Hollow Knight

Ari Gibson's sketches of Hollow Knight characters on the edge of an early map design.

There's something uniquely satisfying about exploring the intricate 2D spaces of games modeled after Metroid and Castlevania. It's a feeling I don't get from any other games: an acute awareness of how the world fits together, a knack for sensing where there might be a hidden chamber, a fulfillment from gaining new powers that carry me to previously inaccessible heights. A great Metroidvania map makes you want to master every square centimeter, and remains fun to traverse the second and 10th and 20th time you follow the same path.

So how do you create a Metroidvania map? How do you design an interconnected world that keeps backtracking entertaining, giving the player freedom to explore but retaining some control over how they progress? Is there a secret formula, a sacred text? I put those questions to the creators of Hollow Knight, a fantastic Metroid-inspired adventure set in the decaying kingdom of Hallownest, which reminds me of Don Bluth's The Secret of Nimh (but with bugs, instead of rats).

We talked about what defines an adventure game like theirs and why they never use the term "Metroidvania" themselves. Then we got to the really fun stuff: looking at sketches, diagrams, and work-in-progress designs for Hollow Knight's world, from the very beginning through the final version.

The origins of Hollow Knight's map 

Ari Gibson, animator and co-director of Team Cherry: [Hollow Knight] kind of evolved from a game jam, which was the simplest form. I don't think we discussed genres that much when we were making it, or even consciously thought about the difference between Metroid and Castlevania.

William Pellen, designer and co-director of Team Cherry: Sometimes as we were making the game and other similar games were coming up, indie games, you'd hear people say 'oh my god, another Metroidvania game, why do they keep cranking these out?' And you think, like, 'All it means is a game set in a large, interconnected world.' We pretty much shied away completely from describing the game ourselves, in marketing and stuff, as a Metroidvania.

Gibson: There's a tangential element to that, which is, do you let a genre dictate decisions in your own game? Do you make a conscious decision that you're making something that is a Metroidvania, and build off the conventions of that? I don't think we ever did anything like that. We just said we're going to make an adventure in this big world, and let's build an interesting world with lots of things to discover and see, and hopefully keep people engaged throughout.

Pellen: One of the earlier things we did was come up with the basic progression. All the character's abilities, and then we got them into a rough order. At the same time we were talking about the basic structure of the world. At the start it was basic: 'this is the shape of the world, and the characters are going to get these power ups in this specific order, what is the line, the path they take through the world to get those power-ups.' And then, from there, as the game expanded, we started to do things like change that power-up progression from a linear thing to section it out.  

Gibson: Less linear, yeah. We chipped away at a lot of the hard gating in the game, to the point where a lot of those power-ups ended up being optional, anyway. And now people are speedrunning the game and getting barely any of the power-ups. Which is exactly what we had hoped.

Most of the enemies and rooms that ended up in Hollow Knight started life on paper.

Pellen: One of the early ideas was town at the top area in the middle—the reason it's called Forgotten Crossroads is because it's in the middle, it's the crossroads to the world. Then you had fungus area to the left, desert land on the right, and then underneath was the City of Tears. And you can kinda see that shape, vaguely, still in the game. And the idea at the start was, you'd go down to the crossroads, and then each of these three areas would have one of the bosses, and it was just going to be the same boss, kind of slightly reskinned.

Gibson: Which is the three Dreamers you kill. So they were actually one boss. Their masks still look similar, but now their bodies look different. Once you defeated one in each land, you'd come back to the start and fight the final boss. You can kinda see how that structure is pretty much the structure of the [finished] game, but really blown up, and the Dreamers are now all in different spots, but you still go out and fight those Dreamers, come back to the start, and fight the final boss.

An early concept for Hollow Knight would use random generation to link rooms together. That didn't last.

Pellen: [In the original game jam version] the idea was, and obviously we abandoned this, we'd make all these prefab rooms and they'd be rearranged, so the interiors weren't going to be that randomized, but it would be like a tiny Metroidvania that would take an hour or two, but it would kinda rejig itself when you play, and you might get powerups in a different order or something.

Originally these sections, see how there's white lines along the black outline? Those were the potential exits and stuff, that we had to account for, so things could slot together in different ways. S1, S2, S3, that's secret 1, 2, 3. Each one of those could be taken up by a grub, or nothing, or a chest.

Gibson: It was a headache. It wasn't fun.

