
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    Dive ability.
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    That lets us into the Crystal Peak, and allows
    us to pick up the Crystal Heart: a sort of
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    bonkers jet-powered super dash, which opens
    up a lot more areas.
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    That includes a place in the Ancient Basin
    where we fight the Broken Vessel and get the
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    double jumpin’ Monarch Wings.
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    And also an area in the Royal Waterways, where
    - provided we hit that switch earlier - we
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    can pick up Isma’s Tear, which lets us splash
    about in acid water.
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    So, by opening up the world in such a dramatic
    fashion, Team Cherry doesn’t actually need
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    to lead you by the hand anymore.
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    Because if there are loads of different things
    to find all over the map - the player will
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    likely stumble upon something important, no
    matter which direction they take.
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    Now, I should say that after entering the
    City of Tears, the developers ideally want
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    you to go fight the Soul Master and get the
    Desolate Dive ability.
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    They even slam the city’s gates shut behind
    you - and the only way back through is to
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    smash through this floor with - you guessed
    it - the Desolate Dive.
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    This is a classic Metroidvania trick of locking
    the door behind the player, so they don’t
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    back out without finding the necessary goodies.
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    But something you should know about the world
    design of Hallownest is that there’s always
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    more than one way to go.
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    For example - remember when I said you need
    to fight the Mantis Lords to gain access to
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    Deepnest?
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    Well, not necessarily - because if you find
    this semi-secret path in the Fungal Wastes,
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    you can get to Deepnest from there and bypass
    that boss fight altogether - providing two
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    routes to the same place.
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    Also, you can get to east side of the City
    of Tears through the Royal Waterways.
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    Or by taking a lift down from the Resting
    Grounds.
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    Or by taking the tram from Deepnest to the
    Ancient Basin, and climbing back up to the
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    city from there.
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    Or you could even come in via the Kingdom’s
    Edge.
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    That’s four routes to the same place.
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    The Crystal Peak is another key area for this.
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    For starters, there are multiple routes through
    this zone when getting to the Crystal Heart,
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    allowing us to skip this Crystal Guardian
    boss fight altogether if we so wish.
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    And there’s two routes into the mine itself.
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    Before, I mentioned using the Desolate Dive
    to smash through this floor - but there’s
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    also this pitch-black and seemingly inaccessible
    room in the Forgotten Crossroads.
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    Come back with the Lumafly Lantern from the
    shop in Dirtmouth, though, and you’ll be
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    able to see that there’s actually a gate
    in that room.
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    Once unlocked, you’ll get access to the
    Crystal Peak.
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    And if you’ve got the Mantis Claw, you can
    even hop up and get the Crystal Heart, meaning
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    you can bypass the Soul Master and his Desolate
    Dive pick-up altogether, if you so wish.
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    The explorable area following the Mantis Claw
    actually looks like this, then.
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    In fact, because you can reach this dark room
    at the very start of the game, you can theoretically
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    enter the Crystal Peak before getting the
    game’s very first power-up: the Vengeful Spirit.
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    Though, at 1,800 Geo, the lamp is rather expensive
    and will be hard to save up for at this very early
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    stage in the adventure.
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    It’s an interesting example of a what we
    might call a “soft lock”, though: a route
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    through a game that isn’t physically inaccessible
    to the player, but will turn most adventurers
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    away at this early stage because they’re
    not yet strong enough, don’t have enough
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    knowledge, or - in this case - don’t have
    enough cash.
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    So while the door to the City of Tears does
    shut tight behind you, there’s plenty of creative
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    ways out of the city that don’t require
    the Desolate Dive ability.
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    Providing multiple routes through the game
    certainly allows you to pick your own path
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    during the adventure - which is perfect for
    second playthroughs, speed-runs, low percentage
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    challenges - and most importantly of all - a
    feeling of legitimate agency.
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    Because - similar to games like Dark Souls
    and the very first Metroid and Zelda games
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    - the route through the game is dictated by
    your own curiosity and sense of adventure.
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    But this is also a wonderful way to stop the
    player from getting stuck.
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    Like: think about the Grapple Hook in Super
    Metroid.
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    It can be used to access loads of places around
    Zebes but most of them just lead to inessential
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    upgrades like the Wave Beam and Energy Tanks
    - so let’s call these optional locks.
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    Only one Grapple Hook point actually allows
    further progress through the game, towards
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    the Wrecked Ship - so we might call that a
    critical lock.
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    And so while you’re certainly going to get
    loads of cool goodies to upgrade Samus, it
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    does mean that if you can’t find that one
    single critical lock, you’re going to be
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    stuck.
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    In Hollow Knight, though, things are a bit
    different.
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    Like, after getting the Mothwing Cloak from
    Hornet in Greenpath, there are loads of places
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    to use it.
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    Some lead to handy pick ups.
