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Highwang
Nov 7, 2013

No Pineapple?
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Also knowns as: I don't know how to title a thread to save my life!




What is this game?
Hollow Knight is a metroidvania made in February 2017 from Team Cherry, an Australia-based dev team. With a kickstarter goal of $35k and a final budget of $50k, Team Cherry worked for roughly 3 years on this game with relatively no fanfare or even basic advertising. Now out on Steam and planned for the Nintendo Switch and maybe the WiiU, this game made its debut with critical acclaim so far.

And rightfully so too, because this game is drat gorgeous and incredibly designed from a gameplay standard.

Hollow Knight chronicles the tale of Hallownest, a once-sprawling and advanced city network for bug civilizations up until it all mysteriously went to ruin. While the metropolis slumbers below, something within it rouses with an overwhelming anger. You play as a small beetle-like bug with no name, wandering through life until he finds his way to the town of Dirtmouth, which lays above the ruins of Hallownest. Spurned on by the drive for adventure and the general emptiness of Dirtmouth, our protagonist dives into the well that leads to the mysterious lands of Hallownest, seeking some goal that we are entirely unaware of.

Gameplay-wise, Hollow Knight draws a lot of inspiration from classic metroidvanias such as Symphony of the Night and Super Metroid, but doesn't directly rip from them. You will spend most of your time exploring areas, collecting various powerups and fighting bosses to advance the plot. Naturally there will be all the tropes such as Double Jumps, Air Dashes, Charge Attacks, and even a psuedo-Shine Spark later on. Combat is very basic action platformy hack & slashy, with more of an emphasis put on reacting to whatever enemies throw at you rather than stringing sick combos together. You also have a "Focus Gauge" that you build up from attacking enemies and spend on either healing or other abilities to help keep the pace of exploration going while you're within the ruins.

So. What sets this game apart from the pile of every other indie game ever?
Hollow Knight is one of those games where it doesn't really innovate but rather polishes the design model to a mirror shine. This game is so huge and engaging that when I first picked it up I didn't put it down for the longest time. Exploration is fast with no real breaks in pace for resupplying, and each zone has its own unique flair to it that makes it stand out. Combat starts out simple but evolves with the game as you get mandatory unlocks and optional badges that wholly change the dynamic of the game system. Level design is probably the biggest thing that impressed me about this game, with several levels providing a decent challenge without ever breaking the atmosphere and world-building from the game's art direction.

Finally, the game is gorgeous. This game only had two animators and a salaryman's budget, but it art direction and animation quality rivals that of most popular animated series' nowadays.

Plans for this LP:
Joining me for this LP is BigTUnit1 providing blind commentary and really good inquiries about the game. This is also my first-ever LP at 1080p/60fps. The LP itself has two goals:

-100% the game. While this sounds like a simple thing, my first blind playthrough ran about 40 hours long. This LP will not last nearly as long, but the game's got content pouring out of its eyesockets.

-While this may sound insanely petty, I'm really hoping this LP will convince people to buy the game. Now I won't be obnoxious about this at all and plug its purchase at every opportunity, but these devs are entirely dependent on viral marketing from online superstars and I'm hoping this LP will help get the word out about the game and how fantastic it is.

-Though this isn't really a goal, this game is sprawling and doesn't gate you out of areas. While I've already kinda missed the first chance, I will try to find points to poll the audience on where to go next. This should make for a more dynamic exploration of the game that's outside of my comfort zone.


Table of Contents

Episode 1: The Forgotten Crossroads
Episode 2: False Knight
Episode 3: Greenpath & Hornets
Episode 4: Exploring Greenpath & Beyond
Episode 5: The Fungal Wastes
Episode 6: Highwang Dies in Acid
Episode 7: The City of Tears
Episode 8: The Soul Sanctum
Episode 9: The Royal Waterways
Episode 10: The Resting Grounds
Episode 11: The Crystal Caverns
Episode 12: Isma's Tear
Episode 13: The Ancient Basin
Episode 14: The Kingdom's Edge
Episode 15: The Infected Crossroads
Episode 16: Deepnest
Episode 17: The Hive
Episode 18: The Queen's Garden
Episode 19: The Tower of Love & Colosseum of Fools
Episode 20: The Howling Cliffs
Episode 21: The King's Brand
Episode 22: The Abyss
Episode 23: The 1800 Brain Knife
Episode 24: The White Palace
Episode 25: The Cleanup, pt 1
Episode 26: The Dreamers
Episode 27: The Escort Quest
Episode 28: The Radiance
Episode 29: The Grimm Troupe
Episode 30: ??????????

