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Silksong Switch 2 Direct Footage Analysis (9 whole seconds of new footage!)

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    I know what you’re all thinking. When is 
    mossbag finally going to talk about the
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    news we got regarding Deltarune 3 and 4? 
    I know, I know. But you’re gonna have to
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    wait a little bit longer for that video. 
    For now, let’s just talk about Silksong.
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    You remember that game, right? I honestly kinda 
    forgot about it during the great Silksong drought
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    of 2023 to 2024. But the drought has finally 
    ended thanks to the most recent Nintendo Direct
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    showcasing the Nintendo Switch 2. It’s so 
    cool, I’ve honestly never seen a console like
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    it before. During the 3rd party games sizzle 
    reel section towards the end of the direct,
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    we get 9 whole seconds of brand new SIlksong 
    footage, as well as a release window for 2025.
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    But that’s not all. After the direct, we got seven 
    new screenshots and a brand new piece of key art.
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    We truly eating good this fiscal quarter. 
    In this video, we’ll be briefly looking
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    over the new footage and discussing the new 
    nuggets of information gleaned about Silksong.
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    First of all, I wanted to address this new key 
    art we got from Nintendo. This goes so hard. This
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    is the stance of a true hunter. Or someone 
    about to poop. Either way, it’s super cool.
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    I’ve never shown my face on this channel, but when 
    you picture me in your head, just think of this
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    image. I think it captures my animal-like 
    instincts quite well. That or this image.
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    Moving on to the footage, the first clip we got 
    is from the game’s first area, the Moss Grotto,
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    a section of the game we’ve already seen quite 
    a bit. It was even playable in the E3 2019 demo.
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    But that was almost six years ago. Despite all 
    that time, this area still looks pretty similar.
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    If you sit and stare at it, you can 
    see slight changes in the background,
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    showing off that Team Cherry has been 
    tweaking the environments since the demo.
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    But there’s a bigger change here too. In 
    the E3 demo there was a ledge to the left
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    of this platform. Continuing down that path 
    would take you to a mysterious, locked door,
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    seemingly connected to the Weavers. One theory 
    is that there are multiple doors like this,
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    each leading to a different Weaver that gives 
    Hornet special skills such as the Silk Spear.
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    So where is this door now? Is she safe?
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    The first possibility is that they placed 
    a breakable wall here to hide the path. The
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    second possibility is that they just removed 
    the path entirely, possibly putting the door
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    somewhere else. Considering the fact that this 
    tiny platform is still here, there’s a chance
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    the path is just blocked by a breakable wall. 
    But that seems like a pretty devious spot to
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    hide a potentially important power up. So I 
    really wouldn’t be surprised if Team Cherry
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    moved this Weaver door somewhere else and maybe 
    put a less important goodie behind this wall.
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    Next up, we have a scene of Hornet sliding 
    down a slope covered in what appears to be
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    spores of some kind. There’s a few things to note 
    with this shot. Let’s start with the big one:
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    the slopes. 2017’s Hollow Knight has 
    earned a bit of a reputation for not
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    containing any sloped ground 
    that the player can walk on.
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    Ari Gibson shared his thoughts 
    on slopes in a NeoGaf post from
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    back during Hollow Knight’s 
    Kickstarter campaign in 2014.
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    We've avoided sloped surfaces for the 
    most part (though we use them on a few
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    special occasions). It was initially 
    a stylistic choice for the gameplay,
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    though there's an ongoing discussion about 
    whether to re-introduce them. They can make
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    the game world look more real, but they also 
    introduce some randomness in combat and movement.
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    With the flat surfaces you get really consistent
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    control of your character. But it's 
    all still up in the air at any rate!
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    Given the game’s final layout, Team 
    Cherry obviously stuck to this mentality.
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    In an interview with Source Gaming from 
    2018, Team Cherry echoed similar sentiments,
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    saying that flat ground removes fuzziness 
    from gameplay over sloped ground,
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    allowing the game to demand more 
    from the player in terms of combat.
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    There’s also the technical concerns 
    surrounding slopes. According to Graig,
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    the lead playtester for Hollow Knight, due to 
    Unity's implementation of 2D physics, slopes
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    introduce a lot of edge cases that need to be 
    considered and things get messy fast. That's why
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    Graig is also avoiding slopes in his Unity game, 
    Roc's Odyssey, which is now live on Kickstarter.
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    The game I’m working on, Titan Shell, which 
    you can wishlist on Steam by the way, does have
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    slopes. Our game runs on Game Maker, which has its 
    own tile based collision system, but we wrote our
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    own collision code instead, some of which is on 
    screen right now. So yes, they do add complexity
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    to the task of programming collisions and enemy 
    behavior. And considering the blazing fast pace
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    at which Hollow Knight was developed, dedicating 
    the extra time to plan and program something they
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    weren’t even sure they wanted in the first 
    place probably didn’t sound too enticing.
