Silksong Gives Hollow Knight the Bloodborne Treatment

Warning: Minor spoilers for Hollow Knight: Silksong follow.

At some point in your journey through Pharloom, the setting of Hollow Knight: Silksong, you may have the misfortune of running into a shrouded, wormlike bug called Greyroot. Hiding in a hole in Shellwood, an area located above The Marrow, she asks you to bring her a Twisted Bud – a “contorted mass of ashen vine” that “cries out incessantly,” as per its item description. When you give it to her, she tells you it’s weak, that it “must be nourished” before “the time of birth approaches.” Although she never mentioned a reward, previous fetch quests taught you to expect one. But to your surprise, Greyroot doesn’t hand you shards or rosaries. Instead, she wraps her body around you like an anaconda, pressing harder and harder until your neck snaps and everything goes dark. When you awake, you find yourself stuck inside a mysterious cave, only to learn you’ve been infected by a parasite that limits your moveset and prevents you from healing.

Does any of this sound vaguely familiar? If you’ve played Bloodborne, it should. In that game, tall, hooded enemies called Snatchers roam the streets of Yharnam carrying large bags. If they defeat you – which they will, especially on your first encounter – you don’t get the usual “You Died” screen, but are teleported to a dungeon in another, difficult-to-access part of the world. There are other déjà vu moments, too. The cries of the Twisted Bud evoke memories of Mergo, the invisible, infant Great One whose wailing can be heard throughout the Nightmare of Mensis, and Greyroot’s dialogue resembles that of Healing Church officials who – like her – anticipate the messy births of eldritch babies.

And that’s just the tip of the iceberg. Echoes of Bloodborne can be found throughout “Silksong”, from the game’s opening level to its secret endings. Team Cherry’s long-awaited follow-up to 2017’s Hollow Knight not only resembles FromSoftware’s gothic horror masterpiece in theming and visuals, but also in the way it shakes up gameplay mechanics introduced by its predecessor. By giving players control of a more agile character, and tweaking combat to favor bolder, more aggressive playstyles, Silksong builds on Hollow Knight in much the same way that Bloodborne built on Dark Souls, perfecting a blueprint its developers have stuck to ever since.

Connecting Silksong to Bloodborne is not as crazy as it sounds. Although Team Cherry has cited The Legend of Zelda as their primary source of inspiration, the original Hollow Knight shares a lot of its DNA with the Dark Souls games, from its corps run mechanic and oasis-like checkpoint system to its expansive roster of crushingly difficult boss fights, branching level layouts, emphasis on environmental storytelling, and narrative centered around gods, curses, and some kind of all-consuming abyss. Intentional or not, these features helped breathe new life into the tried and tested Metroidvania formula, turning Hollow Knight into an instant classic and Silksong, initially conceived as DLC, into one of the most anticipated games in recent memory.

Comparisons to Bloodborne – both in terms of surface-level presentation and underlying design philosophy – cut closest to the bone.

Just as fans compared the original Hollow Knight to Dark Souls, so too are they comparing Silksong to other games in FromSoftware’s catalogue. Already, Reddit pages like this one display a variety of opinions. Some argue the game is like Dark Souls II – “much harder and more divisive.” Others say Hornet’s new running ability (more on that in a moment) reminds them of Sekiro: Shadows Die Twice, while others still see the sequel’s explosion in popularity as analogous to the mainstream success of Elden Ring. While all of these arguments are valid, comparisons to Bloodborne – both in terms of surface-level presentation and underlying design philosophy – cut closest to the bone.

Visually, several levels in Silksong bear an uncanny resemblance to levels from Bloodborne. Shellwood, a booby-trapped forest filled with suspended cages, brings to mind the Forbidden Woods. Greymoor, a sprawling township whose inhabitants dress in ragged brown robes and wander the streets carrying lanterns and pointy objects, evokes Central Yharnam or the Fishing Hamlet. The Citadel, Pharloom’s beating heart and the destination of Hornet’s journey, is Team Cherry’s answer to the Healing Church: a labyrinthine headquarters of a mysterious religious and political order that attracts pilgrims from insect kingdoms far and wide.

