< Return to Video

Exploring the Hollow Knight Beta

  • 0:12 - 0:14
    A beta of Hollow Knight just showed up online
    recently.
  • 0:14 - 0:17
    Now I’m sure you’re wondering how this
    happened.
  • 0:17 - 0:20
    Does somebody’s uncle work at Team Cherry?
  • 0:20 - 0:22
    Did a hacker break into their servers?
  • 0:22 - 0:28
    Well no, one of Team Cherry’s playtesters,
    a prolific and mysterious figure simply known
  • 0:28 - 0:33
    as Graig, posted the beta on a few discord
    servers, with Team Cherry’s permission.
  • 0:33 - 0:37
    So Team Cherry just decided to let anyone
    access this beta, which honestly is pretty
  • 0:37 - 0:38
    cool.
  • 0:38 - 0:42
    This beta in particular was provided to Kickstarter
    backers in 2015.
  • 0:42 - 0:47
    And it was also available in a Humble Bundle
    sale that took place a few weeks before the
  • 0:47 - 0:51
    game officially launched, basically acting
    as a sort of demo.
  • 0:51 - 0:54
    So this isn’t the biggest discovery in the
    world.
  • 0:54 - 0:57
    No, there aren’t any unused bosses here.
  • 0:57 - 1:00
    And no, your long lost father isn’t here
    either.
  • 1:00 - 1:04
    But I think it would be fun to run through
    the beta and discuss what it’s like to play,
  • 1:04 - 1:07
    and what little differences there are between
    this and the final game.
  • 1:07 - 1:12
    The beta doesn’t have the Hallownest poem
    or the cutscene in the Black Egg.
  • 1:12 - 1:16
    Instead we just get this simple introduction
    cutscene of the Knight arriving in Hallownest.
  • 1:16 - 1:20
    This cutscene has always stood out to me due
    to how the Knight’s eyes are stylized.
  • 1:20 - 1:25
    It would make sense that this cutscene was
    created very early in the game’s development.
  • 1:25 - 1:29
    You can see how Ari Gibson’s art style for
    Hollow Knight has slightly changed over the
  • 1:29 - 1:30
    years.
  • 1:30 - 1:35
    The first major difference you can see in
    the beta is that the Knight has four masks
  • 1:35 - 1:36
    instead of five.
  • 1:36 - 1:40
    Considering how difficult Hollow Knight can
    be for new players, adding more health was
  • 1:40 - 1:42
    probably a good idea.
  • 1:42 - 1:46
    We can see from some of the earliest footage
    that there were originally got to be three
  • 1:46 - 1:49
    masks, which would have just been ridiculous.
  • 1:49 - 1:53
    Another notable difference is that the Knight’s
    nail is much shorter, which makes it pretty
  • 1:53 - 1:59
    difficult to fight enemies, but at the same
    time, the swing speed seems a bit faster.
  • 1:59 - 2:04
    I can’t put my finger on it, but I think
    the controls at this point lack a tolerance
  • 2:04 - 2:09
    or grace period, which can make timing your
    nail swings a bit awkward.
  • 2:09 - 2:12
    Also it takes way more hits to get enough
    soul to focus in the beta.
  • 2:12 - 2:14
    But don’t worry.
  • 2:14 - 2:18
    Team Cherry gave the Knight another ability
    to help make up for the extra difficulty.
  • 2:18 - 2:21
    From the start of the game, the Knight has
    a back dash ability.
  • 2:21 - 2:24
    I wouldn’t call it the most elegant move.
  • 2:24 - 2:28
    It’s kind of awkward to use and I never
    felt like using it while playing.
  • 2:28 - 2:32
    Even against False Knight it really didn’t
    feel very reliable.
  • 2:32 - 2:37
    If you dash twice in succession, you can see
    that the knight does this weird spin maneuver
  • 2:37 - 2:40
    like it’s a fucking anime character.
  • 2:40 - 2:44
    At first I thought this was just a pointless
    visual effect, but if you back dash three
  • 2:44 - 2:48
    times in a row successfully, the third dash
    actually goes back a bit further than the
  • 2:48 - 2:50
    other two.