Pellen: [Laughs] Yeah, it stressed me out. It wasn't fun from a storytelling perspective, and wasn't fun from a technical or design perspective. When we think of the strength of Hollow Knight now, one of the things we really put effort into is the way map locations and things within the world kind of make sense.

Once they tossed out procedural generation, Team Cherry planned four areas, with the Crossroads in the middle. It grew from there.

Pellen: So here's, again, that Crossroads area, when it was pretty fleshed out. And you can see vaguer versions of what would become Greenpath, what would become Fungal Wastes. The first step is, where is it placed within the whole world?

We started Crossroads as the heart of everything and everything wrapped around that. So all right, let's do this fungus-y area, and sketch out a basic shape of movement through it, with some other side rooms. Once you have the basic layout of moving through it, you can see here as Ari's done, he's started to sketch out the inner bits.

How the map took shape

The numbers here outline a planned linear-ish progression through each area. Team Cherry eventually softened that critical path.

Pellen: This was the structure of the game for awhile. Before we moved to Unity, the first five or six months of the game were in a program called Stencyl, a much smaller Game Maker type of thing. We actually had this whole world tiled out. You could actually run through it in black block mode…

We plotted a basic path through those areas, so you'd come from town, into the crossroads, into the fungus, get a powerup, go into the city, get a powerup, go into the bone forest, get a powerup, then come back and visit city 2, and then come back and revisit fungus, and by then you've done the game, come in and fight the last boss. 

A lot of these areas broke off into their own areas. C2 was, 'oh, it would be kind of interesting if you come back and revisit the initial crossroads area, right?' But how could we make it thematically slightly different? What if it kind of looks like it was the mines of the area? And that just ended up being broken off into a whole new area called Crystal Peak. It was Crystal Mines originally.

Ari started thinking how he could differentiate these areas. This Fungus 1 became Greenpath. Fungus 2 became the actual Fungal Wastes. Fungus 3 became Fog Canyon and the Queen's Gardens. So we started with this, and it got played around with a fair bit. Eventually the bone forest, I remember Ari saying that he didn't like the lava land wasn't at the bottom of the world.

Hallownest, much further along. The massive Bone Forest has moved to the bottom of the map. It would later be cut.

Gibson: Eventually, the bone forest didn't end up being a component of the game.

Pellen: These areas that we've talked about, Greenpath, Fog Canyon, you can see how they've really taken shape. They exist. Bone Forest was pretty far along, and you can kinda see the full-on structure of it. Double jump is here, and it's in a whole new area in the final game. You can see how it kind of hooks into everything.

So basically, the next step was, we tore out Bone Forest from the right of the world and put it underneath, here. But we needed to have another area that connected to Bone Forest, and we had an area idea that we talked about, that was a combination of ideas. It was a dangerous area full of predators, tight areas with stuff getting you. And we had a lantern item we talked about, so we wanted to have a dark area. And I think Ari was keen to having a spidery area as well, which makes sense. So all of those ideas combined. And the tram, all of that combined into the Deepnest.

Gibson: The Bone Forest area, which is kind of large, it was removed largely because the game was getting too big. Not just for our ability for us to make it in time, but also, the game's already quite overwhelming for some players. It's this huge expanse, and you have to keep a lot of it in your head, and potentially another very, very large area was just pushing people too far in their expectations for how much information they could retain.

Pellen: It was the biggest area. It existed. It didn't have any enemies, but you could run around and see the lava and the bone structures and stuff. But we made a call to take it out. A couple of smaller new areas replaced it, in a way. We cut Deepnest down heaps, and then expanded it, just because we had to. And then added Ancient Basin.

Then we had some stuff that needed to be placed in the game, like the Hive, and the second Hornet fight, some other bits and pieces, so we made Kingdom's Edge. That was the last area that we added, and a lot of it was just for map balance. Kingdom's Edge kind of became the catch-all. It was just called the Outskirts for awhile. Everything that we didn't fit into the rest of the map went there. And then it got its own identity built up around it. It's actually a pretty cool area.

Gibson: The only area that I can think of that exists purely for narrative reasons is the Blue Lake, which is above the raining city. And it's only there because there's all this rain falling on the city, and I just couldn't bear the idea that we didn't explain where this rain was coming from. So we put this big lake above it.

A zoomed-in look at room planning. Sketch ideas would inform the placement of platforms and obstacles.

