{"id":126836,"date":"2022-07-30T17:00:00","date_gmt":"2022-07-30T17:00:00","guid":{"rendered":"https:\/\/www.nintendolife.com\/#article-135251"},"modified":"2022-07-30T17:00:00","modified_gmt":"2022-07-30T17:00:00","slug":"feature-backlog-club-hollow-knight-does-things-that-other-games-wouldnt-thats-why-its-so-good","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2022\/07\/30\/feature-backlog-club-hollow-knight-does-things-that-other-games-wouldnt-thats-why-its-so-good\/","title":{"rendered":"Feature: Backlog Club: Hollow Knight Does Things That Other Games Wouldn&#8217;t. That&#8217;s Why It&#8217;s So Good"},"content":{"rendered":"<div class=\"media_block\"><a href=\"https:\/\/images.nintendolife.com\/edd8bf3ee69d3\/large.jpg\"><img decoding=\"async\" src=\"https:\/\/images.nintendolife.com\/edd8bf3ee69d3\/small.jpg\" class=\"media_thumbnail\"><\/a><\/div>\n<figure class=\"picture ptris\"><a class=\"scanlines\" title=\"2022 07 29 15 37 57 Hollow Knight\" href=\"https:\/\/images.nintendolife.com\/edd8bf3ee69d3\/2022-07-29-15-37-57-hollow-knight.large.jpg\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/images.nintendolife.com\/edd8bf3ee69d3\/2022-07-29-15-37-57-hollow-knight.900x.jpg\" width=\"900\" height=\"506\" alt=\"2022 07 29 15 37 57 Hollow Knight\"><\/a><\/figure>\n<p><em>This article is part of our new experimental series, <a href=\"https:\/\/www.nintendolife.com\/tags\/backlog-club\">Backlog Club<\/a>, where we (Nintendo Life!) pick a game that&#8217;s likely to be on our list of &#8220;games we should get around to playing&#8221;, and then we (NL + you!) spend the next month playing that game. <a href=\"https:\/\/www.nintendolife.com\/features\/backlog-club-hollow-knight-is-a-perfect-game-for-notebook-cartography\">Read part one of our Hollow Knight playthrough here<\/a>!<\/em><\/p>\n<p><em>This is the finale of our <a href=\"https:\/\/www.nintendolife.com\/games\/switch-eshop\/hollow_knight\">Hollow Knight<\/a> playthrough, and Kate is really enjoying the peace and quiet (when she&#8217;s not fighting tough bug-bosses)&#8230;<\/em><\/p>\n<hr>\n<figure class=\"picture ptris\"><a class=\"scanlines\" title=\"2022 07 29 15 04 27 Hollow Knight\" href=\"https:\/\/images.nintendolife.com\/b9f3758c22979\/2022-07-29-15-04-27-hollow-knight.large.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"lazy\" src=\"image\/svg+xml;base64,PHN2ZyB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciIHZpZXdCb3g9IjAgMCA5MDAgNTA2Ij48L3N2Zz4=\" width=\"900\" height=\"506\" data-original=\"https:\/\/images.nintendolife.com\/b9f3758c22979\/2022-07-29-15-04-27-hollow-knight.900x.jpg\" alt=\"2022 07 29 15 04 27 Hollow Knight\"><\/a><\/figure>\n<p>I have never particularly enjoyed platformers, but I can appreciate the art of a good jump.<\/p>\n<p>Much like a really good burger, the perfect jump is about the art of simplicity: The height, the pitch, the velocity and a little technique known as &#8220;coyote time&#8221;, which gives players a little bit of leeway on what counts as the edge of a ledge, are all the lettuce, tomato, and onion of your video game burger. When people start messing with that formula, their burgers may <em>look<\/em> good, but they always end up being too wet, too big, or too overwhelming.<\/p>\n<p>But a jump is almost always just a jump: It&#8217;s a discrete unit, in which one button press = one jump. There are wall jumps, there are double and triple jumps, but the single, one-button jump (without external factors like the player&#8217;s forward momentum, or the presence of obstacles) is usually the same height, same pitch, same velocity. Developers need a solid base to build everything else on, like the positioning of platforms; players need to know that the world can change, but their abilities are always reliable.<\/p>\n<p><a href=\"https:\/\/www.nintendolife.com\/games\/switch-eshop\/hollow_knight\">Hollow Knight<\/a>&#8216;s jump is not that. Instead of being a discrete unit, a &#8220;Press A To Jump&#8221;, the game gives you a &#8220;Hold A To Jump Higher&#8221; jump. Suddenly, you are put in charge of your own positioning, and at first \u2014 especially as a disliker of platformers \u2014 I hated it. It felt too floaty, too imprecise, too unpredictable.<\/p>\n<figure class=\"picture ptris\"><a class=\"scanlines\" title=\"Hollow Knight\" href=\"https:\/\/images.nintendolife.com\/e34ad3626c6c2\/hollow-knight.large.