Hollow Knight
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Kein
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PostPosted: Sun, 31st May 2015 23:38    Post subject: Hollow Knight
Quote:
Hollow Knight is a 2D adventure game for PC, Mac and Linux, currently in development by Team Cherry http://teamcherry.com.au/hollowknight/

Beneath the fading town of Dirtmouth sleeps an ancient, forgotten kingdom. Many are drawn beneath the surface, searching for riches, or glory, or answers to old secrets.

As the enigmatic Hollow Knight, you’ll traverse the depths, unravel its mysteries and conquer its evils.

This first trailer displays some of the prototype (pre-alpha) gameplay from Hollow Knight.


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Hfric




Posts: 12017

PostPosted: Mon, 1st Jun 2015 03:57    Post subject:
*then a random Hfric posts some gameplay*


Laughing


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Kein
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Posts: 6101

PostPosted: Fri, 11th Sep 2015 14:33    Post subject:
beta today.
Anyone a backer? Razz
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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Mon, 20th Jun 2016 02:26    Post subject:


Quote:
Hollow Knight is coming to PC, Mac, Linux and the Wii U in 2016. For more info check out: http://www.hollowknight.com


---------

Looks beautiful. Very Happy
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ixigia
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Posts: 65078
Location: Italy
PostPosted: Mon, 20th Jun 2016 03:29    Post subject:
Very promising indeed Smile
We've been witnessing a little renaissance when it comes to platformers, many good titles have been released in the recent years and other potentially good ones are arriving. (There are train wrecks too like the poor Mighty 9 but we can't have everything xD)
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AmpegV4




Posts: 6248

PostPosted: Tue, 21st Jun 2016 05:21    Post subject:
ixigia wrote:
Very promising indeed Smile
We've been witnessing a little renaissance when it comes to platformers, many good titles have been released in the recent years and other potentially good ones are arriving. (There are train wrecks too like the poor Mighty 9 but we can't have everything xD)


I'd agree, terraria, ghost & unepic, axiom verve, la mulana, shadow complex finally hitting pc.. Probably the only game im looking forward to at the moment terraria otherworld.
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prudislav
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PostPosted: Sun, 4th Dec 2016 10:42    Post subject:
steampage online:

http://store.steampowered.com/app/367520/
Available: Coming Soon - Early 2017
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prudislav
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PostPosted: Sat, 11th Feb 2017 09:57    Post subject:

Quote:
On February 24th descend into a world of Insects and Heroes in Hollow Knight for PC & Mac!
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h0rnyfavn
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Posts: 13880

PostPosted: Sat, 11th Feb 2017 10:42    Post subject:
This looks really good.. However.. bugs?? Everyone is a bug here? Jeez.. Laughing I wish they didn't make it all about bugs and stuff..


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Shawn_Hunter




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Location: Bombay, India
PostPosted: Sat, 11th Feb 2017 11:32    Post subject:
The background song in the above trailer reminds me of the intro from Castle Crashers:

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h0rnyfavn
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Posts: 13880

PostPosted: Sat, 11th Feb 2017 12:00    Post subject:
I've tried the sneak peak version and I liked it. Very Happy Performance is great (>200-250+fps @1920x1200)

It has some dark souls elements.. If you die you lose your gold (or whatever it is) and you have to come back to the place where you were killed to destroy a dark ghost (it attacks you)l to get back your gold. it seems you save progress sitting on benches. Very Happy

I didn't like that it doesn't have a proper map. You start without a map and then you can buy one but it doesn't show where you are and usually it's just a part of the area. It gets really confusing when you get deeper and deeper into the tunnels. You can buy a compass (it shows you on a map) and some other stuff

PS And I've just finished the sneak peak demo. I loved it. Instabuy when the full game is available. Cool


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h0rnyfavn
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Posts: 13880

PostPosted: Fri, 24th Feb 2017 19:06    Post subject:
Hollow.Knight-RELOADED

Very Happy

PS The game still doesn't support mouse. You can't rebind any keys to mouse.

