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* Seer's voice *
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William Pellen and Ari Gibson.
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If you are regular to my channel
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the names probably sound familiar.
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These are the two man responsible for the creation of Hollow Knight.
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But how well do you really know the members of Team Cherry?
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What skeletons take up residence in their closets?
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It's time we stop pretending that Team Cherry is harmless.
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As the Knight of Great Renown once said,
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"Nothing...is harmless." - Zote
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There are many places we could start with the story of Team Cherry.
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Like four hundred and twelve million years ago
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when bugs first walked the Earth.
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Or even 1901, when Australia gained independence from Great Britain.
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Or maybe 1945, when Great Britain gained independence from Austrail...
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Or maybe 1945, when Great Britain gained independence from Australian exports.
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Instead we're going to start here.
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This is Return to Booty Grotto.
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It was posted to Newgrounds on October 12th, 2012
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by a man named William Pellen,
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making this his first game ever published on the Internet.
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Return to Booty Grotto revolves around Finn the Fish
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a goldfish with a bowler hat
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who is given a treasure map by his grandpa.
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The game itself isn't terrible. You basically navigate through Booty Grotto
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collecting fish and avoiding enemies and traps.
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Unfortunately, Finn is the most pathetic protagonist ever to be featured in a game
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on account of the fact that bumping into walls kills him, instantly.
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The lore explanation for this is that Finn JUST ATE.
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Seems legit.
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Now you might be wondering if this game has any similarities to Hollow Knight.
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Well yes, actually.
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First off the game has a bestiary,
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filled with deep and rich lore, about each of the characters.
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On top of that the game also features jellyfish, as well as,
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bees?
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And then there's, oh god.
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* Sound of Silence plays *
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* Finn dies *
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Return to Booty Grotto has multiple endings
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much like Hollow Knight.
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In one ending, Finn rescues a random fish named Gilly
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that was locked up inside a treasure chest by a giant angler fish.
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In another ending, he becomes a king because he found some random orbs in a temple.
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And in the last ending he goes to outer space,
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reaches the end of the universe,
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experiences a cosmic event
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reawakens in the ocean, opens an ancient chest
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finds a piece of bubblegum
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blows a bubble big enough to encase his entire body and then flies off into space, never to be seen again.
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I'm pretty sure this is the canonical ending
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Anyway, Return to Booty Grotto was actually a sequel to Booty Grotto,
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a game made by another one of William's friends:
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some guy named Brad.
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At the time, William was making video games as a hobby, while working as a web designer.
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William had been in love with video games ever since
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his dad showed him how to find the boots in Zelda 2: The Adventure of Link.
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Because despite popular belief, Zelda 2 isn't actually terrible.
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On May 12th, 2013
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William posted a demo for his new game, Lulanda
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on stencil.com.
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Stencil is a program that allows users to develop small flash and mobile games
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without having to have an insane knowledge of code.
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Lulanda is a 2D platformer that takes inspiration from Super Mario World,
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Alex Kidd, and Zelda 2.
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The game revolves around a little deer, girl thing
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trying to collect some, other, things for some reason.
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The first level takes place in Onion Valley
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where everyone is made of onions.
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And of course, there are buzzsaws.
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I'm starting to think that William has an unhealthy obsession with these things.
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There's also a shop in the game that features a plush toy of Finn,
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along with some other random characters.
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Are these from other games that William had ideas for?
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I for one would love to play as a floppy ear dog or an angry... booger.
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William put a lot of time into Lulanda
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posting another demo to Newgrounds in October.
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At this point, William was experiencing issues with Stencil being unable to handle the size of his game.
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Lulanda would need to be developed in a different engine
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if William wanted to keep working on it.
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Buuut that's enough about William Pellen. We all know why we're here.
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You wanna hear about Ari Gibson, and his beautiful sweater.
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Before Hollow Knight, Ari was working in animation
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While both William and Ari had experienced animation
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Ari had worked on several animation projects by this point.
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Ari worked for The People's Republic of Animation
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working on animation for a wide variety of mediums,
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from TV specials and short films, to commercials and even video games.
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Remember that breathtaking ending cutscene in the 2008 Nintendo Wii game De Blob?
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Well, that animation was produced by The People's Republic of Animation
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and directed by Ari Gibson himself.
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Ari also worked on such amazing titles as Transformers: Revenge of the Fallen
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and Megamind: Mega Team Unite.
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In 2012, Ari founded Mechanical Apple with Jason Pamment.
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Together, the two worked on a number of animation projects
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including music video for The Audreys and
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Go yeet? Go - Tie? Agh, Jesus...
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* mossbag typing *
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Go-Tea-Ah
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There's a playlist in the description below
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of all the animation Ari's worked on that I can find
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so go check that out.
