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