Thursday, August 30, 2018

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In the 08/31/2018 edition:

Yakuza Kiwami 2 Review: Double Dragon

By Edmond Tran on Aug 30, 2018 05:46 am

The Yakuza series sits at a unique place in 2018, juggling two different points in the series timeline. The western release of prequel Yakuza 0 in 2017 was a dazzling gateway for a new wave of players and flowed naturally into a remake of the very first game later that year. The next title that followed, however, was Yakuza 6, which bid farewell to mainstay protagonist Kazuma Kiryu while debuting the brand new "Dragon" game engine. Yakuza 6 was a great finale to a saga that began in 2006, but now, the series has taken another 10-year leap backward in terms of narrative chronology but has taken its latest technology with it. And it's fortunate things worked out this way, because Yakuza Kiwami 2 combines the best parts of both timelines, as we simultaneously revisit the point in time where the series hit its stride, while being able to enjoy the superior benefits of a seamless world and fluid combat system afforded by the latest engine.

The original Yakuza 2 is more than just a personal favorite; it's where the series became more ambitious in terms of its world and narrative by introducing an additional location for the first time, the iconic Osakan strip of Dotonbori (stylised as "Sotenbori"), in addition to Kabukicho (stylised as "Kamurocho") in Tokyo. This not only added variety and scope to its geography and narrative, but memorable personalities with its Osakan characters. Their demeanor contrasts greatly to Tokyo natives, and this plays into the tensions between the major crime organizations in the Kansai and Kanto regions, respectively. Kiryu teams up with ace Osakan detective Kaoru Sayama for the majority of the game, who is a strong, likable character--their odd-couple pairing and growing relationship are some of the things that make Yakuza 2 so exceptional. Supporting them are the familiar Makoto Date and his hardened former mentor, Jiro Kawara, who all play interesting roles with great performances. It's here where you can see the strong foundations for the multi-protagonist approach that the series would later take, and in general, Kiwami 2's script is tweaked slightly to be a little more self-reflective from the lens of a present-day retrospective.

In typical series fashion, the majority of the story is told through highly charged, emotional cutscenes that lean heavily on the beats of Japanese drama, and they are as slow-paced as they are impressive to look at. However, Yakuza 2's plot has the benefit of being one of the more exciting and memorable of the series--there's an unforgettably gruff and showy antagonist in Ryuji Goda, the "Dragon of Kansai" that stands in staunch opposition to Kiryu's "Dragon of Dojima" moniker, a number of intriguing twists as a multinational blood feud is uncovered, some heavy-set themes about the value of loyalty and being shaped by your past, as well as some of the series' absurdly excellent moments, like punching a lunging tiger in the face. It's truly wonderful to see this PlayStation 2-era experience elevated to modern standards; sharp cinematics and high-fidelity models really amplify familiar performances through subtle facial expressions and body language.

But unsurprisingly, character models featured in secondary cutscenes and the game's numerous substory side quests exhibit a perceptible drop in quality. But to Kiwami 2's credit, the baseline fidelity of secondary models has notably improved--they aren't as jarringly awful as they were in Yakuza 6, but Kiwami 2 sadly doesn't feature full voice acting in all of its scenarios as 6 did. There are a few nice exceptions to these rules, however, as a few of the game's most infamous substories (series fans will nod knowingly at the mention of "diapers" or "fat Kiryu") get full cinematic treatment.

Kamurocho remains a fantastically atmospheric environment, full of pedestrians and neon lights, exuding a strong sense of true-to-life identity. The Dragon Engine continues to allow for seamless transitions between the street, stores, and combat encounters--it's also nice to revisit a more complete, "classic" version of the area after only seeing an abridged version in Yakuza 6. Sotenbori does suffer some minor cuts from the original version of Yakuza 2, and a smaller third area, Shinseicho, is cut altogether. But while these omissions are disappointing from an enthusiast perspective, it doesn't detract enough from the overall experience to be a significant stain, and certainly not for new players. The five-category experience system for character progression returns, and so does the emphasis on eating and drinking for experience points, which continues to be a positive change for the series that helps encourage a grounded connection and familiarity to the urban environments you roam through.