Gibson: This is a slightly abstract representation of what ends up in the room. And then the next step is to go into actually building the tiles and stitching the rooms together. The whole world is just built from black tiles that are 64x64 pixels. They're very quick to paint in, and from there we can just hit play and do a lot of testing to get spacing and working out the right feel. And that gave us a pretty massive framework very very quickly.

Pellen: We call it blocking out or tiling out a room. So that's how we'll start. Then jump around in it, can you roughly reach every platform, does it make sense. Generally, next step per room, is usually Ari will go through and 'dress' the room, put all the scenery and stuff in, and once that's done, me or Ari, depending on who's doing that area, will go in and do enemy and interactivity placements. Putting in the bad guys, the geo rocks, switches, anything we need.

Turning a map into a world

Gibson: It's probably 98% pure. There are just a few cheats...like a tiny room goes down like, 20 tiles too low, that kind of thing. There's never a case where an entire room is a paradox, that kind of thing.

Pellen: We wanted people to be able to navigate the world, and being in a true space, as soon as you have areas where you go through this door and come up through here and suddenly you're in another area and it doesn't make sense anymore, you can't map it in your head. One of the things we were really keen on is getting as many connections between areas as we could.

Gibson: And it helps, obviously, for backtracking, when people are exploring the whole world. It's super annoying to get to a point that's 2 centimeters from somewhere you want to be and you can't get there.

One of the things we were really keen on is getting as many connections between areas as we could.

William Pellen

Pellen: It's definitely practical. And players like us, finding connections between stuff, and how those areas blend into each other, is a nice reward in itself.

Gibson: It's a joy. A lot of these decisions we're making, a lot of the scale and the rooms we build, all of it's built around this sense of discovery. Exploration and discovery. And discovery, for us, doesn't just mean finding 500 flags or something. 500 coins. It means actually coming upon unique sights, unique characters, unique systems, like a new shopkeeper that offers you something you haven't seen before, a new event in the world…

Structure is dictated a lot by that. If you have a big lake, you have a sense of where it should go, because you're thinking about it as a world instead of just an abstract game. So you can create pathways that have that coherence we're talking about, and it ends up being an interesting, believable space.

Pellen: Sometimes it's tricky to make things cohesive, but other times it makes a lot of decisions for you, in natural ways that make sense.

The world of Hollow Knight, as it exists in the finished game.

Gibson: [Building the map] wasn't really an analytical process.

Pellen: It was mainly intuition. We've never put together something like this before, and I kind of didn't have a great sense of, when people do make it, is it like a mathematical thing, in some way? Even something simple like laying out a small room with platforms, how much of it is iteration? X tiles is the optimum, blah blah blah. We didn't do any of that. Ari kind of said it. We started with the idea of the world, and that was the first thing, rather than an analytical "what's the path going to be." We started putting the world together in ways we thought were interesting, and made sense, and just built on it from there.

Gibson: There is another tack to this that other people take, and it's a perfectly legitimate one. Our intent is we're going to build this world, and because it's this world and it's coherent, you can do things like get lost, really easily. You can go the complete other way than maybe would lead to your next upgrade, and that's totally fine. But it's also very common these days to create something that's a bit more like a roller coaster, a funneled experience where the game developers will direct you on a path. Even within Metroidvania style games, that is a popular way of approaching it, these days, to give you a much clearer goal.

A lot of these decisions we're making, a lot of the scale and the rooms we build, all of it's built around this sense of discovery. Exploration and discovery. And discovery, for us, doesn't just mean finding 500 flags or something.

Ari Gibson

Pellen: The world is built around that path, rather than the other way around. Which is fine, by the way, and it works really well for heaps of stuff.

Gibson: If you've played Guacamelee, that's a really good one. It has more of a thrust, a direct thrust through it. It's a really excellent, polished experience through the whole thing.

Will: It gives you a much tighter experience, which means when you're designing it, it's easier to know where the player is at at any point and what they've got. You've got a more consistent type of thing.

We kind of ask for a lot of faith from players, in a way, that if you do get lost, if you explore you'll eventually find your way. And it'll be worth it, and even when you do get lost you'll stumble across something. You won't just spend an hour going through the same caves and find nothing but blockades and the same enemies and stuff. We were mindful of the fact that people would spend a lot of time in the world, going back over it, and so we tried to put in a lot of little secrets, little things to see. We tried to have a really diverse range of enemies, so even when you're just kind of seeing the world and not making a lot of story progress, you stumble across a room you missed last time, and it's got a weird, fat enemy that doesn't exist anywhere else, something like that.