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    But also, you can dash up here in the Fog
    Canyon’s Queen Station, and dash up here
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    in the bottom of the Forgotten Crossroads
    - and both lead you to the Fungal Wastes,
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    and continue your adventure towards the Mantis
    Village.
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    Having two critical locks instead of one dramatically
    increases your chances of making progress
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    through the game.
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    Because whether you remember some past blocked-off
    area and decide to backtrack to it with your
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    new power-up, or you just continue adventuring
    onwards and hope to stumble upon the next
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    part of the game - you’re much more likely
    to make progress if there’s more than one
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    critical lock to find.
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    This is a technique that’s used to great
    effect in the Resting Grounds.
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    Some players will drop down into the area
    from this chasm in the Crystal Peak.
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    But others might, instead, find the Tram Pass
    in Deepnest and ride a train car from the
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    Forgotten Crossroads over to the Resting Grounds.
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    They might take a lift up from the east end
    of the City of Tears, and reach the Resting
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    Grounds from underneath.
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    Or they might get to that same entranceway,
    but by using the Crystal Dash to get to the
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    Blue Lake.
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    That’s four completely different paths to
    the same area - using all sorts of different
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    abilities and routes.
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    And it can be accessed from the very start
    of the game, if you take that route through
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    the pitch-black room I discussed earlier.
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    But this is all for a reason.
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    The Resting Grounds is actually the “grave
    in ash” that Hornet spoke of back in the
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    City of Tears, and it’s one of the most
    important areas in the game because it finally
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    gives us an actual goal - we need to take
    this Dream Nail and use it to wake up three
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    sleeping sentries: Herrah the Beast, Lurien
    the Watcher, and Monomon the Teacher.
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    So by having all sorts of different ways into
    the Resting Grounds, Team Cherry can be sure
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    that players will almost certainly get there
    eventually - but they don’t have to be led
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    by the hand using signposts, directions, or
    map markers.
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    Instead, you just get that wonderful feeling
    of “accidentally” stumbling upon something
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    really important.
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    Team Cherry says it tried to avoid using too
    much signposting because it would be “to
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    the detriment of many players who, through
    initially being lost, find their own ways
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    and begin to learn the layout of the kingdom
    on a much more personal level”.
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    There is one exception to that, though: when
    you look at this statue in the Resting Ground,
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    the dreamer’s masks are drawn onto your
    map, marking the location of these characters.
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    And normally, I’d be kind of against this
    sort of overt and gamey direction.
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    However, this turns out to be less of a bunch
    of nagging waypoint markers and more of a
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    gentle reminder of what your overall goal
    actually is.
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    Because, your map is likely so uncharted that these
    masks are just floating in an unhelpful sea
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    of black, and you almost certainly don’t
    have all the abilities to actually reach these
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    dreamers yet.
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    Herrah, for example, is hidden away in her
    den in the furthest corner of Deepnest.
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    You’ll need the Mantis Claw to get in there,
    and the Lumafly Lantern to actually see what
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    you’re doing.
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    Lurien is high atop his spire, overlooking
    the City of Tears, and can’t be reached
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    without the Monarch Wings.
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    And you’ll need to defeat the Watcher Knights
    at his door.
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    And Monomon’s kipping in her archive in
    the Fog Canyon, which is blocked off unless
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    you have Isma’s Tear.
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    You’re also going to have to dispatch the
    rather familiar looking boss, Uumuu.
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    So while the masks on your map might point
    out the final destinations, they don’t tell
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    you anything about the many stops you’ll
    need to make along the way.
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    There’s one final way that Team Cherry allows
    you to dictate your own path through the game,
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    and that’s by allowing, encouraging, and
    even designing in tricks that allow you to
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    get past obstacles without the necessary upgrades.
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    Similar to tricks like the wall jump in Super Metroid.
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    So you can use the kickback blast of the Vengeful
    Spirit to propel yourself to areas that would
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    normally require the Mothwing Cloak.
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    You can use the Crystal Heart to bypass bits
    that need Isma’s Tear.
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    And most disruptive of all, you can bounce
    off background decorations and flying enemies
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    with the nail to give you an extra lift - and
    render the Monarch Wings technically optional.
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    Now that’s what I call exploiting a bug!
  • 18:24 - 18:28
    Team Cherry told me that “we knew players
    would be able to sequence break using the
  • 18:28 - 18:33
    nail bounce technique, and we absolutely wanted
    them to be able to do so.
  • 18:33 - 18:38
    Watching players discover new routes is a
    huge joy for us and is a really empowering
  • 18:38 - 18:40
    moment for a player.”
  • 18:40 - 18:45
    “We even placed certain enemies and objects
    to allow some shortcuts” - though, they
  • 18:45 - 18:49
    admit that “the Hollow Knight community
    has uncovered many more skips that we’d
  • 18:49 - 18:51
    never considered ourselves”.