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"lazy\" src=\"image\/svg+xml;base64,PHN2ZyB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciIHZpZXdCb3g9IjAgMCA5MDAgNTI1Ij48L3N2Zz4=\" width=\"900\" height=\"525\" data-original=\"https:\/\/images.nintendolife.com\/e34ad3626c6c2\/hollow-knight.900x.jpg\" alt=\"Hollow Knight\"><\/a><\/figure>\n<p>But much like any game, once you&#8217;ve given it some time, it becomes second nature. I don&#8217;t even notice myself making minute adjustments to my jumps, because it&#8217;s just muscle memory. I can&#8217;t imagine how much confidence it must take for a developer to go against the grain on a decision as fundamental as a jump, and while Hollow Knight certainly isn&#8217;t the first-ever game to do it, it&#8217;s far and away the most pronounced usage of the mechanic.<\/p>\n<p>The floaty jump is just the first of many things that Hollow Knight does differently. But it&#8217;s not my favourite thing. My favourite thing is that Hollow Knight loves <em>silence.<\/em><\/p>\n<p>If you watch just about any audio designer showreel these days, or watch a single Marvel movie, you&#8217;ll know that a soundscape is massively important to the atmosphere of any piece of media. Ambient noise, much like audio design in general, is something most people only notice if it&#8217;s done <em>poorly.<\/em> Take a <del>look<\/del> listen to the various ambient sounds in Minecraft, most of which are layered on top of one another to create an overall soundscape:<\/p>\n<aside class=\"object object-youtube\">\n<figure class=\"youtube\" data-videoid=\"0GS4xH6to4M\">[embedded content]<figcaption class=\"youtube-sub\">Subscribe to <a class=\"external\" rel=\"noopener\" href=\"https:\/\/www.youtube.com\/subscription_center?add_user=nintendolife\">Nintendo Life<\/a> on <span class=\"g-ytsubscribe\" data-channel=\"nintendolife\" data-layout=\"default\" data-count=\"default\"><a class=\"external\" rel=\"noopener\" href=\"https:\/\/www.youtube.com\/nintendolife\">YouTube<\/a><\/span><\/figcaption><\/figure>\n<\/aside>\n<p>It&#8217;s not that Hollow Knight doesn&#8217;t <em>have<\/em> ambient sounds. It has plenty, in fact. But they come together to weave a soundscape that&#8217;s about emptiness \u2014 hollowness, if you will \u2014 and it&#8217;s another bold, brave choice that paid off.<\/p>\n<p>Every area has a fair amount of echo, making it always sound as if you are in a cave. There is sometimes rain, sometimes wind, and almost always some haunting piano music, bassy thrum, or ethereal choral drone in the background. Every noise that belongs to a being, either friendly or threatening, is made much more purposeful when everything else is quiet. Much like a bug, your ears become more sensitive to new and unexpected sounds \u2014 like the tiny, pleading <em>squeak<\/em> of a Grub in trouble, or the menacing <em>scree<\/em> of one of those bastard aspids.<\/p>\n<p>This cavernous, empty feeling is compounded by the backgrounds \u2014 even though the game is always 2D, each area has a tremendous amount of depth, achieved with a combination of lighter colours, blur, parallaxing, and foreground elements in silhouette. You always <em>feel<\/em> as though you&#8217;re in some colossal network of caves and underground arenas.<\/p>\n<aside class=\"object object-youtube\">\n<figure class=\"youtube\" data-videoid=\"a0-nV4q4R0s\">[embedded content]<figcaption class=\"youtube-sub\">Subscribe to <a class=\"external\" rel=\"noopener\" href=\"https:\/\/www.youtube.com\/subscription_center?add_user=nintendolife\">Nintendo Life<\/a> on <span class=\"g-ytsubscribe\" data-channel=\"nintendolife\" data-layout=\"default\" data-count=\"default\"><a class=\"external\" rel=\"noopener\" href=\"https:\/\/www.youtube.com\/nintendolife\">YouTube<\/a><\/span><\/figcaption><\/figure>\n<\/aside>\n<p>And that silence is present in Hollow Knight&#8217;s traversable areas, too \u2014 not just its sounds and its backgrounds. So much of the game is empty space, filled with a solitude that can either be beautiful or ominous, or sometimes both. Even the save spots tie into Hollow Knight&#8217;s themes of respite and pensive moments \u2014 instead of being statues, books, or glowing spots that allow you to save the game and recover health, they are <em>benches<\/em>, giving your lil bug a chance to take a moment to breathe.<\/p>\n<p>Most games give you a sense of purpose and belonging, but Hollow Knight seems to take place in a civilisation that has already met its ruin. Corpses litter the ground. Ornate gravestones lay knocked over. An ancient battlefield looks like snow-covered hills, until you start to see that the hills have helmets and spears. This is a desolate land, and you are but one bug.