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Ari's love for video games began with Faxanadu
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which plays very similarly with Zelda 2
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but it isn't a Zelda game so no one has heard of it.
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William and Ari eventually started talking about the idea of working on games together.
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The two had met through friends, several years ago
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but it wasn't till mid-way through 2013 that they began making games together.
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William sent Ari a copy of Lulanda
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and the two decided to start participating in game jams.
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Rohan Fraser, a friend that Ari had met through work,
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also joined in on the fun.
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These were the three original members of Team Cherry
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and in August, they entered their very first game jam:
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Ludum Dare 27.
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Ludum Dare is a game jam event that occurs multiple times a year.
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In a game jam, participants are given a short amount of time to put together a game from scratch.
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It's basically a way for developers to flex their creativity,
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and practice working together under stress.
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Ludum Dare 27 began on August 23rd, 2013,
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and gave teams 72 hours to make a game based on the theme of "10 seconds".
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Over the course of three days
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William, Ari and Rohan, created a game called Hungry Knight.
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In Hungry Knight the player plays as this... thing,
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and is tasked with killing 3 masked...
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and is tasked with killing 3 masked... bears?
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in order to revive the player character's friend.
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However, if the Knight doesn't eat a cherry every 10 seconds, they die,
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also their friend is revived as a skeleton?
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T-that doesn't make sense.
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Hungry Knight was the inception for a lot of what Team Cherry has become.
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The name Team Cherry actually comes from the cherries found in this game
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and obviously, they reused the design of the Hungry Knight in this game
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for Dung Defender in Hollow Knight
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Hollow Knight also borrow the idea of killing 3 masked beings from Hungry Knight as well.
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So it-it's basically the same game, guys.
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Less than a month after creating Hungry Knight,
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Team Cherry participated in another game jam:
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Indie Speedrun 2013.
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While they missed the deadline for the game jam,
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Team Cherry still put together a game: Tomb Cat.
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Tomb Cat is about a mother of three kittens
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that makes money by grave robbing Egyptian temples.
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There are three different temples with a varying number of rooms.
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The goal is to collect as much money as you can
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without running out of time in any room or dying.
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This would be Team Cherry's last game before development on Hollow Knight finally began.
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During this time, Ari continued to work on animation for Mechanical Apple.
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In March of 2014, Mechanical Apple released Motorbike
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a short film about a kid who's trying to make it to a date on time.
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What's interesting about this film is that the music was done by none other
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than Christopher Larkin.
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Chris and Ari had worked on a few projects together,
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but Chris would later go on to produce the beautiful score found in Hollow Knight.
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Another cool thing about this film is that it was actually selected as a Disney favorite,
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and was featured on Disney's Youtube channel.
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So there's a nice bit of riveting Hollow Knight trivia for you to share on your next social gathering.
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Ari also continue to hold a fascination towards the character from Hungry Knight.
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Ari even drew concept art featuring the "Hungry bug" as it was called at this point.
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Ari named the 1985 OVA "Angel's Egg" as one of his main inspiration of the art in Hollow Knight,
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and you can definitely see the connection:
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the dark colors, the faded cities, shells in the walls.
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This also means that Ari is canonically a weeb.
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Hollow Knight finally began to take shape in April, 2014.
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It was Ludum Dare 29
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and the theme was "Beneath the Surface".
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Team Cherry came up with the idea of a ruined bug kingdom
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where players would start in town, and then head down a well into the darkness below.
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This is the first piece of art ever made for Hollow Knight.
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Using bugs for characters made it easier to draw and animate them quickly.
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Dark colors also help to obscure rushed artwork.
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In other words, many of the inspirations of Hollow Knight were born out of convenience.
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Team Cherry didn't submit anything for Ludum Dare 29,
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but they held on to this game, deciding it was time to take the next step.
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Team Cherry ripped the Knight's sprites from Hungry Knight,
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and gutted the code from Lulanda to begin development on Hungry Knight 2.
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Of course, this name didn't stick around for long.
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Team Cherry decided to change it after realizing that the Knight doesn't really eat anything anymore.
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They decided on Hollow Knight, because
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well, the Knight looked hollow,
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I guess.
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During the original game jam, Team Cherry came up with the idea that some of the rooms would shift positions
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sort of like a roguelike.
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This would change the order in which players would collect upgrades and items.
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Team Cherry gave it up because it was confusing,
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and really screwed up any kind of narrative they tried to make
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and trust me, the narrative is already confusing enough
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without the world changing shape every playthrough.
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For about 5 or 6 months before the Kickstarter in November, 2014,
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William and Ari worked on their new game
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At some point during all of this, Rohan Fraser made his exit from Team Cherry.
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From what I can tell, Ari and William had both quit their jobs
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and dedicated most of their time to working on Hollow Knight.
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Rohan might not have been willing to take that plunge,
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and who could blame him.
