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Hollow Knight: Silksong purportedly arrives this year

Hollow Knight: Silksong purportedly arrives this year

Yahoo02-04-2025
Silksong, the long-awaited to sequel to 2017's Hollow Knight, will arrive later this year, according to a brief sizzle reel Nintendo shared during today's Switch 2 Direct. In fact, the snippet was so short you might have missed it if you blinked, and featured the same section of gameplay we first saw during the game's announcement trailer back in 2019.
Of course this being Silksong we're talking about, I wouldn't count on the game's developer, Team Cherry, sticking to that date until we have the game in our hands. If you recall, back in 2022 there was speculation the game would arrive by June 12, 2023 after Microsoft included it in a Xbox Game Pass trailer and said all the titles featured in said clip would be available within 12 months. Well, June 12, 2023 came and went with no release of Silksong.
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Hollow Knight Silksong: Everything we know so far
Hollow Knight Silksong: Everything we know so far

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time4 hours ago

  • Yahoo

Hollow Knight Silksong: Everything we know so far

When you buy through links on our articles, Future and its syndication partners may earn a commission. Hollow Knight: Silksong is easily one of the most anticipated new games. In fact, the level of hype surrounding the long awaited sequel has only grow with each passing year. And the big summer summer of announcements only left us wanting more Hollow Knight Silksong, with Team Cherry's new roguelike getting a brief mention during Summer Game Fest Live 2025, before it was followed up by the reveal of the new Deadpool VR game. Then, it popped up during the reveal of the Asus ROG Ally, which was shown during the Xbox Games Showcase 2025. Alongside a massive Steam update just before the Summer Game Fest 2025 schedule kick off, we've only been fed small crumbs, but that hasn't made any of the excitement surrounding follow-up to one of the best Metroidvania games die down. We're still awaiting a major update from Team Cherry and that all important release date, but while we await further news, you can find a recap of all things Hollow Knight: Silksong below. Hollow Knight: Silksong news Hollow Knight: Silksong dev simultaneously backtracks and doubles down on possible DLC, thinks "DLC is likely" despite his last apparent teaser being a joke Hollow Knight: Silksong fans reach as-yet-unheard-of levels of cope as the Metroidvania's Nintendo Switch store page briefly disappears The Hollow Knight: Silksong ARG turned out to be us clutching at straws, but dev says: "the game is real, progressing and will release" 6 years and 1 prolonged delay later, Xbox is still calling "incredible" Hollow Knight: Silksong one of its "upcoming games" Hollow Knight: Silksong developer teases us with a bunch of cryptic Nintendo Switch 2 clues including a cake, Imagine Dragons, and some Australian wine Hollow Knight: Silksong fans tragically trolled by a random Steam update listed as "for beta testing" Hollow Knight: Silksong is "not in dev hell," says tester who finds fan cynicism "disheartening" but agrees developer Team Cherry "should be better" at communicating Taking the mantle from Elden Ring fans, Hollow Knight Silksong hopefuls are going feral over the Metroidvania's first hidden Steam update in 14 months As the wait for Silksong continues, Hollow Knight fans threaten to "sacrifice" their own forum to get the developer's attention Hollow Knight Silksong's agonizingly long road to release might actually be an accidental stroke of genius Hollow Knight Silksong community in shambles after finding something new in 4-year-old gameplay clips Hollow Knight Silksong release date speculation The Hollow Knight Silksong release date has yet to be revealed, but its appearance in a sizzle reel during the Switch 2 Direct in April reiterates a 2025 launch window. Originally Silksong was set for an early 2023 target, before getting pushed back. Team Cherry's Matthew Griffin confirmed the initial delay back in the day, noting in a statement that while "development is still continuing," the scope of the project requires more time. "We're excited by how the game is shaping up, and it's gotten quite big, so we want to take the time to make the game as good as we can," added Griffin. In March 2025, we also heard word from a brief teaser from Xbox that Silksong is still counted as one of its upcoming games to look forward to. In this statement, the game was next to a collection of 2025 titles. So, while we don't have a firm date yet, it seems like Silksong is still on its way and the Nintendo appearance seems to reinforce the year window. Fingers crossed we get a late-2025 release window in the future. Hollow Knight Silksong platforms The Hollow Knight: Silksong platforms have been confirmed as Xbox Series X, Xbox One, PS5, PS4, Nintendo Switch, Switch 2, and PC – via Steam, GOG, and