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The Dragon Engine's version of Yakuza's crunchy combat also continues to be incredibly satisfying. While relatively straightforward in terms of its move set, especially when compared to the multiple disciplines featured in Yakuza 0 and Yakuza Kiwami, the momentum and fluidity of techniques combined with the emphasis on collateral, physics-based damage makes fights exciting--it's difficult to return to the characteristically stiff combat of 0 and Kiwami once you've spent time with it. Small but noteworthy classic mechanics have been reintroduced, including charge moves (which you can now buffer while continuing to move and perform regular attacks), a returning focus on weapons (which you can now collect, store, buy, repair, and equip via quick-menu), as well as a number of location-based Heat moves, where befriended neighborhood denizens help you humorously and viciously assault bad guys.

In addition to the series' substories, Kiwami 2 also has some welcome minigame activities that give you ample opportunity to play with the versatile combat system in a variety of different situations. The best of these are the Underground Coliseum, which returns from the original and pits Kiryu in a series of one-on-one cage matches with fighters from an entertainingly diverse background of fighting disciplines, and the new Bouncer Missions, which throw you into gauntlets of increasing difficulty overstocked with weapons, environmental objects, and dozens of enemies, making for exciting group brawls. On the other hand, some of Kiwami 2's story missions have holdover mechanics from the original that never really gelled well to begin with and feel even more outdated as part of the modernization--immovable brutes that soak damage and pound you with couches and enemies with automatic rifles that you need to block with a medieval shield, of all things, feel like uncreative and unnecessary additions.

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Other minigame distractions include Japanese and Western casino games, Mahjong, Shogi, darts, batting and golfing challenges as well as the always-fabulous karaoke. The Club Sega arcade selection is a little weaker in Kiwami 2; Virtual-On seems like a great addition, but it hasn't aged well despite the option for twin stick controls, and Virtua Fighter 2, despite its balancing tweaks, just doesn't impress as much after Virtua Fighter 5: Final Showdown was included Yakuza 6. UFO Catchers are a fleeting distraction, and the Toylets minigame, based on a very real-life Sega amusement which asks you to use the speed and quantity of your urine flow to affect on-screen action, is as strange and uncomfortable as it seems. Also new is Gravure Photography, where you can watch videos of real-life softcore glamor models flaunt revealing outfits, while you, as a creepy Kiryu, attempt to construct coherent sentences while photographing them. Gravure Photography is Kiwami 2's entry into the list of series activities that feel at complete odds with Kiryu's honorable and respectful nature.

But Kiwami 2 also features two more impressively substantial minigames featuring real-life Japanese personalities. One is the Cabaret Club Grand Prix, a refined version of the hostess club management concept seen in Yakuza 0, and the other is a much-improved version of the underwhelming Clan Creator top-down strategy minigame from Yakuza 6, now with a tower-defense twist. Both of these minigame iterations have been altered to have a bigger focus on fast-paced, real-time micromanagement and quick decision making, making them more involved and much more exciting as attractions to potentially invest in.

As was the case in Yakuza Kiwami, fan-favorite character Goro Majima is more tightly woven into this remake. As you progress through the main story, you'll gradually unlock the three chapters of Majima Saga, an entirely separate mini-campaign, which explores how Majima comes to arrive at the position and disposition that you find him in during the events of Kiryu and Sayama's story. While you're able to freely roam Kamurocho and Sotenbori with Majima, there are some major differences: Majima has no character progression of his own and cannot earn XP. There are no substories, and enemy encounters are predetermined as large group battles at certain roadblocks on the map, as well as one-on-one battles with Street Bosses, which you'll also find in Kiryu's campaign.

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Without long-term purpose or flexibility, Majima's flamboyant knife fighting style, which dazzles initially with a couple of entertaining heat moves, becomes stale fast. His acrobatic moves don't have the same satisfying impact as Kiryu's, and it rarely feels like you're in complete control. While that may suit his character perfectly, without the ability to pick up items or throw enemies, it's difficult to keep things interesting for yourself here. The money you earn from defeating enemies in this mode can be transferred to Kiryu in the form of valuable items, and Majima has his own unique karaoke song worth seeing. But the interactive parts of his mini-campaign feel like an unnecessary grind to see story cinematics--which are the places where he really gets to shine, and the only good reason for swapping to Majima Saga. Overall, it's a missed opportunity.

The tale of Tokyo and Osaka, Kiryu and Sayama's partnership, and Kiryu and Goda's rivalry remains one of the Yakuza's best stories, and Kiwami 2's minor missteps don't affect the heart of that experience. The modernization of its presentation and its mechanics elevate it, making it absolutely worth revisiting or experiencing for the first time. Yakuza is an exemplary, if flawed series that does an incredible job of steeping you in contemporary Japanese-style crime drama, and establishing an evocative sense of place. Yakuza Kiwami 2 is an excellent example of the series at its best, coupling its most memorable stories and characters with its most sophisticated mechanics yet.