Appendix A: Zote's Precepts
Appendix B: Colosseum of Fools
Appendix C: Grubfly Cleanup
Appendix D: Dream Trees

Fanart!

blankd liked our ideas for editing cards and hooked us up with custom art!


Fish Noise demonstrates why I loathe lore with rad art.

Highwang fucked around with this message at 15:57 on Feb 6, 2018

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Highwang
Nov 7, 2013

No Pineapple?
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New Update - Episode 2: False Knight

Today we finish off the forgotten crossroads, which is a pretty huge area for a tutorial zone. I kinda like the size of the area at least, its just big enough for players to experiment with their controls and get used to the game alongside setting the atmosphere of this giant bug city that everyone forgot about.

False Knight is a boss that can be surprisingly tough, mainly because of how little you realize you can do at the beginning of the game. He's got a halfway decent mixup game with his jumps, and not knowing about the projectile advantage from the falling debris can make the fight rather dire. I am curious about what the heck happened with that glitch though.

We also get a cool new ability that I make great use of as the LP goes on. I do enjoy risk/reward options, and I feel like this new ability is an appropriate amount of reward for the healing you sacrifice.

Highwang
Nov 7, 2013

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anilEhilated posted:

I'm fairly sure that bit about fast traveling to benches is a lie... Or did I miss something really useful and obvious?

It might be actually, now that I'm looking it up again. Info distribution for this game is low considering the low playerbase, and I beat the game at the "My dad works at Nintendo" phase of discussion.

Highwang
Nov 7, 2013

No Pineapple?
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New Update - Episode 3: Greenpath & Hornets

With the projectile spell in tow, we get to check out a new zone that's very lush and beautiful. We also meet the best character in the game, at least in my opinion.

On an aside, I hate my friends that shitpost in the comments.

Highwang
Nov 7, 2013

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New Update - Episode 4: Exploring Greenpath & Beyond

Today's update totally wasn't delayed due to a mix of conflicting schedules and new rad games.

Anyways, now that we have Mothwing Cloak we have a psuedo 2nd jump in a way. This opens up a lot of paths since it operates like every other videogame dash, allowing us to leap across certain gaps without plummeting to our untimely death. The cloak is also what pretty much everyone uses to move faster since it has the same mental effect as rolling in a zelda game.

We also got a variety of trinkets today. Balder Shell is a trinket I have a hard time endorsing. Sure it protects you as you heal, but you still suffer an interrupt in your animation which also forfeits the focus you invested in getting it. I also don't think Balder Shell staggers the enemy either, so while its great for new players I really can't recommend it in general. Thorns of Agony is a trinket that does an AoE damage effect, and in general I find myself hard-pressed to recommend these since its on-taking damage. However, Agony Thorns has a very generous AoE and respectable damage, and while its not the greatest for boss fights its super nice for general use if you ever headbutt an enemy by mistake. In terms of Shalubra(?) trinkets, Shaman Stone is definitely my favorite since it increases the already beast-mode damage of vengeful spirit. Quick Focus is probably the better option for beginners when you compare Balder Shell to it, however its way more expensive and requires one more slot so its a tough sell in general. Lifeblood Heart gives you two non-regenerating health ups when you sit at benches; I generally use this whenever I take on a boss as a free HP buffer, but lately I've been debating its worth since you can't heal the health back.

As for the alternate paths, I'm not sure what to think of the path I take vs the alternate path. The one I take feels a lot like the classic Meridian path in Super Metroid, where you see only like 10% of it and can't do anything there unless you have a certain upgrade, and that same logic applies to this new zone as well. The other path I mention appears next video, but its a path you take from the bottom of the Crossroads that you can only access via Mothwing Cloak; from there you find yourself directly at a new zone that you can fully explore and it also puts you near an awesome shopkeeper. Its weird to talk about "unintended paths' in a metroidvania when going anywhere is perfectly valid, but I'm always fascinated in speculating what the developers were expecting you to do in the first place.

