Opinion: Silksong’s Tight Construction Is Exactly What I Need After Too Much Open-World Loafing

I have to fight the boss now? But I was picking flowers!

Of course, it’s not in any way whatsoever radical to have your players follow along a tightly-scripted path in a video game. It’s nothing new, it’s nothing that hasn’t been a constant (in platformers especially) since…well…forever. So why is it, some five or six hours into my time with Hollow Knight: Silksong, that it’s the locked-down and relatively linear nature of proceedings that’s got me most excited thus far? Why’s it that bit that’s got me all worked up to keep playing?

Perhaps it’s over-exposure to big noisy AAA monstrosities that’s done me in. Reviewing new games these days invariably leads to a whole lot of wandering around huge open worlds, you see. And whether they be set in the past or future, from medieval all the way through to post-apocalyptic wasteland 3000, there’s usually a recognisable flow, a loop to even the biggest of worlds encountered, that gives you a lot of room to breathe, and purposefully lets you take your foot off the gas.

Read the full article on nintendolife.com

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