So, if you want to use it then you have to do it via autohotkey script.


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zellar




Posts: 1553

PostPosted: Fri, 24th Feb 2017 20:04    Post subject:
Nice game....platforming madness!!


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Famou




Posts: 713
Location: Amsterdam
PostPosted: Sat, 25th Feb 2017 00:12    Post subject:
I m liking it. Almost quit the first few minutes because it didn't try to grab me at all. But later on it gets better.
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h0rnyfavn
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Posts: 13880

PostPosted: Sat, 25th Feb 2017 09:16    Post subject:
I've fixed mouse problems with a little autohotkey script, something like this:

Pause::Suspend (suspends script)
LButton::E (attack)
RButton::LShift (dash)
#MButton::
#XButton1::
#XButton2::
#WheelDown::
#WheelUp::

I still haven't got dash & superdash so I might change something later on.

I got used for years of using PC to have my left hand on the WASD side of teh keyboard and my right hand on my mouse. Switching to KB+mouse has made the game considerably easier and gameplay experience more fluid. Very Happy


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Ampee




Posts: 1986

PostPosted: Sun, 26th Feb 2017 16:28    Post subject:
Anyone has stuttering while playing the game?
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h0rnyfavn
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Posts: 13880

PostPosted: Sun, 26th Feb 2017 17:48    Post subject:
Have u tried disabling in-game vsync and using ,say, adaptive vsync in nvidia control panel?


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Ampee




Posts: 1986

PostPosted: Sun, 26th Feb 2017 18:51    Post subject:
h0rnyfavn wrote:
Have u tried disabling in-game vsync and using ,say, adaptive vsync in nvidia control panel?


yep. no vsync at all (in game nor nvidia cp).
i7, 32ddr4,1080gtx, ssd, win1607
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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Sun, 26th Feb 2017 18:52    Post subject:
@Ampee
I think your PC might be a bit on the weak side for this game.


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Ampee




Posts: 1986

PostPosted: Sun, 26th Feb 2017 18:55    Post subject:
Bob Barnsen wrote:
@Ampee
I think your PC might be a bit on the weak side for this game.


Very Happy i don't really mind, I have plenty other ones to try out on. Just don't have the time for it.
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h0rnyfavn
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Posts: 13880

PostPosted: Sun, 26th Feb 2017 19:00    Post subject:
@Ampee

Well enable adaptive vsync and see if it still stutters. I think you can find some threads about this problem on steam forums.


PS Platforming is infuriating in this game.. MUCH, MUCH worse than in Ori. Add to that scarce saving points and.... Tbh I'm thinking of either using cheatengine (inf health) to pass ridiculous platforming areas or just uninstalling the game...

That's a shame, really..I like everything else..well, except for bosses fights..

Some boss fights are utterly ridiculous..especially Mantis lords and the mage dude at the city of tears.. I thought the game would be more like salt and sanctuary, skill and character progression based but here it's just jumping\dashing and attacking and requires some serious arcade "skills"


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WrongID




Posts: 210
Location: Spain
PostPosted: Tue, 28th Feb 2017 17:45    Post subject:
This game is AWESOME!!!
I´ve been playing 17h and just found the first of the three masks.
I wish i could keep playing forever.
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h0rnyfavn
Serial Humper



Posts: 13880

PostPosted: Tue, 28th Feb 2017 18:14    Post subject:
I've uninstalled it.. Platforming and boss fights got infuriating especially considering scarce save points. Hardcore platforming and fighting bosses where you have to constantly jump\dash\superdash like crazy and waving left and right what looks like a toothpick is not my forte.....

Make no mistake this is not Salt &Sanctuary..

Which is a shame.. I really liked the setting, the music, the art style and exploring..

Just two changes would make this game much less annoying and infuriating.