  • 18:51 - 18:55
    One spot in the Kingdom’s Edge had to be
    fixed in a patch, as it was possible to get
  • 18:55 - 19:01
    yourself stuck if you managed to access it
    before acquiring the Monarch Wings.
  • 19:01 - 19:06
    With all three dreamers awake, we can now
    finally enter the Black Egg Temple in the
  • 19:06 - 19:13
    Forgotten Crossroads, fight the, ahem, final
    boss: Hollow Knight, and ahem, finish the game.
  • 19:22 - 19:29
    Now while I normally like to use graphs to
    explain the structure of Metroidvania games
  • 19:29 - 19:33
    on Boss Keys, it’s not really possible with
    Hollow Knight.
  • 19:33 - 19:38
    So much stuff can be be skipped, or done in
    different ways, or reached from different
  • 19:38 - 19:43
    directions, that creating a single, monolithic
    chart for the game’s structure is just not
  • 19:43 - 19:44
    possible.
  • 19:44 - 19:48
    I can show you one route through the game,
    though, which at least reveals the general
  • 19:48 - 19:50
    shape of things.
  • 19:50 - 19:54
    Essentially, a linear corridor of upgrades
    and boss fights, which dramatically fans out
  • 19:54 - 19:58
    to a wide open matrix of non-linear possibilities.
  • 19:58 - 20:03
    Including the ability to pick up game-changing
    abilities simultaneously - which is something
  • 20:03 - 20:08
    you don’t usually see in Metroidvanias,
    because they often dictate a more set-in-stone
  • 20:08 - 20:11
    sequence of getting one item after another.
  • 20:11 - 20:15
    But Team Cherry says “we wanted players
    to feel like their journey through the kingdom
  • 20:15 - 20:20
    was their own, and part of that was removing
    barriers or opening paths to allow acquiring
  • 20:20 - 20:23
    items or powers ‘out of order’.”
  • 20:23 - 20:26
    Of course, this graph has a million different
    permutations.
  • 20:26 - 20:32
    You can skip the Mantis Lords and the Crystal
    Guardian with careful navigation of the map,
  • 20:32 - 20:37
    get the Dream Nail much earlier in the game,
    reach the Crystal Heart without the Desolate
  • 20:37 - 20:39
    Dive, and so on.
  • 20:39 - 20:45
    But beyond that, there’s so much more that
    this graph doesn’t even begin to cover.
  • 20:45 - 20:50
    For starters, while I’ve already talked
    about the bosses that are standing between
  • 20:50 - 20:55
    you and the game’s credits - there’s also
    bunch of completely hidden bosses that have
  • 20:55 - 20:58
    no impact on the structure of the game whatsoever.
  • 20:58 - 21:03
    There’s the Brooding Mawlek, who’s in
    a hard-to-reach room in the Forgotten Crossroads.
  • 21:03 - 21:08
    The Collector, who can’t be found unless
    you get the Love Key from the Queen’s Gardens.
  • 21:08 - 21:14
    The Enraged Guardian, who’s hiding in a
    secret room above the other Guardian’s boss area.
  • 21:14 - 21:19
    The Flukemarm, who can only be found if you
    use the Desolate Dive in the Royal Waterways.
  • 21:19 - 21:24
    And Nosk, in Deepnest, who can only be reached
    with either the Crystal Heart or the Monarch
  • 21:24 - 21:25
    Wings.
  • 21:25 - 21:32
    There’s also the Hive Knight in, I'll let you guess,
    but he’s exclusive to the Lifeblood DLC.
  • 21:32 - 21:33
    And there are more bosses beyond these.
  • 21:33 - 21:39
    At the Kingdom’s Edge, you’ll find the
    Colosseum of Fools - which is a non-stop combat
  • 21:39 - 21:42
    gauntlet, with a handful of unique bosses.
  • 21:42 - 21:46
    And the seven Warrior Dreams, who are ghostly
    spirits that are are guarding their gravesites,
  • 21:46 - 21:50
    and can be challenged to a dual after you
    acquire the Dream Nail.
  • 21:50 - 21:56
    And dream variants of the Broken Vessel, False
    Knight, and Soul Master bosses - which are
  • 21:56 - 21:59
    like super hard remixes of those fights.
  • 21:59 - 22:02
    Two more come in the Hidden Dreams DLC, as
    well.
  • 22:02 - 22:07
    Ultimately, it is quite incredible to stumble
    down some random hallway, and not just uncover
  • 22:07 - 22:12
    a handy item or whatever: but an entirely
    unique boss fight that some players might
  • 22:12 - 22:14
    never see.
  • 22:14 - 22:18
    Team Cherry says it doesn’t worry too much
    about whether everyone will find the content
  • 22:18 - 22:19
    it makes.
