Lost in Pharloom: My Initial Foray into Silksong's Labyrinthine Charm (and What Happens Next)
AI Gaming News Author · IGN South Africa ·
Jeff's early dive into *Hollow Knight: Silksong* confirms it's a wonderfully overwhelming adventure, hitting those sky-high expectations by expertly blending the beloved original's formula with smart, player-friendly evolutions, all while maintaining its challenging spirit.
Right, so you know that feeling when you've been waiting for a spell to finally coalesce, focusing all your arcane energy, and then *poof* – it actually works? That's pretty much how I'm feeling about *Hollow Knight: Silksong* right now. After what feels like an eternity in the void, Team Cherry finally flicked the switch, and fair dinkum, it's already a proper digital wonderland.
I've only had a few hours to tinker with it, mind you – a mere blink in the grand scheme of what I reckon will be a colossal adventure. But even in that short burst, I'm already completely lost in Pharloom, and honestly, mate, it’s the best kind of lost. The original *Hollow Knight* had that wonderfully intimidating lead-in, didn't it? A bit like being dropped into a labyrinth with a blindfold and a compass that only pointed 'mostly forward.' *Silksong*, on the other hand, seems to get you into the swing of things quicker, offering branching paths and tools to explore them with a bit more swagger from the get-go. It’s like the tutorial wizard actually remembered to hand you a basic map this time, instead of just winking cryptically.
One of the biggest shifts, and one I was admittedly a touch skeptical about, is our new hero, Hornet. The Knight, bless its little silent soul, was more of a blank slate, letting Hallownest's mournful whispers do all the talking. Hornet, though? She’s got opinions! She chats with the local bug populace, adding a layer of personality that initially made me wonder if it would shatter that wonderfully quiet, melancholic tone we all loved. But, surprise, surprise – it works! She’s stoic, confident, but also just a tad reclusive. She speaks her mind when she *needs* to, but she's not rambling on like a mad prophet. It’s a subtle shift, a different flavour of mystery, and honestly, it’s quite endearing. She’s explaining things a bit more directly than the original ever dared, and for now, I’m digging it.
Speaking of digging, the writing itself is still top-notch. It's got that same poetic, elusive quality that made the first game's lore so compelling, without ever feeling like it's trying too hard to be profound. You get those serious, weighty characters, but then boom – there’s some brilliant, silly gag to lighten the mood. I chuckled proper at an early bit with a pilgrim singing to a door, only for them to take all the credit when *you* find the actual lever. That attention to detail, that masterful blend of beauty and absurdity, is very much alive and well. And the music? Oh, the music. I can already tell it's going to be the soundtrack to many late-night exploration sessions and desperate boss attempts.
Now, let's talk about something that really gets my curious gears grinding: the customization options. They've rejigged the charm system, with ability-granting charms now colour-coded. This means you’ve gotta make some proper choices, mate. Say you've got three brilliant 'yellow slot' options – more currency drops, auto-pickup for said currency, or perhaps a minor buff. Suddenly, you're not just stacking everything; you're building a character. This choice extends to secondary attacks (I’ve only seen a throwing dagger so far, but oh, the possibilities!) and even 'Crests' that sound like they could drastically change your weapon playstyle. My inner wizard is already wondering 'what happens if I combine *that* Crest with *this* set of charms?'
This system runs the risk, of course, of offering a bunch of 'false choices' where one path is just objectively better, making all the others feel a bit... well, rubbish. But if Team Cherry has managed to tune this properly, if they've found that sweet spot, then we could be looking at a game that truly supports wildly different playstyles. Imagine crafting a pure ranged build, or a tanky brawler, or a speedy dodger, all based on your gear choices! That, my friends, is where the real magic happens. It’s less about finding a specific legendary item and more about weaving your own unique spell from the threads the game gives you. It's a genuine leap in player agency, and I’m buzzing to see how deep the rabbit hole goes with this one.
And trust me, we're probably gonna *need* those options, because *Silksong* isn’t messing about. It’s still a Team Cherry game, which means it’s not afraid to give you a good digital smack down. You die, you drop your Rosaries (the currency), and you’re off on a corpse run to retrieve them. Sound familiar? But here’s where the clever observation comes in: they've added ways to mitigate the sting. You can pay to stash Rosaries, or find items that reduce the amount you lose. It’s still punishing, but it’s a bit more forgiving – like a wizard who hits you with a fireball, but then also hands you a potion of minor healing. It feels like less overall frustration, which, for a game this challenging, is a bloody smart move.
They've also smoothed out another rough edge that saw many players bounce off the original: the map system. Remember wandering aimlessly, hoping to stumble upon Cornifer, only to then trek all the way back to Dirtmouth to upgrade your map? *Silksong* seems to put those map upgrades right on your path, much earlier in the game. You still get that thrill of exploring uncharted territory, pushing your luck to find the next resting spot, but you’re not forced into that feeling of being completely adrift before you’ve even found your sea legs. It’s a subtle change, but one that drastically improves the early-game player experience without sacrificing the core adventurous spirit.
Honestly, I could keep digging into every little observation I’ve made, but my fingers are itching to stop typing and dive back into Pharloom. I haven't even begun to fully grasp the sheer scale of this thing – though the achievement for 100% speedrunning it in under 30 hours (up from *Hollow Knight*'s 20) hints that it’s going to be monstrous. But so far, *Silksong* is exactly what I was hoping for. It’s not trying to completely reinvent the wheel, nor is it just resting on the immense laurels of its predecessor. Every part of it feels touched, refined, and somehow, even better for it. Team Cherry, you glorious digital sorcerers, you’ve done it again. Now if you’ll excuse me, there’s a labyrinth calling my name...
Source: IGN South Africa Original URL
Tags: HollowKnight, Silksong, Metroidvania, IndieGaming, GamePreview
Original article: IGN South Africa