1)"Noob" Platforming Mode activated in Options

Here is how it would work:

- When you die coz of platforming you lose hearts as usual until you have only one left.
- After this point if you die again and again this heart will not be destroyed thus making it possible to bruteforce (still time consuming but at least less infuriating) platforming areas you have a huge problem dealing with.

-Enemies still can deal a final killing blow obviously.

2) Respawn points right before each boss.


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JBeckman
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PostPosted: Sat, 4th Mar 2017 08:39    Post subject:
https://steamcommunity.com/app/367520/discussions/0/135510669591274372/

Quote:

Hollow Knight 1.0.0.7 Public Beta now open!
Hi Everyone,

Firstly, thanks to all of you for playing the game and giving us your feedback. It's been fantastic after so much time to watch people play and hear about their experiences in Hallownest. If we seem quiet, it's because our little team is working full-pelt on ironing out issues with bugs and optimisation. But we do listen to and read all of your feedback!

We're working on putting out a patch that focuses on optimisation and the most critical bug fixes that will be out sometime next week. In the meantime though we thought we'd put out an interim patch that includes some of our preliminary optimisation and fixes.

For today we're releasing the patch via public beta so we can do some further testing before pushing it out to everyone. If you'd like to try out version 1.0.0.7, you can dos o by:

- Right-clicking 'Hollow Knight' in your Steam Library and selecting 'Properties'
- Click the 'Betas' tab
- Click the drop-down menu and select 'public-beta-'

The new version should then download! If this beta has no big issues we'll the push it out to everyone later tonight or tomorrow morning.

If you have any new issues arising because of the beta, go ahead and post them in this thread. That'll be the easiest way to keep tabs on everything we think.

Finally, here's a changelog:

1.0.0.7
Reduced slowdown issues around Failed Tramway.
Initial optimisation improvements.
Added Cornifer ambient hum and paper trail.
Fixed Soul Vessel sometimes not displaying on first collect.
Fix for Kingdom’s Edge soft-lock.
Fixed Geo collection slow-down.
Fixed Quick Cast keyboard map not saving between play sessions.
Increased effects on colosseum Shade location.
Various small scene fixes.
Relinked missing dialogues for Lemm & Leg Eater.
Fixed various spelling/grammatical errors in Game Text
Restored Cloth event in Dirtmouth.
Fixed issue where dying in a dream with Joni’s Blessing equipped left you with 1 HP on waking up.
Fixed Issue with Dash Slash effects sometimes disappearing.
Fixed an issue where defeating Shade and quickly exiting scene didn’t restore Soul Orb.
Dream Pin and Bench Pin fixes for map.
Fixed Collector’s spawned creatures sometimes not dealing damage.
Fixed issue with Mantis Traitor battle becoming unbeatable.

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JBeckman
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Posts: 34974
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PostPosted: Sun, 12th Mar 2017 10:50    Post subject:
https://steamcommunity.com/games/367520/announcements/detail/539709093889474169

Quote:

Hollow Knight 1.0.0.7 is Now Live!
9 March - Team Cherry
Thanks everyone for playing Hollow Knight!

Today we’re pushing out an interim patch that addresses various issues.

Our larger optimisation focused patch (1.0.0.Cool will be hitting early next week, and we’ll be setting it live on the Steam Beta branch tomorrow afternoon. Opt in to the Beta if you’re keen to check it out.

Thanks for all your support, and all the wonderful words we’ve received about the game. We really appreciate it, and we’ll keep working to make Hollow Knight even better!


