There’s No Place for Serenity in Hollow Knight: Silksong
Bellhart is meant to be a sanctuary. “This settlement welcomes all who step the holy path,” a sign reads before you set foot on its main hall. “May you ease your shell within, that your strength renewed can carry you higher.” But reality couldn’t be more different. Bellhart doesn’t welcome you with the needle drop of a grandiose orchestral score and the humming of its inhabitants. Instead, it’s their echoes of lament that engulf the hall. The people who methodically spent their lives tending to worn-out pilgrims longing for rest are roped in by silk weaves, dangling in the air. Their dry throats and sore bodies won’t allow for pleas of help, only a shared cacophony of dread and hopelessness.
“Haunted Bellhart,” reads the text on the screen. You pay a fee of rosary beads to activate a decrepit bench to rest and save your game. As you start to explore the town’s outskirts in search of the weaver behind this macabre display, every failed attempt brings you back to this bench and the sounds around it. In one instance, I saved the game on the bench and closed it. When I returned later that day, I was greeted with a black screen. Gradually, an image began to form, and I saw Hornet front and center, trapped by the same weaves as the people around suffocated her. No matter where you are, the haunting persists. The sanctuary of a save point is broken even without your actions.
Hallownest, the kingdom where Hollow Knight takes place, has no shortage of dread and tragedy. The first few hours are purposefully deceiving, masking the kingdom’s mistakes and their effects on the inhabitants by posing its presentation as yet another action-adventure game. While some of the initial areas are eerily silent and devoid of color, others are the complete opposite. It’s a balanced mix that pushes the player to give in to comfort. Even amidst constant fighting and tricky platforming sections, the ambiance leads to a strange serenity. It’s only during the second half of the game (which can vary wildly depending on the routes you take) that Hallownest begins to pull the curtain. You begin to feel pity for the “foes” you encounter, most of them still bound to a sense of duty, serving a decaying kingdom. An important fight culminates with an enemy hurting himself, fighting against an ancient sickness that has plagued everyone. After one point, the starting areas are no longer familiar, tranquil corners and corridors to sprint by. The enemies succumb to this plague, too, and the whole area gains a newfound hostility that also has a bittersweet underlying subtext.

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