Finally, for SA I got a poll for you folk since I want to get a general opinion ahead of time for where to go next.

Highwang
Nov 7, 2013

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Nalesh posted:

An easy way to do hardmode(That would probably be possible to do with memory editing even) without bloating, would just have the enemy ai always think you're healing, thus be more agressive.

I feel like that would cause issues seen in stuff like Dark Souls 3 where enemies would aggro from way beyond sight and ruin your day.

Highwang
Nov 7, 2013

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New Update - Episode 5: Fungal Wastes

Fungal Wastes is a neat level imo, mainly because of how it leads up to technically the first fork in the game. We also get a boon in our possible equipment with the charm salesman in this zone; his stuff can definitely speed the game up through offering attack damage or way more Geo, but you better not die while wearing his stuff. A majority of the area though requires some back-tracking, so we haven't quite seen all of it yet.

Also, if you haven't done so already, Be sure to vote on where we go next.

Highwang
Nov 7, 2013

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Tasteful Dickpic posted:

I'm not sure this is the fan-comic you were talking about, but I found something.


That's exactly it, thanks

Highwang
Nov 7, 2013

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It is indeed a down-dash only. I had a lapse of memory when I recorded that commentary, which will be corrected next vid.

Highwang
Nov 7, 2013

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New Update - Episode 6: Highwang Dies in Acid

Today's episode is a distinct reason why this LP by democracy method I'm utilizing can be a bit of a hassle. I am super rusty.

But yeah, Mantis Village is super neat. For one we get the walljump here, which opens up way more platforming challenges in the future. The big gimmick though is that the 2nd half of Mantis Village is entirely optional. Its the most obvious path to an area we have to go to later in the game, but its walled off by an admittedly difficult boss for first-time players. The boss' issues also highlight the poor checkpoint placement in this level, with the next closest one only unlocked AFTER you beat them. I enjoy the fight however, its honestly the best way to handle multi-boss fights in general compared to the Souls series where AI just piggy-backs attacks through each other with no logical pattern.

The area beyond Mantis Village is how the game intends you to enter for the first time, but there are multiple entrances actually as demonstrated in the 2nd half of the video. Its a place I don't want to go to right now because I'm under-geared but more importantly I don't have a key upgrade that lets me advance the segment of plot that exists here. I figure stopping by is good enough however since its a great mood-changer compared to the rest of the game.

And since I hope to record things a bit sooner, Vote for where I start going after episode 7!

Highwang
Nov 7, 2013

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azren posted:

I think you missed a couple of "beefed it" moments in your tracker.

When you edit videos at 4am you aren't exactly firing on all cylinders. Oh well.

Highwang
Nov 7, 2013

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vdate posted:

Also, you might have thought of Ruin Sentinels, but I thought of Skeleton Lords, which I think is a much better designed (if easier) boss fight. I admit that's probably just due to the name, though; the Mantis Lords don't summon adds.
I mainly thought of Ruin Sentinels because it unfolds in a similar fashion of one boss then two typically. DaS2 had a bunch of really bad mob fights though that have that leap-frogging problem I mentioned, namely the 2nd to last fight with the Throne Guards.

Highwang
Nov 7, 2013

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blankd posted:




If you have something more specific in mind I don't mind doing that.
EDIT: Added the bike too. (The bike has a light)

Oh wow those are perfect man, thanks!

Highwang
Nov 7, 2013

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Bit of an interesting and spoiler-esque content update from the devs: http://steamcommunity.com/games/367520/announcements/detail/1327847269945274512

quote:

2 New Bosses - Leap into battle with the mightiest foes! These epic new duels will test even the most skilled of players. Each fight grants rewards to the victor, though note: Engaging with each imposing boss is entirely optional! Who are these enigmatic, impossible-to-discern figures? We’re not telling! It’s up to you to find out this July!

2 New Tracks - Epic battles need epic music and Chris’s been preparing just that, with stirring new boss themes for each encounter! He's gone all out on these ones!

New Upgrade: Dream Gate - Discover a whole new method of traversing Hallownest! Slice through the Veil and travel in an instant from one corner of the kingdom to another.

A New Stag Station Uncovered - Hallownest’s stags once travelled the breadth of the kingdom, but with the departure of the King, one station was walled away, hidden from bugs and forgotten by stags, until now!