Putting it all together

A "black tile" room, showing the basic geometry before art has been placed.

Gibson: Initially we just see a bunch of tiles. But by the end you just keep developing it with art and gameplay and audio and music and all these little details, and eventually it starts feeling like a world, and that's really satisfying. You run through the game 100 times, but the first time it was blocks, and the last time it's a real space.

If you enjoy just being in the space, if you can make players just enjoy being in the world, you probably are halfway there. You can make mistakes in some tiles or something and no one's going to care, because you've convinced people they should be there. Everything we're concerned about is convincing people they're in the place.

Pellen: Again, not having designed anything like this before… Earlier we were talking about, do you have to tile something out and then put enemies in and then iterate, and get it to that perfect gameplay, and then dress it? But there was no time for that.

Gibson: From memory, it was like, a world was two days to do the tiles, based on the sketches, and then another four days to do the art pass, and then that took it to a level that was probably, 85%, 90% there. If we did that, there wouldn't be a game. The game would be out three years from now.

Pellen: I'd do an interactivity pass, that kind of stuff. I spent a month, at one point, just making every enemy in the game, just in one block. So then I'd have a pallet, and I'd go through each area, a week maybe? Maybe not that long. Putting in all the enemies, switches, the bridges.

A palette in Unity full of Ari's hand-drawn art assets.

Gibson: Just trust yourself. We've played—you yourself have as well—we've played hundreds, thousands of games, for decades. You've sort of accrued taste and intuition. At least in the timeframe that we had, you just trust your intuition that if something feels right, it's probably going to be okay. Thankfully, I think it was.

Pellen: It mainly was. And then making small adjustments, like this platform down one tile, this enemy needs a bit more room, carve out a bit of the ceiling for him. There was a little period of that, but not heaps of that.

One of the key things is keeping it simple. If you think about the player character, all of his stuff you get through the game is a pretty standard set of quite simple moves. All the enemies, some of them are pretty clever, but the blueprints for stuff was having that simplicity to it, and the world having a certain simplicity. [That] allowed us to make things separately and not worry too much that they would never join together. We could make the separate parts of the game, enemies, bosses, world, power-ups, and because they all had that same pedigree and simplicity, when it came time to move those things together, nothing was discordant. 

A room after being "dressed."

Gibson: In two years of making the game, we became aware of little skips and cuts that we hadn't intended, but definitely left them in once we realized. It's exciting. It's fun to make those little discoveries.

Pellen: Our policy for that stuff was leave it in, unless there's a specific reason not to, like a player can easily, without realizing it, get themselves stuck. There's flying enemies we put in specifically so you can bounce off them and skip bits, as well. There's a bit in Greenpath early on with a mosquito that we put in that room specifically so you can lead it over to a spot, bounce off it, and skip the bottom part of the map.

Gibson: 0.1 percent of players will actually do that, but it'll feel like they've made a nice discovery.

Pellen: When you forge your own path or find your own way of approaching things, then it feels like it's much more your own type of adventure, your own stories. It personalizes the story. And people get really invested in stuff like that. If they get into an area early, just because they happen to hug up against a wall when they're swimming or something, and it's a whole new area, then as they explore that area it takes on a completely different tone, because they're not sure if they're meant to be there.

Gibson: Behind the curtain it's super un-fancy. It's just doing lots of simple things.

Pellen: And then bringing it all together.

Hollow Knight

Announced a while back, Hollow Knight fans have been eagerly anticipating the forthcoming Hidden Dreams update. Promised for some time this month, it'll actually come a tad later: on August 3 to be exact. 

"In classic Team Cherry style, this is a little later than we said, but we felt the update needed a little more testing and fine tuning before we send it out," the studio's announcement reads. "Plus, we may have managed to squeeze a few little unannounced surprises in there!"

As for what has been announced, Hidden Dreams will include two new bosses, both entirely optional as they're reportedly very hard to beat. There's two new music tracks too, as well as a Dream Gate upgrade which, as the name vaguely implies, will let you fast-travel throughout the map.

And then there's this. I haven't played the game yet so I've no idea what it means:

"A New Stag Station Uncovered - Hallownest’s stags once travelled the breadth of the kingdom, but with the departure of the King, one station was walled away, hidden from bugs and forgotten by stags, until now!"