The Messenger Review: Shuriken Sharp

By Alexander Pan on Aug 30, 2018 05:45 am

It is evident from the onset that The Messenger is heavily influenced--aesthetically and mechanically--by the classic Ninja Gaiden series. But it's also quickly evident that the game doesn't just wear its influences on its sleeve, it also brings a brilliant new take on the action-platformer genre.

You play as a young ninja warrior tasked with delivering a sacred scroll to the top of a mountain after his village is attacked by demons. It isn't a wholly original idea by any means, but The Messenger eschews any self-seriousness in favor of a humorous and self-referential tone, regularly riffing on action-platformer tropes through the ninja warrior's conversations with various characters. The excellent writing keeps things lively and fresh, with jokes and pop culture references interwoven with an ambitious and clever narrative involving a time-travel mechanic that ties well into the gameplay system.

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The ninja's skillset is initially limited, but it expands quickly to include abilities like a rope dart, wall climbing, and aerial gliding as well as a couple of optional techniques like a boomerang shuriken. Most interestingly, The Messenger replaces the classic double-jump move with something called cloudstepping, an ability that only makes double-jumping available after you've successfully landed a sword blow on an enemy or object mid-air.

This means you simply can't double-jump just anywhere, and an element of skill and timing is added to regular proceedings--chain several hits in succession and you can almost fly across the map by cloudstepping, but whiff one slash and you will find yourself staring into a bottomless pit. There is a great satisfaction to be found in the demands of successful cloudstepping, and the controls are impressively responsive to accompany your needs here.

The rewarding high-risk mechanic is complemented by The Messenger's smart design. Almost every level is crafted in such a way that it can be traversed using a number of different approaches, and exploration and experimentation are encouraged at every corner. You can take the straightforward route, or you can attempt the more difficult cloudstepping route that ultimately yields greater rewards due to numerous well-hidden secrets sprinkled throughout the game.

The Messenger starts off fairly easy, but the difficulty quickly increases as you acquire more abilities. Harder obstacles and challenges are introduced, and the game forces you to make the most of your abilities in order to keep up. Death is common, but the momentum never stops due to the use of generous checkpoints, allowing you to quickly learn from past mistakes and improve your muscle memory. The Messenger never feels too overwhelming or too easy, and its pacing and difficulty curve is nicely balanced--there is always a satisfaction to be had when a secret is found, a difficult obstacle is conquered, or a boss is defeated.

The Messenger also features a big twist: While the first half of the game is a linear action-platformer, once the midway point is reached, the game's narrative expands, unlocking time travel to and from the future. The game switches from its vibrant 8-bit aesthetic to an even more beautiful 16-bit art style, with richer backgrounds, a more diverse color palette, and more advanced audio processing to contrast with its previously chiptune soundtrack.

Additionally, the map and mechanics open up in the style of a Metroidvania, and a mechanic is introduced which allows you to travel back and forth between eras. A whole new dimension of puzzling opens up, creating even more tantalizing opportunities for exploration--you'll have to go back and forth often to maneuver around a level's physical obstacles and differences in each time zone. It's a simple but creative and aesthetically impressive mechanic that works very well.

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The only thing that becomes distracting at this point in the game is the limited number of enemy types--there aren't that many of them, and encountering and killing the same monsters over and over again as you explore can become tedious. And while the 20-or-so hours of time-traveling, traversal, and swordfights lead you to a satisfying and appropriate climax, the game has an abrupt ending that robs you of any sense of closure.

The Messenger takes the best parts of the action-platformers it takes influence from and reinterprets them well. With clever writing, well-designed levels, and balanced difficulty curve, the game continuously hooks you with enticing skill-based challenges and satisfying payoffs. Your character might have an immediate imperative to delivering a world-saving scroll, but the journey there is definitely one to savor.


The Golf Club 2019 Review

By Eddie Makuch on Aug 30, 2018 04:41 am

The first two Golf Club games from HB Studios were capable and compelling golf sims, but they lacked the punch of the official PGA Tour license. Thanks to a new deal, HB Studios now has the license, and this--along with solid, smooth swing controls and fine attention to the small details of golf--helps make The Golf Club 2019 a drive forward for the golf simulation series.

