It’s been a really long wait, but Hollow Knight: Silksong, Team Cherry’s sequel to the beloved side-scrolling search-action game Hollow Knight is finally here. The game introduces a whole lot of changes and additions to what made Hollow Knight great, expanding on both the formula of a classic and some key elements of the side-scrolling exploration-action genre in general.
Here’s a semi-spoilery look at what I’ve seen in Pharloom so far — we won’t talk about the story or any major developments, but if you want to discover all the new mechanics and touches yourself, dig into the game before reading on.
Spoiler warning: If you’d like to avoid light spoilers for Hollow Knight and Hollow Knight: Silksong, do not continue.
Silksong makes healing a whole new tactical decision
Hollow Knight’s healing system is one of its essential features, setting the pace of combat and creating an intense risk-reward calculus within every fight. As long as you’ve got enough Soul stored up from hitting enemies, you can hold Circle to heal a single point of health at any time — but you need to stand still for about three seconds to do it.
Silksong gives you a faster, more versatile heal. You still charge it by hitting enemies — gathering Silk rather than Soul — but hitting Circle once activates Bind, a healing move you can use anywhere, even in mid-air. Instead of getting one point of health back, you get three, but you can only heal when your Silk is full and healing always costs all your Silk. And like in Hollow Knight, Silk powers some of your strongest abilities.
Those adjustments to healing completely change the calculus of when and where to heal, setting a faster tempo for combat in Silksong that’s just as tactical.
Enemies are smarter and more defensive
You’ll often find your opponents feinting, backstepping, and guarding against your attacks and trying to counter. Many opponents are aggressive, but also defensively minded, forcing you to think about your moves and fight carefully.
This feels like a story choice as well as a gameplay one; in Hollow Knight, most enemies were almost like zombies due to a strange infection. The enemies of Silksong are aggressive and dangerous, but often still have their wits about them, and it shows in how they fight.
Leaping to ledges is quick, agile, and easy
Hornet is more acrobatic than Hollow Knight’s protagonist, with the ability to grab the edges of platforms and pull herself up. You can also jump straight from the edge of a platform to your next ledge, which speeds up platforming significantly. Mantling also seems to provide a few invincibility frames — great if you’re on the run from a pesky flying enemy.
The world is full of other characters (and more straightforward side quests)
Unlike in Hollow Knight, which took place in a ruined kingdom, Silksong’s setting of Pharloom is very much alive. You’ll meet plenty of people on your journey, many of whom will give you side quests. Those quests are now tracked in your menu, a marked departure from the minimalist, Souls-like approach in Hollow Knight. It’s worth checking back in at settlements you find and with characters you meet, too, as their stories unfold.
You can set traps for your enemies…
You’ll eventually unlock all the abilities that Hornet used against you in boss fights in Hollow Knight. These include the thread traps she can set that are activated if enemies walk into them or hit them with an object, throwing knives, and a whole lot of other options. There’s a large variety of tools to unlock, giving you a lot of options for how to approach a fight.
…and they’ll set them for you
Pharloom is full of deadly traps, and certain locations have some particularly devious ones. Hollow Knight had the occasional breakaway floor, but in Silksong, you need to keep your wits about you, lest you break a tripwire and get skewered by spikes.
You’ve got a huge number of character build options
Alongside tools and traps are Hornet’s Crests, which you can unlock throughout your adventure. Crests change your whole combat style — the Wanderer crest gives you speedy attacks with a shorter range, for instance, while the Beast crest’s strikes are more like raking claws over your enemies and cover a larger area.
Crests all have different layouts for charms, affecting your loadout, and some come with different takes on your Bind ability. When you Bind while wearing the Reaper crest, for instance, you get a short period where your attacks will generate more Silk — great for boss fights where you need to heal often.
The game is full of gorgeous little touches
With such a long development, Team Cherry has had time to put in a lot of great little extras. Watch for tiny ants to carry the pieces of your defeated foes back to their homes for dinner. And once you unlock the musical Needolin, try playing it for different characters to see what happens.
This only scratches the surface of what there is to discover in Hollow Knight: Silksong. You can start your journey up Pharloom’s pilgrim trail right now — grab it at PlayStation Store.
