The maps for Super Metroid and the many games that followed it have a definite 'ant farm' quality to them. They capture complex worlds in two dimensions, whether squeezed between glass or put on a screen. Hollow Knight is no different—Hallownest makes that ant farm comparison almost literal, its bug-themed world expanded by industrious insects like Myla, the tragic miner bug who sings while she works. (You can read all about how Hollow Knight's maps were created here.)
Hollow Knight's creators, Australian indie studio Team Cherry, have likewise continued burrowing into the walls of Hallownest since their game's release, adding new areas and characters and so on. Some of these updates fulfill promises made during their Kickstarter campaign, and a couple were even unmet stretch goals they decided to go ahead and make anyway. Others are ideas they had late in development and held onto for the sake of not overstuffing the initial release.
"We're already making a massive game," says animator and co-director William Pellen, "It's better for people to experience this massive game, then get something a little extra along the way to keep it fresh."
Hollow Knight's other co-director, designer Ari Gibson adds, "It's a nice space to play in for us. It's a world with a style that we like working in, it's very free for us to conceive whatever weird characters we want. We can cram them into this 'buggy' theme and they fit quite well."
That's buggy meaning insectoid, of course. Only one of Hollow Knight's major updates, Lifeblood, was focused on patching and optimization. It's overall quite a solid and stable game (although if you're experiencing input lag then turn off V-sync, you're welcome). Hollow Knight was designed in a way that makes these modular add-ons possible, like a house built with renovation in mind, only when you knock down a wall in Hallownest you don't get a bigger living room, you find an entire society of bees.
We just enjoy making the game. We enjoyed making the base game so I think we just wanted to continue making it and this was our way to do that.
Ari Gibson
The next of Hollow Knight's free updates will be called Godmaster, though initially it was announced as 'Gods and Glory'. "Someone else owns the name Gods and Glory," Pellen explains. (As they wrote in the announcement, "not only is the new name 100 times cooler, more distinct, more 'Hollow Knight', it also doesn't conflict with the title of a certain mobile game, made by a very large, very powerful video game company!") "We had to do a quick shift on that one, which is fine. Fortunately we're a tiny company so we can make name changes without it being too much of a hassle. We're learning all about trademarks as we go."
Godmaster will include a few new bosses and areas, a new variety of charms called Glorified Charms, and an NPC called the Godseeker who acts as a questgiver and perhaps romance interest. When asked about the theme of this update, Gibson just shouts, "Gods!" Pellen expands on that a little. "The great figures of Hallownest, which are the great figures that you faced and some new ones, challenging them and ascending beyond is the theme."
After that there's one more update, which will add a new playable character: Hornet, the second boss you fight in the base game. "That will be the completion of everything we promised in the Kickstarter," Gibson says. "And Hornet will incorporate some backer content as well," Pellen adds, "some backer dungeons and backer bosses that are still to come."
While a bunch of the updates have been about keeping promises made during the Kickstarter campaign, others have been inspired by player feedback or Team Cherry's own desire to continue tinkering with the thing they're fixated on. "We just enjoy making the game," says Gibson. "We enjoyed making the base game so I think we just wanted to continue making it and this was our way to do that."
The continuing string of bonus stuff hasn't hurt sales either, which see a bump with each update. (Updates are typically accompanied by a discount, which helps.) "Even though there is a bump around those updates," says Gibson, "there's more of a long-term view to say, 'This is a living product and this is a living world and if you jump in you're going to continue to receive these extra free things and see it evolve and change'."
You don't want to get so immersed in that feedback that you end up doing 'Yoda with lightsabers'
Ari Gibson
"It's like the community gets all these exciting bits," Pellen adds, "they speculate about what's coming up and anticipate it and then it comes out and get to dig through and find the stuff."
"And they also get to know that any game we produce that they buy will receive long-term support," says Gibson, "which we think is part of our values when we're making a product and delivering it."
Seeing the community react to each addition is another inspiration to keep up the pace of free DLC. Those discussions include some very in-depth videos and essays about the deep setting details and backstory of Hallownest, which is communicated in pretty opaque ways within the game itself. Gibson admits it's "somewhat mysterious", which is an understatement. Hollow Knight's dialogue is minimal, and there's a lot of things to read between the lines, or correlate by connecting things different characters say, or spot in the background of scenes or the relation between spaces. Pellen's read and watched a few of the fan theories, but Gibson tries to avoid them.
"Sometimes you feel like, as a creator, if you start reading too much on the internet you'll start to be influenced in strange ways by what people are focusing on and perhaps not what you originally intended to pursue. You don't want to get so immersed in that feedback that you end up doing 'Yoda with lightsabers', going down a strange path."
Pellen agrees. He says they try to avoid "responding too much to specific questions people are asking or their theories." Gibson adds, "I think that's something those players will value as well, that it has an integrity and a throughline to it all."
There's definitely a strong sense of structure to Hollow Knight. Its aesthetic, which they jokingly call "the bug thing", has let the create an instantly recognizable universe of characters: creepy spiders, bees in their hive, tough stag beetles and annoying mosquitoes. "The bug thing is a very loose framework," Gibson says with a laugh, "so it hasn't restricted us, which is the important thing. We just need to make sure that the games we make after this have that same flexibility that allows us to easily come up with an idea and jam it in in an interesting way."
Pellen says they've yet to feel like they've run out of ideas for Hallownest, or things to say with it. But they are looking ahead to a day when they outgrow it, busting out of this cocoon. "I think we're interested in having a game that is not Hollow Knight, even if that's a way off," Gibson says, "just so people can see what Team Cherry is rather than just what Hollow Knight is."