In case you missed Tom's belated review of Hollow Knight, he really, really liked it.

Hollow Knight

SPOILER WARNING: I won't be discussing any plot, bosses, or specific gameplay stuff, but there is an image below that reveals the full Hollow Knight map and key locations on it. You have been warned. 

There's an overwhelming amount of stuff to do in Hollow Knight. The indie Metroidvania has undoubtedly become one my favorite games of 2017 so far, and not just because of its stunning hand drawn art. It has an intricate and massive map, full of gated areas and secrets hidden behind tantalizing gaps just a bit too wide to jump. 

But as the game goes on, new movement abilities break that sprawling city wide open. As games like this often do, dead ends suddenly become new paths, and gaining something as simple as a double jump means countless pits can now be cleared. Countless, that is, unless you count them. Which I did. 

About six hours into my 35 hour playthrough of Hollow Knight, I started to lose track of all the places I'd been. I had so many different paths I could follow, that finding a new movement ability mostly meant struggling to remember all the places I could use it. So, inspired partly by The Legend of Zelda: Breath of the Wild's map, I started to take notes on a custom map of my own in Adobe Photoshop. Across 30 hours of Hollow Knight, here is what the evolution of that map looks like:

You can check out the full resolution version of the GIF here.

Each time I stopped playing, I would screenshot all the new areas of the map I had revealed and stitch them into a high-resolution collage. Whenever I hit a suspicious dead end or a jump just a bit too far to make, I wrote a note in red on that spot with what ability I assumed I might need to traverse it. If I found a boss I couldn't beat, I'd write a note in purple, and I'd label areas I didn't have a map for yet in white. Even confusing little details like the plants I'd end up extracting Essence from later would be jotted down, just in case I had to come back for them.

I didn't always get this stuff right, either. For example, I assumed I would either get an ability that let me jump farther or jump higher, but it ended up being both. Also, the bottom right corner of the map was labeled "Bumblebee Land" for quite some time. But it was fascinating to look back and examine the path I took when exploring this world—including one time where I fell down a hole and accidentally had to fight spiders for two hours. Hollownest is a vicious place. 

Still, I tried not to let my map to dictate where I would go next, it was just helpful that I didn't have to keep all that info in my head between sessions. Whether or not it's a good thing or a bad thing that a game could be so large it necessitates this level of personal cartography is another question altogether. Honestly, if nothing else, this exercise reaffirmed my belief that new games need to start stealing ideas from Breath of the Wild as soon as they possibly can. 

Hollow Knight is a seriously wonderful game filled to the brim with things to do. We didn't get a chance to review it when it first came out in February, but thankfully I'll be able to correct that in the coming days. 

Crypt of the NecroDancer

With thousands of games releasing each year, there's more head-bopping, heart-squeezing videogame music than we can keep track of. But we tried anyway, scraping through our libraries (and beyond) to find what we consider the best tunes of the year so far. Headphones and/or the subwoofers in your kid's car are definitely recommended. 

If you like the music, be sure to let the artist know—maybe buy a few records on vinyl, invite some friends and family over, get a cheeseboard way above your budget going, and let a track like Intentional Death and Dismemberment Plan direct the evening.  

Tooth and Tail

Austin WintoryListen hereTango and latin dance music may not strike you as the best fit for a game about feudal gangs of small animals at war, but Tooth and Tail manages to pull it off. Every song is played with 20th century Russian instruments that blend the dance tunes into something a bit more pastoral, and once the drunken barroom singing comes in, you'll want to start dancing again—just with a battle axe in the hand that isn't busy with beer.  

Destiny 2's Hive theme

Michael Salvatori, Skye Lewin, C Paul JohnsonListen hereMost of Destiny 2's music is fine. It's just fine. You get nice orchestral swells that imply drama and hope and a story much bigger than yourself. It's typical Big Game Stuff. But tucked away on Titan, a planet you aren't required to spend much time on, you'll find the creepy-crawly Hive enemies, and accompanying them is the best music in the game by far. With one foot in Quake's Nine Inch Nails lo-fi industrial noise and the other in the punched up, blown out orchestral sounds of a Marvel movie fight scene, the Hive themes in Destiny 2 narrate the action as much as they drive it, providing a stylish soundscape of scraped guitars steady percussion to pop alien heads to. Shame it's hidden away.

