I beat it once (true ending) after 45ish hours completely blind and I loved every second of it.i wonder how many people that praise the hell out of this game actually completed it. I love it to death but could only go as far as the 14hour mark.
I beat it once (true ending) after 45ish hours completely blind and I loved every second of it.i wonder how many people that praise the hell out of this game actually completed it. I love it to death but could only go as far as the 14hour mark.
Beat it twice on PC, got 112% and the 4th ending on Switch and am currently at 111% on my Steelsoul run on Switch.i wonder how many people that praise the hell out of this game actually completed it. I love it to death but could only go as far as the 14hour mark.
Kinda wish Nintendo would've cut the Dead by Daylight and AssCreed 3 stuff and showed this trailer and the talks from Team Cherry instead.
This needs to get prime attention.
Every Symphony-style Castlevania game (the gold standard of the series and this genre), Dust: An Elysian Tail (one of the highest-rated indie metroidvanias ever), Salt and Sanctuary (arguably the best 2D Soulslike), and dozens of other good games that didn't garner as much praise (Death's Gambit, Chasm, etc).What Metroidvania game does this even. There is no need for that stuff.
Hollow Knight should only be around 20 hours for a true ending run though, is this including all of the sidequests and DLC content?
Every Symphony-style Castlevania game (the gold standard of the series and this genre), Dust: An Elysian Tail (one of the highest-rated indie metroidvanias ever), Salt and Sanctuary (arguably the best 2D Soulslike), and dozens of other good games that didn't garner as much praise (Death's Gambit, Chasm, etc).
Of course, it's fine if this is the devs' vision, but I think it's a glaring flaw that absolutely limits the game's appeal to ARPG enthusiasts that would otherwise flock to it.
Salt and Sanctuary looks pretty good, will need to check that one out. But as for HK, im glad they didn't implement that kind of stuff. The notches make it great for experimenting different playstyles but you were always depending on your own skills for dodging, attacking etc. Not some stat you could have grinded for a couple of hours.Every Symphony-style Castlevania game (the gold standard of the series and this genre), Dust: An Elysian Tail (one of the highest-rated indie metroidvanias ever), Salt and Sanctuary (arguably the best 2D Soulslike), and dozens of other good games that didn't garner as much praise (Death's Gambit, Chasm, etc).
Of course, it's fine if this is the devs' vision, but I think it's a glaring flaw that absolutely limits the game's appeal to ARPG enthusiasts that would otherwise flock to it.
I'm taking a punt at sequel both in game and story, Hornet seemed pretty tied to Hallownest for personal plot reasons, and with the first game potentially resolving said reasons, there's nothing to suggest she wouldn't go and explore far off lands now.Do we know when this is set, chronologically? I'm wondering how it ties in with the original's story.
Not yet. My guess would be before. A prequel of sorts.Do we know when this is set, chronologically? I'm wondering how it ties in with the original's story.
i wonder how many people that praise the hell out of this game actually completed it. I love it to death but could only go as far as the 14hour mark.
But that would remain the same for expert players. A leveling system, if done right like in Souls and the RPG Castlevanias, is an optional supplement to the player's skills, not an outright substitute.Salt and Sanctuary looks pretty good, will need to check that one out. But as for HK, im glad they didn't implement that kind of stuff. The notches make it great for experimenting different playstyles but you were always depending on your own skills for dodging, attacking etc. Not some stat you could have grinded for a couple of hours.
I don't think every game needs a level systematic, they could add an easy mode, but a oeveling system would kill the balance of the game.But that would remain the same for expert players. A leveling system, if done right like in Souls and the RPG Castlevanias, is an optional supplement to the player's skills, not an outright substitute.
I beat everything in the first game, including the optional bosses, but the challenge stopped being fun after a while. I've never had that in any of the games I mentioned, where you can always mitigate the uber-challenges just enough by tackling everything else first and beefing your character up. In HK, you either bang your head against a wall until it crumbles, or you give up.
Is it still not an RPG?
I thought the first game was okay, but it still couldn't touch Symphony or Aria of Sorrow because of the lack of leveling and the limited abilities. Most players won't be able to scratch the endgame/optional bosses.
i still haven't been able to process the fact that we're getting a whole-ass, full blown hollow knight sequel that looks this good
it's like a dream
Hell I'd say the final nail upgrade makes it OP.there was absolutely no need for more stats and exp or stuff like that.
But that would remain the same for expert players. A leveling system, if done right like in Souls and the RPG Castlevanias, is an optional supplement to the player's skills, not an outright substitute.
I beat everything in the first game, including the optional bosses, but the challenge stopped being fun after a while. I've never had that in any of the games I mentioned, where you can always mitigate the uber-challenges just enough by tackling everything else first and beefing your character up. In HK, you either bang your head against a wall until it crumbles, or you give up.
Every Symphony-style Castlevania game (the gold standard of the series and this genre), Dust: An Elysian Tail (one of the highest-rated indie metroidvanias ever), Salt and Sanctuary (arguably the best 2D Soulslike), and dozens of other good games that didn't garner as much praise (Death's Gambit, Chasm, etc).
Of course, it's fine if this is the devs' vision, but I think it's a glaring flaw that absolutely limits the game's appeal to ARPG enthusiasts that would otherwise flock to it.
omg
LOL. Too real.
Not that I can see.
I don't think HK needs leveling systems or anything like that, it's already a better game than any castlevania or metroid game.
Hell I'd say the final nail upgrade makes it OP.
I'm taking a punt at sequel both in game and story, Hornet seemed pretty tied to Hallownest for personal plot reasons, and with the first game potentially resolving said reasons, there's nothing to suggest she wouldn't go and explore far off lands now.
I'm about to buy Hollow Knight on the Switch since it's so cheap. What's the game's length?
My first true end run was almost entirely blind, outside of using a guide to find the pale ore hidden in the Deepnest, and clocked in at about 19 hours with 96% completion. I did not get all of the mask shards and grubs and didn't do CoF which would've added maybe around two to three more hours.Nobody's getting True Ending in around 20 hours on their first play through, especially not if they're playing blind.
They are tiny. 3 people. They've given dates before and were not able to meet them. It looks like this time they want to make sure things are near final before announcing a date.Damn, they didn't give us any sort of ETA on this, which really sucks because I NEED IT.
Hollow Knight was one of those games that I honestly wasn't impressed with at first, but gradually became a classic in my eyes by the time I was done with it.
I just hope that they put a ton more fast travel stations in this once compared to the last. The first Hollow Knight had a huge problem with having to CONSTANTLY backtrack to get anywhere, and I really hope that they alleviate the issue in the sequel.