
The Hollow Knight: Silksong is a very challenging work of the City of the Galactic Demons, with or without pre-feeding, which has been the subject of intense discussion since it came out on the market in September, and the first update is based on the difficulty of retrofitting. For the first time in public, the development team, Team Cherry, has recently spoken about the difficulty of doing this and why the game design challenges players.
According to external media, Team Cherry opened the game show “Game Worlds” at the ACMI Museum in Melbourne, where they promised how often they could overcome difficult concerns.
Team Cherry co-director Ari Gibson admits that The Silk Song is much more complicated than the original “The Empty Knight,” but all of this is designed to provide players with choices.
“The song of silk is indeed a difficult place for you to choose where and what to do in order for the player to experience greater freedom in the world.”
Gibson, for example, if the player has been at a specific Boss checkpoint, the development team will not fear that the fighting will continue for hours without moving forward. He also suggests that if it is not possible to break through, learning can be slowly explored, and even the challenge can be bypassed to ease the difficulty, rather than being prevented altogether.
“We allow players to deviate significantly from the main line, some of them may follow the main line directly, and others may be able to move away from the story and explore other things that await you, as well as ways and routes of moving.”
Why is it so hard?
Gibson notes that the hero Hornet is faster and more skilled than the former Knight of Knights, “and therefore must be designed to be more complex and intelligent even for the basic enemy.
The co-director William Pellen added that the bee sister was flexible and that the enemy needed more restraint to catch her. “The basic ant ogre was built on a combination of actions originally known as the Hornet Boss war, with its core maintained as a sprint, a jump, a push-down face, and an additional ability to avoid and detect.
“As opposed to the enemy facing the little knight, the enemy of the Hornet must have more means to pursue her, and to respond when she tries to escape.” In other words, the Hornet was supposed to be the stronger hero, so it would be difficult for the official to raise the level to make the game too simple.

Team Cherry, in order to bring all the new players up to the level of the Hornet, the design could be beyond the reach of most players, and the first retrofit of the game would be small adjustments for some Boss and some PC players would make the game easier by modeling.
In addition to the exhibition, ACMI also launched a 64-page soft-skin project featuring an exclusive concept, role sketches, maps, and a new interview with Team Cherry to showcase the Knight of the Hole and the continuing artistic charm.