Ruiner

Various ArtistsListen hereRuiner's somber synth beats feel like a direct response to Hotline Miami's retro club boomers. They're just as loud, have just as much bass, and the melodies are just as catchy, but Ruiner's soundtrack brings a sinister sadness right to the fore rather than bury it as subtext. In Ruiner's dystopian cyberpunk world, everything is awful and everyone knows it, but swaying and lazily bobbing your head is still a reliable way to tread the existential waters.  

Sonic Mania

Tee LopesListen hereOK, so Sonic is good again (let's not talk about Forces), but what would we think of Sonic Mania if it didn't get such an excellent soundtrack? It's a surprising return to great level design for the series, but the biggest contributor to what makes Mania so endearing is its flashy, confident style—and the vibrant, energetic, and diverse soundtrack is largely to thank for that. If you weren't in control of the blue blur of a hedgehog zipping across the screen, the temptation to play air piano to the Studiopolis themes would be impossible to resist.  

Nidhogg 2

Various ArtistsListen hereThe trend of games with excellent compilation soundtracks continues. Hotline Miami popularized the practice, pulling from a handful of artists to cure an aural identity, but now Nidhogg 2 is the new champ. With a catchy, danceable tracklist, every track supports the physical comedy of its prolonged fights and the wacky new artstyle, but stays just as listenable on the dance floor or on a long commute home. Turn it up.  

Cuphead

Kristofer MaddiganListen hereOf course Cuphead was going to make the list. To fit with its Fleischer Studios animation style, Studio MDHR enlisted a big band, a live big band for its recording sessions. The result is a massive soundtrack of toe-tapping hits, each with the ability to get a room up and moving. It might be the most surprising and instantly likable of all the soundtracks released this year.  

Prey

Mick GordonListen hereMick Gordon of Doom (2016) fame is back on Prey, but with the fuzz and feedback on his electric guitars (how do guitars work?) turned down, and the reverb on his synths and acoustic guitars turned up. Prey's soundtrack melds the computerized rhythms of '70s sci-fi with the homespun sounds of solo country music, planting a grassroots vibe at the center of its digital sound, firmly anchoring the cerebral story in the realm of possibility. 

Dream Daddy

Will WiesenfeldListen here OK, so most of the Dream Daddy soundtrack is pretty simple, but the theme song will bore itself into your subconscious and never leave. Written and performed by Will Wiesenfeld, who also performs as Baths, the theme song channels the exaggerated romance and humor of one of 2017's most playful dating sims. It's also just a damn good song.  

On the next page, we list the best PC game music from the first half of 2017. 

Oikospiel

David KanagaListen hereOikospiel’s soundtrack is 100 percent intertwined with the game. Watch Kanaga’s GDC talk from a few years back to see what I mean—and no, you probably won’t understand, but that doesn’t really matter. Just know that Kanaga is a genius composer, treating 3D models and game mechanics exactly like he does music, because really, they’re all the same. Also, hell, Celine Dion has never sounded this good.  —James Davenport 

Night in the Woods

Alec HolowkaListen hereFor the sheer breadth of the soundtrack alone, Night in the Woods is worthy of praise. Individual characters and locations all have their own motif, and that’s just Volume 1. In Volume 2, things get dark. Motifs change with the in-game seasons where things get super sad and hazy for Mae, our favorite protagonist cat. Over the first two volumes, the soundtrack ranges from quiet and sweet to dark and mysterious with music for parties in the woods and city hall theater. But the real kicker comes in Volume 3, which is the soundtrack from Demontower, a whole game within the game. It’s a rad old school throwback that inspires headbanging of the metal and head-against-keyboard variety. —James Davenport

Nier: Automata

Keiichi Okabe, Keigo HoashiListen hereThe first time I entered the resistance camp in Nier: Automata, nestled among some felled skyscrapers in the game’s ruined city, I stayed for more than an hour. And it wasn’t because it looked good, or because there were lots of NPCs to talk to and items to purchase. It was because of the music. Nier: Automata is widely praised for its score—and count me among the people who think it’s among the best I’ve ever heard—but ‘Peaceful Sleep’ is something else. Its prettiness belies an overwhelming sensation of grief, which only properly sets in after you’ve left and returned to the camp a couple of times. The rest of the soundtrack is sublime too, especially this and this, demonstrating that even the most barren, unremarkable video game landscapes (because let’s be honest: Nier isn’t a looker) can be rendered otherworldly by the right music. —Shaun Prescott 

