We reach the second to last door, and damn, it's been a long time. When was the last door? Like 2017? Well, of course, everyone was completely normal about it.
James: I promise, hand on heart, I'm not just dumping votes into Shelksong because I did it twice. First of all, yes, everyone who commented, I should have given him Bestest Best. Secondly, I was in a hurry declaring it a safe continuation. Further exposure to Farlum's crisscrossing caverns revealed him to be much larger, smarter, crueler, more complex and ambitious than Hollow Knight that the original—and I know this because I returned to the game after finishing Silksong—feels like an early prototype. It's not only No safe continuation, such sequels must be. No wonder the damn thing took so long.
For the second time in a row, this is a game where I've declared it my favorite game of the year, despite its real and significant flaws. It's undeniably difficult simply for philosophy's sake, which I tend to spit back like rancid pollock – especially when soulslick's trial-and-error approach is artificially stretched with deliberately perverse checkpoints. It also speaks volumes about how good the rest of Silksong is and that I'm willing to put up with it no matter what.
Swapping the hurried and clumsy Knight HC for the acrobatic Hornet was a masterstroke; combat still has the same responsiveness and edge as the original, but everything is faster, sharper, and more effective. And with the addition of crests and tools—one allowing for complete overhaul of attack patterns and healing options, and the other a ready-made catalog of defensive moves and deployable weapons—you can even the odds with much greater possibilities for custom builds, some of which could be the key to unlocking a previously impenetrable boss fight. It's not that you need certain items for certain tasks, but this role reversal is great fun, and the breadth of customization that crests and tools offer can make encounters with generic baddies even more expressive.
They also serve as another reward that can be earned by exploring the massive, meticulously interconnected map of Silksong. Farlum itself doesn't meddle much with Metroidvania traditions, but it is by far the most beautiful and breathtakingly designed world I've explored in 2D, and its call to adventure is a constant howl. Almost every room seems to have a secret tunnel or a tantalizingly unguarded side exit flickering in the corner of the screen, and just as often you can be sure that whatever you find there – new tools, a hidden boss or even an entire extra region – will be worth your time.
Finding these buried treasures is an adventure in itself, and while I fake laugh every time I see the Hornet explode for the seventh time in a row, I can't deny that the combat itself makes for brilliantly fast-paced, clever all-or-nothing action. Silk Song is thrilling, breathtaking, huge, beautiful and endlessly, wonderfully rewarding, and if I have to suffer a little to enjoy the joy that follows, so be it.
Ollie: What an achievement it is when your game was so anticipated that it became a meme for many years; and then immediately fulfill all promises. Discovering every region, every room in Silksong is such a joy. The world and its people are exquisitely crafted, especially Shakra, who I would die for upon first meeting. It's amazing how many moments of pure charm you can find throughout the game, especially if you do what the game asks you to do and take your time.