Hollow Knight: Hidden Dreams content is accessible at any point in the game, whether starting fresh or scouring for completion. We’ll be announcing the exact release date as we get close.

I don't know how I'm going to integrate these into the LP. If the bosses are anything like some of the late game nonsense then I might have to make them bonus videos due to learning the fights first.


On another note, I kind of want to do side-videos showing off alternate things that can happen, but I don't remember for the life of me any one the ones I said in the LP. All I remember so far is the Zote branching path.

Highwang
Nov 7, 2013

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New Update - Episode 7: City of Tears

Possibly one of the best, if not *the* best level in the game due to presentation and music, we reach the true crossroad of the game. City of Tears is where so much of the game opens up on so many levels. Its also just a visual marvel in terms of both presentation and visual quality, having some of the best art assets in the game alongside the best music. You also have a lot more open up to you in terms of game mechanics; weapon upgrading finally becomes available to you now that you found the blacksmith, and the relic seeker also gives you a great means to get money if you've been actively seeking all the artifacts thus far. The area also gives us a hint as to where the final level is; which, amusingly, we saw in the first video of the LP. I really can't think of much to say since the level speaks a lot for itself, both now and later on when we see the second half of it.

Now let's talk about What you're going to be voting for next in more detail.

The "Library Level" is known as the Soul Sanctum. If you just want to beat the game this area is entirely optional, however since our goal is to 100% the game and get the best ending then by merit this becomes mandatory. Soul Sanctum is a neat place because it gets us a new spell to unlock more secrets and progress, but it's also where you can get your first spell upgrade. The latter though requires us to go through another area in this poll unfortunately, so it'll be a bit goofy getting that later. The area also has a unique badge for people that build towards caster builds, so naturally this would be a rad place to go first. Really, it favors those who use the spell system more than anything, which is kinda neat since it allows for more build variety early in the game.

The "Sewer Level" is known as the Royal Waterway. This area is neat since its effectively more of a weird psuedo-horror area rather than your bog-standard poison level, and there are some neat upgrades here. The main thing we're gunning for is acid immunity once we beat the boss, however in retrospect I'm not 100% sure we can get that unless we have an upgrade from another level so that will be funny to explain to you all. Another thing we actually get in this level is a crest that gives us a wealth of synergies in the charm system, so we can demonstrate that to some effect once we go through here. Finally, there's a very disgusting optional boss here that makes me grossed out but it also gives us a cool badge, so we'll be doing that as well in some capacity. Someone let me know if we can get the acid immunity here without a certain upgrade, cause I honestly forget.

The "Mine Level" is known as the Crystal Peak. Its very self explanatory, with it being a mountain mining facility with a lot of machinery and crystals causing a boatload of problems. Here we get this game's equivalent of the Shine Spark, which is necessary for progressing through other parts of the game. We also get a neat badge here which doubles focus time for double healing, alongside a key item that enhances Sly's shop. We also have, in my opinion, the hardest optional boss in the game and possibly the hardest period if the final boss didn't exist. I won't be doing that right now, that will probably be endgame content because that dude is a right fucker. I might show him off once at least just to show how much of a dick he is, but man I hated fighting him. We will also not be able to show off a good 30% of the level due to needing an upgrade we can't get for a while.

Deepnest is Deepnest. I won't say poo poo since its hugely plot related and probably won't be done in the LP for a while since I want to save that for a super interesting plot thing that you can't get unless you do the entire true end segment. Which is horseshit, since most players probably wouldn't even see it.

So if you haven't done so already, vote now and influence this LP!

bewilderment posted:

I got this game partially because of this LP.

Man, Highwang made the Mantis Lords look easy.
Good to hear man. Though honestly, that was one of my worst Mantis Lords fights barring the fights I did learning them. +Range really chumps them.

Highwang
Nov 7, 2013

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Genocyber posted:

Voted for the sewers: might as well go and do the shittiest boss immediately.

Also I take umbrage with your statement that Dead Cells is trying to be like Dark Souls. They say that in the promotional stuff cause souls-like is a buzzword now, but the game plays nothing like Dark Souls.

Oh I'm fully aware that it plays nothing like Dark Souls. However using that in its marketing scheme is not only disingenuous but also kinda scummy with relying on the hype-mongering that comes from that term.