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I assume living in Australia is scary enough without being unemployed too.
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Like I said earlier, Rohan worked with Ari in animation
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and he has been working on his own comic book series called Blokkan.
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November 18, 2014 was the day Hollow Knight finally landed on Kickstarter.
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What's interesting is that Team Cherry never consciously labelled their game as a metroidvania.
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Regardless, Hollow Knight does draw a lot of inspiration from the genre.
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Team Cherry openly admits that Metroid and Castlevania: Aria of Sorrows inspired them when creating Hollow Knight.
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But they also list other games as well, such as Zelda 2
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and Faxanadu.
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They also cite Megaman X as an inspiration for the movement and controls.
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The charm system was based on the badge system from Paper Mario.
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They also cite Pikmin at some point,
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but I don't really know how? or um...
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Why?
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And yes, there is a bit of Dark Souls in there as well.
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They have implied that the corpse run mechanic is at least somewhat inspired by Dark Souls
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While Dark Souls isn't the first game to do this,
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they definitely brought the mechanic into the mainsteam.
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In terms of story and lore, Team Cherry has never said
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anything about being inspired by Dark Souls,
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which is suspicious.
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I mean, the White Lady is basically one giant pair of tits away from basically being Gwynevere, but whatever.
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Team Cherry also said that the soul mechanic in Hollow Knight took inspiration form the rally mechanic in Bloodborne.
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After taking hit in Bloodborne,
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the player has the opportunity to regain their lost health
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by dealing damage to an enemy.
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But after a short period of time, this opportunity vanishes.
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So yeah, when it comes to inspiration for Hollow Knight,
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I think William said it best:
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William: "We've stolen a lot of ideas"
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Dude: "Hey, well that's the way to do it"
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The Kickstarter goal for Hollow Knight was $35,000 Australian.
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Pledge rewards included stuff like signed artwork,
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dream characters, dream warriors
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NPCs, bosses, dungeons
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and there was even a slot for a backer village.
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Some of this content is still waiting to be added in the Hornet DLC.
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Hollow Knight didn't get officially funded until December 15,
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just three days before the Kickstarter ended.
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There was a huge ramp up right at the end, closing out the
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final funding figure at over 57,000 dollarydoos.
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After the dust settled,
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and late Paypal payments were added up,
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five Kickstarter stretch goals had been reached,
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including a Wii U port
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and an additional playable character.
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With their new piles of cash, Team Cherry got themselves a nice little office in downtown Adelaide.
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It was time to get serious about developing Hollow Knight into a fully fledged game.
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That meant ditching Stencil once and for all.
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If Hollow Knight is going to be ported to the Wii U,
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the game was going to need to be built in a new engine.
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Team Cherry decided on Unity,
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bringing in Dave Kozi to help them out.
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Dave was an experienced programmer and knew his way around Unity,
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and when comparing the game in both engines
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it's pretty obvious that they made the right choice.
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Around March, 2015, Team Cherry commissioned Christopher Larkin to compose the soundtrack for Hollow Knight.
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Everything was coming together, but there was a lot of work left to do.
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The original plan was to release Hollow Knight in June, 2015.
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The game was originally intended to only be two or three hours long.
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Needless to say, the game ended up being a TAD bigger than that.
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It wasn't that Team Cherry had to redo the whole game
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or scrap a whole bunch of stuff or anything like that.
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The base idea was that there would be three guardians that the player would have to defeat
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in order to fight the final boss.
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And we can see this design in the final game
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but Team Cherry just kept adding more and more.
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There were originally going to be only three areas that branched out of the Forgotten Crossroads:
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the Fungal Wastes
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the Ruined City
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and the Bone Forest
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They wanted to add another section to the Forgotten Crossroads,
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so we got the Crystal Peaks.
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The Fungal Wastes was broken into several different areas,
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such as Greenpath, the Fog Canyon.
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and the Queen's Gardens
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The Bone Forest was moved down to the bottom of the map,
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so Team Cherry created Deepnest to connect it better to the world.
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Unfortunately, the Forest of Bones was cut,
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but was replaced with the Ancient Basin.
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The Blue Lake was added at some point so that the rain in the City of Tears actually made sense,
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and Kingdom's Edge was added to contain the Hive and other loose ends that were left over.
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By the end,
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The map was HUGE, with a huge variety of locations and enemies.
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The entire map of Hollow Knight is comprised of black squares
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that are dressed up with 2D hand-drawn artwork.
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The art and animation was done almost exclusively in Photoshop.
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Ideas for enemies usually began on a whiteboard, or on paper,
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and it didn't take long to bring those drawings to life.
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A boss could be conceived and animated in about a week,
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and a regular enemy could be animated in as fast as 40 minutes,
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and programmed in another 40 minutes.
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Unity allowed Team Cherry to layer artwork to make it look more dynamic as well.
