I did a small write-up off my understanding here, but that’s coming from someone that’s only dabbled in both and I may have missed some stuff.
He/Him, with a tendency to ramble on about any given topic.
I did a small write-up off my understanding here, but that’s coming from someone that’s only dabbled in both and I may have missed some stuff.
From an admitted non-expert, the way I understand it is this: A roguelike is turn based, procedurally generated to some extent, has some form of time/turn crunch tied to a carried resource (food/hunger is pretty common), and has leveling involved as part of the core gameplay loop. The idea being that you try to balance out luck (with the items/equipment you find, enemies that spawn, how well you’re doing in a particular combat, etc) with skill (knowledge of the game systems, knowing how to build, knowing when to cut your losses and run, when you have enough resources to gain some levels, etc.). There is also perma-death: Once you die, your run is over and you have to start fresh.
A roguelite involves some of these aspects, but plays things much looser. Typically there’s some level of perma-death in that a run is over when you die, but there’s also a meta-currency to allow for progress/power upgrades between runs (like increasing starting health per run by using items that have a chance to drop during a run). They are often not turn-based, and don’t necessarily have the same time crunch. The similarities lie in the fundamental idea: balance luck introduced by randomization/procedural generation and skill from game mastery, and if you fail then you have to start a new run. Different folks will have different criteria for the two terms (I saw a purist say that it’s not a real roguelike if it has anything other than ASCII graphics), but that’s how I summarize them.
Absolutely! I’m a sucker for leitmotif, so hearing it towards the end (avoiding spoilers still because of the number of people here that don’t seem to have played yet, but I think you know where) gave me tons of feelings after all of the other places it makes an appearance
That’s entirely fair, no game is really for everyone! You can definitely try this idea out with pretty much any game out there though, then you get to share the things you enjoy with the people you enjoy spending time with as well!
I’m so glad to hear it, and I hope you enjoy it if you do decide to pick it up! As for payment, my Hollow Knight evangelism is strictly because of how much I enjoy talking about it; the only payment I would ever accept is the team finally releasing their next game (Hollow Knight: Silksong).
Absolutely! I wound up getting the vinyls because of how good it is. What’s your favorite song? Mine is probably Reflection (the song that plays in rooms with healing springs)
This is definitely a great technique to bring attention to and I considered mentioning it too. I opted for a more general batch of tips, hopefully the “tutorial” for pogoing hits its mark… There’s a room with floating spike chunks that leads to either a money node or a collectible (can’t remember which offhand), and that’s supposed to be a hint that you can pogo on spikes. I only tried after my third time passing it though, since I thought maybe there was a power-up later that I could use until I decided to say screw it and gave it a try.
I really am a huge fan of how you get tossed into this weird world, but slowly unravel what’s happening. Come for the cute bugs, stay for the weirdly compelling story of what’s going on with those cute bugs.
Oh, that’s heartbreaking lol, I can’t imagine the sorrow they must have felt!
If they don’t take to it after trying to convince them again, maybe you could offer to stream it for them? I did that for a friend of mine who isn’t great at games - we sat on the couch together, I played through, and we talked about things as they were happening (and I gave chunks of lore as they became appropriate to discuss). I like doing that for games I really want my friends to experience if they aren’t interested in playing themselves, since you can kind of be a tour guide and make sure they get to see things that you might have missed your first time playing through, and you get to spend time hanging out with that friend. I’ve done similar with Undertale to great effect!
It’s unfortunately become a catch-all phrase meaning “this is hard and you’ll die a lot, git gud lol.” In this case though, there’s a lot of parallels between Dark Souls and Hollow Knight on multiple levels: Themes, gameplay and design philosophies, how lore is dispersed… I can’t really elaborate without going into a ton of detail and spoiling things, but needless to say, there’s an actual reason for that tag here. I would also say that, while there isn’t a specific “easy mode” to switch to, there are different ways to tweak the difficulty while you play. Charm loadouts, putting extra time and effort into finding hidden power-ups (health expansions, for example), and the fact that some of the most challenging portions of the game are basically optional unless you’re looking to experience every piece of the lore personally.
