<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	
	>
<channel>
	<title>Comments on: Thoughts: Hollow Knight</title>
	<atom:link href="https://scientificgamer.com/thoughts-hollow-knight/feed/" rel="self" type="application/rss+xml" />
	<link>https://scientificgamer.com/thoughts-hollow-knight/</link>
	<description>Science, gaming, and all things in between.</description>
	<lastBuildDate>Wed, 01 Jul 2026 22:05:15 +0000</lastBuildDate>
		<sy:updatePeriod>hourly</sy:updatePeriod>
		<sy:updateFrequency>1</sy:updateFrequency>
	<generator>https://wordpress.org/?v=3.7.36</generator>
	<item>
		<title>By: Major Project Initial Proposal &#8211; David Grant 3D/2D Artist</title>
		<link>https://scientificgamer.com/thoughts-hollow-knight/#comment-60659</link>
		<dc:creator><![CDATA[Major Project Initial Proposal &#8211; David Grant 3D/2D Artist]]></dc:creator>
		<pubDate>Sun, 13 Dec 2020 11:38:13 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=5511#comment-60659</guid>
		<description><![CDATA[[&#8230;] Scientific Gamer (2018) Thoughts: Hollow Knight. Available online: https://scientificgamer.com/thoughts-hollow-knight/ [Accessed [&#8230;]]]></description>
		<content:encoded><![CDATA[<p>[&#8230;] Scientific Gamer (2018) Thoughts: Hollow Knight. Available online: <a href="https://scientificgamer.com/thoughts-hollow-knight/" rel="nofollow">https://scientificgamer.com/thoughts-hollow-knight/</a> [Accessed [&#8230;]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Hentzau</title>
		<link>https://scientificgamer.com/thoughts-hollow-knight/#comment-49421</link>
		<dc:creator><![CDATA[Hentzau]]></dc:creator>
		<pubDate>Wed, 12 Sep 2018 07:17:44 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=5511#comment-49421</guid>
		<description><![CDATA[I suspect part of it may be how well you get on with 2d platformers -- an obvious thing to say, perhaps, but one of the reasons I persisted with Hollow Knight is because I&#039;m very familiar with its style of boss battle (if not how difficult they are), whereas with Dark Souls I never really did get the hang of how to maneuver away from a boss&#039;s attack patterns. It&#039;s very possible for somebody to like Dark Souls and not get on with Hollow Knight, I think, even though they share a lot of the same DNA.

Glad you enjoyed the review!]]></description>
		<content:encoded><![CDATA[<p>I suspect part of it may be how well you get on with 2d platformers &#8212; an obvious thing to say, perhaps, but one of the reasons I persisted with Hollow Knight is because I&#8217;m very familiar with its style of boss battle (if not how difficult they are), whereas with Dark Souls I never really did get the hang of how to maneuver away from a boss&#8217;s attack patterns. It&#8217;s very possible for somebody to like Dark Souls and not get on with Hollow Knight, I think, even though they share a lot of the same DNA.</p>
<p>Glad you enjoyed the review!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Hentzau</title>
		<link>https://scientificgamer.com/thoughts-hollow-knight/#comment-49419</link>
		<dc:creator><![CDATA[Hentzau]]></dc:creator>
		<pubDate>Wed, 12 Sep 2018 07:13:45 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=5511#comment-49419</guid>
		<description><![CDATA[It&#039;s some time since I played the first Dark Souls but I do remember really liking the first castle area; the enemies were tough but not unfair and it was tremendous fun exploring the castle and unlocking alternate routes though it. I suspect I would have stuck with it if it had presented me with more of that kind of thing as Hollow Knight did, but I bailed out of the game the moment I hit the (sigh) swamp level. 

I also played a few hours of Dark Souls 2, but its background storytelling seemed to be weaker and I fell out of the game much faster. Like I said in the review, I don&#039;t object to the Souls games being the way they are and I think they&#039;re very good at what they do. There&#039;s just enough about them that I don&#039;t like that I&#039;ve decided they&#039;re not for me.]]></description>
		<content:encoded><![CDATA[<p>It&#8217;s some time since I played the first Dark Souls but I do remember really liking the first castle area; the enemies were tough but not unfair and it was tremendous fun exploring the castle and unlocking alternate routes though it. I suspect I would have stuck with it if it had presented me with more of that kind of thing as Hollow Knight did, but I bailed out of the game the moment I hit the (sigh) swamp level. </p>
<p>I also played a few hours of Dark Souls 2, but its background storytelling seemed to be weaker and I fell out of the game much faster. Like I said in the review, I don&#8217;t object to the Souls games being the way they are and I think they&#8217;re very good at what they do. There&#8217;s just enough about them that I don&#8217;t like that I&#8217;ve decided they&#8217;re not for me.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Hentzau</title>
		<link>https://scientificgamer.com/thoughts-hollow-knight/#comment-49417</link>
		<dc:creator><![CDATA[Hentzau]]></dc:creator>
		<pubDate>Wed, 12 Sep 2018 07:06:13 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=5511#comment-49417</guid>
		<description><![CDATA[Yeah, despite barreling through the game at a considerable clip I somehow completely missed the door outside the graveyard and spent the entire time wondering what the eggs were for.