The Golf Club 2019 brings six real-world courses to the game, including some of the well-known ones like TPC Sawgrass (home of the Players Championship) and TPC Scottsdale (home of the Phoenix Waste Management Open). The licensed courses are baked into the game's new PGA Tour career mode, with fictional courses filling in the gaps. The six TPC courses are modeled with a fine attention to detail. The famous and dramatic No. 17 at TPC Sawgrass shines in the Florida sun, and I found myself holding my breath teeing it up to the protected island green. The love-it-or-hate-it party hole, No. 16 at TPC Scottsdale, is captured faithfully with its huge stadium-like atmosphere and massive crowds. The Shriners tournament at TPC Summerlin in Las Vegas even includes fezzes as tee boxes just like in real life. If you've seen a broadcast or walked any of these courses in person, they will look familiar. The Golf Club 2019 is a good-looking game, particularly when playing at dusk with sunspots peeking through the clouds. And there is a fine attention to the small details. The distinctive cracking sound of a well-struck drive reflects what you hear on the course in real life and on TV. You'll hear birds chirping and see beautiful vistas of mountainsides, lakes, deserts, and lush forests.

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That level of realism, depth, and detail doesn't extend to the other aspects of the career mode, however. There are no player likenesses, so don't expect to tee it up as the recently resurging Tiger Woods. Also absent are famous courses like Augusta National and St. Andrews. As a result, The Golf Club 2019's PGA Tour career mode feels limited, especially when only six of the mode's 32 events take place on real golf courses. Although the fictional courses are beautiful, challenging, and diverse, I was left wanting a lot more for a career mode carrying the PGA Tour name. That being said, it was a memorable and challenging journey to advance through the different tours, building skills and experience on the way to the top.

It's too bad that the journey to becoming the best golfer is not generally a fun one to listen to. Just like in last year's game, tournament commentary in The Golf Club 2019 is distractingly rough at times. You'll hear the commentary team making out-of-place comments and repeating themselves very often. It almost never feels natural and comes across as forced and contrived, with main commentator John McCarthy speaking in overly hushed, serious tones However, the commentary while playing solo, outside of a tournament atmosphere, is another story. In this more relaxed setup, McCarthy is a delight. He cheers you on and makes polite, playful little jabs when you miss a putt or shank a shot. He even makes groaning, guttural noises when you narrowly miss a putt, and he mimics Borat with a "Very nice" quip when you make a difficult shot.

As you progress through a PGA Tour season, you'll level up your player and unlock new customization options like clothing and clubs. You also unlock sponsorship tiers and related items after wins, including gear from real-world companies like Under Armour. These rewards, in addition to a rival system that tracks your progress against a fictional player on the tour, give you ample reasons to keep coming back and shoot low scores. It's also nice to see that progression--for the career mode and head-to-head multiplayer--does not include leveling up the attributes of your player. This helps keep everyone on a level playing field, unable to smash a drive many yards longer just because they've played more. Also of note is that the character creator is extremely deep, letting you tweak things like the fine contours on your face and the color of your hair with a wide spectrum of options. Weirdly, the game only offers one shade of darker skin tone, which stands in contrast to the plethora of other personalization options to choose from.

On the course, The Golf Club 2019 is the most mechanically sound, challenging, and rewarding golf sim out there. The swing mechanics heavily emphasize tempo. It's a real challenge to make sure you're swinging with the right speed and direction to send the ball where you want it to go off the tee box or with a short iron into a green. One of the most exciting and compelling parts about golf is creating your own shots and scrambling, and The Golf Club 2019 gives you the tools you need to succeed in this regard. The game automatically recommends clubs and shot angles, but these are mostly suggestions on how to play it safe. While there are times when it's important to make safe, normal shots, that isn't always the case and the mechanics are fluid and dynamic enough to give you fine control when you need it the most. Very often you will be in between clubs on a critical approach shot, and your success or failure depends on your ability to dial in the right combination of many distinct elements like height, fade, power, and direction, all of which you manipulate simultaneously. There are also times when you will need to go for a gutsy shot over water or trees, or with draw/fade to get around a corner. It's a thrill when you get this right, and a gut-punch when you don't.

Getting to the green is just the start, and putting is where your skills will truly be tested. The game lets you see the undulation of each green, but you must pick a line and judge the speed correctly to send the ball rolling in. Like the two games before it, The Golf Club 2019 earns its simulation nature by being difficult, particularly on the greens. You are punished for poor swings and misreading wind and lies, and the game's most challenging courses will put all of your skills to the test in an experience that can feel frustrating at first but ultimately rewarding when it all comes together. While the game is unquestionably difficult, the swing mechanics and systems for drives, iron shots, and putting, always feel fair. The ball might not always go where you want it to, but you can always reasonably pin your failure on something you could improve.