1.0.0.7 Change Notes

- Reduced slowdown issues around Failed Tramway.
- Initial optimisation improvements.
- Added Cornifer ambient hum and paper trail.
- Fixed Soul Vessel sometimes not displaying on first collect.
- Fix for Kingdom’s Edge soft-lock.
- Fixed Geo collection slow-down.
- Fixed Quick Cast keyboard map not saving between play sessions.
- Increased effects on colosseum Shade location.
- Various small scene fixes.
- Relinked missing dialogues for Lemm & Leg Eater.
- Fixed various spelling/grammatical errors in Game Text
- Restored Cloth event in Dirtmouth.
- Fixed issue where dying in a dream with Joni’s Blessing equipped left you with 1 HP on waking up.
- Fixed Issue with Dash Slash effects sometimes disappearing.
- Fixed an issue where defeating Shade and quickly exiting scene didn’t restore Soul Orb.
- Dream Pin and Bench Pin fixes for map.
- Fixed Collector’s spawned creatures sometimes not dealing damage.
- Fixed issue with Mantis Traitor battle becoming unbeatable.


Note: One known issue as of this version - A room in the Crystal Peak is not displaying on the map. This will be corrected as of version 1.0.0.8


https://steamcommunity.com/app/367520/discussions/0/135511294068167118/

Quote:

Hollow Knight 1.0.1.1 Patch Notes
1.0.1.1 is now live for all! Patch Notes below:

Fixed issue where defeating Crystal Guardian and then immediately dying prevented his bench from becoming useable.
Fixed issue where defeating Crystal Guardian (rematch) and then immediately dying prevented Battle Gate from staying open.
Fixed City Crest in statue displaying over player.
Fixed issue with Isma’s Grove battle gates not re-opening on re-entry.
Fixed players being able to escape tilemap in Abyss Dream.
Increased Cyclone Slash size
Fixed intermittent frame-flickering on certain enemies
Fixed inventory button not opening inventory on Logitech F310 in X mode.
Added anticipation SFX to certain enemy attacks
Further optimisations
Optimisation: New pooling system for spawned enemies
Fixed gramatical, and, spelling errers in Game Text
Fixed Hive Husk displaying incorrect Enemy Dream text
Added additional SFX to Husk Hive
Increased Geo awarded by Husk Hive
Added additional SFX to Hive Soldier
Fixed an issue where player could travel up through an unbroken window in Soul Sanctum, causing game freeze
Fixed Gruz Mother sometimes turning into a weird, stretched-out fatty when dying in the Colosseum
Increased Notch Cost of Quick Slash charm to 3 (affects new files only)
Slightly decreased invulnerability time for Stalwart Shell charm
Improved recycling system for frequently recycled objects
Fixed an issue where Hornet was knocked out of the arena on being defeated, robbing the player of a hard-won victory
Fixed an issue locking players out of Distant Village event
Fixed an issue where getting hit with Inventory open and Thorns of Agony equipped caused a game-freeze
Fixed an issue with lifts in City of Tears becoming inoperable
Fixed issue with Grubberfly beams firing upward and downwards with Joni’s Blessing equipped, regardless of health remaining
Fixed an issue with Red Grubberfly beams being fired with Joni’s Blessing/Grubberfly
Elegy/Fury charms equipped, regardless of health remaining
Fixed a Battle Scene in White Palace being triggered prematurely
Fixed Failed Champion’s dream remaining accessible after his defeat
Fixed fader stuttering in City lift scenes
Fixed an issue where Failed Champion’s battle could be triggered prematurely
Increased effect of Soul Eater charm
Fixed a lever in White Palace that could be poked through its gate
Fixed an issue with the Warrior Dream’s sprite lingering on after defeat
Fixed an issue where player couldn’t jump out of water when up against some walls
Fixed an issue where player could get locked back into a City room upon return
Fixed an issue where progress past a Kingsmold battle was blocked by an unopening gate in certain circumstances
Fixed an issue where dying on a conveyor belt could cause the effect to persist on respawn
Fixed an issue where roar lock could persist after death
Fixed issue where shade summoned by Jiji becomes invulnerable
Fixed an issue where Hornet’s needle’s hitbox could remain after she’s stunned
Fixed an issue where player could perform actions while respawning from a hazard
Fixed an issue where player could become invulnerable when blocking a hit with Baldur Shell
Fixed an issue where Soul could be reimbursed incorrectly when focusing with Shape of Unn equipped
Fixed the spike respawn location in Soul Tyrant battle to be inside the battle arena.
Fixed map display for Sharp Shade room showing the whole room whilst only able to access its entrance.
Remodelled a wall in the White Palace that allowed a challenge to be bypassed.
Fixed 2 spike pits in Deepnest that respawned the player outside the map.
Numerous small scene fixes.