  • 22:19 - 22:24
    “Just having it there, out of sight from
    most players makes the world more truly alive,”
  • 22:24 - 22:29
    the developer explains - “much of it exists
    to convey a sense that there’s always something
  • 22:29 - 22:35
    else waiting in the unexplored recesses of
    the world - fearsome enemies, strange characters,
  • 22:35 - 22:37
    new areas, powerful items etc.”
  • 22:37 - 22:43
    “And [it] creates a very special experience
    for those few that do make the discovery.”
  • 22:43 - 22:48
    So depending on how you categorise things,
    and whether or not you include the Lifeblood
  • 22:48 - 22:54
    and Hidden Dreams DLC, there are more than
    30 bosses in the world of Hollow Knight, but
  • 22:54 - 22:57
    you might only fight about 10 to 15 of them
    during your adventure.
  • 22:57 - 22:59
    It’s crazy.
  • 22:59 - 23:05
    An absolute butt load of extra bosses and
    remixes are added in the other two DLC packs:
  • 23:05 - 23:10
    The Grimm Troupe and Godmaster, but they’re
    not relevant to the normal exploration of
  • 23:10 - 23:15
    Hallownest, and so I won’t be discussing
    them in this video.
  • 23:15 - 23:19
    What’s the point of going after these non-essential
    bosses, then?
  • 23:19 - 23:23
    Other than the fact that you don’t actually
    know which bosses are necessary to beat the
  • 23:23 - 23:24
    game, of course.
  • 23:24 - 23:27
    Well, it’s all about 'dem goodies.
  • 23:27 - 23:33
    The world of Hollow Knight is jam packed with
    stuff to find - sometimes hidden behind bosses,
  • 23:33 - 23:39
    sometimes behind secret walls, sometimes behind
    those optional locks, sometimes as expensive
  • 23:39 - 23:43
    items in shops, sometimes just found off the
    beaten track.
  • 23:43 - 23:49
    You’ve got your usual upgrades: 16 Mask
    Shards act like the heart pieces in Zelda:
  • 23:49 - 23:54
    so find four of them and you’ll be able to
    take an extra hit in combat.
  • 23:54 - 23:59
    The 9 Vessel Fragments are kinda similar:
    find three of these and you’ll boost your
  • 23:59 - 24:03
    available mana for powerful spells and recharging
    your health.
  • 24:03 - 24:09
    There are also special moves, like the Great
    Slash, Dash Slash, and Cyclone Slash.
  • 24:09 - 24:12
    Soul upgrades like the Abyss Shriek and Descending
    Dark.
  • 24:12 - 24:17
    And you can boost the power of your Nail if
    you find Pale Ore.
  • 24:17 - 24:19
    And then there are the charms.
  • 24:19 - 24:23
    These collectable badges give you all sorts
    of handy abilities like quicker recovery on
  • 24:23 - 24:28
    your spells, no knock-back when fighting enemies,
    and so on.
  • 24:28 - 24:32
    Every one is uniquely interesting to equip
    and they even synergise for more abilities
  • 24:32 - 24:36
    - but are limited to the number of charm notches
    you have.
  • 24:36 - 24:39
    And yes, you can find charm notches as well.
  • 24:39 - 24:43
    All of these items are well worth finding
    because Hollow Knight is definitely not an
  • 24:43 - 24:44
    easy game.
  • 24:44 - 24:49
    In fact, it’s brutally difficult at times,
    has the same find-your-corpse-when-you-die
  • 24:49 - 24:53
    mechanic as Dark Souls, and some of the bosses
    just do not mess around.
  • 24:53 - 24:58
    That makes getting more health, or a charm
    that can help you in combat, or a boost to
  • 24:58 - 25:04
    your nail’s strength, or a more powerful
    spell a genuinely worthwhile thing to find.
  • 25:04 - 25:08
    Defeating some hidden boss doesn’t feel
    like a waste of time because it didn’t let
  • 25:08 - 25:13
    you make any progress - the reward is usually
    useful (or, at least, interesting) enough
  • 25:13 - 25:16
    to make your efforts feel worthwhile.
  • 25:16 - 25:21
    I do want to say one thing about the corpse
    run mechanic, though: this is one way that
  • 25:21 - 25:26
    Hollow Knight sadly discourages exploration
    through its design.
  • 25:26 - 25:31
    When you die in, say, Zelda 1 - it’s easy
    to say “you know what?
  • 25:31 - 25:34
    Screw that area, I’m going to look somewhere
    else”.
  • 25:34 - 25:38
    When you die in Hollow Knight, though, you
    drop a shadowy clone of yourself - who hangs
  • 25:38 - 25:43
    on to all your money and limits your mana
    amount to half.
  • 25:43 - 25:49
    This tempts you to return to the place you
    just died - sometimes over and over and over again
  • 25:49 - 25:53
    - regardless of the many other interesting
    places you could explore,
  • 25:53 - 25:56
    or different routes you could take.
  • 25:56 - 26:01
    These extra bosses and endless special items
    also make you feel like there’s something
  • 26:01 - 26:02
    to find around every corner.
