Warning: the following article contains several unmarked spoilers for Hollow Knight, and Hollow Knight: Silksong.

There’s this really cool moment in Hollow Knight that I think encapsulates exactly why I enjoyed it so much. Shortly after entering the City of Tears for the first time, you’re greeted by Hornet. She’s a recurring boss fight character, but this time she’s here with information instead of a challenge. We’re told that we need to seek a Grave of Ash, and then she takes off.

The grave in question is a large monument located within the Resting Grounds, and is a required pit stop for players along the main quest of Hollow Knight. Despite this, no additional direction is provided by Hornet, nor is the location of the grave marked on your map.

Instead, Hollow Knight’s developer, Team Cherry, provided 4 different access points to the Resting Grounds for players to stumble upon. If you’re curious, the 4 paths are as follows:

  • A tram from Forgotten Crossroads if the player has found the Tram Pass in Deepnest
  • A path through Blue Lake if players have acquired the Crystal Heart
  • A (seemingly) bottomless pit which you can accidentally fall down while exploring the Crystal Peaks
  • An elevator located on the East side of the City of Tears that allows you to approach the graveyard from below
Map from Hollow Knight showing the 4 entry points into the Resting Grounds.

By providing 4 different entry points into the Resting Grounds, Team Cherry has dramatically increased the odds for players to find this essential part of the game. As such, they don’t need to explicitly spell out where to go next. Instead, players are free to explore, and stumble into the Resting Grounds of their own accord.

This whole sequence – a vague hint resulting in the discovery of the Resting Grounds – was the key to what made Hollow Knight’s exploration tick. Team Cherry trusted that I’d get where I needed to go, so I was able to explore as I deemed fit. That made my whole journey feel like an adventure even though I was doing, and going exactly where the developers intended at every step.

It isn’t just the original Hollow Knight that encourages this type of organic exploration: the sequel Silksong does too. For example, after clearing the tutorial, we come across a dilapidated settlement called Bone Bottom. Here we’re informed that we’ll need to make a pilgrimage to the holy city, the Citadel, which sits at the apex of Pharloom. From there, we’re left to find our way up the mountain, and discover the entrance to the Citadel.

Oh. My mistake. It appears Silksong has actually marked the location of the Citadel on the map. That’s…a little disappointing. Though, I suppose that does clearly articulate where the game wants us to go, while also showing how much progress we’ve made towards our destination.

Map of Pharloom from the beginning of Hollow Knight: Silksong.

That’s not really an example of organic exploration though.

How about after we enter the Citadel, and encounter Lace for the second time. She fulfills a role similar to Hornet from the first game, and informs us that we need to ascend to the top of the Citadel to find, and defeat the God who cursed the entire kingdom of Pharloom.

Map of the Citadel shortly after meeting with Lace.

Oh.

Again with the quest marker showing exactly where we need to go next. That’s a little frustrating.

In fairness, Lace did give us fairly explicit instructions for where we ought to go next. That’s a stark contrast from the previous game where Hornet shouted about a grave, and took off without providing any context. On that basis, I suppose it isn’t that egregious to mark where we’re headed next on the map.

We’re 0 for 2 here, but I promise that I’ve got the perfect example this time.

After reaching the peak of the Citadel, we’re greeted by a locked lift. We’re then informed that in order to unlock the lift, we’ll need to search around the Citadel for 3 ancient melodies – 1 for each of the major factions within the holy city. Once we’ve collected all 3, the way forward will finally open, and we can break the curse that has beset Pharloom.

Perfect! I bet this’ll be when Team Cherry finally relinquishes the responsibility of exploration. It’ll be just like how finding the Resting Grounds was left entirely up to the player without any explicit guidance, or quest markers to get in the way of organic exploration.

Right?

Map of the Citadel after defeating the Cogwork Dancers, and being assigned the quest to find the 3 songs of the Citadel.

Fuck.

At this juncture, there’s no point in pretending anymore: there is no moment in Silksong that’s akin to discovering the Resting Grounds. The game is way too afraid of letting players become lost for that to happen. As such, clear directions are provided at every step of the journey alongside quest markers that spoil the fun of actually discovering anything.

The single exception to this level of hand holding is the hidden trigger for Act 3. As such, many players will finish Silksong without fighting a third of its bosses, nor seeing its true ending.

Don’t get it twisted though: once you’ve started Act 3, the quest markers return in full force. It doesn’t matter that this part of the game is obviously intended for the most dedicated players looking for an additional challenge. Nope. You’re never going to get a chance to flex those navigation chops whatsoever, nor will you be expected to explore the remainder of Pharloom organically.

As a brief aside, I think it’s also worth mentioning that Silksong provides this same level of guidance within its various side quests too. A perfect example of this can be seen with courier quests where players make deliveries to named NPCs throughout Pharloom. The quest giver lets players know exactly where they’re meant to go, and the delivery only becomes available after they’ve met the recipient. Regardless, a quest marker is still slapped onto the map.

I also realize that I’m (probably) going to sound like an asshole for complaining about the increased volume of guidance in Silksong. There are several people that I’ve spoken to over the years who bounced off Hollow Knight because of how directionless it felt. Having quest markers to clearly define where players are expected to go completely sidesteps this problem, which is a huge boon for anyone who couldn’t get into the original game.

For me though, I can’t help but feel like something was lost in translation going from Hollow Knight to Silksong. The sequel doubles down on challenging platforming with areas like Bilewater and Mount Fay, while introducing several bosses like Karmelita, Trobbio, and Last Judge which meet or eclipse the difficulty of Hollow Knight’s most infamous fights. By comparison, I’ve felt starved for the quiet exploration that made the original such an enjoyable experience. That lack of direction made Hollow Knight unique in a way few games dare to be.

After all that, I’m left asking the question: is it wrong of me to want less guidance in Silksong? Perhaps. There’s a not insignificant chance that these changes have made Silksong far more accessible to a wider range of players when compared to the original game. That’s gotta count for something, even if these changes are a massive turn off for me.

That said, I don’t really want Silksong, or games like it, to be made exclusively for rat-brained people like myself. Rather, I’d appreciate an option to disable quest markers, and explore as I see fit. Just give me a chance to actually breathe in Pharloom, and explore at my own pace instead of whisking me through a guided tour.


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