Hollow Knight: Silksong‘s Crushing Difficulty Conveys A World In Penance
Hollow Knight: Silksong is finally out, bringing an end to years of fervent online speculation that succeeded at both drawing more attention to the original game and admittedly annoying everyone else who wasn’t interested in the process. And perhaps unsurprisingly, after so much hype, it has already become a phenomenon, with an explosive launch that drew over 500,000 concurrent players on Steam.
So, how does this game, which became so unexpectedly big, square up against even larger expectations? Silksong isn’t a reinvention of what came before, but a product of honing, delivering nearly everything great about its predecessor but with a more confident, sure hand. Well, except for its difficulty, according to some.
The most obvious difference between this game and the first is that you play as Hornet instead of the Knight, a change that brings a new moveset and the loss of playing as a tiny little bug (you’re now a medium-sized bug). After a few upgrades in the opening hours, Hornet becomes nimble; she can dash, run, glide, mantle onto platforms, and perform a downward aerial strike that lets her bounce off objects and enemies to stay in the air. It all grants a sense of speed and options, a combination that makes it easier to dodge incoming blows and punish enemy attacks from full screen. These maneuvers also give you so much horizontal velocity that it’s easy to launch yourself into a pit of spikes. Basically, these tools are powerful, but they don’t automatically make things easy.
Where these elements really shine, though, is in the little nuances and game feel niceties. The dash comes out exceedingly quickly, and you can cancel it just as fast, allowing you to do things like run, switch directions with a jump, and then air dash in the opposite direction. You can cancel your forward momentum on a dime, allowing you to choose whether to perform a normal attack or the slower-to-start and longer-reaching stab attack, which can be executed mid-sprint. When climbing, you can jump in the middle of the mantling animation, allowing you to avoid hazards on a platform or slightly speed up traversal. Everything feels punchy and quick, whether it’s how rapid it is to save via a bench or truly granular details like how, after riding the best boy Bell Beast to perform a fast travel, you’re launched off its back, letting you instantly air dash and saving precious microseconds that you could be spent hitting guys with your needle.

The level design emphasizes these abilities as well, with challenging platforming segments that delight in having you perform rapid sequences of downward thrusting attacks to bounce off several objects in a row—it’s quite tricky at first, but soon becomes second nature. In general, these opening hours are fairly unforgiving, with some heavy-hitter optional bosses and areas filled with difficult enemies who will almost certainly mug you for every penny.
But despite the imposing difficulty, the new mobility options offer even more avenues for skilled play. At one point, I was getting shellacked by a burly fire ant mini-boss who was clearly optional. I kept at it for far longer than I should have, until eventually these many failed attempts wore down my stubbornness. I’m glad that I left when I did, because when I returned for this fight later with the ability to dash, it almost felt like I was playing an entirely different game; Hornet’s sprint was perfect for weaving in and out of his massive strikes, letting her behave like a pesky insect as she wore down her opponent with repeated prods and stabs, making it quite clear just how substantial this new skill was. And it wasn’t just this fight, but those on the main path as well, such as one against the fast-paced fencer Lace, which resulted in a well-orchestrated duel that incentivized utilizing Hornet’s dashes and aerial strikes to seamlessly transition between offense and defense.
Honestly, though, the main element that made Hollow Knight special was less its action and platforming segments, but more the sprawling nature of its world design, where a false wall or random hole could lead to entirely unseen locales filled with fantastical sights. Thankfully, Silksong maintains that sense of wonder at discovering the secrets of this setting, with spontaneous trips down passageways leading to fresh biomes and new types of bugs that want to kill you. And once again, the background art and another moody score from Christopher Larkin conjure a sense of melancholy and curiosity towards this broken backdrop. Perhaps most impressively, though, these sights combine with the previously described tough-as-nails action to convey the game’s central theme: religious fervor. The pilgrims of Pharloom are most defined by their devoutness, something they take to uncomfortable extremes.
Silksong‘s story begins as Hornet is captured and brought to this land by members of its church. After breaking free, she decides to climb the same steps as Pharloom’s pilgrims on the way to the Citadel, hoping to find out why she’s being pursued and to put a stop to it. It probably goes without saying, but this narrative is quite critical of organized religion—or at least this particular fictional faith. Pharloom’s religious devotees flock to its peak, with the vast majority either dying grisly deaths or losing their minds along the way.

Then there’s the game’s currency, rosary beads. They’re used for everything from bartering with vendors to activating complex church machinery that’s borderline necessary to proceed. Specifically, you frequently need to slot rosary beads into a machine to access benches, which function as save points. On top of all this pseudo-extortion, you also come across an excruciatingly cheap shopkeeper who conflates trading him beads with paying for salvation. His words and the previously mentioned rosary-operated machines seem at least partially inspired by the Catholic concept of almsgiving, which, in short, was the notion that donating to the church would increase one’s chance of getting into heaven.
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