Dead Cells is an alright game, though the recent content update has made me super salty with some of the enemy changes. An enemy that can print 4 more enemies every other second is not good enemy design goddammit. Neither is taking spike damage from attacking a spiked enemy with various long-range weapons

Highwang
Nov 7, 2013

No Pineapple?
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New Update - Episode 8- Soul Sanctum

161 people voted in this poll, and the top result took us to the Soul Sanctum. This level is something I believe the developers intended you to do ASAP; the area's a ramp up in difficulty but not in a significant amount, and you get a rad new ability from the boss here. Soul Sanctum is also unique in terms of environment since its the only place with furniture that you can break to build up for focus meter. The boss fight is neat but he's also a rather rude boy.

The ability we get here is Desolate Dive. This is a spell, so it uses our focus meter, and its functions are two-fold: heavy damage to ground-based enemies, and breaking fragile ground to open up new areas. The game has done a great job at teaching us which ground is breakable since we've seen fragile ground as early as the first episode. In terms of combat use, the AoE for this skill is surprisingly huge and gives you a gross amount of I-frames as well, so the spell is quite practical. For whatever reason though, I don't use this skill as often as I should, mainly because at this point of the game we start seeing the enemies split between flying and ground enemies, so I rarely see instances where the AoE factor of Desolate Dive becomes desirable. The spell is really good for chufty boys though, as we'll see in episode 9

Next episode is the Royal Waterways, and I think you all will enjoy how goofy that episode turns out.

Highwang
Nov 7, 2013

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Sociopastry posted:

are you going to post the bestiary at some point? I'm very interested in the different bugs.


cant cook creole bream posted:

If not, we'd be missing a lot of cool background information, world building and characterization of the Hunter. He's our only real friend. We must become worthy-

Didn't think there'd be interest in it. I can probably cook up something if I bug some of my VA friends.

Highwang
Nov 7, 2013

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Fish Noise posted:

I was about to say, screenshots of the charms and bestiary entries would be cool, but VA'ed, now that'd be something else.
I should preface this by saying its a very rare thing that will happen. I do know a couple VAs (Travis being one, but he's already doing work for this), but this would technically be in the line of paid work since there are 144 beastiary entries and 32(?) charms. And when you're a poor boy like me, cash for this kinda service is hard to come by.

Focacciasaurus_Rex posted:

And now for some hard numbers!

Your sword starts out doing 5 damage points per swing. When upgraded once, it deals 9 damage points.

Your vengeful spirit deals 15 damage, your desolate dive deals 15 or 20 damage depending on if you hit the enemy directly, or with the shockwave. (And an astounding 35 if you can somehow hit a target with both.)



The spore cloud badge actually does pretty decent damage, pulsing 16 times for 1 or 2 damage a pulse, clocking in at 24ish if you can keep an enemy in the cloud the entire time. It's a little random, but it turns your healing spell into a strong damage ability under the right circumstances, and is amazing against slow, stationary, or predictable enemies. It can also go through walls and platforms. And that's before potential modifiers. And if I remember right, healing costs the same as a fireball. It's a really good badge for just one slot.


It also lets you read certain tablets or other things. So it's a good badge to just have on you at all times.

That's actually super fascinating, especially the numbers for Desolate Dive & Spore Cloud. Where did you pull these numbers?

Highwang
Nov 7, 2013

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New Update - Episode 9: The Royal Waterways

Today's episode shows us all the poo poo in this game.

Royal Waterways is a weird level, mainly because it gives us more questions than answers. The level, much like City of Tears, acts as a fork leading to several different potential areas. The theme of this area is very odd; its definitely gloomy and tends to build up tension with the player, but its mainly due to the overall atmosphere of the level rather than building up to any big plot point. We're also introduced to the "Flukemon" series of enemies, which are only seen here and who's name I only remember due to how goofy it is in general. I do make a bit of a mistake when I was recording this episode though: At the beginning I wanted to show off an entirely optional wing of this area, but in doing so I forget to check out a good 25% of the level to the left of the bench so I'll have to come back here during a clean-up vid to get the power ups held therein. There's also the fact that we can't quite get the big power-up here until we complete Crystal Peaks so we're also gonna miss another 25% of the level sadly.

As for the boss, well he is delightfully crap in all the best ways.