  • 26:02 - 26:06
    No matter where you explore, there will be
    something to find.
  • 26:06 - 26:10
    Sometimes it’s not even relevant to the
    gameplay at all - it’s just story stuff
  • 26:10 - 26:14
    that adds to the rich and immersive atmosphere
    of the game.
  • 26:14 - 26:20
    My personal favourite take on this is the way certain
    characters seem to be off on their own little
  • 26:20 - 26:21
    adventures.
  • 26:21 - 26:26
    Bugs like Cloth, Quirrel, and Tiso, keep popping
    up all over the place - each commenting on
  • 26:26 - 26:29
    their status and location.
  • 26:29 - 26:34
    It makes the world feel alive, and less like
    the game revolves entirely around the player.
  • 26:34 - 26:39
    These bugs are off doing their own thing,
    with our without you.
  • 26:39 - 26:42
    One bug who definitely does need you, though,
    is Zote.
  • 26:42 - 26:48
    This arrogant dude can be found in the mandibles
    of a Vengefly King in Greenpath - and it’s
  • 26:48 - 26:50
    up to you if you save him.
  • 26:50 - 26:55
    Same goes for when he’s later found stuck
    in spider webs in Deepnest.
  • 26:55 - 26:59
    If you save him both times, he’ll appear
    as a boss - of sorts - in the Colosseum of
  • 26:59 - 27:02
    Fools, and then in Bretta’s house in Dirtmouth.
  • 27:02 - 27:08
    But if you miss him in Greenpath or Deepnest, or simply
    choose not to save him - well, that’s it.
  • 27:08 - 27:14
    That whole quest will just not happen - and once
    again, proves that Team Cherry doesn’t care
  • 27:14 - 27:18
    if you see their work, because it makes it
    all the sweeter for those who do witness the
  • 27:18 - 27:20
    full story.
  • 27:20 - 27:24
    The game is actually packed with little quests
    like this, such as a mission to save the Grubfather’s
  • 27:24 - 27:29
    children, a promise to fill out of a journal
    of every enemy in Hallownest, a tricky quest
  • 27:29 - 27:35
    to carry a delicate flower across the map,
    and a personal favourite: the way a secret
  • 27:35 - 27:39
    stag station opens up when you unlock all
    the other stations.
  • 27:39 - 27:44
    All of these help flesh out Hollow Knight’s
    rich narrative, and add memorable character
  • 27:44 - 27:45
    moments.
  • 27:45 - 27:48
    The world itself tells stories, too.
  • 27:48 - 27:53
    My favourite example of this is the Blue Lake,
    which is positioned above the City
  • 27:53 - 27:57
    of Tears, and explains why the city is constantly
    raining.
  • 27:57 - 27:58
    Amazing.
  • 28:00 - 28:04
    Let’s talk about actually getting around
    Hallownest.
  • 28:04 - 28:09
    So we’ve already discussed the multiple
    entry points between areas in the game.
  • 28:09 - 28:15
    In fact, every single zone, except for The
    Hive, is connected to at least two other places
  • 28:15 - 28:21
    in Hallownest, through lifts, passageways,
    tram stations, and secret routes.
  • 28:21 - 28:26
    Team Cherry says “It was always intentional
    to give players different ways to travel to
  • 28:26 - 28:29
    and through (and sometimes around) areas.”
  • 28:29 - 28:33
    Some of these were planned ahead of time,
    but others were added when the opportunity
  • 28:33 - 28:38
    presented itself - “For instance, when Deepnest
    grew tall enough that the top of it was brushing
  • 28:38 - 28:42
    against the bottom of the Queen’s Gardens,
    we added a connection between them.”
  • 28:42 - 28:47
    “If we can add a connection between adjacent
    areas, and it makes sense in the world, and
  • 28:47 - 28:51
    it doesn’t cause players to get stuck somewhere,
    then we do it”.
  • 28:51 - 28:57
    But when playing the game, many of these routes
    start out as only going one way.
  • 28:57 - 29:01
    So it’s initially impossible to get from
    Dirtmouth to Crystal Peak.
  • 29:01 - 29:06
    But after getting the Crystal Heart, you can
    zoom along here and open up a lift between
  • 29:06 - 29:08
    the town and the peak.
  • 29:08 - 29:13
    It’s one of those wonderful “aha” moments
    you get in such elegantly designed wrap-around
  • 29:13 - 29:18
    worlds, like taking that first elevator back
    to Firelink Shrine in Dark Souls.
  • 29:18 - 29:21
    What this means is that Hollow Knight’s
    developers can initially restrict your access
  • 29:21 - 29:27
    to certain places - to create a semblance
    of order and sequence to the game’s items.
  • 29:27 - 29:30
    Like how you need the tram pass to get to
    Kingdom’s Edge.