A lot of the animations in The Golf Club 2019 are very good. The way your character's knees buckle when they miss a close putt faithfully captures the pain of that experience many golfers know too well, and. things like body positioning over the ball and the angles and extensions of your character's arms and hands from start to finish appear natural. Unfortunately, there are some problems as well. There is a fist-pump animation you'll see after sinking a nice putt, and while it's effective in capturing the magnitude and emotional expression of the moment, it's the same animation over and over again which eventually makes what should be an exciting moment a boring one. Some of the animations when your player gets in a precarious position, like near the water or on the lip of a bunker, are not very fluid. There are further unfortunate moments of strangeness, including your character standing over the hole when they sink a putt and galleries during competition rounds looking in the wrong direction and acting in unison as they clap and cheer. These weird moments detract from what is otherwise a well-presented package.

Another major element of The Golf Club 2019 is its robust course-creator that was one of the signature elements of the first two games. Using a relatively simple and intuitive interface, you can adjust and design almost everything on your course. Want to add alligators next to the tee box on a Par 5 that stretches over water on a blustery day to make the tee off even scarier? Go for it. You can upload and share courses with the community, and the ability to play new and never-before-seen courses will surely keep golf fans coming back for a new challenge.

Additionally, the game brings back last year's online-focused Societies mode, which lets you create and join clubs where you and your friends (or the wider public) can compete against other players' ghosts in seasons that run for multiple weeks. There is also head-to-head online multiplayer that, for the first time, now lets you play Skins and Alt-Shot game modes in addition to standard ones like Stroke and Match play. However, as of 10 AM AEST on August 29, I was unable to find any head-to-head online matches on PC.

The Golf Club 2019 remains a challenging and ultimately rewarding golf sim with a solid swing system that puts a premium on skill and strategy. The addition of the PGA Tour license is a welcome but limited addition that gives the game a further level of realism and authenticity, while the course-creator again shines as one of the franchise's standout features. Despite its issues, The Golf Club 2019 is the franchise's most attractive package yet.


Hollow Knight Review - An Exceptional Adventure

By Alessandro Barbosa on Aug 30, 2018 03:32 am

Hollow Knight routinely finds ways to surprise you and regularly delivers more than you might have bargained for. Its rich 2D world is filled with tragic tales of a lost kingdom that unfurl during an expansive adventure that feels breathless from its humble beginnings to its climatic, emotional end. Its demanding combat and smartly designed platforming puzzles made a strong debut on PC last year, but the more complete package on Nintendo Switch with every bit of DLC to date is a more robust challenge filled with excitement and dread--and one that you'll struggle to pull yourself away from.

Hollow Knight doesn't concern itself with exposition and very quickly lets you loose on a massive, sprawling world with little direction. There's no hint as to your purpose within its curious bug kingdom, one that has seen better days and now lies rotting beneath the surface of the last standing settlement, Dirtmouth. Its citizens--from harmless-looking beetles to aggressively violent bees--protect their spaces with ferocity. There's peril in adventuring through Hollow Knight's world, but there's always something new to poke at to entice you to push further through.

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Central to Hollow Knight's compelling exploration is the large map itself. None of it is filled in from the start, and Hollow Knight doesn't even present you with a way to track your travels until several hours in. This is frustrating at first. You'll become hopelessly lost in the labyrinths below Dirtmouth, unsure of whether you're heading towards progress or in the opposite direction entirely. Purchasable maps help fill in the blanks, but even then, you'll need to equip a specific item just to see where you are at any given time. It's overwhelming before you get your bearings, but overcoming that initial hurdle provides you the skills and knowledge required to traverse the rest of Hollow Knight's intricate world.

Hollow Knight's distinct spaces are a marvel in design. Each bears a striking aesthetic to make it clear where you are and what sorts of enemies you should expect to face. The depth of their variations is what truly stands out. Honeycomb-laden halls stretch out over multiple screens in a rich, royal bee hive, contrasted by desolate and lonely caverns on the edges of the kingdom. The creaky and eerie waterways below the City of Tears sits comfortably next to the dark catacombs of a spider's nest, with webs obscuring your view to only increase the tension preceding a surprise attack. Hollow Knight's spaces each tell a story, and you can engross yourself in the small tales its sparse inhabitants tell through text to piece together what befell this once regal society. They're accompanied by wonderful musical scores that breathe an immense amount of personality into each area with fitting backdrops, but Hollow Knight also understands that silence is sometimes just as effective.