Although the game’s story has yet to be fully digested by dedicated lore masters, it appears that Silksong explores many of the same themes Bloodborne did. Just as Yharnam is consumed by a beastly scourge, so are Pharloom’s denizens afflicted by a “thread sickness” that turns them into mindless monsters. In both games, these afflictions are tied to sources of great power, with the scourge originating from the Healing Church’s use of blood, and the sickness being somehow related to the Citadel’s silk production. Both games treat might as treacherous and corruptive – something you wield at the cost of losing yourself. “What’s this twitching inside of you?” an NPC called the Hermit says to Hornet after she’s been infected with Greyroot’s parasite. “A slave within a slave! Given over your shell to something greater?”

Silksong and Bloodborne also share similar level designs, especially in the opening hours. While Hollow Knight, similar to Demon’s Souls and the first two Dark Souls games, eases players into the experience with relatively slow-paced opening levels before gradually ramping up the difficulty curve, Silksong and Bloodborne hit the ground running. Compared to the beginner-friendly Forgotten Crossroads, the Marrow – much like Central Yharnam – is a trial by fire, confronting the player with platforming and combat challenges that pick up right where the end of the previous game left off.

Silksong and Bloodborne also share similar level designs, especially in the opening hours.

Speaking of challenges, both games make small yet meaningful tweaks to the iconic healing systems of their predecessors. While Silksong doesn’t shake things up to the extent that Bloodborne did by replacing the Estus flask with blood vials, the changes Team Cherry did push through end up having a similar effect on how people play. Where the Knight could only regenerate one mask at a time, Hornet – who can heal both on the ground and in the air – is initially able to regenerate a maximum of three. The catch: you can only heal once your meter is completely full. Like Bloodborne’s rallying mechanic, which lets players recover health if they retaliate immediately after getting hit, Silksong’s new system encourages an offensive as opposed to a defensive playstyle. Due to the new rules, the player can no longer afford to play it safe and heal incrementally. If you want to win, you’ll have to go about it differently than you did in the original. As one Redditor put it:

“I find myself playing like in [Hollow Knight], but it doesn’t work as well. Getting hurt matters a lot more in [Silksong], since Hornet can only heal at full meter. In that regard, it’s a lot like Bloodborne, in that always attacking results in healing being online more frequently. That’s not at all how I play in [Hollow Knight], and I’m struggling to retrain myself. I wonder if players new to the series are actually having an easier time, since they don’t have to unlearn the muscle memory from Hollow Knight.”

All that said, Silksong is most similar to Bloodborne in how it cranks up the speed. Even by the standards of their time, the early Souls games were slow. Player characters moved as if they were stuck in mud, attacked with windup animations that are long enough to rival those of certain Elden Ring bosses, and seemed to fat roll regardless of their equip load. Sure, the slower pace gave you ample time to react to your opponents, but there was also something frustrating about it. Often, deaths weren’t due to lack of skill so much as the fact that your character couldn’t do what you wanted them to.

By introducing faster attack animations and replacing the dreaded roll with a consistently snappy sidestep, Bloodborne got rid of that frustration. In Yharnam, players have no one to blame for their deaths except themselves, as the game gives them all the tools they need to take on even the game’s toughest enemies. But that’s not all. By changing the speed, FromSoft also changed the game’s appeal. Previously, combat had been like games of chess – methodical, requiring players to think ahead. Now, it was more like – well – combat: scrappy, chaotic, with decisions made on the fly rather than in advance. From Bloodborne onwards, Soulsborne titles were no longer tests of patience, but tests of reflexes – and they’re more popular (and, dare one say, enjoyable) for it.

Just as the hunters of Yharnam outpace the undead knights of Lordran and Drangleic, so does Hornet run circles around the Knight. Right out of the gate, she can walk faster, jump higher, and attack with greater range. These baseline qualities are enhanced by her new abilities, the most versatile of which are acquired comparatively early on in the campaign. Like the Knight, Hornet acquires a quickstep ability. But unlike the Knight, this ability can be extended into a run, which can itself be chained into a super jump and – finally – another, mid-air dash. She also learns to grapple, slow her descent with her cloak, and fly up air vents like a tiny, pointy rocket.