Thimbleweed Park

Steve KirkListen hereThe opening tune to Thimbleweed Park tells you exactly what kind of game it’s going to be. A cheesy, mysterious guitar hook invites you in and the elevator music convinces you to stay. Every character and location has a distinct theme, recalling everything from synth pop to a pixelated Hans Zimmer. There’s drama and jokes abound in Thimbleweed Park, but they would feel hollow with such a diverse, playful score. —James Davenport  

Tumbleseed

Joel CorelitzListen here Tumbleseed is a brutally hard roguelike with a deceptively adorable appearance and a soundtrack that’s shockingly good. Every track exudes the 80’s, sounding closer to the soundtrack for Drive than you’d expect out of a brightly colored marble maze game. Frankly, it’s one of the few things that kept me from throwing my controller across the room while playing. —Tom Marks 

Crypt of the Necrodancer - Aria Awakened

FamilyJules Listen here Holy shit. The most prolific game music guitarist on YouTube (FamilyJules) teams up with one of our favorite composers (Danny Baranowsky, of Super Meat Boy and The Binding of Isaac) for this tsunami of guitar solos. There are a bunch of official, album-length covers of Crypt, including this killer chiptune remix, but Aria Awakened is the only one that will melt your headset. Start with Trial of Thunder. —Evan Lahti

C:\Windows\Media

Austin GreenListen here We loved Austin's rock covers of Windows 3.1 midi songs so much we interviewed him about making this short album earlier this year. They're wonderfully peppy. It's hard to listen to these songs without cracking a smile and tapping a foot. And they're also deeply nostalgic for anyone who remembers the early days of PC midi music. Hear Canyon.mid and be transported back 20 years. — Wes Fenlon

Yooka-Laylee

David Wise, Grant KirkhopeListen here As a spiritual successor to Banjo-Kazooie Yooka-Laylee left a lot to be desired, but in terms of music Playtonic knocked it out of the park. Veteran Rare composers David Wise and Grant Kirkhope both contributed to a score that sometimes outshines the game’s own inspiration. Not every song is a masterpiece, but there’s a lot of nostalgia to love in this game’s soundtrack. Plus, it gave us this gem. —Tom Marks

Outlast 2

Samuel LaflammeListen hereMost of Outlast 2 consists of running and hiding, and Laflamme’s score has the percussive highs and lows to keep your heart rate steady whether you’re chilling in a barrel or a god-fearing murderer is nipping at your heels. But underscoring it all are light, sometimes hopeful string accompaniments. There’s a pathos in Outlast 2’s score that speaks to the humanity at the center of the conflict. After all, the bad guys are just looking for salvation. They’re scared too.  —James Davenport  

Hollow Knight

Christopher LarkinListen here This soundtrack meets Hollow Knight’s gorgeous animated art and silently assembled mythos right at the top. It’s epic, if I’m able to reclaim the word, and whimsical, the perfect accompaniment to an intense boss battle or quiet, solemn exploration. Give Crystal Peak a meditative listen, then go loud with Dung Defender. —James Davenport  

Flinthook

Patrice BourgeaultListen hereI hesitate to call Flinthook’s soundtrack simple, but it knows exactly what kind of game it’s playing for. Flinthook’s OST is swashbuckling chiptune majesty, an onslaught of fast, fun, victorious bleeps and bloops. It plays like a cheerleading squad combined with a wholesome, but slightly too competitive, dad screaming at you from the sidelines that hell yes, you got this, that’s my hook-swinger right there.  —James Davenport  

Hollow Knight

I've been obsessed with indie metroidvania Hollow Knight since its launch late last month. Apart from having fun and challenging combat and a massive amount of game to explore, I've found myself sucked in by the moody, Dark Souls-inspired setting developer Team Cherry has created. Despite a mostly monotone dark color palette, the dank corridors of Hallownest still feel vibrant thanks to how Hollow Knight mixes fantastic hand drawn art with more modern effects.

It's a lot of little things all coming together that make Hollow Knight look so good, many of which you may not actively notice. It's a 2D game with 2D animations, but Team Cherry's use of dynamic lighting, shadows, and particle effects do a huge amount of work to solidify those 2D sketches and make them feel real in whatever space they're in. And while the character designs are relatively clean and simple, animation fills them with personality. 