the Humble Store. Following the Switch 2 Direct in April 2025, it was clarified that Silksong will be coming to Nintendo's current and next-gen consoles, which is certainly exciting for those planning to get their hands on a Switch 2 this year. Additionally, Team Cherry has confirmed that a Hollow Knight: Silksong Xbox Game Pass release has been secured, meaning it'll be available to all subscribers on the day of release. Will Hollow Knight: Silksong be on PS4 or PS5? Ever since Team Cherry announced this sequel back in 2019, PlayStation owners have been left asking the same question: Will Hollow Knight Silksong be on PS4 and PS5? And for the longest time it looked uncertain, especially after Xbox owners learned that the game would be coming to Xbox Game Pass. Thankfully, PlayStation has since cleared up any confusion. The platform holder took to Twitter to confirm that Hollow Knight: Silksong will be available on PS5 and PS4. Hollow Knight Silksong trailer Above you can watch the debut Hollow Knight: Silksong reveal trailer, which Team Cherry used to announce the game to the world for the very first time all the way back in February 2019. The two-minute trailer began with Hornet's kidnapping, showing her breaking free to explore lush meadows and dank underground passageways. The trailer showed there are new enemies to conquer, new bosses to fight, brand new friends to meet along the way, and new towns to explore, complete with NPC characters and their associated quests. And now we have this second Hollow Knight: Silksong gameplay trailer to pour over from E3 2022. More gameplay sneak peeks, more bosses and bad guys, and more from our old pal Hornet – who's been promoted from friend and foe of the original game to playable hero. Hollow Knight Silksong gameplay As for Hollow Knight: Silksong's gameplay, initially the only footage we had to go off was from the debut trailer. Despite it being a pure introduction to the sequel, we actually did get to see plenty of clips of protagonist Hornet jumping into action, as she bounds and leaps over enemies with finesse. And now that's been solidified and built upon by the more recent trailer, with everything looking incredibly fluid. It's clear then that Hollow Knight's blend of platforming and 2D combat is returning for Silksong. In fact, Team Cherry looks to have made the platforming distinctly more acrobatic with Hornet than with the Knight in the original game: the new protagonist looks like a gymnast compared to the Knight, deftly flipping over huge enemies with ease. Healing also works differently in Silksong than in Hollow Knight. Instead of slowly refilling her health like the Knight did, Hornet can instantly heal three health nodes, and not only that, but she can also do this on the move. However, Hornet has a Silk metre, and healing three nodes of health immediately empties the bar. Hollow Knight Silksong story If you've played Hollow Knight, you'll no doubt remember Hornet, who frequently got in the way of the player character, but ended up becoming their ally partway through. Hollow Knight: Silksong actually switches out protagonists, replacing the Knight with Hornet for this new adventure. In this new game, Hornet finds herself kidnapped, and spirited away to a kingdom called Pharloom. Said to be "haunted by Silk and Song" according to developer Team Cherry themselves, Silksong's basic plot puts Hornet right at the bottom of this new kingdom, and tasks her with ascending to the top of the kingdom and reaching a shining citadel to find out the truth behind her kidnapping. Additionally, there's also going to be side quests for Hornet to take on. These sound a lot more fleshed out than in the original Hollow Knight, as Silksong actually allows you to keep track of all your side quests in a journal. Perhaps this is an opportunity to tell more stories outside of the main plot of Silksong. Hollow Knight Silksong development Hollow: Knight: Silksong actually began development as another DLC chapter for the original Hollow Knight. Set to star Hornet, developer Team Cherry quickly realized the scope of the DLC was far bigger than they anticipated, so they actually carved out the space for a full-blown sequel starring Hornet instead. Looking at the sequel now, it's not hard to see why. Hollow Knight: Silksong's debut trailer boasted of over 150 brand new enemies, including new bosses to fight in addition to this. In fact, there's brand new features for the sequel, like the ability to craft weapons, tools, and traps from materials gathered off of fallen enemies. If you liked the music of the original game, then we've got good news for you. Original composer Christopher Larkin has returned to collaborate with Team Cherry to score Hollow Knight: Silksong, which means the new adventure promises to have memorable tunes for punchy moments. Can't stand the wait for Hollow Knight: Silksong? Then you might want to check out one of the best roguelike games, or even some of the fantastic games like Hollow Knight that are out there just waiting to be played today.