These abilities are not only used for traversal; they also come in handy during combat. Hornet’s downward thrust or “pogo jump” can be used to strike and bounce off enemies, just like in the original, but – because its direction is diagonal as opposed to vertical – it’s also a great way to quickly reposition yourself on the ground after a jump. Meanwhile, her run can be chained into a super jump to get over large enemies, or chained into a long-range special attack. These new abilities alter gameplay to such an extent that Team Cherry designed several early-game bosses that become a cakewalk when they are put to use, but a nightmare when you control Hornet the way you would the Knight. (If you’re stuck at that purple, hulking, club-wielding, Skull Ant mini-boss in the Marrow, now you know why).

That’s not to say Hornet’s greater speed makes the game any easier. For one, her new abilities come with significant drawbacks: the diagonal pogo requires strategic positioning, while the super jump locks you into an inescapable arc. More importantly, as in Bloodborne, you’re not the only one who becomes faster, stronger, and more aggressive. Enemies in Silksong have more health, bigger move pools, and often deal two masks of damage as opposed to one. The difficulty hasn’t changed – on the contrary, the game has only gotten more difficult. But because you’re faster and stronger, it’s also more enjoyable and replayable. I’ve beaten Gwin and Nashandra, yet I haven’t picked up Dark Souls or Dark Souls II in ages. Meanwhile, I’ve never defeated Gehrman and the Moon Presence, yet I still play through Bloodborne every Christmas. I suspect the same will be true for Silksong.

Possible GTA 6 parody websites hint at in-game activities, including buying tackle from Hookers Galore and posting creepy corndogs

GTA 6 will feature a bunch of in-game websites with real-world URLs, going by various domain registrations spotted by an active and efficient dataminer. The site URLs offer potential clues about the businesses and organisations you might patronise, during your time in Vice City. They include what sound like parody versions of ride-sharing app Uber and communication network WhatsApp, together with a government website for Leonida, the fictional US state and parody of Florida in which Rockstar’s new Grand Theft Auto takes place.

One of the other rumoured GTA 6 websites appears to feature “hookers galore”. I give odds of 6-4 that this will prove to be an in-game fishing supplier, ho ho. And then there’s “myboyhasacreepycorndog.com”. I give odds of 3-2 that “corndog” means “penis”, har har. It’s GTA, isn’t it. There’s absolutely a dick joke in there somewhere.

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Animal Crossing Was Deemed So Difficult to Launch Outside Japan, Nintendo’s Former Boss Satoru Iwata ‘Burst Out in Laughter’ After Hearing it Would Finally Happen

Years before Animal Crossing became a global success, Nintendo warned its localisation team how “difficult” it would be to make the game work outside of its native Japan.

Speaking to Time Extension, Nintendo localization manager Leslie Swann said bosses cautioned that the English-language launch of Animal Crossing, then titled Animal Forest, would be a huge job due to the sheer amount of in-game text within the title, as well as its numerous Japan-specific cultural references and items.

Indeed, Swan remembered then-Nintendo president Satoru Iwata discovering her team was working on bringing the notoriously odd and text-heavy game would be launched outside of Japan — something that left him in disbelief.

“We knew of Animal Forest, but we hadn’t really dinked around with it — we usually would get the Japanese versions of games and play through them,” Swann recalled. “But we hadn’t really messed around with that one very much. So, anyway, [Takashi Tezuka, Nintendo executive officer] basically said to me, ‘We’d like to have you localize it’ and I said, ‘Sure.’

“But then he said, ‘No, Leslie, I’m not sure you understand, it’s going to be difficult.’ And I kept having to assure him that we would make it happen.”

Animal Crossing’s earliest incarnation, known as Animal Forest, launched for N64 in April 2001 and never made it outside of Japan. It was only when the game was given an expanded GameCube launch that the decision was made to localise the title elsewhere — and even then, its arrival around the world took years.

“A month or two later, I was in a meeting with Mr. Iwata and some other heads of the development group,” Swan recalled, “and we were just kind of going around saying, ‘Here’s what we’re going to be working on,’ and I just said, ‘Well, Mr. Tezuka is asking us to work on Animal Forest’ and he just burst out in laughter. He just laughed and said, ‘I don’t know how you’re going to do this.’ And it’s true, just everything in that game was so specific to Japan.”