The world of Hollow Knight is inhabited entirely by bug people, but often times the impact that has on character design can be subtle. For example, your hero's cape looks a bit like bug wings wrapped around a beetle, but it's not explicitly a bug part. And the shopkeeper he's standing next to in the gif above...well, I'm not even really sure what that's supposed to be. A grub? Salubra the Charm seller is a strange, adorable blob thing and one of many wonderfully designed characters that inhabit the world. 

It's too easy to compare games to Dark Souls, but the influence is heavily felt here. Medieval-ish bugs wander a dark, long-dead world looking to put the pieces back together. Travelers you meet along the way are mostly tired, beat-down warriors on a quest much like your own, or they're trying to sell you something. I love that Hollow Knight can be so cute and so dreary at the same time, because between all the old souls you meet along the way, you occasionally get thrown a very happy caterpillar or a jiggly shopkeeper. 

The Moss Charger above is another one of my favorites, a timid little thing that covers itself in leaves to make it appear larger. You have to hit it once to remove its protection, and then again to actually do damage. It's a cool enemy thematically, and one that takes full advantage of Hollow Knight's satisfying particle effects. Leaves fly up as it runs, when you hit it, when it burrows, and pretty much whenever it does anything at all. 

This is an odd contrast to the the environment around the Moss Charger, which is all immaculately drawn by the artist. The particles in Hollow Knight are random and rotated freely as they fall, compared to the Moss Charger's explicitly animated rotation as it jumps and burrows into the ground. But the particles don't feel out of place, and variety of different ones are used liberally throughout the world.

As in most games descended from Castlevania and Metroid, there's a lot of walking in Hollow Knight, and a lot of revisiting old paths. Luckily the caves of the Hallownest are littered with plants, signs, pots, and lots of other things to slash up as you walk. It makes walking anywhere just a bit more amusing if you can mindlessly clear the way as you go, sending up a flurry of particles.

Hollow Knight's environments look far simpler at a glance than they actually are. There are objects blocking the screen in the foreground, parallaxed background layers, particle effects, clouds rolling by, and subtle lighting changes all going on as you move through the level. I think it was a bit of a risk to use things like particles and dynamic lighting in a game that's otherwise composed of carefully crafted sketches—it's mixing mediums a bit, similar to when a game like Duelyst combines pixel art sprites with painted backgrounds. But there are just so many different layers of detail in Hollow Knight that they blend in nicely. 

Even the lighting changes more often than you might notice. For example, each time you take damage, the game freezes for a moment and a sharp crack effect appears near your character. The ambient lighting dims, but nearby sources like lamps and fireflies stay bright. It makes each hit you take feel important and impactful, and it's done mostly without hand drawn techniques. Specific environments will each have their own colored backlighting as well, differentiating their moods with more than just drawn elements. 

Hollow Knight uses both dynamic and more traditional drawn lighting effects to make its 2D characters really feel like they are present in the game world. The gif above of the stag beetle being called (a fast travel system) is probably my favorite animation in the entire game. The stag runs roadrunner style out of the doorway in a relatively straightforward animation, but it's incredibly seamless. How the highlights and shading on it change as it runs in—especially its seats and back-end reacting to the nearby lamp as it turns—make it feel like it's really there. 

It's a beautiful game that also has high-skill combat that I can feel myself slowly growing better at. It's a bit of a shame that Hollow Knight is dealing with some performance issues, as players have been reporting the game will hitch on occasion—I've definitely noticed frames dropping occasionally, sometimes causing me to take a hit  when I otherwise wouldn't. This hasn't spoiled my time playing, but it's a blemish on an otherwise sterling metroidvania. Cuphead may claim this crown when it releases later this year, but currently Hollow Knight is the most beautiful hand drawn game I've ever played. 

Hollow Knight

Developed by Australian studio Team Cherry, Hollow Knight is a 2D platformer in the Metroidvania vein. I can't vouch for how it plays, but the trailer below demonstrates that it's at least very beautiful. And there are meatgrinders in it. I love meatgrinders – avoiding them is always lots of fun.

According to the studio Hollow Knight is "a classically styled 2D action adventure across a vast interconnected world". After a successful Kickstarter campaign and several years in development, the game releases February 25. The final game features over 130 enemies and 30 bosses, and looks like a mix between Cuphead and Ori and the Blind Forest. I'm looking forward to checking this out.

Here's the trailer:

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