Highwang
Nov 7, 2013

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FisheyStix posted:

Hey Highwang, you're probably off on some other adventure, but if you're interested, there's a secret little area you missed.

Under the switch in the Dung Defender's room, you can use that downward smash spell just under the platform, and discover a cute lil' side area where DD makes his gross home. There isn't anything too interesting/useful there, aside for... well, uh "art".

My god.

Highwang
Nov 7, 2013

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New Update - Episode 10: Resting Grounds


Time to invade every bug's personal space.

Today we get the Dream Nail, which is a really cool item just in terms of getting more LORE from the game, along with progressing several facets of the plot. This thing can be used on NPCs and even enemies, though for the latter its a huge risk due to how long the windup is. We also get a good look at the Resting Grounds, which is mostly a nice tranquil area and a decent change of pace compared to all the high-pitched combat we've been dealing with. This area pretty much reminds me of why I like this game so much, since the environment speaks worlds about the game world before we even talk to the local populous. Not a lot happens in terms of fighting, so enjoy this kinda chill episode as I peer into people's brains.

Next two episodes, i get woefully lost.

Highwang
Nov 7, 2013

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dancingbears posted:

Are we allowed to point out if you missed a minor secret or two? 'Cause I've found a few I've found you passed over!
I've had a couple that have been pointed out to me already and will attempt them. Generally I want to say refrain from it but so far they've all been plot-innocuous so its fine so long as it stays that course. Also keep tact in mind, I won't do stuff if its being issued as an order, even if I accidentally forget. I tend to operate on spite.

Focacciasaurus_Rex posted:

That last Grey Mourner tip.
My god. I keep hearing so many small details about this game. How the hell does Team Cherry do it?

Highwang
Nov 7, 2013

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cant cook creole bream posted:

There is actually a second phase he missed. (Unless I forgot about it)
The first time you meet her she doesn't really remember the song.
The next time she actually does. There is some lore there.
Then she's in this weird state.
You can probably imagine, what the final encounter is like.

I consistently gently caress up both the Miner and Cloth's plot line due to how I learned the game. With Cloth I think I finally figured out what I was doing wrong, but I never quite figured out what I do wrong with the miner girl.

Highwang
Nov 7, 2013

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New Update - Episode 11: Crystal Caverns

Welcome to a level where I admittedly forgot a whole lot about it.

Crystal Caverns is weird because its one of the few areas that doesn't really connect with much. The main objective here is to navigate the labyrinthine caverns to acquire the Crystal Heart, granting you what I always dub as the "shinespark." The level also serves as a means to learn how to use the shinespark by offering a bunch of obstacle courses that let you understand the nuances for it. Once you learn all that though, there's very little reason to backtrack here. We get the other big upgrade from this area next video soon after getting the shinespark, and two other smaller upgrades can only be gotten here with the double jump. Its kind of a nondescript level in general despite how beautiful it all looks, so I just have no memory of it.

And now that we're at a certain point in the LP, Its time to vote again! And this time, Deepnest isn't a red herring because I have all relevant items for it!


cant cook creole bream posted:

Yeah. I directly did it that way. Until now it didn't even occur to me how tedious it might be the "legitimate" way.

Thread challenge: Highwang, do that thing without any charms, whatsoever!
This entails going through multiple separate areas and waiting on a respawn timer for blue goo to attempt, all without taking a single hit. That sounds loving miserable, no.

I'm also pretty sure that's not the developer intended way given how many simpler ways there are to achieve that puzzle's solution.

Highwang
Nov 7, 2013

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SirSamVimes posted:

You can dreamnail the bug robot you take the Heart from.

:eng101:

WHAT. poo poo, I was gonna just do a couple notes at the beginning of ep 13, but it looks like I'll have to make a "poo poo I forgot to show off" vid at this rate.

Highwang
Nov 7, 2013

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That's perfect.

As much as I enjoy the art style that Hollow Knight eventually stuck with for the main game, part of me kinda wishes it stuck with that semi-surrealist style that the concept art had. Then again, if it did then I doubt it'd have the charm it has now, nor would people generally approach the game.

Highwang
Nov 7, 2013

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So i learned a little something interesting thanks to my buddy TorpidTypist

http://i.imgur.com/tmXf3pF.gifv

Bretta apparently has no thoughts at all if you hit her with the Dream Nail on rescue. I don't think the devs expected you to have it when finding her.