  • 2:50 - 2:54
    I guess this could be useful for speedrunning,
    sort of like what they do in Symphony of the
  • 2:54 - 2:59
    Night, but the timing is really tricky so
    honestly it’s just better to walk like a
  • 2:59 - 3:00
    fucking normie.
  • 3:00 - 3:04
    King’s Pass is pretty much identical to
    what it is in the final game right down to
  • 3:04 - 3:07
    the dialogue on the lore tablets.
  • 3:07 - 3:12
    There is a spike pit in the first hallway,
    as opposed to just being a weird, empty pit.
  • 3:12 - 3:15
    Also the Fury of the Fallen charm is not there.
  • 3:15 - 3:17
    Instead it’s just a chest full of Geo.
  • 3:17 - 3:23
    In fact, there are no charms at all in this
    build, or any sort of inventory menu either.
  • 3:23 - 3:27
    There is a map for the Forgotten Crossroads
    however, except it’s just a static image
  • 3:27 - 3:29
    with no interactable elements.
  • 3:29 - 3:33
    There’s just some cool attention to detail
    that I really like here.
  • 3:33 - 3:38
    However, the functionally of the map in the
    final game probably wouldn’t have been possible
  • 3:38 - 3:41
    if Team Cherry made the other maps like this
    one.
  • 3:41 - 3:44
    Dirtmouth is pretty similar to what we see
    in the final game as well.
  • 3:44 - 3:47
    Jiji’s cave is gone though.
  • 3:47 - 3:50
    And there is a different sign in front of
    Cornifer’s shop.
  • 3:50 - 3:54
    The biggest change here is related to Elderbug’s
    dialogue.
  • 3:54 - 3:58
    Out of all the character dialogue in the beta,
    Elderbug’s is probably the most varied.
  • 3:58 - 4:04
    A lot of it is slight rewordings of different
    things, like he says “heh heh” sometimes
  • 4:04 - 4:06
    which is just kinda odd.
  • 4:06 - 4:10
    But Elderbug also has additional dialogue
    in the beta that doesn’t appear in the final
  • 4:10 - 4:11
    game.
  • 4:11 - 4:16
    He mentions that Dirtmouth was actually founded
    as a result of more and more bugs wanting
  • 4:16 - 4:19
    to sneak back into Hallownest after it was
    sealed up.
  • 4:19 - 4:22
    Now this doesn’t make any goddamn sense.
  • 4:22 - 4:27
    Why would there be a stag station if the town
    was built after the kingdom was sealed up.
  • 4:27 - 4:29
    Even the Last Stag talks about this.
  • 4:29 - 4:33
    I guess Elderbug is getting senile in his
    old age.
  • 4:33 - 4:37
    Elderbug also has some additional dialogue
    about a girl who left Dirtmouth to explore
  • 4:37 - 4:38
    Hallownest.
  • 4:38 - 4:43
    Apparently she had lost both her mother and
    her brother to the ruins, so Elderbug asked
  • 4:43 - 4:45
    her why she was going.
  • 4:45 - 4:49
    She mentioned that she was dreaming of a stone
    egg, and that she could hear a familiar voice
  • 4:49 - 4:51
    singing inside of it.
  • 4:51 - 4:55
    This is obviously referring to the Black Egg
    where the Radiance was imprisoned.
  • 4:55 - 4:57
    But what’s the deal with the singing?
  • 4:57 - 5:01
    In the Quirrel comic, he sort of dreams about
    the Black Egg, but it’s more about the Hollow
  • 5:01 - 5:02
    Knight specifically.
  • 5:02 - 5:04
    And there’s no singing.
  • 5:04 - 5:07
    In the final game, singing is mentioned a
    lot in the Crystal Peak.
  • 5:07 - 5:12
    And you could maybe argue that the Radiance
    has some kind of influence there.
  • 5:12 - 5:17
    A prime example would be how Myla mentions
    the crystals singing and then she gets infected.