"Anything related to Silksong releasing would be the doom of the project," lead on gorgeous Hollow Knight fan game once worried, but after 2 years of work it looks like it will launch this year
"Anything related to Silksong releasing would be the doom of the project," lead on gorgeous Hollow Knight fan game once worried, but after 2 years of work it looks like it will launch this year

Yahoo

time4 hours ago

  • Yahoo

"Anything related to Silksong releasing would be the doom of the project," lead on gorgeous Hollow Knight fan game once worried, but after 2 years of work it looks like it will launch this year

When you buy through links on our articles, Future and its syndication partners may earn a commission. Hollow Knight Silksong madness may have reached a new peak. For years, "Fine, we'll make our own game" has been a jokey motto – one of many – for the Skong faithful, fed up with waiting for Team Cherry's long-anticipated sequel (finally coming later this year) and pondering the feasibility of making one for themselves. But, thanks to a devoted team of fans, a convincing Hollow Knight fan game is now very real and shooting for a 2025 launch, and it looks and sounds so much like the genuine article, you'd be forgiven for initially thinking it's a new Silksong showcase. That game is Godgrounds, an unofficial Hollow Knight fighting game that started with the work of just two people back in 2023. Lead developer Rockm recently shared an update on the team's progress with the Hollow Knight Reddit community, and I immediately had to learn more about it. "For quite some time, I had the belief that our project mainly profits off the fact that the [Hollow Knight] fans are starved, so anything related to Silksong releasing would be the doom of the project," Rockm tells GamesRadar+. "I moved on from that belief. It was wild back then. Although, even today, on every single ]Nintendo Direct], I follow one gold rule: always bet on nothing happening." "r/silksong should be considered an institution," Rockm observes. Correct. The Godgrounds team has grown considerably, especially after production ramped up in 2024, with programmers, artists, animators, composers, voice actors, SFX engineers, and even "popular figures in the Hollow Knight community" answering Rockm's call for aid. Around 20 people have touched the project so far, with most being artists. The work of composer Davide Trivella, a sample of which is available on YouTube, is a clear standout to me. "I have to admit, I am impressed by the team I've managed to build over time, it's full of very talented people," Rockm says. Previously, Rockm considered both an arena-type map taking inspiration from "traditional fighting games like Street Fighter or platformer fighting games like Brawlhalla" alongside a more open map showing off character mobility, but "production turned out to be slower than anticipated and this approach was inefficient, so we decided to go fully on the combat system." However, Godgrounds will combine elements of both types of fighting games. The team is hoping to have local multiplayer for two players, a lobby screen, a complete map, and perhaps additional characters eventually. The cast started with Hornet, a side character in Hollow Knight who was promoted to protagonist for Silksong, but more characters are planned. "We are very, very confident that Godgrounds will release its first version/demo this year," Rockm says. "The game will receive updates from there forward." "Fighting other players is the overall objective of the game. We have brainstormed about adding progression systems in the future to make the game more engaging. The game is mainly aimed at Hollow Knight fans and players who like fighting games. Of course, not all Hollow Knight fans are fighting game enthusiasts, so we will make an effort to make the gameplay feel similar to Hollow Knight." All of the assets in Godgrounds are original, Rockm says, pointing to a clause in the terms of service for Team Cherry, which reads: "Making and selling original items that you designed and made yourself, based on the world or characters of Hollow Knight, is extremely fine. However, we don't give permission for anyone to use graphics from in the game or official marketing materials created by us – even if you add a scratchy texture to it in Photoshop or whatever. This includes character art, wallpapers, spritework etc. etc. created by us here at Team Cherry." "Therefore I made the decision to make every asset from scratch and 100% original, whilst aiming to imitate the original art style of the game as much as possible," Rockm says. Team Cherry PR and marketing led Matthew "Leth" Griffin "mentioned in the [Hollow Knight Discord] server that small fan games were completely fine, however, if they [were] monetized [...], he would have to intervene," Rockm adds. "I assume the project is completely fine," Rockm says about Godgrounds, "as long as it's free and contains no monetization practices. I've given thought on the prospect for some time, and while, yes, it would be great to be able to make profit out of the project, sell it for a price, or be able to publish it on Steam (even if it's free), so we have access to achievements and overall a wider audience – it's something we can't do due to their policies. "I've had the idea of contacting TC or Leth in the future once the game's more advanced in development to see if we are allowed to continue development, and if so, if there could be a sort of "exception" or "official-approved collaboration" and have the project reach a new stage in terms of what we can do with it. But this is more of a distant possibility rather than an actual goal of the project." The future of Godgrounds is still malleable, but it has a lot of momentum behind it and some incredible art to show for it. You can follow the project on Twitter. Hollow Knight: Silksong dev deals psychic damage, hinting at future "DLC" for the Metroidvania which fans aren't convinced won't "turn into a full-fledged game that takes 8 years to develop."

