It's my GOTY, and I was a little bummed that the only person on staff that gave it much attention is the person who doesn't like metroivania games. It was good to hear that Abby was playing and enjoying it later on in the year, but I can't imagine it'll get much love for the GOTY discussions. Seeing as how none of the souls games or bloodborne made a GB top-10 GOTY list in their respective release years, I guess I've just accepted that my tastes are quite different than the staff of GB's.
I don't think HK is revolutionary. I do think that it is an incredibly well-made, thoughtfully designed Metroivania-style game. It nails the platforming, combat, and explorations components of the genre so well. The atmosphere and world building are also top-notch and I think the setting is quite creative. I love the lore, the music, the characters, and all of the thoughtful little details the designers put in.
I think Rorie and some of the other staff members complained about the map system, but I thought it was implemented quite well. When you get to a new area, the exploration feels more rewarding and daring as you veer further off your map and deeper into an uncharted area. You're focusing on the area itself rather than hitting select every 15 seconds to see where you are, which helps you internalize an area. When you finally hear the familiar sound of the map-marker close by, a sense of relief and accomplishment washes over you. In a genre where exploration is one of the key tenants, it makes sense to give it more emphasis. It gives you a little taste of the danger and alien nature of the original metroid. Maps are an important tool in these games, and treating them as rewards for exploration makes sense.
In all, HK is my favorite Metroidvania I've played, and I've played a lot of them. Of all the great games I've played this year, HK is the only one that I feel didn't have any major problems.
Joseph Anderson's youtube review of this is quite good and thorough, and I would recommend checking it out.
The game is a stunning achievement considering a team or 3-4 people developed it, and it's an incredible value at its MSRP of $15. I'll probably buy the Switch version just to support the team.
EDIT: Also, I think people are too quick to lump this in and compare it with Dark Souls. The only major shared mechanic between the two games is that you need to complete a corpse run when you die in order to recover lost currency. FWIW, I spent nearly 40 hours with HK and finished it to 106%, and I was able to successfully recover my corpse every single time I died. The mechanic is not overbearing at all. Salt and Sanctuary went much further to try to emulate Dark Souls, including a much more animation-priority heavy combat system. Hollow Knight feels like it combines SOTN's combat / feel and fast travel, Super Metroid's exploration and upgrade system, and Ori's movement / platforming.
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