  • 5:17 - 5:22
    But the Radiance’s infection is more about
    dreams and light than about singing.
  • 5:22 - 5:25
    So I’m not surprised this dialogue wasn’t
    in the final game.
  • 5:25 - 5:28
    In fact, this dialogue doesn’t even trigger
    in the beta.
  • 5:28 - 5:32
    It appears in the game files of the beta,
    but I can’t get it to show up in the beta
  • 5:32 - 5:33
    itself.
  • 5:33 - 5:36
    But that’s enough Elder Bug discussion for
    one lifetime.
  • 5:36 - 5:39
    Let’s dive down into the Forgotten Crossroads.
  • 5:39 - 5:42
    There are a few differences here at the Black
    Egg Temple.
  • 5:42 - 5:45
    Notably, all three Dreamer masks are identical.
  • 5:45 - 5:48
    Does this mean there are three Monomon’s
    trapped in there?
  • 5:48 - 5:50
    Well no.
  • 5:50 - 5:53
    This is because the Dreamers were originally
    designed to look identical.
  • 5:53 - 5:58
    In fact, you can see a spot in the final game
    where the original mask designs are still
  • 5:58 - 5:59
    used.
  • 5:59 - 6:04
    Quirrel is also here, and he sports almost
    identical dialogue as the final game.
  • 6:04 - 6:09
    Although he has one additional line of dialogue
    here that ultimately gets used in Greenpath.
  • 6:09 - 6:13
    Heading back to the left and down, we can
    see that the layout of Forgotten Crossroads
  • 6:13 - 6:16
    in the beta is pretty similar to the final
    game.
  • 6:16 - 6:22
    We’ve got the Grufather, the Balder blocking
    the road to Greenpath, the Brooding Mawlek
  • 6:22 - 6:27
    area: not much here is different, the biggest
    exception being the path to the Mawlek is
  • 6:27 - 6:29
    slightly different.
  • 6:29 - 6:34
    Cornifer is in the same spot, but he lacks
    the papers laying about everywhere, and his
  • 6:34 - 6:35
    familiar hum.
  • 6:35 - 6:39
    He also sounds a little less confident in
    the beta dialogue, and he doesn’t mention
  • 6:39 - 6:41
    Iselda at all.
  • 6:41 - 6:44
    Going left from here we can see what acid
    used to look like in the beta.
  • 6:44 - 6:47
    I have to say it looks kind of cool.
  • 6:47 - 6:51
    Going back right, we can see that the Vengefly
    King encounter with Zote was originally located
  • 6:51 - 6:53
    in the Crossroads.
  • 6:53 - 6:56
    That would explain why Greenpath suddenly
    looks like the Crossroads again when we find
  • 6:56 - 6:57
    Zote there.
  • 6:57 - 7:01
    Team Cherry just grabbed all the stuff in
    this room and moved it over there thinking
  • 7:01 - 7:02
    no one would notice.
  • 7:02 - 7:05
    Zote’s dialogue is pretty much the same.
  • 7:05 - 7:09
    Still blathering on about his backstory like
    a fucking anime character.
  • 7:09 - 7:13
    Going through the rest of the Crossroads is
    pretty much the same at this point.
  • 7:13 - 7:18
    Gruz Mother is still there, although she has
    a ribcage for some reason.
  • 7:18 - 7:20
    A similar ribcage can be found in Mato’s
    hut.
  • 7:20 - 7:24
    Salubra’s hut is there but you can’t enter
    it.
  • 7:24 - 7:26
    You can rescue Sly.
  • 7:26 - 7:29
    Although he doesn’t offer you anything to
    purchase at his shop.
  • 7:29 - 7:34
    Myla is the same, although there is no elevator
    shaft here like there is in the final game.
  • 7:34 - 7:37
    And the crystals are a more dull grey color.
  • 7:37 - 7:40
    There are some hoppers in the beta Crossroads.
  • 7:40 - 7:43
    Looking at even older builds we can see that
    there was even a giant hopper fight in the
  • 7:43 - 7:46
    location where you originally fight the False
    Knight.