I want to give Hollow Knight: Silksong a thrashing. A fully suited C-suite bollocking. I want to verbally repay unto it every cruel death, every pernickety jumping puzzle, every time-thieving runback it’s inflicted on me across the past five days.
But I can’t. For every moment of frustration, there are five of relief, of joy, of beauty even. As in Hollow Knight, Silksong stretches itself over a vast Metroidvania map, and yet its intricacies – its narrowest tunnels leading to grand new regions, its more acrobatic and tailorable combat movesets – make for constantly rewarding exploration, as well as some thrillingly free-flowing bugfights. There have been a couple times when I never wanted to play it again, and many more when I wish I never had to stop.
Dragon Quest 3 HD-2D Remake was one of my favorite games of last year. I scored it a 9 in my review, finding it to be a shining example of how to remake a classic RPG. Square Enix took everything that made Dragon Quest 3 an all-time favorite and leaned into it with a modern retelling that preserved its classic sensibilities: satisfying turn-based combat, a classic story full of heart, and gorgeous towns and dungeons to explore. Now, Dragon Quest 1&2 HD-2D Remake looks to follow in 3’s brilliantly executed footsteps, and if the hour I spent with the upcoming pair of remakes is any indication, they appear to have been recreated with the same level of love and quality as last year’s hit.
To get any initial confusion out of the way, the original Dragon Quest 3 was a prequel to Dragon Quest 1 and 2. When Square Enix sought out to remake the original NES trilogy, it decided to do so in chronological order, starting with Dragon Quest 3 leading into 1 and 2. So, if you’re reading this and you haven’t played Dragon Quest 3 HD-2D Remake, that’s really the “correct” starting point for what’s being called the Erdrick Trilogy.
My hour of hands-on time was split evenly between 1 and 2, which are being sold as one combined package where you select which game to play from an introductory menu. I caught glimpses of an early town and dungeon in Dragon Quest 1; a tall, intimidating tower in Dragon Quest 2; and a healthy dose of the overworld in both games; and was pleased to find that the gorgeous HD-2D art style seen in games like Octopath Traveler and Triangle Strategy remains a perfect fit for Dragon Quest’s cozy, homey vibes. It’s pleasant to simply exist in the world of Dragon Quest, with its familiar melodies and traditional RPG storytelling. 1&2 HD-2D Remake looked and ran great in handheld mode on Nintendo Switch 2, which is surely where I’ll play the full version later this year.
But beyond its graphical enhancements, Dragon Quest 1 is noticeably older than 3, even in its remade form. Dragon Quest 3 is recognized as one of the godfathers of the RPG genre, setting the framework that party-based RPGs have built upon for the last 35+ years. 1 and 2 are each a little rougher around the edges for their own reasons, and while I wholeheartedly respect the decision to keep the original skeleton intact for these remakes, the result is what’s setting up to be a significantly more hardcore RPG experience.
Dragon Quest 1 only features one playable character throughout the entire journey.
The main reason for this is that Dragon Quest 1 specifically only features one playable character throughout the entire journey. There are no party members to recruit, and thus no help on the battlefield – it’s just you. As I ventured out of the Roadside Inn across Dragon Quest 1’s overworld to go take on the series’ recurring thief Robbin’ ‘ood, I found that I had to approach battles in a very different way now that I was totally alone. Moves that raised my character’s evasiveness that I would have never selected in Dragon Quest 3 suddenly felt essential. Usually, my hero would just go all-out on the offensive while a healer would make sure he stayed on his feet, but in this one-man show, I had to keep myself alive while also dealing as much damage as possible. I defeated Robbin’ ‘ood after completely using all of my healing items, and it was a satisfying nail-biting victory. I probably prefer having a whole party of different characters with unique classes at my disposal, but I’m excited to play a different style of RPG.