My objection to getting the shade back is mostly a philosophical one, though, in that it&#039;s a mechanic based around the idea of punishing the player for failure, but in a game like Hollow Knight failure is baked into the core loop. It&#039;s highly unlikely that you&#039;ll kill a boss first time unless you&#039;re massively overequipped; the intended path is that you die a few times to learn the attack sequences. And if that&#039;s the case, why punish the player for, in effect, playing the game the way it&#039;s supposed to be played?]]></description>
		<content:encoded><![CDATA[<p>Yeah, despite barreling through the game at a considerable clip I somehow completely missed the door outside the graveyard and spent the entire time wondering what the eggs were for.</p>
<p>My objection to getting the shade back is mostly a philosophical one, though, in that it&#8217;s a mechanic based around the idea of punishing the player for failure, but in a game like Hollow Knight failure is baked into the core loop. It&#8217;s highly unlikely that you&#8217;ll kill a boss first time unless you&#8217;re massively overequipped; the intended path is that you die a few times to learn the attack sequences. And if that&#8217;s the case, why punish the player for, in effect, playing the game the way it&#8217;s supposed to be played?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: drinkwithskeletons</title>
		<link>https://scientificgamer.com/thoughts-hollow-knight/#comment-49136</link>
		<dc:creator><![CDATA[drinkwithskeletons]]></dc:creator>
		<pubDate>Wed, 05 Sep 2018 14:43:16 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=5511#comment-49136</guid>
		<description><![CDATA[Worth pointing out that the environmental story telling is *also* lifted from Dark Souls.

I do think that Hollow Knight is, in some ways, harder than Dark Souls. Certainly harder than Dark Souls 3, which has refined its combat to the point that it&#039;s honestly just fun, and liberally sprinkled bonfires all around. But your shade really shouldn&#039;t be that much of a problem, and if it gets stuck in some awful place you don&#039;t think you can get back to, go give a Rancid Egg to the merchant at the base of the cliffs east of Dirtmouth. She (?) will summon your shade to that spot for you.]]></description>
		<content:encoded><![CDATA[<p>Worth pointing out that the environmental story telling is *also* lifted from Dark Souls.</p>
<p>I do think that Hollow Knight is, in some ways, harder than Dark Souls. Certainly harder than Dark Souls 3, which has refined its combat to the point that it&#8217;s honestly just fun, and liberally sprinkled bonfires all around. But your shade really shouldn&#8217;t be that much of a problem, and if it gets stuck in some awful place you don&#8217;t think you can get back to, go give a Rancid Egg to the merchant at the base of the cliffs east of Dirtmouth. She (?) will summon your shade to that spot for you.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: RustyJ</title>
		<link>https://scientificgamer.com/thoughts-hollow-knight/#comment-49105</link>
		<dc:creator><![CDATA[RustyJ]]></dc:creator>
		<pubDate>Tue, 04 Sep 2018 11:17:16 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=5511#comment-49105</guid>
		<description><![CDATA[Dark Souls is a game that took me 6+ years to beat. I&#039;d pick it up from time to time, play it for an hour or so, and move on to something else. I tried it again when the remastered version came out and it finally grabbed me. Now I can&#039;t stop playing it.

Hollow Knight may be similar - but I&#039;m unsure. I&#039;ve played it for a few hours and put it aside. Perhaps I&#039;ll have to go back and give it another shot.