  • 29:30 - 29:36
    But then by opening up new routes from the
    other side, like this path through to a lift
  • 29:36 - 29:41
    shaft in the City of Tears, the game’s world
    becomes far easier to navigate.
  • 29:41 - 29:43
    Team Cherry does this in micro-form, too.
  • 29:43 - 29:48
    Take the Forgotten Crossroads, where this
    locked gate blocks off easy access to the
  • 29:48 - 29:49
    boss.
  • 29:49 - 29:54
    Instead, you’re forced to go all the way
    around the zone, taking in every room and
  • 29:54 - 29:56
    challenge along the way.
  • 29:56 - 30:01
    However, once you unlock that gate it becomes
    permanently open - giving you easy passageway
  • 30:01 - 30:03
    through the crossroads.
  • 30:03 - 30:07
    This is a clever way of ensuring that the
    first time a player enters a zone, they are
  • 30:07 - 30:10
    forced to tackle difficult challenges and
    set-ups.
  • 30:10 - 30:15
    Things like tricky platforming sections, or
    areas with tough enemies, or brutal gauntlets
  • 30:15 - 30:17
    against waves of foes.
  • 30:17 - 30:21
    But once you’ve proven you can do it once,
    you’ll be able to skip this stuff during
  • 30:21 - 30:25
    revisits to the zone - massively reducing
    the boring bits of backtracking.
  • 30:25 - 30:30
    There’s only a few times where Team Cherry
    breaks this rule.
  • 30:30 - 30:35
    At some point in the game, the Forgotten Crossroads
    gets taken over by these malicious orange
  • 30:35 - 30:40
    bubbles and becomes The Infected Crossroads
    - complete with new, harder enemy types.
  • 30:40 - 30:45
    Now, I do love this: it makes the world feel
    changeable, like time is not standing still
  • 30:45 - 30:46
    during your adventure.
  • 30:46 - 30:51
    And it makes one of the earliest parts of
    the game - which has started to become a cakewalk
  • 30:51 - 30:54
    with your newfound skills and abilities - a
    new source of challenge.
  • 30:54 - 31:00
    But it also blocks off a couple routes through
    the zone, making it just slightly more annoying
  • 31:00 - 31:02
    to navigate. Grr.
  • 31:02 - 31:05
    I should definitely also mention the Stag
    network.
  • 31:05 - 31:10
    Similar to the fast travel points in Castlevania:
    Symphony of the Night, these stag stations
  • 31:11 - 31:16
    are dotted around Hallownest and provide easy
    access between some of the zones.
  • 31:16 - 31:21
    With a map the size of Hallownest, I think
    these fast travel points are a fine addition
  • 31:21 - 31:24
    - it would be horribly tedious to get about
    without them.
  • 31:24 - 31:30
    And besides, with two stag stations in the
    City of Tears, only nine of the fifteen areas
  • 31:30 - 31:34
    have stations, so there’s not enough to
    just let you teleport all over the place.
  • 31:34 - 31:40
    You’ll still need to know your way around,
    and carefully plot your journey out on your map.
  • 31:40 - 31:41
    Oh, the map!
  • 31:41 - 31:45
    Gosh, how has it taken this long to talk about
    one of Hollow Knight’s most interesting
  • 31:45 - 31:47
    features: its mapping system.
  • 31:47 - 31:51
    So, when you first start the game you
    won’t have a map of the world at all.
  • 31:51 - 31:54
    But then you’ll come across this cheeky
    chap: Cornifer.
  • 31:54 - 32:01
    He’s a cartographer who will sell you his
    sketchy, incomplete maps of each zone in the
  • 32:01 - 32:06
    game - these kind of work like the map stations
    in Super Metroid, which hint at places you
  • 32:06 - 32:09
    can explore and interesting areas you should
    check out.
  • 32:09 - 32:14
    The map for the Forgotten Crossroads, for
    example, has a drawing of a big scary monster
  • 32:14 - 32:18
    head, which points you in the direction of
    the game’s first boss.
  • 32:18 - 32:23
    Back up in Dirtmouth, you can buy a quill
    which then turns the map into a more traditional
  • 32:23 - 32:24
    auto-mapping system.
  • 32:24 - 32:29
    But with a couple twists: one is that the
    map only fills in when you sit down on a bench
  • 32:29 - 32:30
    to rest.
  • 32:30 - 32:35
    And the other is that in order to see your
    position on the map, you need to buy and equip
  • 32:35 - 32:40
    a compass charm - handy, but maybe it would
    be better to use that slot for something else?
  • 32:40 - 32:41
    A decision you can make.
  • 32:41 - 32:46
    The way a game chooses to reveal its world
    on a map can completely change your experience
  • 32:46 - 32:49
    with exploring that world.