Swann’s team had to rename every character, determine each character’s catchphrase and localise the game’s calendar of in-game events to make sense to a more global audience. Other work involved sifting through the game’s inventory of items to ensure everything made sense for players outside of Japan.

“I can’t tell you the number of hours we spent on that game, all hands on deck,” Swann continued. “We were so lucky at that point that we didn’t have other big projects, as we pretty much had the entire staff dedicated to that game.

“Everybody would get together in a room and we would say, ‘Okay, today we’re going to rename all the furniture in this set,’ or ‘Today we’re going to work on names for these characters and their catchphrases.’ Then, after this, we would submit all this stuff to our legal department who had to clear everything because our thought from the beginning was if this is big, then we’re going to want to make merchandise.”

Even the game’s name, Animal Crossing, went through various changes before launch — with some suggestion it might include ‘Forest’ in the title before it was ultimately dropped.

“It must have been at least six months or maybe a year for us to clear the name Animal Crossing,” Swan concluded. “I remember we had so many other names that we were in love with and then we would be crushed when they would be rejected. My favourite was ‘Animal Acres,’ because the grids of the town lent themselves to being called acres. But again, that didn’t clear.”

For more from Swann on her career, including her work on Nintendo Power magazine and how she ended up voicing Princess Peach for years, the full Time Extension interview is well worth a read.

Tom Phillips is IGN’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social

Hollow Knight: Silksong’s first patch makes some early bosses slightly easier, out now in Steam and GOG beta

The notes for Hollow Knight: Silksong‘s first proper post-release patch have arrived. Team Cherry have been busy fixing bugs and making some “slight balance adjustments in the early game”, which you can now give a go early via beta branches on Steam and GOG.

That’ll mean you’re testing the changes ahead of the update’s planned full deployment next week, with Team Cherry aiming for a mid-week arrival “barring any unforeseen issues”. Now you know that, let’s get into the changes, which the studio have outlined in a post on the Steamy platform.

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Hollow Knight: Silksong’s Upcoming Patch Will Nerf The Difficulty In Certain Areas

It might be proving too much for some.

Team Cherry has announced the first patch for Hollow Knight: Silksong, bringing a solid selection of fixes and improvements to the newly-released game (thanks, Eurogamer).

Due for launch “mid next week”, one key aspect of the patch is that it will actually nerf the game’s difficulty in certain areas – primarily relating to two early boss encounters and a reduction in damage from the ‘Sandcarver’ enemy.

Read the full article on nintendolife.com

Xbox Cloud Gaming (Beta) Coming to Select Vehicles in Partnership with LG

Xbox Cloud Gaming (Beta) Coming to Select Vehicles in Partnership with LG

Xbox LG Cloud Gaming Hero Image

We’re committed to meeting players wherever they are, bringing the joy of gaming into even more places and experiences. That’s why we’re excited to announce our latest expansion for Xbox Cloud Gaming (Beta). Through our collaboration with LG Electronics, we are working to integrate the Xbox experience into select internet-connected vehicles, introducing a new way to bring more of what players love about Xbox into more places.

Gaming On the Move: Entertainment for Every Journey

With the Xbox built into LG’s webOS Automotive Content Platform (ACP), passengers in internet-connected vehicles will be able to stream and play games directly from the Xbox app. Game Pass Ultimate members will soon have instant access to hundreds of games including popular titles like Gears of War: Reloaded, Forza Horizon 5, and upcoming releases like Obsidian Entertainment’s The Outer Worlds 2 (an automotive data plan is required to access streaming services. All services operate in compliance with driving safety regulations).

Already have some favorite Xbox titles in your library? Game Pass Ultimate subscribers can also stream select games they already own, such as Bugsnax, Don’t Starve, Mafia: The Old Country, and more, giving you even more flexibility in the gaming experience. You can find the full list here.

Whether you’re jumping back into an old favorite or discovering something completely new, Xbox Cloud Gaming and LG Electronics transforms your vehicle’s infotainment system into more than just music and movies – it becomes a full entertainment hub. Whether you’re waiting at an EV charging station or trying to entertain your passengers on an extended road trip, pass the time by playing games keeping everyone entertained and making the journey feel more fun.

