Preferences

Whats responsible for its secret? looks like an indie platformer game amongst many, many others. I think theres been about 20k games released on steam in 2024. How does it manage to stand out amongst other games?

It's the sequel to an indie darling widely viewed as among the best (or the best) metroidvanias. On top of that, the game has been in development for 6+ years, so long that the release has become a meme. See r/SilkSong. The hype for this is remarkable and people have been counting the hours since it was announced 2 weeks ago.

People trust Team Cherry to deliver a commensurate experience to Hollow Knight, which stands as many peoples' favorite games of all time.

This kind of hype comes rarely, and it's very specific to this specific game.

That development time window, and the fanbase salivating for a sequel, makes me smile.

Nintendo famously spends something like 6-8 years on its flagship titles (both Tears of the Kingdom and Mario Kart World are in that timeframe). Sometimes, depending on the team you're working with and the material you have, it turns out the secret to making a good game is... Time.

>Nintendo famously spends something like 6-8 years on its flagship titles

This is not something Nintendo is famous for. This is just the norm in modern day game development now. It took 3 years for Mario Galaxy to get a sequel back on the Wii.

> The hype for this is remarkable and people have been counting the hours since it was announced 2 weeks ago.

There was a person /u/UrsaRyan on reddit.com/r/civ doing a Sid Meier's Civilization related meme for about two years on daily basis until next (seventh?) installment in the game was released. That one flopped though, so yea, not sure what my point is, guess something about hype for a game on reddit or something and in the end it not paying off.

For me, the original Hollow Knight wasn't exceptionally innovative or original, but did set an extremely high bar for polish and refinement over similar indie games. I've played a lot of metroid-style games and Hollow Knight has super tight movement, and expansive and thoughtfully interconnected map, simple but addictive combat, great art and design, memorable music, etc. Plenty of other games have some or most of those things, Hollow Knight just executes them at such a consistent level of craftsmanship that it stands out.
Not sure, really. Hollow Knight is a nice game, but it didn't blow me away. The atmosphere is very nice, but the main storyline is IMO overwrought and kind of random. The side stories and most characters are also nice. The mechanics are, I guess, above average as well.
I feel similarly. I appear to have put 30 hours into it at this point, but I don't have particularly strong memories of any part of it. It took me several tries to get into it initially. I've always felt like Ori and the Blind Forest (released only two years before Hollow Knight) was a much better game overall, particularly when it came to movement and story execution, yet it comes up far less often in discussions of the genre.
Funny, I'm the opposite; I love Hollow Knight, but I didn't like Ori at all. I think it's because of the visual design; I couldn't tell if that glowing orb is an enemy, a bullet, or a pickup.
Ori is a beautiful game but with so many effects and a tiny character I often found it hard to make out what was going on, the movement is very floaty which lead to combat feeling less tight, and other than a giant owl I don't remember any of the characters now. Hollow Knight's characters and world were a lot more memorable to me.
What makes a meal stand out amongst others made with the same ingredients? Game design is a thing that requires careful balance to produce an engaging and satisfying experience both moment to moment and over course of the whole game. Think how difficult it is to make a truly great movie, only now put the camera in the hands of any random person for it's duration and keep it great.

Many games do well at a few aspects, but few hit it out of the park across the board.

Hollow Knight managed something pretty close to that. It's a creative feat that required not only excellence in storytelling, art, music, and interaction design, asking others, but also excellence in blending then together to make something that is more than the sum of its parts.

The studio that did that is releasing a new game in the same vein and people want more of that established track record of excellence.

Lots of things but let's focus on just two.

First you're looking at it wrong: it doesn't really matter how busy the calendar is. I mean just because people say that it does matter how many games or creative products or whatever are released, and just because some of those people are experienced execs, doesn't mean that it's true.

People who buy games aren't thinking, man I don't have time for games. Okay? So you see how the first thing to understand is: this isn't for you. Someone who has to make choices about how to spend their time isn't buying many games at all.

Before Silksong, they validated marketability & audience many times. Hollow Knight was in Ludum Dare, Newgrounds, festival & conference circuit, Kickstarter, multiple stores & formats.

Why was it standing out then? To me, the coherence of the art, and a game format that aligns with the indie art production and audience validation well.

Consider that larger games are arted by art directors and teams of contractors. If your whole team is excellent and you spend a lot of money rejecting art, okay, you will wind up with something coherent. You can also have 1 person make all the art like Hollow Knight & Silksong.

Indie games - and these guys are actually independently published and actually just 3 people and a handful of contractors - have this superpower. Any 1 person can make all the art for their indie game, and some have found great success doing this, like Stardew Valley. Some people give up a year in, or ten years in, or whatever.

So if you have little trickles of validation along the way, then you actually finish your game, which is maybe why this all worked.

And then this game is a sequence of levels, you can finish all the art for one screen and then move onto the next screen. You can finish a walk cycle going forward, and record the character moving forward in a single background, and it looks like a finished game. A 3D Hero Shooter requires a huge amount of work on level and character art before a preview is fully arted.

Eurogamer just published an article on what was so impressive about the original:

https://www.eurogamer.net/whats-so-special-about-the-origina...

From what I've seen on Reddit it seems to have a viral meme aspect to it.
Sure, but the viral meme aspect is because HK was such a well received game and Silksong has been so highly anticipated for so long, not the other way around. It certainly contributes to the hype today, but memes are not the reason for the initial success of Hollow Knight and the anticipation of Silksong. The memes really took off around 2021-2022 after Silksong had been in development for several years with no release in sight and people started wondering how long of a wait they were in for.
I suppose it could be because it's a competent platformer in a world where most games are not.

This item has no comments currently.

Keyboard Shortcuts

Story Lists

j
Next story
k
Previous story
Shift+j
Last story
Shift+k
First story
o Enter
Go to story URL
c
Go to comments
u
Go to author

Navigation

Shift+t
Go to top stories
Shift+n
Go to new stories
Shift+b
Go to best stories
Shift+a
Go to Ask HN
Shift+s
Go to Show HN

Miscellaneous

?
Show this modal