Thanks for your thorough review. I really enjoyed it!]]></description>
		<content:encoded><![CDATA[<p>Dark Souls is a game that took me 6+ years to beat. I&#8217;d pick it up from time to time, play it for an hour or so, and move on to something else. I tried it again when the remastered version came out and it finally grabbed me. Now I can&#8217;t stop playing it.</p>
<p>Hollow Knight may be similar &#8211; but I&#8217;m unsure. I&#8217;ve played it for a few hours and put it aside. Perhaps I&#8217;ll have to go back and give it another shot.</p>
<p>Thanks for your thorough review. I really enjoyed it!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: ilitarist</title>
		<link>https://scientificgamer.com/thoughts-hollow-knight/#comment-49082</link>
		<dc:creator><![CDATA[ilitarist]]></dc:creator>
		<pubDate>Mon, 03 Sep 2018 11:29:20 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=5511#comment-49082</guid>
		<description><![CDATA[I like Souls games for elegant implementation of Iron Man. As in you can never load the game but at the same time you can&#039;t screw yourself up completely by doing something wrong. This need to find your corpse from time to time feels like a balancing stuff so you don&#039;t just ignore all the damage. On the other hand, checkpoint system often works in a similar way - you can&#039;t quicksave all the time but any loss would only through you back so far. Games like XCOM2 should have implemented something like that because it feels like the game you should play in Iron Man but it can screw you so easily for not knowing what lies ahead.

Anyway, for once you&#039;re reviewing the game I&#039;ve already completed. It exhausted it similar to the way Dark Souls does. I didn&#039;t go for the real ending because of that. I&#039;ve probably even finished it mostly cause my wife liked it while acknowledging that this is a hellish gauntlet she herself would not touch. I don&#039;t like bugs and I did not expect the game to stick to its theme so faithfully. Also it *heavily* borrows a lot from Dark Souls in its themes and the way the story is presented. You say you haven&#039;t played DS so much so it&#039;s funny how you like one of its stronger sides.

The difficulty in non-linearity is certainly there. I&#039;ve encountered Watcher Knights far, far earlier than I was supposed to and suffered greatly. I&#039;ve beaten Grey Prince Zot before I beat Watcher Knights but he was not as infuriating because I didn&#039;t have to spend couple of minutes to get to him through couple of enemies. But it was mostly fine. This game has a very direct control scheme, you feel connected with the character which didn&#039;t happen to me in similar games like Ori or even Castlevania where there&#039;s some inertia to the character movement. Heal ability is indeed a very good addition. It helps you understand how different builds work with different bosses: for some you benefit from faster heal cast, with some it&#039;s still not fast enough and you have to look for other ways. So it was OK in gameplay terms, even if the biggest reason people love it is atmosphere, music and such.

Dream bosses are cancer though.]]></description>
		<content:encoded><![CDATA[<p>I like Souls games for elegant implementation of Iron Man. As in you can never load the game but at the same time you can&#8217;t screw yourself up completely by doing something wrong. This need to find your corpse from time to time feels like a balancing stuff so you don&#8217;t just ignore all the damage. On the other hand, checkpoint system often works in a similar way &#8211; you can&#8217;t quicksave all the time but any loss would only through you back so far. Games like XCOM2 should have implemented something like that because it feels like the game you should play in Iron Man but it can screw you so easily for not knowing what lies ahead.</p>
<p>Anyway, for once you&#8217;re reviewing the game I&#8217;ve already completed. It exhausted it similar to the way Dark Souls does. I didn&#8217;t go for the real ending because of that. I&#8217;ve probably even finished it mostly cause my wife liked it while acknowledging that this is a hellish gauntlet she herself would not touch. I don&#8217;t like bugs and I did not expect the game to stick to its theme so faithfully. Also it *heavily* borrows a lot from Dark Souls in its themes and the way the story is presented. You say you haven&#8217;t played DS so much so it&#8217;s funny how you like one of its stronger sides.</p>
<p>The difficulty in non-linearity is certainly there. I&#8217;ve encountered Watcher Knights far, far earlier than I was supposed to and suffered greatly. I&#8217;ve beaten Grey Prince Zot before I beat Watcher Knights but he was not as infuriating because I didn&#8217;t have to spend couple of minutes to get to him through couple of enemies. But it was mostly fine. This game has a very direct control scheme, you feel connected with the character which didn&#8217;t happen to me in similar games like Ori or even Castlevania where there&#8217;s some inertia to the character movement. Heal ability is indeed a very good addition. It helps you understand how different builds work with different bosses: for some you benefit from faster heal cast, with some it&#8217;s still not fast enough and you have to look for other ways. So it was OK in gameplay terms, even if the biggest reason people love it is atmosphere, music and such.</p>
<p>Dream bosses are cancer though.</p>
]]></content:encoded>
	</item>
</channel>
</rss>
