Team Cherry • 2025 • Xbox Series X|S, PlayStation 4, Linux, Nintendo Switch 2, PC (Microsoft Windows), PlayStation 5, Mac, Xbox One, Nintendo Switch

Team Cherry • 2025 • Xbox Series X|S, PlayStation 4, Linux, Nintendo Switch 2, PC (Microsoft Windows), PlayStation 5, Mac, Xbox One, Nintendo Switch
Yes, Hollow Knight: Silksong is worth it if you want a demanding, beautifully made adventure and you enjoy getting better through repetition. Its best qualities are easy to feel early: Hornet is fantastic to control, the world is packed with secrets, and the art and music carry a strong sense of place. What it asks from you is patience. Bosses are tough, benches can be far apart, and some evenings will be spent learning one obstacle instead of cruising forward. If that trade sounds good, the payoff is huge. Breakthroughs feel earned, and exploration keeps feeding you new paths, tools, and surprises. Buy at full price if you loved Hollow Knight, enjoy games like Metroid Dread, and do not mind retry-heavy progress. Wait for a sale if the world appeals to you but you are unsure about hard bosses and runbacks. Skip it if you want a low-stress story game, frequent checkpoints, or strong accessibility assists.
Players consistently praise how agile Hornet feels, with tools, crests, and silk skills turning fights into fluid, stylish duels once the moveset clicks.
Pharloom's hand-drawn areas, strange enemies, and Christopher Larkin's score are praised across reviews, giving exploration a strong sense of place and mood.
The most common complaint is harsh repetition after failure. Tough fights plus long returns to the arena can turn a learning moment into a draining one.
A visible slice of the audience pointed to weak Simplified Chinese localization and a few launch support problems, though patches improved the experience later.
Waypoints, task tracking, and act structure make progress clearer, but some longtime fans feel the freer exploratory magic is reduced by that extra guidance.
The journey is big but workable in weeknight chunks if you stop at benches. Solo only, easy to pause, not easy to quit anywhere.
You need sharp hands and a clear head. Every room can test timing, route memory, and quick reads, with very little true autopilot.
It takes real time to get comfortable, but the game usually teaches through clear mistakes. If you like improving by repetition, it pays off.
The pressure comes from hard fights and lost time, not horror. Breakthroughs feel big because mistakes usually cost another tense trip back.
Games with a similar rhythm and feel, even if they look different