  • 7:46 - 7:51
    False Knight is here in this beta, although
    I think his attacks are a bit faster.
  • 7:51 - 7:55
    The first encounter with the Snail Shaman
    is pretty similar, although the Ancestral
  • 7:55 - 7:57
    Mound is called the Shrine of Souls.
  • 7:57 - 8:02
    Also Vengeful Spirit costs half your soul
    meter as opposed to just a third, which is
  • 8:02 - 8:03
    just awful.
  • 8:03 - 8:07
    Did I mention the beta is a bit more difficult?
  • 8:07 - 8:08
    Because it is.
  • 8:08 - 8:12
    Speaking of which, the shade in the beta looks
    quite a bit different than the final game.
  • 8:12 - 8:18
    It is just a dark blue tone of the Knight,
    as opposed to some kind of void creature.
  • 8:18 - 8:23
    And when you defeat it, instead of void being
    absorbed back into the Knight, it’s Geo.
  • 8:23 - 8:28
    I think it’s better that the final game
    removes the geo effect, since it kinda just
  • 8:28 - 8:31
    raises questions about where this Geo is stored
    exactly.
  • 8:31 - 8:36
    I mean, we all know it’s in the Knight’s
    ass, but it’s best not to raise attention
  • 8:36 - 8:37
    to it, you know?
  • 8:37 - 8:39
    You know what else is dumb?
  • 8:39 - 8:41
    These weird husk statues.
  • 8:41 - 8:43
    What even are these things?
  • 8:43 - 8:48
    Ellina mentions them in the Wanderer’s Journal,
    but her dialogue can easily be summed up as
  • 8:48 - 8:49
    “What the fuck am I a looking at?”.
  • 8:49 - 8:54
    I feel like Team Cherry justed added them
    as decoration but in reality they don’t
  • 8:54 - 8:55
    serve any purpose.
  • 8:55 - 9:00
    Anyway, in the demo, we see a lot of this
    particular statue.
  • 9:00 - 9:04
    I thought this guy was removed from the final
    game, but you can still see him in the background
  • 9:04 - 9:07
    of a few rooms.
  • 9:07 - 9:10
    Another tiny change Team Cherry made was to
    the crawlid enemy.
  • 9:10 - 9:14
    Its spikes are less defined in this version
    versus the final release.
  • 9:14 - 9:19
    We can also see that there were actually 3
    designs of this bug, each one getting progressively
  • 9:19 - 9:21
    more horny.
  • 9:21 - 9:25
    Team Cherry mentioned in a blog post that
    people would try to jump on the crawlid, thinking
  • 9:25 - 9:28
    it could be killed like a Goomba.
  • 9:28 - 9:32
    Watching people play their game helped them
    realize that the enemy needed to be more spiky
  • 9:32 - 9:35
    in order to teach players not to jump on them.
  • 9:35 - 9:39
    With the Vengeful Spirit spell, you can make
    your way to Greenpath, however the game just
  • 9:39 - 9:42
    turns you around and tells you the demo is
    over.
  • 9:42 - 9:45
    But of course, that is not enough for me to
    be satisfied.
  • 9:45 - 9:49
    As I’m sure you’ve guessed, dataminers
    have already started pulling this beta apart
  • 9:49 - 9:52
    for additional nuggets of info.
  • 9:52 - 9:56
    If you’ve watched my videos before, you
    know that I use mods to get footage of Hollow
  • 9:56 - 10:01
    Knight that is either zoomed out or has the
    HUD removed or has the Knight removed.
  • 10:01 - 10:06
    I can do this using a debug mod created by
    SeanPR, KDT and 56.
  • 10:06 - 10:13
    And 56 even created a mod for this beta so
    we can access new areas.
  • 10:13 - 10:16
    So I just wanted to give a huge thanks to
    them and everyone who has contributed to the
  • 10:16 - 10:18
    Hollow Knight modding community.
  • 10:18 - 10:22
    Unfortunately, there isn’t much new stuff
    to find this way.