Highwang
Nov 7, 2013

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KieranWalker posted:

Wang, you need to either re-equip the cash vacuum badge, or stop leaving it laying all over the ground. You're killing me, Smalls!

Also, I have been trying to figure out what the Dream Nail reminds me of.

This is a weird double edged sword of doing an LP, cause meticulously collecting all Geo picked up can be boring as poo poo to watch as well.

Highwang
Nov 7, 2013

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New Update: Episode 12- Isma's Tear

Today's episode is a weird mish-mash of stuff I just recorded in a hazy fatigue late at night. Basically I clean up most of Crystal Caverns, meet our good buddy the Dung Knight again, and also die but totally space out and forget to show off the unique "bloodstain" retrieval mechanic. We also meet a few interesting NPCs outside of our good friend the Dung Defender, namely Emilia. I find Emilia interesting because she's somehow the only remaining survivor out of the entirety of the old population of Hollownest, which says a lot about the old kingdom.

That being said, I do have some news about the state of the LP. I recently got a job and I start in about 2 weeks, which means this shut-in doesn't have infinite hours to run LPs anymore. This doesn't change the condition of the LP in general, but I did have to take the poll results a bit early to prepare a backlog of content for when I actually start working. So this basically means the poll results are going to be thus: Get the double-jump, explore the outskirts, explore deepnest, explore the garden, with maybe 1-2 bonus areas weaved inbetween. I also recorded like 5 loving hours of footage, so that's gonna be roughly a good month and a half of content as I get acclimated to my new job.

Highwang
Nov 7, 2013

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Glalev posted:

Mmm, one thing I'm wondering if you're aware of, Highwang, since you didn't mention it in video. After you deal with the whole mess of spirits for a wheel tree and it grows, you can use the dream nail on it to get some random bits of lore. It's fragmented and vague but does tend to give a bit of context on the local area.

Mind you, you seem to dislike lore as a concept so it may not be as much of a reward for you as it is for me.

Yeah someone at YT yelled at me for that.

I did the one in this new recording, and the rest will be done in the "road to 100%" vids later in the LP

Highwang
Nov 7, 2013

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New Update: Episode 13- Ancient Basin

Its double jump baby!

Today we explore the Ancient Basin, which is a rather unremarkable area in general. We get a lot of nice things here, such as Pale Ore and another item for 3000g, but in terms of enemy and environment design I find this place somewhat unremarkable. I can see why this area had such little attention though since its meant to be basically a footnote to other areas that you are travelling from and toward. The double jump though is incredibly satisfying to use and gives you a great amount of height, but you also have to account for the slight dip on start-up if you want to do some cutesy poo poo with it. I really don't have much else to say about this place though, namely because there are two other end-game areas that link up to this place and we have no means to open them right now.

I also hope you enjoy Travis' merciless campaign to discredit me via lore.

Highwang
Nov 7, 2013

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New Update - Episode 14- Kingdom's Edge

Hope you're ready for one mess of an episode, rich with such hurtful accusations of my person, interruptions, and a look into weird extra content.

Kingdom's Edge is a strange place, mainly because the way I enter is entirely uninteded and not hinted at whatsoever. This place is meant to be a late-game level, which is why a lot of enemies are really frustrating and the level design can be outright rude at times. A *lot* of esoteric backstory can be here, though nonsensical by means of we accessed this area before getting the full understanding of all the happenings elsewhere. A lot of the area though is mainly collectables, Geo, and one upgrade that should be easy to pay for if you know about the motherlode. The only main plot thing however is on the peak of this area, and we won't be seeing that for a long while.

We also stop on by the coliseum. I don't really do much here cause I was waiting on two individuals to come and they never appeared. My good buddy TorpidTypist also found a hidden hotspring there that we probably won't see for another 6 episodes cause I had no idea that area existed!

Finally, the Glade of Hope. Ehh. Its just way to disorganized and uninteresting to really talk about it too much. I did appreciate Travis' disgust at the Guts wannabe though. Also, much like the coliseum, there's also a super secret here in the glade that I'll have to show off another time!