More Ways to Play, Anywhere You Go

If you’re new to gaming, Xbox Cloud Gaming is a great way to get started. All you need to do is connect a compatible Bluetooth controller, launch the Xbox app from your internet-connected in-vehicle infotainment system, log in to your Xbox Game Pass subscription, and start playing.

Our work with LG is the latest example of Xbox expanding to new places, building on partnerships that already bring Xbox Cloud Gaming to mobile devices, PCs, and TVs. By adding vehicles to the mix, we’re giving players more choice than ever in how they enjoy their games.

To learn more about Xbox Cloud Gaming and how you can play across TVs and browsers on supported devices like smartphones, PCs, and tablets, visit xbox.com/cloudgaming.

The post Xbox Cloud Gaming (Beta) Coming to Select Vehicles in Partnership with LG appeared first on Xbox Wire.

Hideo Kojima Should Make a New P.T.-Style Game, or Maybe I Will, Says Bayonetta and Devil May Cry Creator Hideki Kamiya

Okami and Bayonetta creator Hideki Kamiya recently weighed in on Hideo Kojima’s “lost” horror game demo P.T., and its lasting legacy.

A collaboration between Hideo Kojima and film director Guillermo del Toro, P.T. was released in 2014 on the PS4 as a free demo for their upcoming game Silent Hills. However, when series publisher Konami cancelled the game in 2015, they also delisted the demo from the PlayStation Store, making it impossible to redownload. This led to second-hand PS4 consoles with the critically acclaimed demo commanding high prices on auction sites like Ebay.

On X, where he regularly responds to (and blocks/unblocks) fans, Hideki Kamiya recently talked about P.T in response to a user expressing hope that either Kamiya or Kojima would try making another P.T.-style game. On September 5, Kamiya tweeted, “if it’s impossible to resurrect P.T., Kojima should make a new game in the same style,” adding: “if Kojima doesn’t do it, maybe I’ll give it a go. I hate horror though, so it wouldn’t be horror… plus, I have no ideas.”

It seems that Kojima’s upcoming experimental horror game OD might go some way to plugging the P.T.-shaped hole. First teased back in 2023 via a mysterious trailer, OD promises to “explore the concept of testing your fear threshold, and what it means to overdose on fear.”

Like P.T., OD is also a collaboration with a filmmaker, this time with Jordan Peele of Get Out fame. Hideo Kojima previously promised that OD will be something that “no one has seen before,” although details still remain scarce. Kojima will be holding a special event in Tokyo later this month to celebrate 10 years since his break with Konami, where he is likely to reveal more info about future projects (possibly including more about OD).

Although Devil May Cry and Bayonetta creator Hideki Kamiya kicked off his career at Capcom working on the original Resident Evil and its sequel, he has never made a modern, photorealistic horror game akin to P.T. In a series of tweets last October, Kamiya observed that P.T.’s delisting left a gap in the market, which Japanese indie hit The Exit 8 stepped into. “The Exit 8 went viral, but it’s basically just a watered-down P.T.,” Kamiya opined.

The Exit 8 is far less gory and objectively less scary than P.T., however it does share the delisted demo’s looping corridor mechanic, building a sense of dread in the player as they try to spot anomalies in its subway passage. Selling fast on Steam upon its release in November 2023, The Exit 8 has grown into such a phenomenon that it has even spawned a film adaptation (which recently generated some controversy in Japan).

Despite saying that he can’t play P.T. alone because it is “too scary,” Hideki Kamiya is full of praise for Kojima and del Toro’s demo. He even went so far as to say that the ‘8-like’ sub-genre (games with similar settings and mechanics to The Exit 8, which proliferated in the wake of its meteoric success) should really be called ‘P.T.-like.’ “P.T. was really that revolutionary – with an unparalleled uniqueness, and I think it has strongly influenced subsequent game creators,” said Kamiya.

Speaking of Kamiya, he’s busy working on Okami 2 for Capcom with his new development studio, Clovers. Kamiya left PlatinumGames in 2023 under something of a cloud.

