Hollow Knight Silksong First Impressions and Early Thoughts
It feels surreal to finally be writing about Hollow Knight: Silksong as a real, playable game. After so many years of waiting, the sequel to one of the most beloved indies ever is in our hands. I have put in a few hours so far, which is barely scratching the surface, but the early hours already show just how different this game feels.
The biggest shift is obvious right away. Hornet is not the Knight, and you can tell within minutes. She moves like she has been training for this her whole life. Her dash is built in, her jump is higher, and she can climb through levels with a kind of grace the Knight never had. It makes the entire game feel quicker, almost acrobatic, and that changes the rhythm of combat and exploration alike.
Speaking of combat, Hornet’s needle has range, and the flow of fights leans into that. She feels less like a scrappy underdog and more like a hunter, darting in and out of danger with precision. Healing has been reworked too. Instead of sitting still and focusing, Hornet can cocoon herself almost instantly if she has enough silk. It makes healing a split-second decision in the middle of a fight rather than a slow gamble, which keeps the momentum going.
The world itself is gorgeous. Hollow Knight had beauty in its gloom, but Silksong leans into brighter palettes and more variety without losing its eerie atmosphere. Each area I have reached so far has its own personality, its own ecosystem of enemies, and clever shortcuts that remind you this is a handcrafted adventure. I am constantly rewarded for poking into corners or revisiting paths that seemed like dead ends.

What has me curious is the crafting system. Instead of geo, you are collecting rosaries. Instead of charms, you are piecing together tools out of gathered materials. It is familiar enough to feel comfortable but layered with new choices. Do I spend these resources now on a helpful item, or hold off in case something more important shows up later? After only a handful of hours, I am still experimenting, but it feels like a system that could change the way you plan a run.
Bosses have not disappointed either. Each fight so far has been unique, forcing me to pay attention to patterns and timing. One hulking opponent tested how well I could control spacing. Another zipped around the arena, almost daring me to keep up with Hornet’s agility. The balance feels fair, punishing mistakes but rewarding patience and adaptation.
Lore is still unfolding in that signature Team Cherry style, where characters give you just enough to chew on without handing you a clear story. The NPCs I have run into are memorable, some quirky, some unsettling, and all of them adding to the sense that this world has history. Even after hours of play, I feel like I have barely tapped into what the game is trying to tell me.
On the technical side, everything has been smooth. The framerate has held steady, the controls feel sharp, and the art style pops beautifully on screen. And then there is the music. Christopher Larkin’s score is back, and it is already incredible. Quiet exploration tracks set a mood that makes me slow down and soak in the world, while boss themes hit like a surge of adrenaline.
Even though it’s my initial hours in, Silksong feels like it is honoring what made Hollow Knight special while pushing itself to be something new. It is faster, more vertical, and more demanding, but it is also more alive. I get the sense this is going to be a long journey, and if the opening hours are any indication, I cannot wait to see what comes next.
Hollow Knight: Silksong is now available for Nintendo Switch 2, PC, PlayStation 5, and Xbox Series S/X.
I’ve been waiting for Silksong for a long time, and it’s great to finally see more of it. Hornet looks fast and the world feels even more detailed than the first game. Can’t wait to explore everything.