Note: An additional hotfix is planned for later today/tonight (Hollow Knight v1.1.0.2) that fixes a bright white flash some players have experienced upon collecting Mask Shards.


(1.1.0.2 should be on the beta branch now.)
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JBeckman
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PostPosted: Sat, 18th Mar 2017 14:03    Post subject:
1.0.1.4 beta.
https://steamcommunity.com/app/367520/discussions/0/135511455870902124/

Quote:

Patch Notes below:

- Fixed an issue where opening full map via Quickmap shortcut while in a late game area caused a game-freeze
- Fixed an animation error on player character when exiting a late-game cutscene
- Fixed Shrumish Ogre persistence issue
- Fixed an issue where hitting Zote with Dreamnail during his battle cry made him invincible, which he doesn’t deserve.
- Decreased heap size allocation at start-up
- Fixed issue where Soul Master’s shockwave attack would sometimes not spawn
- Fixed issue with sfx not playing correctly on some breakable one-way walls
- Fixed issue for some players whereby collecting a mask fragment would white out the screen
- Fixed display bug for cages in Colosseum of Fools
- Fixed bug on exiting Trial in the Colosseum of Fools that caused player to become stuck behind metal grate
- Fixed a dialogue issue for Iselda
- Fixed sound effects playing on incorrect mixer and thus being unaffected by in-game audio setting
- Fixed issue where Speed Completion achievement was not being awarded correctly
- Fixed an issue with Thorns of Agony charm not firing correctly when taking damage with inventory open
- Increased Geo reward for defeating Entombed Husk
- Fixed inaccurate hitbox on Broken Vessel/Lost Kin when stunned
- Fixed issue in City of Tears where entering a battle room from the left spawned an enemy outside of room
- Fixed an issue where Lifeseeds and their cocoons couldn’t be damaged by Grubberfly beam



And 1.0.1.3 should thus be stable.

Quote:

1.0.1.3
- Fixed issue where Soul Master’s shockwave attack would sometimes not spawn
- Fixed issue with sfx not playing correctly on some breakable one-way walls
- Fixed issue for some players whereby collecting a mask fragment would white out the screen
- Fixed display bug for cages in Colosseum of Fools
- Fixed bug on exiting Trial in the Colosseum of Fools that caused player to become stuck behind metal grate
- Fixed a dialogue issue for Iselda
- Fixed sound effects playing on incorrect mixer and thus being unaffected by in-game audio setting
- Fixed issue where Speed Completion achievement was not being awarded correctly
- Fixed an issue with Thorns of Agony charm not firing correctly when taking damage with inventory open
- Increased Geo reward for defeating Entombed Husk
- Fixed inaccurate hitbox on Broken Vessel/Lost Kin when stunned
- Fixed issue in City of Tears where entering a battle room from the left spawned an enemy outside of room
- Fixed an issue where Lifeseeds and their cocoons couldn’t be damaged by Grubberfly beam

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JBeckman
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Posts: 34974
Location: Sweden
PostPosted: Thu, 18th May 2017 12:43    Post subject:
Still seeing periodic updates. Smile

https://steamcommunity.com/app/367520/discussions/0/1291816569116883225/

Quote:



1.0.3.1

- Added initial language menu on first game launch
- Fixed issue where charms that increase nail-slash size didn’t apply while wallsliding.
- Fixed issue where in-game timer displayed incorrect playtime.
- Fixed issue where Soul Twister’s orb projectiles could get stuck in mid-air permanently
- Various adjustments to Hollow Shade spawn positions
- Fixed an issue where players could become stuck behind a gate in Greenpath.
- Fixed issue where menu wouldn’t allow start of a new game in certain circumstances
- Fixed issue where doublejump would fire instead of normal jump, resulting in a lame floaty jump.
- Fixed display issue for Shade Marker on map.
- Fixed issue where Hornet’s needle hitbox could stay active if stunned mid-attack.
- Fixed issue where super-dashing or quaking into a Vessel Fragment or Mask Fragment produced strange results.
- Fixed issue where rage-quitting during death sequence could leave impatient players with missing Geo but no Shade.
- Fixed Dream Dialogue not displaying correctly in late-game area.
- Fixed issue where quaking down into another scene caused a second loss of Soul.
- Fixed issue where player couldn’t super-dash from the very edge of a platform.
- Fixed issue where players could get stuck behind a gate in White Palace.
- Fixed issue where Shade music could be faintly heard at incorrect times.
- Slight amendment to Uumuu battle. No longer causes a large knockback while shrivelled. Increased HP a little to compensate.
- Fixed an issue where stunning Dung Defender early left you fighting him without his extremely good theme playing in the background.
- Increased Fury of the Fallen’s damage multiplier from x1.5 to x1.75.
- Fixed issue where incorrect congratulations message was displaying after finishing game on Steel Soul mode.
- Fixed issue where breakable wall near a Hive exit could get the hero stuck moving left automatically.
- Fixed issue where map screen could be accessed without actually acquiring the map first.
- Fixed issue where striking a Warrior Dream with the Dream Nail as their ‘defeat’ animation plays could cause a soft-lock under certain circumstances.
- Fixed issue where footsteps could be heard during cutscenes
- Fixed issue where white flames weren’t showing on enemy corpses when they were killed by spell.
- Slight refinements to map room display
- Various enemy fixes
- Various interface/menu fixes
- Various SFX/Music fixes
- Various graphical fixes
- Small optimisations to enemy damage effects.



(Doesn't seem like I posted the 1.0.2.8 update, the developers don't keep the patch notes organized though but the thread is probably there somewhere on the forums. Very Happy )
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h0rnyfavn
Serial Humper



Posts: 13880

PostPosted: Thu, 18th May 2017 13:32    Post subject:
No checkpoints before bosses? No manual\quicksaving to compensate for atrocious platforming?
Fuck off then,devs. Laughing

A great game ruined for me by a piss poor saving points placement and ridiculous platforming sections.

Ori did it right.


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prudislav
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PostPosted: Thu, 18th May 2017 13:45    Post subject:
h0rnyfavn wrote:
Ori did it right.

nope Ori is completely different take on the metroidvania genre and each game has different focus on gameplay and level designs (Ori on platforming side, HK on action side)

Ori's gameplay is built around platforming and movement, while Hollow Knight is all about combat. Both games nail their tone and atmosphere incredibly well. Ori has an incredibly tight and emotionally intense story while Hollow Knight goes for a subtly engrossing, low-key narrative.

Ori takes the prize for visual, technical, and musical polish, but Hollow Knight is far and away the game with more content and ambition. One game focuses its energy on being a tight, intense, highly polished experience, while the other allows itself to be a little rough around the edges for the sake of a much grander scope.

Despite both being metroidvanias, they prioritise pretty different creative goals, and both do an astounding job of realising them.


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h0rnyfavn
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Posts: 13880

PostPosted: Thu, 18th May 2017 13:56    Post subject:
@prudislav

I don't get what your post has to do with what I complained about?

When I said "Ori did it right" I meant platforming sections and saving system which should be more or less obvious based on my post's structure tbh .Very Happy

Quote:
Ori on platforming side, HK on action side


The problem is HK has a much more difficult platforming . Add to that inferior saving system compared to Ori and the game becomes infuriating.

They should have never put so much focus on hardcore platforming. The game would be so much better if it was like S&S in this regard.


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