<\/p>\n<p>Obviously, that&#8217;s the point. You <em>have<\/em> turned up after a bunch of things happened (although I&#8217;m not at the end yet, so don&#8217;t spoil it! I don&#8217;t know what all of those things are!) and you are alone. You are tiny. You are unaccompanied. You are mute. You have no help, and as some <del>people<\/del> bugs seem to believe, no hope either. That&#8217;s what makes it so exciting: The silence, the emptiness, is unnatural. And what do we do when things aren&#8217;t right in video games? <em>We fix &#8217;em<\/em>. Mostly by hitting things with other things until they explode.<\/p>\n<figure class=\"picture ptris\"><a class=\"scanlines\" title=\"2022 07 29 14 35 41 Hollow Knight\" href=\"https:\/\/images.nintendolife.com\/464838645a494\/2022-07-29-14-35-41-hollow-knight.large.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"lazy\" src=\"image\/svg+xml;base64,PHN2ZyB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciIHZpZXdCb3g9IjAgMCA5MDAgNTM2Ij48L3N2Zz4=\" width=\"900\" height=\"536\" data-original=\"https:\/\/images.nintendolife.com\/464838645a494\/2022-07-29-14-35-41-hollow-knight.900x.jpg\" alt=\"2022 07 29 14 35 41 Hollow Knight\"><\/a><\/figure>\n<p>I&#8217;m not a game designer, but if I were (and possibly the reason I&#8217;m not), I would be way too scared to make half of the decisions that Team Cherry made on Hollow Knight. Why not just stick with things the way they&#8217;ve always been \u2014 a world full of stuff, full of noises, full of sidequests and a jump that was perfected back in 1985? Why reinvent the wheel?<\/p>\n<p>Because the wheel isn&#8217;t always interesting. The wheel is something we take for granted. Some of, if not most of, the best games of our generation are the ones that aren&#8217;t afraid to rip up the rulebook. The ones that don&#8217;t feel bound by genre or convention. Hollow Knight is, in many ways, a very typical metroidvania \u2014 but the things that Team Cherry chose to iterate on have changed the game for future developers.<\/p>\n<p>And if there&#8217;s a message to take from this? Maybe we should all be as brave as Team Cherry. You have the option of sticking to the path and proving that you&#8217;re just as good as other people \u2014 or forging your own path, and being the best in the world at doing something different.<\/p>\n<hr>\n<p>Thanks for reading! It&#8217;s your last chance to pick next month&#8217;s game before the beginning of August \u2014 it looks like it&#8217;s going to be <a href=\"https:\/\/www.nintendolife.com\/games\/switch-eshop\/portal_companion_collection\">Portal<\/a>, but <a href=\"https:\/\/www.nintendolife.com\/games\/switch-eshop\/baba_is_you\">Baba Is You<\/a> is close behind!<\/p>\n<div id=\"poll-what-game-should-we-play-next3\" class=\"poll\" data-uri=\"polls\/what_game_should_we_play_next3\">\n<div class=\"results hidden\">\n<h3 data-toc=\"What should August's backlog game be?\">What should August&#8217;s backlog game be? (817 votes)<\/h3>\n<ol class=\"poll-results\">\n<li class=\"result first\"><strong class=\"answer\">Portal<\/strong><span class=\"votes\"><span title=\"436 votes\"><span class=\"bar accent-bg has-votes\" data-value=\"53\"><span class=\"val\">53<\/span>%<\/span><\/span><\/span><\/li>\n<li class=\"result\"><strong class=\"answer\">Superliminal<\/strong><span class=\"votes\"><span title=\"89 votes\"><span class=\"bar accent-bg has-votes\" data-value=\"11\"><span class=\"val\">11<\/span>%<\/span><\/span><\/span><\/li>\n<li class=\"result last\"><strong class=\"answer\">Baba Is You<\/strong><span class=\"votes\"><span title=\"292 votes\"><span class=\"bar accent-bg has-votes\" data-value=\"36\"><span class=\"val\">36<\/span>%<\/span><\/span><\/span><\/li>\n<\/ol>\n<\/div>\n<\/div>\n<p><em>Did you finish Hollow Knight this month? Let us know in the comments!<\/em><\/p>\n","protected":false},"excerpt":{"rendered":"<p>This article is part of our new experimental series, Backlog Club, where we (Nintendo Life!) pick a game that&#8217;s likely to be on our list of &#8220;games we should get around to playing&#8221;, and then we (NL + you!) spend the next month playing that game. Read part one of our Hollow Knight playthrough here! [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[27],"tags":[],"class_list":["post-126836","post","type-post","status-publish","format-standard","hentry","category-nintendo-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/126836","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=126836"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/126836\/revisions"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=126836"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=126836"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=126836"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}