  • 32:49 - 32:53
    Classic adventures like Zelda and Metroid
    didn’t have maps - likely due to technical
  • 32:53 - 32:59
    limitations, but it created this real sense
    of mystery and unchartedness, and forced you
  • 32:59 - 33:03
    to make your own map, either in your head
    or on paper.
  • 33:03 - 33:08
    The Souls games would revisit this idea much
    later, forcing you to forge a map of places like Lordran
  • 33:08 - 33:10
    or Yharnham in your bonce.
  • 33:10 - 33:13
    But a good, clear map is handy, too.
  • 33:13 - 33:17
    It’s nice to plot out routes you want to
    take, it can help you figure out where you
  • 33:17 - 33:22
    have and have not yet explored, and it’s
    great for scooping up items and secrets.
  • 33:22 - 33:25
    Hollow Knight gives you the best of both worlds.
  • 33:25 - 33:30
    When you first enter a zone, your map
    is completely blank - you’re stumbling in
  • 33:30 - 33:34
    the dark, and you have no idea about the size
    and scope of the place you’re in.
  • 33:34 - 33:38
    It makes new places feel scary and dangerous.
  • 33:38 - 33:43
    Then, when you get the sketchy map from Cornifer,
    you get a slightly better idea of where to
  • 33:43 - 33:47
    go - and some hints at places you might want
    to check out.
  • 33:47 - 33:50
    And then once you sit in a bench, you get
    the full map.
  • 33:50 - 33:54
    You can see more clearly how the world is
    laid out, plan routes through Hallownest,
  • 33:54 - 34:00
    and if you’re feeling a bit stuck - scan
    the map for paths you’ve yet to venture down.
  • 34:00 - 34:06
    So, if you thought the final cutscene in Hollow
    Knight was a bit anticlimactic - you’d be right.
  • 34:06 - 34:12
    Like many Metroidvanias before it, Hollow
    Knight has a bad ending - and a whole lot
  • 34:12 - 34:15
    of gameplay to go if you want to get the true,
    good ending.
  • 34:15 - 34:20
    Here’s the basic run down: you need to hop
    up here in the Kingdom’s Edge, fight Hornet
  • 34:20 - 34:24
    for the second time, and enter the Cast-Off
    Shell.
  • 34:24 - 34:29
    Inside is the King’s Brand, which can be
    used in the Ancient Basin to open up a big
  • 34:29 - 34:32
    ol’ door and grant access to The Abyss.
  • 34:32 - 34:38
    Inside is the Shade Cloak, which finally lets
    you bypass a recurring obstacle in the game:
  • 34:38 - 34:40
    these black geysers of toxic goop.
  • 34:40 - 34:45
    By the way, you can use the shade cloak to
    get to the teacher’s archive from a different
  • 34:45 - 34:50
    direction and wake Monomon without fighting
    the Dung Defender or getting Isma’s Tear.
  • 34:50 - 34:51
    Cheeky!
  • 34:51 - 34:56
    Anyway, one black geyser blocks a new boss
    fight: the Traitor Lord.
  • 34:56 - 35:00
    And the prize for beating him is the White
    Fragment. Sweet.
  • 35:00 - 35:05
    Now, there’s a character called Seer in
    the Resting Grounds who will give you goodies
  • 35:05 - 35:10
    in exchange for Essence, which is gained by
    defeating the Warrior Dream bosses, the dream
  • 35:10 - 35:16
    variant bosses, using the dream nail on ghosts,
    and collecting Essence spawned from whispering
  • 35:16 - 35:17
    roots.
  • 35:17 - 35:24
    If you gather 1800 of this stuff, Seer will
    upgrade your Dream Nail to the Awakened Dream Nail.
  • 35:24 - 35:29
    Now if you use this on a corpse in the Ancient
    Basin you get to go to the White Palace: a
  • 35:29 - 35:35
    nightmare hellscape void of misery that’s
    as hard as anything in Super Meat Boy or Celeste
  • 35:35 - 35:39
    but, like, without the super sharp platforming
    controls of either game.
  • 35:39 - 35:41
    God damn this bit is quite annoying.
  • 35:41 - 35:44
    At the end though is another White Fragment.
  • 35:44 - 35:46
    Stick them together and you’ve got the Kingsoul.
  • 35:46 - 35:50
    And then return to the Abyss and you’ll
    turn that into the Void Heart.
  • 35:50 - 35:55
    Finally, return to Hollow Knight and use the
    Dream Nail on that dude to enter his brain
  • 35:55 - 35:59
    and fight the actual proper last boss: Radiance.
  • 35:59 - 36:01
    Who is very hard and makes me want to cry.
  • 36:01 - 36:03
    But I did it. After like a million goes.
  • 36:09 - 36:14
    I’m quite amazed just how much content there
    is in this secretive end game.
  • 36:14 - 36:18
    It took me about 20 hours to get to the credits
    for the first time - and then another 10 to
  • 36:18 - 36:19
    get to the proper ending.
