![]() Gibson and Pellen have always let themselves be naturally guided by the worlds they build, almost discovering them as they go: as we have discussed in Edge before, their preferred method of development is a kind of controlled scope creep, with new areas and concepts unfurling out of others to create a place thar feels as if it’s grown organically. Why? Well, partly because Silksong’s heroine just needs to stretch her legs. And this time, you’re on your way up, up, up to a shining Citadel at the very top of the world. This is a kingdom ruled by - what else? - silk and song, where weary pilgrims journey to their destination carrying bundles of the precious thread, and gates are opened through paying melodic tributes (even the language of this world, scrawled on stone tablets, is designed to look like musical notation). New location Pharloom is a ballroom of possibility, and already looks to be even more sophisticated than Hollow Knight’s Hallownest. And, from everything we’ve seen of Hollow Knight: Silksong so far, the sequel is set to confirm it. The 2017 release of the now-cult hit Hollow Knight - a Metroidvania that cast you as a tiny masked bug burrowing down into a subterranean labyrinth of hidden curiosities, unlikely friends and unforgettable showdowns - very much suggested it. This much is certain: Ari Gibson and William Pellen are modern masters of worldbuilding. The sharpest warriors quickly learn to accommodate a Hollow Knight world as an unpredictable partner, whose fickle moods and sense of humour make it feel as if it’s alive - watching your every move with quiet interest, and preparing its response. A dangerous one you might put your best foot forward, only to have it gleefully bitten off. To enter into Team Cherry’s twisting worlds is to enter into a kind of dance. Eventually, we find the means to free it. Our footsteps ring out across a chamber lined with the husks of ancient bells - at the end of it, we spy an unfortunate creature struggling in a silk cocoon, keening softly. ![]() Lakes of lava bubble thickly below an old town build of bone. In mossy, humid groves, glowing spores sway in the air winged beetles perch on the walls like razor-mawed parrots, suckling moisture out of the lichen. ![]() Videos Images Articles Kickstarters Discussions Sales Dev Postsĭesktop/mobile headers/icon made by u/aam2rf Political discussions are highly unwelcome. (Links to Kickstarters or discounted games on Steam/GOG are okay). This includes trying to sell, showing intentions to sell, or asking for commercial links. Any form of commercial activity is strictly prohibited. We also encourage a general frequency of no more than one post per week. We encourage giving updates on your projects, but make sure the posts are of some significance. Self promotion is permitted, but be reasonable.Posts should be related to either the parent franchises, other Metroidvania games, or tangentially related games or topics. Submissions must be Metroidvania-related. ![]() Image posts and twitter posts temporarily disabled Top 10 Starter Metroidvanias - Check these out if you're new to the genre! ![]() The term, popularized by video game critic Jeremy Parish, is a portmanteau of Metroid and Castlevania. Metroidvania is a subgenre of video games focused on guided non-linearity and utility-gated exploration. ![]()
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