I have a big problem with how Nintendo has been treating collectibles
I have a big problem with how Nintendo has been treating collectibles

Digital Trends

time5 hours ago

  • Digital Trends

I have a big problem with how Nintendo has been treating collectibles

By the time I reached the fifth layer in Donkey Kong Bananza, I had already collected more bananas than there are Stars in the entirety of Mario 64. Without getting into exactly how long it takes to beat, that's a small fraction of the way through the game, with hundreds more bananas left to find. I am normally a completionist when it comes to collectibles in games, especially Nintendo franchises, but eventually found myself burnt out on chasing down all the stray bananas scattered through most of the levels. I would gladly take on the combat and puzzle-platforming challenges, but I was more enticed by the actual content of those challenges rather than the reward. It wasn't long before I simply ignored stray bananas buried in the earth or sitting atop a high perch. I could feel my inner child crying out for leaving these precious collectibles behind, but I realize now that Nintendo doesn't treat collectibles the way it once did, so neither should I. This new philosophy has infected almost all Nintendo franchises now, and I don't think I can stomach another Switch 2 game that makes collectibles feel so meaningless again. More isn't necessarily merrier Some of the most ingrained memories for me as a kid playing Ocarina of Time are when I found a precious piece of heart. These were typically tucked away in hidden areas or locked off as rewards for specific challenges. As always, collecting four would grant you a new heart container — perhaps the most meaningful upgrade in the game outside of equipment. They were rare, making each one feel meaningful to get, even if it wasn't the final one needed to get that new heart. The same can be said for Stars in Mario 64. Stages only had around 5 on average, and none of them were just lying around for me to pick up just for walking by. 120 sounds like a lot, but when each one presents a challenge to collect, they never feel less special to grab. Recommended Videos I imagine the excitement I felt each time I managed to snatch a new Star or root out a piece of heart as a kid is what set me on the path to becoming a completionist. But right at the launch of the Switch, Nintendo seemed to completely flip its approach to designing collectibles. Breath of the Wild was the canary in the coal mine, as it were, with 900 Korok seeds sprinkled around Hyrule. This was one of many design changes that going open-world necessitated for Zelda, and I don't think it was a poor one on its face. Yeah, it was the first time I decided early on that I wouldn't even attempt to 100% complete the game, but treated that absurdly high number as a kind of design failsafe — players who explored the world naturally would always have plenty to find no matter which direction their curiosity took them. I don't think it was necessarily made this way with the intention of most players feeling compelled to get them all, especially when you look at the joke of a final reward for getting all 900. The problem lies in the fact that this new more is more mentality surrounding collectibles wasn't contained to Zelda's open world games. Super Mario Odyssey was the first proper 3D Mario game since 3D World and inflated the number of collectibles from the usual 120-ish to around 300 on the higher end on a first playthrough, to 880 unique Moons. But Mario hadn't undergone a massive reinvention in the way Zelda had which made increasing the collectible count feel appropriate. To sell an amazing game very short, it is still a level-based platformer. The new levels are bigger, but they're not that big, and Moons still act as progression tools. Nintendo had to rework a lot of other aspects of a Mario game to make this change fit. Being kicked out of a level after collecting a Star or Moon was a long overdue upgrade, but Nintendo also had to cut the fanfare. Instead of a rewarding and celebratory animation as a reward for managing to get a Star, Odyssey pauses for as brief a time as possible to avoid interrupting the flow of gameplay. It's a better solution than keeping the longer animations, but a self-inflicted problem by cramming the game full of Moons. Without that struggle to find them or the feedback from the game cementing my achievement as something worthy of praise, collecting Moons started to feel only slightly more enticing than standard coins. How much could I care about them when I could literally buy a dozen from the shop in one go if I wanted? It makes perfect sense that Bananza treats its bananas this way after learning the Odyssey team was behind it. To its credit, Bananza does at least try to give bananas a different function than Stars and Moons by making them act as upgrade points for DK's stats and skills. But the core issue of importance remains. I'm still tripping over bananas and able to purchase them in batches at a shop. If bananas are meant to be the ultimate prize to chase, how come there are more of them than fossils? There's nothing wrong with taking this approach to collectibles. I think it made sense for Zelda, and I think it was a smart choice to try and shake up the platformer formula, even if it didn't land for me. What I don't want is for this to be the only approach Nintendo takes with platformers going forward. Go ahead and cram in tons of fossils, coins, and other supplemental collectibles if you want, but I need there to be at least one collectible that makes me feel excited to get again.

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