Exploration is governed by key items you'll find around the map, giving you new abilities to traverse previously inaccessible areas. The Mantis Claw, for example, allows you to augment your regular jump with chained wall jumps. Another will let you fly across seemingly endless caverns of spikes without a care in the world. It's immediately clear when you're not equipped for an area, which helps avoid any potential frustration. A dangerous acidic pool will prevent you from reaching clear pathways to new areas, for example, while a large stretch of thorny vines prevents you from crossing large chasms safely without something to aid you. Its multiple sections also fold over into themselves in ingenious ways, and uncovering useful shortcuts, hidden passageways, and crucial resting places are paramount to avoiding tedious backtracking.

Backtracking itself is only dangerous because Hollow Knight is designed to make your travels as hard as possible. There are hundreds of enemies waiting to knock you back to your last resting area, each with unique attack patterns and behaviors. Mosquitoes are easy to swat away in small numbers, but swarms of the fast-moving devils can become problematic in areas with limited platforms to traverse between. Conversely, larger enemies that deal more damage to you will routinely appear in claustrophobic spaces, such as the heavily armored beetles in Deepnest or the grotesque leeches in the Royal Waterways. These foes make you consider charting out alternative routes to avoid them entirely or entice you to formulate smart attacking options to reap monetary rewards from a successful takedown. Both approaches feel satisfying in their own right because their solutions are not immediately apparent, giving you a real sense of accomplishment for figuring them out.

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Combat is deceptively simple, though, and more focused on timing and patience than dexterity. For a long stretch, Hollow Knight only gives you a single attack to work with, but your repertoire is eventually filled out with omnidirectional spells, risky charged attacks, and status-affecting Charms, with enemies keeping up in kind to provide appropriately advanced challenges. It feels great to revisit an early area in the game and cruise through sections of the map that you once had to navigate cautiously. Hollow Knight features plenty of new challenges to uncover, though, be it secret combat arenas, grueling platforming, or hidden boss battles. The more you look, the more you're rewarded for doing so.

What makes Hollow Knight feel especially brutal at times is the way it handles death. Each time you die you'll have to navigate back to your body to reclaim dropped currency. You'll additionally have to duel your disembodied soul hanging over your death spot to reclaim it, which can present problems if you find yourself falling in a particularly dangerous area. For a large part of the game, you'll use money to acquire upgrades and core items required for progress, so losing a large chunk of it due to careless error is demoralizing. Still, it's difficult to feel frustrated considering how carefully designed each combat scenario is and how exceptionally good Hollow Knight is at putting the onus of failure squarely on your shoulders.

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Hollow Knight offers a ridiculous amount of good content. Its main quest will last easily around 30 hours, without relying on artificially padded areas or needlessly repetitive backtracking. But over the year-plus since its release on PC, Hollow Knight has seen large updates. Three DLC packs have added significant swaths of content to the existing package for free, in the vein of quality-of-life changes, various Charms, and new quests and characters to interact with. Some are small enough that it's hard to imagine Hollow Knight existing at a time without them (the ability to pin areas on your map, for example, was curiously not present at launch), while others give you more to chew on should the main narrative not satiate your appetite.

The largest of these content packs is Godmaster, which feels like the ideal way for you to truly test your Hollow Knight prowess. It gives you three new areas to explore that aren't as expansive as you might expect, but do set the stage for rematches against previously defeated bosses. You'll be able to tackle them with modifiers that limit your total health, deny your use of offensive spells, or reduce the amount of damage you deal out. This makes even the more straightforward bosses found in the early portions of the game test your skills in new ways by forcing you to be more patient and react without useful abilities you might have become comfortable with. The proximity of each of these fights also makes you appreciate how much variety Hollow Knight's large roster of enemies features, and just how difficult it can be to adapt from one to the next in a small window of time. Given that some challenges require you to have found certain characters, you'll find renewed incentive to explore areas you thought you had already charted, engrossing you yet again into its loop of exploration.

Godmaster feels like the ideal way for you to truly test your Hollow Knight prowess.

Hollow Knight feels exceptional because so many of its smaller, expertly designed parts fit so well together over an extraordinarily long adventure that could easily have fallen prey to poor pacing. But its expansive enemy roster and routinely surprising areas and platforming challenges ensure that your journey through this fallen bug kingdom is one you're unlikely to forget. Hollow Knight offers a surprisingly large and harrowing adventure, and it's a treat that every bit of it is just as divine as that last.


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