Dragon Quest 2, on the other hand, does give you a full party of four characters on the battlefield, which was a welcome breath of fresh air after the intense isolation of Dragon Quest 1’s combat. Here, Square Enix wanted to challenge us at this preview event, presenting us with a towering dungeon we were clearly underleveled for. My team got appropriately stomped, but I did get to check out some of the new combat options that have been specifically added in 1&2. 3’s remake introduced a ton of fantastic battle options, including choices to speed up battles, have your characters make decisions on their own according to a set list of strategies that you choose, and an easy mode called Dracky Quest where your characters can’t die. 1&2 brings all of these options back and introduces a few new ones, like the ability to still play in easy mode but without the invincibility option that was mandatory last time around. But the most notable addition is an option to highlight which moves and spells are strong against each enemy type that you’re fighting. This can be turned on or off at any time, and will surely make EXP grinding sessions much smoother, or give new players a crash course on the best moves to pick.
Even though the original Dragon Quest 1 and 2 aren’t quite as beloved as Dragon Quest 3, I can’t wait to dive into the full release of this RPG remake duology. Plus, there are apparently more surprises in store, as Square Enix is teasing a new twist that will add a lot of content that wasn’t present in the original games. Dragon Quest 1&2 HD-2D Remake is out October 30 on Nintendo Switch 2, Switch, PlayStation 5, Xbox Series X|S, and PC. You can add it to your IGN Playlist wishlist below.
Logan Plant is the host of Nintendo Voice Chat and IGN’s Database Manager & Playlist Editor. The Legend of Zelda is his favorite video game franchise of all time, and he is patiently awaiting the day Nintendo announces a brand new F-Zero. You can find him online @LoganJPlant.
Dune: Awakening has received its first “major” free update, a continuation of the MMO survival game’s story following the revelations of Act 3. What revelations were these? Honestly, lads, I never made it that far. My character is presently a furry chunk of worm jerky, crammed into a half-built shack after accidentally encasing herself in the furniture, so I couldn’t spill the beans even if I knew. But I can reveal there are “gruesome murders” to investigate from this point on, and further opportunities to dig up the misbegotten secrets of Arrakis. Here’s a trailer.
A social hub in the vein of Destiny 2’s Tower is “on the feature list” for Helldivers 2‘s successor, developer Arrowhead has indicated.
Helldivers 2 uses spaceships as a small staging area where up to three players can prepare for missions, fussing over their appearance and loadouts. There is no larger scale social hub, which some fans have called for Arrowhead to consider given the social nature of Helldivers 2’s community-driven galactic war.
When a fan suggested on Discord that they would “really appreciate a social hub space station (like the tower in Destiny),” Arrowhead CEO Shams Jorjani responded with an unequivocal: “it’s on the feature list for the next one.”
That sounds pretty definitive, but we still have no idea when Arrowhead will get around to Helldivers 3. The studio has indicated that it plans to support Helldivers 2 for years to come, and only recently launched the Sony-published game on Xbox Series X and S. Indeed, it’s a particularly great time for Helldivers 2, whose Into the Unjust update added Hive Worlds.
In April, Helldivers 2 production director Alex Bolle told IGN “we want it to be around for years and years and years to come.”
“And it’s almost like, how do we stay true to the Helldivers 2 fantasy, challenging enough that we keep making amazing new features and new systems and all that while we stay true to who we are?” he continued. “And I think it’s something that is so motivating for the years to come.
“The more we figure out how to thrive in a live environment, and we still have a way to go to figure out a lot of things around that, the more we can let creativity loose on new systems that we would’ve never thought about a year ago when we released. I’ve worked on live games before and it’s where you feel like you have something you can figure out: what if I would do this cool thing I’ve seen in other games and adapt it to our sauce, that still makes it true to ourselves? I’m looking forward to this moment.”
Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world’s biggest gaming sites and publications. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.
When the Bubsy in: The Purrfect Collectionwas announced, the news received hundreds of thousands of shares and millions of cumulative views. This, friends, is a stark reminder of the strength of nostalgia, an evocative sensation that can stir the heart and cloud the memory.
Let’s be clear: Bubsy the Bobcat has never had a good game. While Bubsy: The Woolies Strike Back (2017) and Bubsy: Paws On Fire! (2019) are certainly more playable than the ’90s titles, they were still met with a lukewarm reception.
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.
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.
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
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.