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Team Cherry devs grew up playing games in a pre-internet era
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(Image credit: Team Cherry)
Hollow Knight's developers grew up playing games before online forums and social media took some of the mystique out of their worlds, but Team Cherry tried to design Silksong in a way where players could make discoveries without picking up their phones.
When asked about those Zelda 2-era adventures in an interview with the ACMI museum in Australia, Melbourne - also available as a paperback guide - Ari Gibson explained that he and fellow studio head William Pellen "were playing those games in an era before the internet [where] all the information you could gleam would come from friends at school, through whispers and rumors - so the sense was that there could be all this other stuff hiding in the game that you hadn't yet uncovered."
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Hollow Knight devs highlight a big difference between their sequel and most Metroidvanias: "The player's choice about where to go in Silksong is not dictated by what power-ups you currently have"
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Team Cherry explains the Silksong development process that was so fun devs just couldn't stop: "If you're trying to build a Mario level, you might take an empty space and think, oh, should there be a few platforms here?"
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Team Cherry hoped Silksong could be anyone's "first Hollow Knight game," and one reason it took 7 years is they were "comfortable" not knowing what's gonna happen: "The really interesting things are the things you sort of discover along the way"
Kaan freelances for various websites including Rock Paper Shotgun, Eurogamer, and this one, Gamesradar. He particularly enjoys writing about spooky indies, throwback RPGs, and anything that's vaguely silly. Also has an English Literature and Film Studies degree that he'll soon forget.
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Hollow Knight devs highlight a big difference between their sequel and most Metroidvanias: "The player's choice about where to go in Silksong is not dictated by what power-ups you currently have"
Team Cherry explains the Silksong development process that was so fun devs just couldn't stop: "If you're trying to build a Mario level, you might take an empty space and think, oh, should there be a few platforms here?"
Team Cherry hoped Silksong could be anyone's "first Hollow Knight game," and one reason it took 7 years is they were "comfortable" not knowing what's gonna happen: "The really interesting things are the things you sort of discover along the way"
Hollow Knight: Silksong devs believe "the real world generally underestimates players," but Team Cherry trusts fans to "engage" and figure the Metroidvania out: "You can guide them a little bit, and that's enough"
Team Cherry hopes "if there were ever" new Hollow Knight games after Silksong, they could "just exist alongside one another" so the order you play them doesn't matter
OG Hollow Knight technical director says Team Cherry remain silent because their "work ethic is off the charts" and they're probably "over at the office working" right now
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