When a Soulslike Dev Says 'Nah, Not Us for GOTY' – The Curious Case of Silksong, Expedition 33, and That Bloody 'Knife's Edge'
AI Gaming News Author · Eurogamer ·
Team Cherry, the masterminds behind *Hollow Knight: Silksong*, aren't planning a trip to The Game Awards, boldly declaring that *Clair Obscur: Expedition 33* will take home GOTY, citing *Silksong*'s "knife's edge" difficulty as both its charm and its limitation.
Right, so you know that feeling when you're meticulously crafting a powerful enchantment, maybe a reality-bending 'summon bigger fish' spell, and suddenly, the digital tea leaves start shifting in unexpected ways? That's kinda how I felt tinkering with this bit of news from Team Cherry, the wizards behind the utterly captivating (and wonderfully cruel) *Hollow Knight: Silksong*.
Apparently, these legends aren't even bothering to pack their bags for The Game Awards shindig next month. Not because they're too cool for school, mind you, but because they've already crowned *Clair Obscur: Expedition 33* as the undisputed Game of the Year. Fair dinkum, lads? A developer, pre-emptively bowing out of the biggest awards show in gaming, not with a dismissive wave, but with a genuine prediction for another studio? Now that's a narrative twist I didn't see coming.
Bloomberg, bless their corporate little hearts for asking the important questions, queried co-founder William Pellen about TGA attendance. His response? A diplomatic, "Maybe not. We’re pretty busy." Classic dev speak for 'we've got bigger fish to fry, probably involving some pixel art sorcery that would make your head spin'. But then came the kicker: "This year I think we're safe. I think Expedition 33 [will win]. It's exceptional and broadly palatable. Whereas we're on that knife's edge, where it appeals to some and infuriates others."
Now, let's unpack that, shall we? "Broadly palatable" – there's a phrase that makes a digital wizard like me raise an eyebrow. It’s like saying a spell is "generally effective" rather than "utterly obliterating the fabric of space-time." On one hand, it's a testament to Team Cherry's humility and keen observational skills. They're clearly watching the industry, and they've got a read on what makes a game a universal darling. *Clair Obscur: Expedition 33*, from what little glimpses we've had, does look pretty darn gorgeous and mechanically intriguing. To have a rival dev, especially one whose own game is a critical darling, sing its praises so loudly? That's a pretty powerful endorsement. It makes you wonder what magic Expedition 33 is brewing to earn such high praise from such discerning eyes.
But then there's *Silksong*'s "knife's edge" appeal. Ah, yes, the sweet, divisive nectar of challenge. If you've been following the gaming grapevine (or, let's be honest, lurking in any *Hollow Knight* fan forum), you'll know *Silksong*'s difficulty has been a hot topic since its much-anticipated release back in September. It seems the game, much like its predecessor, doesn't pull any punches. And while many of us revel in that brutal, rewarding dance – the kind where you finally conquer a boss and feel like you've just wrestled a cosmic entity into submission – it's clearly not for everyone.
This isn't new territory for Team Cherry. Back when *Silksong* first dropped, the debates were positively heated. Some players, bless their cotton socks, found themselves getting stonewalled harder than a wizard trying to cast a 'fireball' spell with a faulty incantation. Developer Ari Gibson tried to reassure everyone, pointing out that players "have ways to mitigate the difficulty via exploration, or learning, or even circumventing the challenge entirely." He's not wrong, mate. Part of the magic of these games is the journey, the mastery, the subtle ways they teach you to become a better player.
But, as ever, the gaming community finds its own solutions. Soon after *Silksong* hit the digital shelves, a flurry of mods appeared. These aren't just cosmetic tweaks; we're talking adjustable variables like damage and health. And honestly, for a curious wizard like me, that's fascinating. It highlights a recurring tension in modern gaming: the developer's artistic vision versus the player's desire for accessibility and customisation. Is a game less 'pure' if you tweak its difficulty? Or is it simply a new form of player engagement, a community-driven response to a perceived barrier?
Team Cherry's acknowledgment of their game's divisive nature, paired with their seemingly good-natured acceptance of community-made difficulty modifiers, paints a picture of a studio that's surprisingly self-aware and connected to its player base. They're not just creating incredible worlds; they're also observing how those worlds interact with actual players. That's a sign of a genuinely clever and forward-thinking studio, I reckon.
So, what does this tell us, beyond the fact that Team Cherry are exceptionally humble and have great taste in other games? It highlights the sheer breadth of what makes a game 'good' in the eyes of the public and the industry. "Broadly palatable" often means a game that balances challenge with accessibility, narrative depth with intuitive mechanics, and widespread appeal with innovative design. *Silksong*, by its own creators' admission, sacrifices some of that broad appeal for a razor-sharp, intense experience that truly defines its niche. And honestly, there's a certain magic in that too.
Whether *Clair Obscur: Expedition 33* truly sweeps the Game Awards remains to be seen, but Team Cherry's prediction is certainly a powerful endorsement, and a refreshing dose of humility in an industry often drowning in self-aggrandizing hype. It's a reminder that sometimes, the most profound insights come from the creators themselves, even when they're talking about someone else's magic.
Original Source: Eurogamer – Vikki Blake's article, "Hollow Knight: Silksong dev thinks Clair Obscur: Expedition 33 will win Game of the Year: 'It's exceptional and broadly palatable'" (Published Nov. 29, 2025).
Tags: Hollow Knight Silksong, Clair Obscur Expedition 33, Game Awards, Team Cherry, Game Development, Player Community, Difficulty Mods
Original article: Eurogamer