Hollow Knight: Silksong’s Unique ‘Pogoing’ is Not for Everyone

It’s no surprise that, among all the games I’ve ever played, Hollow Knight ranks at the top for me. So, it was inevitable that I would be captivated by its sequel, titled Hollow Knight: Silksong. After approximately 10 hours of gameplay, I must say that I’m relishing the rhythm, mobility, and storyline even more in Hollow Knight: Silksong. The new focus on narrative development and character interactions, particularly through Hornet’s ability to engage in conversations and intriguing ‘wish’ quests, makes revisiting previously explored realms an engaging experience.

Interestingly, even though I adore the game ‘Hollow Knight’, I must admit it’s one of the toughest titles I’ve managed to complete. Despite its challenging elements, it should be noted that all the hardest content in ‘Hollow Knight’ is optional. However, as someone who isn’t particularly skilled at platformer games, I’ve always found the Knight’s nail-powered bouncing mechanic – or ‘pogoing’ – to be quite frustrating. Fortunately, the pogoing mechanics in ‘Hollow Knight: Silksong’ are distinctly different and offer a more comfortable playstyle for me.

Hollow Knight’s Pogoing is Not for the Faint of Heart

Silksong that have given me as much anxiety as the pogoing sequences on spiky or thorny surfaces in the original Hollow Knight. These sequences are so challenging because they require precise timing and precision, which can be tough if you’re not calm and focused, especially when using a controller’s left analog stick.

As a film enthusiast, I’m not here to sugarcoat things or find justifications for myself. I wholeheartedly acknowledge that there are moments when I excel, times when I’ve “gotten good,” but the truth is, my proficiency isn’t yet at the level where I can comfortably and confidently express my thoughts without hesitation or doubt in every instance.

Regardless of how you look at it, I have immense respect for those who elegantly and seemingly effortlessly bounce (or ‘pogo’) through the White Palace in Hollow Knight, yet I contend that this method encourages a chaotic, impulsive style of decision-making. On the other hand, the navigation and platforming in Hollow Knight: Silksong might be more distinct, but they still preserve the fundamental aspects of map exploration.

Hollow Knight: Silksong Requires Finesse, But It’s Digestible

In the sequel “Hollow Knight: Silksong”, Hornet uses her needle for slower, downward-diagonal jumps instead of the rapid downward strikes from the original game “Hollow Knight”. This changes how players traverse Pharloom, making it more challenging yet rewarding. Unlike the original, you don’t need to constantly swipe beneath yourself while navigating precariously in “Hollow Knight: Silksong”.

In the game Hollow Knight: Silksong, the way pogoing has been altered is notably distinct compared to its forerunner, and it’s this thoughtful shift in tempo that I find significantly more engaging.

In simpler terms, Pogoing involves bouncing back high into the air when players hit a floating object in their environment. This technique is useful in battles as well, allowing players to rebound off enemies and leap into the air, positioning themselves for another pogo strike or maneuver. Compared to Hollow Knight’s combat system, Pogoing provides a more fluid and dynamic experience.

Some players might find themselves drawn to the precise, tight control offered by Hollow Knight’s movement and pogoing, compared to Hornet in Hollow Knight: Silksong who has a more loose and mechanically versatile feel. Moreover, as Hornet acquires the combined sprint/dash ability, the legendary Weaver talent Swift Step, and the capability to perform an air-propelling sprinting stab attack, players’ arsenal of moves will significantly expand, making for even more dynamic gameplay.

Despite maintaining the same platforming and pogo mechanics as the original game, I’m not entirely convinced that Hollow Knight: Silksong has captured me completely yet. However, its distinctive and thoughtful approach sets it apart, and it seems to be surpassing the original in many aspects. Nevertheless, I won’t make a definitive judgement until I reach the end credits. By then, if a challenging platforming sequence emerges that makes me question my admiration for the changes in the sequel’s pogo mechanics, my opinion may change.

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2025-09-06 01:04