  • 10:22 - 10:27
    The beta itself doesn’t contain any rooms
    from Greenpath, or the Wastes or anything
  • 10:27 - 10:29
    like that.
  • 10:29 - 10:34
    We can see this entrance to the Fog Canyon,
    as well as the first room of the Crystal Peak
  • 10:34 - 10:35
    but not much else.
  • 10:35 - 10:37
    Also, we can find Iselda.
  • 10:37 - 10:40
    There’s no animation for her though.
  • 10:40 - 10:44
    She just stands there like a fucking person
    who stands a lot.
  • 10:44 - 10:49
    It turns out the forward dash is also in the
    beta’s code, although it can’t be acquired
  • 10:49 - 10:51
    naturally.
  • 10:51 - 10:55
    There are some parts of the beta that require
    the dash and double jump, but can be completed
  • 10:55 - 10:57
    just by fly pogoing.
  • 10:57 - 11:01
    Utilizing this technique actually makes it
    possible to collect four mask shards and get
  • 11:01 - 11:03
    the coveted fifth mask!
  • 11:10 - 11:15
    Moving on, there is one unused music file
    in the game’s code.
  • 11:15 - 11:18
    It appears to be an old track from the Forgotten
    Crossroads.
  • 11:32 - 11:35
    In the beta, Larkin’s music has already
    been implemented.
  • 11:35 - 11:40
    I don’t know who composed this old music
    for the Crossroads, but it sounds like stock
  • 11:40 - 11:42
    music of some kind.
  • 11:42 - 11:47
    In an even earlier build of the game that
    William and Ari played during the Kickstarter,
  • 11:47 - 11:49
    you can hear some different stock music.
  • 11:56 - 11:59
    We’ve actually been able to identify this
    song.
  • 11:59 - 12:03
    It’s called Our Story Begins by Kevin MacLeod.
  • 12:03 - 12:08
    Now if you spend a good deal of time on YouTube,
    you have probably heard of Kevin MacLeod.
  • 12:08 - 12:10
    He makes royalty free music.
  • 12:10 - 12:16
    Like if you’ve watched any DIY or vlogger
    video ever, you’ve probably heard him.
  • 12:16 - 12:19
    Some of my favorite tracks by him include
    Scheming Weasel,
  • 12:23 - 12:25
    Sneaky Snitch,
  • 12:29 - 12:33
    and of course, my personal favorite, Monkeys Spinning Monkeys.
  • 12:38 - 12:44
    I can hardly think of another person who has
    such a reach on this platform as Kevin MacLeod.
  • 12:44 - 12:51
    Truly Kevin MacLeod is an unsung hero of YouTube,
    and as it turns out, an unsung hero of Hollow
  • 12:51 - 12:52
    Knight.
  • 12:52 - 12:54
    Thank you for everything Kevin.
  • 12:54 - 12:56
    You truly are an inspiration to us all.
  • 13:00 - 13:02
    Some of the sound effects are different.
  • 13:02 - 13:04
    The whispering of the lore tablets in the
    King’s Pass are a bit different.
  • 13:14 - 13:17
    The Knight also makes this annoying glass
    breaking sound when it gets hit.
  • 13:21 - 13:24
    There are also some additional Quirrel voice
    lines in the game files.
  • 13:31 - 13:36
    Sly has a completely different voice actor
    and it almost makes the beta unplayable.
  • 13:46 - 13:49
    In terms of art, there are some really early
    drawings of the buildings found in the City
  • 13:49 - 13:50
    of Tears.
  • 13:50 - 13:54
    I love how randomly all these windows are
    placed.
  • 13:54 - 13:56
    It’s quite the architectural statement.
  • 13:56 - 14:01
    There also appears to be sprites for an unused
    sleeping animation for the Last Stag.
  • 14:01 - 14:08
    Two users known as Mebi and Nes were able
    to translate these images into an actual animation.
  • 14:08 - 14:13
    This is really cool to see, and I wonder how
    Team Cherry was planning on using these sprites.
  • 14:13 - 14:17
    Maybe the stag would be asleep if you came
    back to the same station you left him at.