Verity Townsend is a Japan-based freelance writer who previously served as editor, contributor and translator for the game news site Automaton West. She has also written about Japanese culture and movies for various publications.

Hollow Knight: Silksong multiplayer mods are already starting to arrive, and it’s not even been a Skonging week

Ok, that was quick. Hollow Knight: Silksong has been out less than a week, and no less than two modders have already had a crack at getting multiplayer working in it, so you can take on those pesky bosses with some co-op aid or moral support.

Maybe I shouldn’t be surprised. After all, the Skong modding scene has exploded out of the gates with the same level of gusto folks have had for just playing the base version of the long-awaited metroidvania. Then again, it’s one thing for folks to be putting out a bunch of smaller scale tweaks that can help make things easier, and another for them to turn a one player game into a more than one player game.

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Hollow Knight: Silksong Developer Team Cherry Reveals First Post-Launch Patch Notes, Makes ‘Slight’ Balance Adjustments in the Early Game

Hollow Knight: Silksong developer Team Cherry has revealed details on the game’s first post-release patch, which it said mostly makes bug fixes and “slight” balance adjustments in the early game.

In a post on Steam, the developer said patch 1.0.28470 is set for all players mid-next week, so around September 17. However, PC players can access this version right now via the public-beta branch on Steam or GOG.

In terms of balance changes, it looks like the patch makes Silksong slightly easier, which will be welcome news to those who are struggling with the game. Silksong is one of the biggest launches of the year, hitting huge player concurrent numbers on Steam alongside a positive reception from critics. But amid the excitement over Team Cherry’s long awaited sequel is a debate within the community about whether the game is too hard — perhaps even unfairly so. It comes as no surprise to see Silksong’s early days mods dominated by those which make the game easier.

Over the weekend, we reported on how some Silksong players were expressing criticism across social media, subreddits, Discords, and Steam reviews about the game’s difficulty scaling and brutal runbacks. There’s even one very early miniboss causing a lot of players a whole heap of trouble, too.

“Is it just me, or are some of the things that make Silksong ‘difficult’ just cruel?” wondered redditor Machi-Ato. “The game has artificially inflated difficulty and playtime due to overtuned numbers and menial tasks/runback,” reads a post on Steam.

Thankfully, IGN is here to help. Here’s how to unlock and use the map, how to get Rosary Beads, Achievements and Trophies list, and our ever expanding Silksong Interactive Map. Also, you may need the Bell Beast boss fight guide. It’s a hard one!

Hollow Knight: Silksong update 1.0.28470 patch notes:

  • Fixed situation where players could remain cloakless after Slab escape sequence.
  • Fixed wish Infestation Operation often not being completable during the late game.
  • Fixed wish Beast in the Bells not being completable when Bell Beast is summoned at the Bilewater Bellway during the late game.
  • Fixed getting stuck floating after down-bouncing on certain projectiles.
  • Fixed courier deliveries sometimes being inaccessible in Act 3.
  • Fixed craft bind behaving incorrectly when in memories.
  • Fixed Lace tool deflect soft-lock at start of battle in Deep Docks.
  • Fixed Silk Snippers in Chapel of the Reaper sometimes getting stuck out of bounds.
  • Fixed Claw Mirrors leaving Hornet inverted if taking damage during a specific moment while binding.
  • Fixed Snitch Pick not giving rosaries and shell shards as intended.
  • Removed float override input (down + jump, after player has Faydown Cloak).
  • Slight difficulty reduction in early game bosses Moorwing and Sister Splinter.
  • Reduction in damage from Sandcarvers.
  • Slight increase in pea pod collider scale.
  • Slight reduction in mid-game Bellway and Bell Bench prices.
  • Slight increase in rosary rewards from relics and psalm cylinders.
  • Increase in rosary rewards for courier deliveries.
  • Various additional fixes and tweaks.

All fixes will apply retroactively, so players who’ve hit a significant bug that prevents progress may want to switch over to public-beta to receive the fix, Team Cherry said.

“Further fixes are already being worked on for a second patch. If you have an issue and you don’t see the solution in the list above, we may be working on it.”

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.