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William used Playmaker as a way to program the AI for enemies in the game.
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Apparently this came with some headaches
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as variables would randomly switch on enemies.
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According to Ari, this happened constantly throughout the game's development.
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This image shows the programming for the Hollow Knight boss battle,
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showing how complicated these things can get.
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I think most everyone can agree that the music in Hollow Knight is absolutely amazing,
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but it took a lot of work from Chris Larkin and Team Cherry to make this happen.
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The majority of the music was based around a viola and a piano,
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and Larkin implemented leitmotifs into the game
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by using certain melodies in multiple parts of the game,
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to strengthen narrative connections.
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The soundtrack was refined over the course of Hollow Knight's two year development,
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giving Team Cherry plenty of time to work with Larkin,
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to make sure that each area of the game had the perfect music to match.
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Most of the voices were done by William, Ari and Makoto Koji.
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Makoto Koji shares an office with Team Cherry
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where she runs her own art and animation studio, Paper Rabbits
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and her animation is really good, guys.
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It may not be as good as my brief foray animation,
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but you have to start somewhere, I guess.
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Makoto did about 90% of the female voices in Hollow Knight, including Hornet,
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the Mantis Lords, Seer,
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and uh, Flukemarm.
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Many other voices were provided by friends and family.
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I've included a list in the description of all the known voices that Team Cherry has confirmed.
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The lore for Hollow Knight was something that developed organically.
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Team Cherry always knew the basic structure of the plot,
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but they left a lot open so that the lore didn't dictate the contents of the game.
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The script is written in a google spreadsheet by both William and Ari,
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towards the end of development.
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With all the extra work Team Cherry put into expanding the world of Hallownest,
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the game didn't actually come out until February 24, 2017.
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This was two years after the Kickstarter, and overshot Team Cherry's planned release date by over 18 months.
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They ended up having to take a loan to help cover the cost of making the game.
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After all was set and done, the game took about ninety
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to a hundred thousand dollars to produce,
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which is an insanely small amount of money to make a game on.
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I mean, I don't even get out of bed for a hundred thousand dollars.
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As Hollow Knight's launch crept closer,
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Team Cherry hired Matthew Griffin, or Leth,
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to handle PR and Marketing.
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Leth's primary method of marketing Hollow Knight was to send it to streamers,
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allowing the game to spread through word of mouth.
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He also worked with Fan Gamer to release Hollow Knight merch,
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and scheduled interviews with news outlets.
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So if you're watching this Leth,
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please get in touch with me,
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because I have a few questions for Team Cherry that I would like to ask.
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Hollow Knight was a sleeping success.
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Unfortunately, the game released right before Horizon Zero Dawn and Breath of the Wild,
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the two biggest games of the year,
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so it got a little lost in the shuffle.
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I didn't even know about Hollow Knight until I saw it in a video by
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some obscure Youtuber going by the name "videogamedunkey".
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But as time has gone on, more and more people have realized how amazing this game is.
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The Hollow Knight subreddit now has almost 40,000 members.
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When the game released on Switch,
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it sold a quarter of a million copies in two weeks.
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The game also passed a million sales on steam back in July, 2018.
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And it's really popular in Utah, I guess.
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That's when you know you've made it.
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And before long, Hollow Knight will be taught in schools,
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alongside other great classics such as the Odyssey,
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and Superman 4 The Quest for Peace.
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Since the release of Hollow Knight
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Team Cherry has seen a few small changes.
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Dave Kazi left to work at some big company,
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and Team Cherry picked up Jack Vine to fill his role.
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There are no actual photos of Jack, and he's not even in Team Cherry's "About" page.
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I have a theory that he doesn't actually exist,
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and that Team Cherry made him up for tax purposes.
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Work on Hollow Knight has continued since its initial release.
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Team Cherry worked with Jump Shark studios to rework the game's code
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so that it could run on the Nintendo Switch.
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The game was also released on Switch at E3 2018,
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and on PS4 and Xbox One, later that September.
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Team Cherry has also released three content packs,
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or four if you count Lifeblood as a content pack,
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which Team Cherry does,
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but they still haven't updated it in the game, so I have to say 'three'.
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Team Cherry is currently working on the Hornet DLC,
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and then after that, Hollow Knight will finally be complete,
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and this channel will pivot to the next logical step:
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Teletubbies lore.
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And that's the story of Team Cherry.
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I hope this video was enlightening for you,
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or maybe even a little inspiring.
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To think that such an amazing game was put together by just three people.
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It really is amazing how much indie developers can do nowadays.
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All that matters is that you have talent,
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willpower and maybe a little luck.
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And I'm so glad Team Cherry met those requirements.
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Thank you Team Cherry, Thank you
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Now hurry up and release the Hornet DLC you lazy firemen