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Team Cherry Lore and Plot Explained

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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,
  • 16:47 - 16:51
    but they left a lot open so that the lore didn't dictate the contents of the game.
  • 16:51 - 16:54
    The script is written in a google spreadsheet by both William and Ari,
  • 16:54 - 16:56
    towards the end of development.
  • 16:56 - 17:00
    With all the extra work Team Cherry put into expanding the world of Hallownest,
  • 17:00 - 17:04
    the game didn't actually come out until February 24, 2017.
  • 17:05 - 17:10
    This was two years after the Kickstarter, and overshot Team Cherry's planned release date by over 18 months.
  • 17:11 - 17:14
    They ended up having to take a loan to help cover the cost of making the game.
  • 17:14 - 17:17
    After all was set and done, the game took about ninety
  • 17:17 - 17:19
    to a hundred thousand dollars to produce,
  • 17:19 - 17:22
    which is an insanely small amount of money to make a game on.
  • 17:22 - 17:26
    I mean, I don't even get out of bed for a hundred thousand dollars.
  • 17:26 - 17:28
    As Hollow Knight's launch crept closer,
  • 17:28 - 17:31
    Team Cherry hired Matthew Griffin, or Leth,
  • 17:31 - 17:33
    to handle PR and Marketing.
  • 17:33 - 17:36
    Leth's primary method of marketing Hollow Knight was to send it to streamers,
  • 17:36 - 17:39
    allowing the game to spread through word of mouth.
  • 17:39 - 17:42
    He also worked with Fan Gamer to release Hollow Knight merch,
  • 17:42 - 17:45
    and scheduled interviews with news outlets.
  • 17:45 - 17:46
    So if you're watching this Leth,
  • 17:47 - 17:48
    please get in touch with me,
  • 17:48 - 17:51
    because I have a few questions for Team Cherry that I would like to ask.
  • 17:51 - 17:53
    Hollow Knight was a sleeping success.
  • 17:53 - 17:59
    Unfortunately, the game released right before Horizon Zero Dawn and Breath of the Wild,
  • 17:59 - 18:01
    the two biggest games of the year,
  • 18:01 - 18:04
    so it got a little lost in the shuffle.
  • 18:04 - 18:07
    I didn't even know about Hollow Knight until I saw it in a video by
  • 18:07 - 18:11
    some obscure Youtuber going by the name "videogamedunkey".
  • 18:11 - 18:16
    But as time has gone on, more and more people have realized how amazing this game is.
  • 18:16 - 18:19
    The Hollow Knight subreddit now has almost 40,000 members.
  • 18:19 - 18:21
    When the game released on Switch,
  • 18:21 - 18:24
    it sold a quarter of a million copies in two weeks.
  • 18:24 - 18:28
    The game also passed a million sales on steam back in July, 2018.
  • 18:28 - 18:32
    And it's really popular in Utah, I guess.
  • 18:32 - 18:33
    That's when you know you've made it.
  • 18:33 - 18:36
    And before long, Hollow Knight will be taught in schools,
  • 18:36 - 18:39
    alongside other great classics such as the Odyssey,
  • 18:39 - 18:41
    and Superman 4 The Quest for Peace.
  • 18:41 - 18:43
    Since the release of Hollow Knight
  • 18:43 - 18:46
    Team Cherry has seen a few small changes.
  • 18:46 - 18:49
    Dave Kazi left to work at some big company,
  • 18:49 - 18:52
    and Team Cherry picked up Jack Vine to fill his role.
  • 18:52 - 18:56
    There are no actual photos of Jack, and he's not even in Team Cherry's "About" page.
  • 18:57 - 19:00
    I have a theory that he doesn't actually exist,
  • 19:00 - 19:02
    and that Team Cherry made him up for tax purposes.
  • 19:02 - 19:05
    Work on Hollow Knight has continued since its initial release.
  • 19:06 - 19:09
    Team Cherry worked with Jump Shark studios to rework the game's code
  • 19:09 - 19:12
    so that it could run on the Nintendo Switch.
  • 19:12 - 19:15
    The game was also released on Switch at E3 2018,
  • 19:15 - 19:18
    and on PS4 and Xbox One, later that September.
  • 19:18 - 19:21
    Team Cherry has also released three content packs,
  • 19:21 - 19:24
    or four if you count Lifeblood as a content pack,
  • 19:24 - 19:26
    which Team Cherry does,
  • 19:26 - 19:30
    but they still haven't updated it in the game, so I have to say 'three'.
  • 19:30 - 19:33
    Team Cherry is currently working on the Hornet DLC,
  • 19:33 - 19:36
    and then after that, Hollow Knight will finally be complete,
  • 19:36 - 19:39
    and this channel will pivot to the next logical step:
  • 19:39 - 19:40
    Teletubbies lore.
  • 19:40 - 19:42
    And that's the story of Team Cherry.
  • 19:42 - 19:45
    I hope this video was enlightening for you,
  • 19:45 - 19:47
    or maybe even a little inspiring.
  • 19:47 - 19:51
    To think that such an amazing game was put together by just three people.
  • 19:51 - 19:55
    It really is amazing how much indie developers can do nowadays.
  • 19:55 - 19:57
    All that matters is that you have talent,
  • 19:57 - 20:00
    willpower and maybe a little luck.
  • 20:01 - 20:04
    And I'm so glad Team Cherry met those requirements.
  • 20:04 - 20:07
    Thank you Team Cherry, Thank you
  • 20:08 - 20:10
    Now hurry up and release the Hornet DLC you lazy firemen
Title:
Team Cherry Lore and Plot Explained
Description:

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Duration:
20:11

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