There’s a special kind of rage reserved for games that betray your trust. Not because they’re hard. Not because they’re unfair. But because they take something sacred — something comforting — and twist it into a weapon. Hollow Knight: Silksong does exactly that. And it’s brilliant. And brutal. And I hate it. And I love it.
Let’s rewind. In Hollow Knight, benches were your sanctuary. Your save point. Your breather. You’d crawl to one after a brutal boss fight, sit down, and exhale. It was a moment of peace in a world that wanted you dead. In Silksong? That moment is gone. Team Cherry looked at the concept of “rest” and said, “What if we weaponized it?”
You sit down, expecting a breather, and suddenly the walls close in. Enemies spawn. Traps trigger. The bench becomes a battlefield. And the emotional whiplash? Devastating. One fan summed it up perfectly: “This is the most anger I have ever felt for any game ever.” Same, friend. Same.
This isn’t just a cheap trick. It’s a masterclass in psychological design. The Last of Us did it with ambushes during quiet moments. Death Stranding messed with your safe zones by introducing BTs where you least expected them. But Silksong takes it further — it doesn’t just make you unsafe. It makes you paranoid.
You’re no longer just fighting enemies. You’re fighting your own expectations. And that’s what makes Silksong so powerful. It doesn’t just challenge your skills. It challenges your trust.
And trust me, you’ll need every ounce of focus to survive Pharloom’s enemy roster. Team Cherry didn’t just crank up the difficulty — they built an ecosystem of pain. Over 100 unique enemy types, each with its own behaviors, attack patterns, and lore. These aren’t just obstacles. They’re characters. Living, breathing parts of a world that hates you.
Choir Types: Bellbearers, Clappers, Elders — they don’t just fight, they perform. Their attacks are timed like twisted symphonies, and walking into their territory feels like crashing a haunted recital.
Cogwork Creatures: Crawlers, Defenders, Dancers — steampunk nightmares with precision strikes and industrial decay vibes. The Dancers are especially cruel. Graceful, lethal, and absolutely unhinged. Imagine a ballet performed by homicidal robots. Now imagine dying to it.
Pilgrims: Bellbearers, Hulks, Overgrown variants — tragic tales of devotion gone feral. Faith twisted into violence, with attacks that feel like sermons delivered via blunt force trauma.
And then there are the bosses. Lace returns, faster and meaner. Grandmother Silk probably has tea with your corpse after webbing you up. Groal the Great has a health bar longer than your patience. Skarrsinger Karmelita? Music, violence, and trauma wrapped in elegance. Her fight is a rhythm game with blades.
Combat in Silksong demands adaptation. Flying enemies like Beastflies and Driftlins test your aerial game. Ground threats like Crustcrags and Rhinogrunds demand precision and timing. You can’t coast. You can’t relax. You can’t trust anything — especially not the benches.
Needle Arts are your lifeline. Parry timing is religion. Mobility upgrades are non-negotiable. And if you’re not studying the Hunter’s Journal like it’s bug SAT prep, you’re gonna have a bad time.
So yeah, I’m mad. I’m broken. I’m betrayed. But I’m also obsessed. Because when a game makes you feel this much? You know it’s doing something right.
Silksong doesn’t just build on Hollow Knight. It evolves it. It weaponizes comfort. It turns rest into risk. And in doing so, it creates one of the most emotionally intense gameplay experiences I’ve ever seen.
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