Hollow Knight devs highlight a big difference between their sequel and most Metroidvanias: "The player's choice about where to go in Silksong is not dictated by what power-ups you currently have"

Hollow Knight: Silksong screenshot of Hornet behind white runes
(Image credit: Team Cherry)

When making Hollow Knight: Silksong, developer Team Cherry put more of an emphasis on letting players be flexible rather than strictly sticking to Metroidvania traditions.

Team Cherry leads Ari Gibson and William Pellen broke down their approach to Silksong's design in an interview with ACMI, the Australian Centre for Moving Image museum, also published in the form of a paperback book on the ACMI store.

Freelance contributor

Kaan freelances for various websites including Rock Paper Shotgun, Eurogamer, and this one, Gamesradar. He particularly enjoys writing about spooky indies, throwback RPGs, and anything that's vaguely silly. Also has an English Literature and Film Studies degree that he'll soon forget.

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