I personally don’t see any problem with just looking stuff up after playing the game if you’re satisfied with the experience you had, but your mileage may vary there - I don’t have as much time to spend on gaming, so my tolerance for grinding or bashing my head against a challenge repeatedly is directly tied to how fun the actual gameplay is for me. I was much more tolerant of the difficulty in Hollow Knight because the controls are so tight and responsive that it’s just fun for me to play and improve in.
My pleasure, I hope it helps! Just don’t get discouraged if you’re having trouble - there’s one platforming challenge (completely optional, don’t worry) that took me something like 2 or 3 days of 8-hour sessions to finally get through. Like I said, I’m not really a great gamer nowadays thanks to not having much time to keep my skills sharp (I used to play Kaizo Mario hacks on a regular basis when I was younger), but it was a compelling and enjoyable enough game to motivate me to keep going.
Thank you! Like I said, Hollow Knight is possibly one of my favorite games, so if there’s a way I can possibly make it more accessible for more people to experience without also spoiling that experience, I’m going to take it. I could gush on and on about how great everything about it is (art, music, story, mechanics, design, etc.) but it’s one of those things where it’s best experienced for yourself.
Hollow Knight is a solid contender for my favorite game, so good choice! I’m going to try to keep things spoiler-free as much as I can since a huge part of the experience is exploring and slowly unraveling things. Here’s a list of (hopefully spoiler-free) tips that I think might help.
Hollow Knight follows the Dark Souls school of lore: You don’t get an exposition dump in the beginning giving you the whole background behind what’s going on. It’s perfectly fine to be confused about what you are doing and why. In fact, I’d say that’s an intentional choice that winds up making a ton of sense after a certain point in the game.
Because of this fact and how long it’s been out (as well as how popular it is), it’s unfortunately very easy to spoil things. Be careful with that, and make sure to tag on “spoiler free” to any searches you do on the game.
You’re likely going to die a lot, that’s true. That being said, there aren’t really any situations that I can think of where I had no way to avoid dying. The nice thing is, the game sort of sets itself up in a way that you (hopefully) learn different techniques over time, and the fact that it’s a metroidvania means you get upgrades drip-fed to you, so you don’t have a million things to try to learn at once. I’m not great at games nowadays, but I did still manage to beat the game. I never completed the boss rush stuff, but that’s more because I’ve never been a huge fan of boss rushes in general.
You don’t have a time limit during fights. Feel free to take your time learning an enemy’s attacks; there are generally tells you can keep an eye out for so you can prepare to react appropriately. Don’t be afraid to keep your distance as much as you can while in a fight.
Soul is the game’s “magic” system, and it’s a pretty big help in keeping you from dying. You recharge it a bit each time you hit an enemy, so as long as you’re able to run in, hit an enemy, and get away without getting hit, you can recharge enough for another use. There are also generally minor enemies in each area that are relatively easy to deal with - these are basically prime candidates for recharging Soul if you’re low.
There are going to be quite a few dead ends during your journey. These are usually places you just don’t have the tools to deal with yet, so if it seems like you can’t progress, try somewhere else and come back later! Another thing to keep in mind is you’ll sometimes hear or see weird stuff on your journeys - it can be worth putting in some extra effort to see what the source is. Something that I would say is important for this is the map and quill you can buy in the shop in the first town. It updates when you sit down at a bench, so don’t worry if it doesn’t seem to “work” right away.
Grab the “Gathering Swarm” charm from the store in the first town, go sit on a bench, and equip it. It won’t make your money problems disappear, but it’ll help.
Enemies only respawn when you sit on a bench. Yes, that goes for the entire map. Yes, I have cleared a significant number of enemies across multiple zones without sitting on a bench and verified this (it was to help me finish a specific side quest). No, bosses will not respawn.
Hopefully this gives you a decent set of tips to get you started! I hope you enjoy your journey as much as I did when I played the first time!
If you and your partner enjoy RPG’s, I highly recommend Divinity: Original Sin (and Divinity: Original Sin 2, though we haven’t finished that one yet). Very story-driven, the tactical combat is a blast when you get into strategizing and collaborating, and there are all sorts of non-combat shenanigans you can get up to as well (the second even more so than the first).