Oh yeah a sidenote: Since I start my job tomorrow, the thread probably won't get the updates consistently. If you don't see an update as expected, check my YT channel and odds are it'll be there because I pre-schedule this poo poo. Feel free to discuss the episode though at your leisure here, just don't spoil anything or I'll cut you.

Highwang fucked around with this message at 18:53 on Jul 31, 2017

Highwang
Nov 7, 2013

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SirSamVimes posted:

the only good backer bug is MAGNUS STRONG

He ain't no BOSS

Highwang
Nov 7, 2013

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Dog Kisser posted:

Not sure where else to put these but thought you guys might like em'! Just got and started playing through HK because of this LP, and was inspired to draw a bunch of random bugs! The first two groups I drew on my own, the mossy knight dude and the Void-y fellow were requests on Reddit. They're great fun to draw, and super expressive even though the style is so simple.

You guys are of course welcome to request bugs yourself, though I don't want to clutter up this rad thread with doodles!

I'm digging the music trio as well. That's super rad.

Dunno if you're okay with having your stuff in the OP tho.

Highwang
Nov 7, 2013

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Zark the Damned posted:

If anyone was thinking of picking this up, it's 34% off on Steam this weekend - http://store.steampowered.com/app/367520/Hollow_Knight/

Its apparently in the top 5 globally sold game on steam right now. Rad.

Also trip report on the new DLC: Dream bosses are rad. One gets SF3 Akuma's shockwave punch super, while the other is magnificently stupid. Dream Travel is basically "Set a waypoint, then use a button combo to warp to it" and it costs one dream monies, but now enemies drop essence and the two new dream fights are replayable so you can subvert that. Also, a boss in Deepnest has gotten stronger but I've no means to test it.

I will also be demonstrating one of the two dream guys today on stream. Not sure if it'll be before or after stream though, but it will be dumb.

Highwang
Nov 7, 2013

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New Update: Episode 15- Infected Crossroads

This was gonna be a cutting room floor clip until it didn't. Infected Crossroads is the result of the first zone getting corrupted after we hit a certain milestone in the game. Usually said milestone is meeting one of the three watchers, but getting the double-jump is also one of the conditions that triggers this change. Infected Crossroads can be a bit alarming to new players, mainly because a lot of the altered enemy patterns can trip up people, but some enemies now have the patented two-damage explosion that we saw in the Fungal Caverns. The most irritating thing however is the closing of the path south of the Stag Carriage, since it makes going to and from the trinket lady much more tedious. The blockage near Failed Knight is also unfortunate, but by this point in the game we rarely go down that path anyway.

We also have the Fungal Core. This place is weirdly out of place, mainly for the reward we get next episode. We do get a bit of relevant lore for the story though, which is a nice thing to see. Also, pretty sure we'll wind up in this area for the big mystery segment at the end of the game. Not much else to say about it though, just kind of an alt route.



Next time, Deepnest.

Highwang
Nov 7, 2013

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I need to get a mod to rename this thread "Let's talk about Stalagmites in Hollow Knight"

Highwang
Nov 7, 2013

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New Update: Episode 16- Deepnest

Well, after all the hype we're finally here.

Deepnest is two things: confined, and HUGE. A lot of your time will be spent navigating the twists and turns of each cavernous zone trying to make your way to the first of three Watchers. Luckily, aside from the watcher, there's still a variety of content: You can fight two bosses, you can progress Zote & Cloth's stories if you are aware of them, you can find a bus pass to open up certain facets of the game world, and somewhere around here is a 20ft tall canadian lumberjack helping out with America's railroad.

Glowing Womb is weird. As I mentioned in the video, its very much a boss-killing trinket. I personally like it a lot; it offers up a unique way to play the game with its own upsides and downsides, and as a bonus offers up some hilarious AI goofs. It definetly can be a huge issue though: your healing is effectively gone unless you start scamming enemies for Focus, and you are basically consolidating all your spell options into psuedo-Homing Soul Mass. It also proudly gets buffed by the Dung Defender badge by making STANK BABIES.

As for Nosk, I'm a little bummed out I missed his fight changes. I remember thinking he was really lame before, and now that he got way more lethal I'll have to check him out sometime.

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Highwang
Nov 7, 2013

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cokerpilot posted:

At this rate you are going to have to make multiple videos of things you missed aren't you?

IT JUST KEEPS HAPPENING.

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