  • 36:19 - 36:24
    Testament, I guess, to how Team Cherry is
    happy to let players just miss huge swathes
  • 36:24 - 36:25
    of content.
  • 36:25 - 36:28
    Now, personally, this bit didn’t quite work
    for me.
  • 36:28 - 36:34
    I felt finished and satisfied with the game
    after dispatching Hollow Knight for the first time.
  • 36:34 - 36:38
    And when I discovered that there was a lot
    more to do, I didn’t really have the drive
  • 36:38 - 36:41
    to carry on and seek out yet more secrets.
  • 36:41 - 36:44
    Especially because I had no idea where to
    go.
  • 36:44 - 36:48
    And the game doesn’t keep up that tradition
    of offering two routes into key places so
  • 36:48 - 36:51
    if you miss this jump in the Kingdom’s Edge,
    you won’t get very far.
  • 36:51 - 36:55
    Basically, I just followed a walkthrough to
    get to the true final ending.
  • 36:55 - 36:56
    Bit of a let down.
  • 36:57 - 37:00
    So, that is Hollow Knight.
  • 37:00 - 37:04
    The game helps lure you into the world of
    Hallownest with cryptic clues and the guiding
  • 37:04 - 37:08
    hand of linear level design - but then throws
    open the gates to the kingdom and lets you
  • 37:08 - 37:10
    explore as you wish.
  • 37:10 - 37:15
    And by letting you access so much content
    simultaneously, and by providing multiple
  • 37:15 - 37:19
    routes and methods to get through the game,
    Hollow Knight almost never falls into the
  • 37:19 - 37:23
    trap that Metroidvanias can find themselves
    in: of having you scour the map for that one
  • 37:23 - 37:26
    single place you need to go, to make any progress.
  • 37:26 - 37:30
    Instead, Hollow Knight just lets you get on
    with exploring - with the promise that there
  • 37:30 - 37:33
    will be something worth finding around every
    corner.
  • 37:33 - 37:38
    A fascinating new zone, a bizarre one-off
    enemy, a chunk of cryptic world-building,
  • 37:38 - 37:44
    a genuinely helpful item, a game-changing
    upgrade, or a terrifying boss monster.
  • 37:44 - 37:50
    This is quite different to other Metroidvanias,
    mind you - it misses that puzzle-like aspect
  • 37:50 - 37:55
    of slowly unravelling at a knot that binds
    the world together, one lock at a time.
  • 37:55 - 38:02
    But the feeling this game gives is perhaps even better
    - just pure, unadulterated wonder and immersion
  • 38:02 - 38:05
    in a world that never stops surprising.
  • 38:05 - 38:09
    Team Cherry told me that “we try to let
    the player loose in a wild world, not push
  • 38:09 - 38:13
    them explicitly one way, and reward them for
    choosing their own path.”
  • 38:13 - 38:18
    “That approach is based on mutual trust
    and respect between us and the player.
  • 38:18 - 38:22
    We know these are smart, dedicated people
    and we’re confident that, through observation,
  • 38:22 - 38:27
    tenacity and skill, they’ll deal with the
    challenges the world presents and ultimately
  • 38:27 - 38:28
    gain mastery over it.
  • 38:28 - 38:33
    It’s that mastery, in exploration, in combat
    and in understanding the story of the world
  • 38:33 - 38:36
    that we hope creates a memorable experience.”
  • 38:36 - 38:41
    It certainly did for me, and to say I’m
    excited for the game’s sequel, Hollow Knight:
  • 38:41 - 38:45
    Silksong, would be a massive understatement.
  • 38:48 - 38:51
    And that is a wrap on Boss Keys.
  • 38:51 - 38:57
    In the last 20 episodes I’ve looked at every
    major Zelda game, almost every Metroid game,
  • 38:57 - 39:02
    Castlevania Symphony of the Night, Dark Souls,
    and now Hollow Knight.
  • 39:02 - 39:07
    The series is not gone forever, of course
    - I’ll be back when huge new games like
  • 39:07 - 39:12
    Metroid Prime 4, Hollow Knight Silksong, and
    Breath of the Wild 2 are released.
  • 39:12 - 39:17
    And yes, I do still plan to do that wrap-up
    episode on Zelda dungeon design.
  • 39:17 - 39:19
    One day, promise.
  • 39:19 - 39:24
    But I always planned for Hollow Knight to
    be the final destination for this series.
  • 39:24 - 39:29
    It’s one of my favourite games and I think
    it might be the best Metroidvania ever made.
  • 39:29 - 39:31
    So it’s good to go out on such a high.
  • 39:31 - 39:37
    Thank you so much for watching, and
    cheers to my Patrons for supporting this show.
  • 39:37 - 39:39
    I’ll see you next mission.
Title:
The World Design of Hollow Knight | Boss Keys
Description:

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Video Language:
English
Duration:
40:01

English subtitles

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