  • 14:17 - 14:21
    It really is a shame this animation didn’t
    make it into the final game.
  • 14:21 - 14:27
    Although this sprite was reused and modified
    to be a stag corpse in the Stag Nest.
  • 14:27 - 14:28
    So that’s nice.
  • 14:28 - 14:32
    The map shown when talking to the Last Stag
    is different as well.
  • 14:32 - 14:37
    This random section at the bottom left corner
    of the map is blacked out in the beta.
  • 14:37 - 14:39
    Kinda random but okay.
  • 14:39 - 14:43
    If we look at the ingame files, we can actually
    see all the different parts of the map are
  • 14:43 - 14:45
    already in the game.
  • 14:45 - 14:50
    A big thanks to Mola for stitching these together
    so we can see the full map, as well as creating
  • 14:50 - 14:54
    a color coated version to make out each section
    of the map more clearly.
  • 14:54 - 14:59
    I never noticed before that some of the symbols
    on the map actually sort of resemble the areas
  • 14:59 - 15:01
    themselves.
  • 15:01 - 15:04
    Like Greenpath has with these pillars, that
    sort of look like these things.
  • 15:04 - 15:09
    The City of Tears also has these tall buildings
    on display, and what might be the Hollow Knight
  • 15:09 - 15:10
    fountain.
  • 15:10 - 15:13
    The Fungal Wastes also have mushrooms depicted
    on the map.
  • 15:13 - 15:16
    We can see that the final map is a bit wider.
  • 15:16 - 15:20
    Also the Stag Nest and City Storeroom stations
    were added.
  • 15:20 - 15:24
    While the Forest of Bones was replaced with
    Deepnest, it still keeps the same symbols.
  • 15:24 - 15:29
    And the Palace Grounds station was changed
    to be less descript in the final version,
  • 15:29 - 15:32
    whereas the beta version clearly invokes the
    Pale King.
  • 15:32 - 15:37
    Perhaps because Team Cherry wanted the hidden
    station to be more secretive.
  • 15:37 - 15:40
    And that’s pretty much everything unique
    about this demo.
  • 15:40 - 15:45
    There might be a few other details we could
    discuss, but frankly I think I’ve covered
  • 15:45 - 15:47
    most everything remotely interesting.
  • 15:47 - 15:52
    Honestly, I’m just happy that Team Cherry
    was willing to release this demo to the public.
  • 15:52 - 15:56
    It’s great to be able to preserve this chunk
    of Hollow Knight history.
  • 15:56 - 16:00
    Now if only we could convince them to release
    the builds they made before they switched
  • 16:00 - 16:02
    to Unity.
  • 16:02 - 16:06
    You know the builds with the snail village
    and the giant spiders and the swimming.
  • 16:06 - 16:11
    But that’s probably never going to happen.
  • 16:11 - 16:14
    For now, I should just set my hopes way lower.
  • 16:14 - 16:19
    Like maybe hoping that Team Cherry will actually
    release a high quality version of this image.
  • 16:19 - 16:23
    It appears to be album art for the Pale Court
    piece that Christopher Larkin wrote.
  • 16:23 - 16:28
    That song was ultimately released on the Gods
    and Nightmares album, so I guess the album
  • 16:28 - 16:31
    this art was made for never released.
  • 16:31 - 16:35
    We have high quality versions of this art
    already, but none where the Pale King’s
  • 16:35 - 16:37
    crown is this visible.
  • 16:37 - 16:41
    Honestly it drives me up a wall that we don’t
    have this image in high quality.
  • 16:41 - 16:43
    I can barely sleep at night.
  • 16:43 - 16:45
    I’ve even tried recreating the image myself.
  • 16:45 - 16:49
    I can’t put my finger on it, but it just
    doesn’t look right.
  • 16:49 - 16:53
    Honestly, I think I’ll have to take a break
    from video production until I can figure this out
Title:
Exploring the Hollow Knight Beta
Description:

more » « less
Video Language:
English
Duration:
16:54

English subtitles

Revisions