“One of my favourite things in the whole game is that when you slash your little weapon against the cave wall you actually get an impact, with a little recoil and rocks come out, says Ari Gibson, animator, artist and co-creator of Hollow Knight. It s such a small thing, but it changes you from being just a few animations to being a present actor inside this world.
That little hit is a perfect illustration of how Hollow Knight s epic chitin-on-chitin adventure is built on multitudes of small details, all driven by something that developer Team Cherry say is not only the fundamental tenet behind Hollow Knight but also every other game they ll ever make: consistency.
Warning: minor spoilers for locations and items in Hollow Knight follow.> (more…)
In early 2016, Andy wrote about how record label Ghost Ramp is embracing games. It's since brought Darkest Dungeon, Crypt of the Necrodancer, Nuclear Throne and Hollow Knight's soundtracks to life—each with its own gorgeous sleeve art.
In the wake of yesterday's Gods & Glory announcement, Hollow Knight's next expansion is getting the game-to-vinyl treatment too.
And it looks awesome:
Composed by Christopher Larkin, the above boasts 15 tracks from the DLC on a limited edition, 1000-unit single-pressed LP run. It comes with an art print insert, a 'Grimmchild' enamel pin, embossed lettering on its jacket, and a Gods & Glory expansion download card.
In his review, Tom Marks billed Hollow Knight's soundtrack as "sullen but energetic" and "exceptional, pairing each area with an orchestral soundtrack that perfectly sets the mood." I can't argue with that, and can't wait to hear what the latest DLC has in store.
"Venture to the farthest reaches of Hallownest with an all new collection of 15 epic tracks," so reads its blurb on the Ghost Ramp site. "Meet fallen kings, gallant knights and ancient gods in this powerful, orchestral collection that brings together all the additional tracks from Hollow Knight and features an entirely new arrangement, Pale Court."
At $30.00, Ghost Ramp's Gods & Glory vinyl OST is "expected to ship November 2018." If pre-ordering is your thing, head this way for more details.
The final Hollow Knight expansion, Gods & Glory, finally has a firm release date. As the trailer above reveals, the last chapter in the Hollow Knight saga will release for PC on August 23, and according to studio Team Cherry it'll be the largest one they've issued.
According to the studio's blogpost, the expansion will add new bosses, new music and new NPCs, as well as new quests. To coincide with the release, a new album of Hollow Knight music will release, compiling all of the new music featured in the four expansions.
"It’s not been said before, but Chris [Larkin] created all of the extra Hollow Knight music for free! If you love the music (and sound) of Hollow Knight, buy the album and support this incredibly talented composer!" It'll be available on Bandcamp, iTunes an Spotify on August 9, but there will also be a super limited vinyl edition, which you'd better pre-order here if you must have it.
Excellent soulsyvania platformer Hollow Knight is just about ready to emerge from its chrysalis and spread its wings, reformed and fat with free DLC. The last of its Kickstarter stretch-goal expansions – Gods & Glory – is rolling out next month, and is set to conclude the story of The Knight. It’ll be launching on August 23rd. Below, a very boss-heavy announcement trailer.
Team Cherry, maker of insect-riddled indie Hollow Knight, has today revealed the release date for the fourth and final free content pack for the game.
In a blog post on Team Cherry's website, the developer announced the new DLC will be launched on the 23rd of August. The release will be available for all players, on both the Switch and PC. Excitingly, the studio confirmed this DLC will also be "the largest one yet."
So, what can players expect from this content pack? Similar to its predecessors such as Grimm Troupe, Gods & Glory will bring "a whole bunch of new bosses," "a slew of new music," "new NPCs" and "new quests." Back when Gods & Glory was originally announced in January, Team Cherry mentioned one of these new characters would be The Godseeker: a "disturbing yet alluring being" that will expand the player's romance options (ooh la la). The DLC will also introduce a third game mode, one that has apparently been "long requested" by fans.
There are no training wheels in this kingdom.
Buried deep within this insect infested land, each playthrough of Hollow Knight feels and moves a little differently. There are no waypoints or story missions - there's not even a right or wrong way to play, really. Developer Team Cherry doesn't care where you go, or how you get there. Even how much of the story you see is up to you.
This lack of direction is overwhelming at first. Even though I'm the kind of player that naturally double-backs on where I think any given game wants me to go - someone who instinctively scours for secrets - the dozens of pathways and possibilities trouble me. As I wander through Hollow Knight's early hours it becomes more troubling still, and I start to worry that I may miss huge swaths of lore and collectibles - even whole areas, maybe? - if I'm not thorough enough. But as I adapt to the natural ebb and flow of Hollow Knight's rhythm and concentrate instead on what lies ahead, that anxiety melts away.
Hollow Knight incites a bit of debate around the site. As John brought up in his review last year: what do you do with a game that is genuinely good but rather unoriginal? It’s a Metroidvania game that a lot of us picked up because it was simply the most recent Metroidvania game, and that’s not the best excuse for buying a game. In the year since launch, Australian studio Team Cherry has met this criticism by consistently adding new, free DLC to the title, with each pack helping to define and improve on the base game. Today, Hollow Knight: Lifeblood is available, and if you already own the game the update is probably installed.
Developer Team Cherry has released Lifeblood, its new "under-the-hood" update for the gorgeous bug-themed Metroidvania adventure Hollow Knight.
Lifeblood is out now on PC and is a bit of a departure from Hollow Knight's previous updates - Hidden Dreams and Grimm Troupe - in that it's primarily focussed on improvements and optimisations, rather than significant content additions.
Much of Lifeblood, Team Cherry explained in a blog post last month, consists of improvements made as part of ongoing work porting the game to Switch. It said these changes were beneficial enough to warrant bringing to other platforms.