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    That said, there are a few areas with 
    sloped ground. Kinda. The giant elevators
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    in the City of Tears that go up to the 
    Forgotten Crossroads and Resting Grounds
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    have sloped ground you actually can stand 
    on. However, if we turn off the graphics,
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    you can see that this “slope” is actually just a 
    flat surface that changes its height depending on
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    where the player character is. So even the ground 
    that is sloped in Hollow Knight isn't sloped.
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    With all that said, seeing honest to god sloped 
    ground in Silksong like this must be a huge deal,
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    right? Well, if we consider Ari’s original 
    concerns, it seemed to be much more combat
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    related. This sloped section appears to 
    be heavily confined to just a specific
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    platforming challenge. Hornet isn’t even 
    really walking on this slope, she’s being
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    forced into a sliding state. This also reduces 
    the complexity of the programming involved too.
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    In other words, this doesn’t 
    necessarily mean we’ll start
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    seeing slopes in sections of normal 
    terrain in Silksong. Especially since
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    Silksong seems even more focused on precise 
    movement and combat than Hollow Knight was.
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    But enough about the slopes themselves, let’s 
    talk about what’s on the slopes. I’ve seen some
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    people speculate that these are dandelions, but 
    if that were true, then you would expect to see
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    seeds with this shape floating around, but that’s 
    not the case at all. To me, they look more like
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    fungal spores of some kind, similar to mold. In 
    addition to the giant spores we see on the ground,
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    there are also smaller spores falling down 
    from above. These look somewhat similar to
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    the particles seen floating around in the 
    Fungal Wastes. It’s not an exact match,
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    but at the moment I do think these are 
    supposed to be fungal spores of some kind.
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    There’s also a random plant here, but 
    I don’t think it’s really significant.
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    Another interesting aspect about this sequence 
    is that we can see a vignette over the screen.
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    It’s a little hard to spot, but if you zoom 
    in on the bottom right corner of the screen,
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    you can see it more clearly. It vaguely looks 
    like mycelium or other certain types of mold. I’m
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    guessing this vignette appears whenever Hornet is 
    touching or is in close proximity to these spores.
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    And it’s possible that prolonged exposure to these 
    spores might do damage. I don’t know if you’ve
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    ever slid through a huge mass of mold before. I’ve 
    done it a few times, and I would NOT recommend it.
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    On the other hand, it’s a pretty subtle effect. 
    If touching this stuff did do damage, you’d think
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    the vignette would be more obvious, like when 
    you’re at one health in Hollow Knight. Maybe the
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    vignette is only subtle like this because Hornet 
    found some special item that keeps her safe from
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    the spores effects, similar to how the Varia 
    Suit keeps you safe from hot areas in Metroid.
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    Another possibility is that this 
    is some sort of escape sequence,
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    where Hornet is running from a giant 
    avalanche of spores and this vignette
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    is just there to help set the mood. We saw 
    an escape sequence in the Xbox trailer,
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    so I wouldn’t be surprised if we saw more of 
    these sequences in the rest of the game too.
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    But why are there even spores here in the first 
    place? Well, we’ve talked about floor lore,
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    we’ve talked about vore lore, I guess it’s time 
    we talk about spore lore. These spores seem to
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    be a more recent development in the region. 
    We can see broken pillars in this cavern,
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    implying that some sort of structure was built 
    here before these spores took over. Perhaps
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    whatever structure was built here inadvertently 
    induced the proliferation of these spores.
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    We know that the bugs of Greymoor 
    are suffering from an infestation
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    of dustroaches. This area might be similar 
    to that, serving as another example of how
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    Pharloom is slowly falling apart due to 
    the silk and song haunting the kingdom.
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    To finish off discussing this clip, we need to 
    look at the HUD in the top left corner of the
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    screen. We have a new symbol here we haven’t 
    seen before. But before we get into that,
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    I want to very quickly explain the HUD and 
    how it works, because it’s been a few years
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    since we’ve all had to look at this, and 
    honestly, I don’t think Silksong’s HUD is
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    very intuitive to understand just by looking at 
    it. Now this explanation is as I understand it
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    from looking at various trailer footage and 
    things Team Cherry has said over the years,
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    so it might not be completely correct, 
    but it’s the best I can do. If you know
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    how the HUD works already, then you 
    can just skip ahead, smarty pants.
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    So what makes the HUD so different from the 
    HUD in Hollow Knight? The big change here is
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    the introduction of crests. In Silksong, 
    Hornet can swap between different crests
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    that alter the appearance of the HUD, 
    Hornet’s moveset when using her needle,
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    what kind of tools Hornet can equip 
    and even other properties as well.
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    For example, in this clip Hornet’s HUD 
    has three claws sticking out the left
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    side. We’ve seen Hornet perform some kind 
    of large slash attack while having this HUD,
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    possibly some kind of charge attack, 
    similar to the Knight’s Nail Arts.
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    We’ve seen her use a similar, Nail Art style 
    move when wearing a different crest as well.
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    While wearing the claw crest, we’ve 
    also seen Hornet use some buzzsaw type
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    attack as well. This alters Hornet’s regular 
    downward dive attack, which is much simpler.
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    Getting back to the HUD, there’s this front 
    facing spool that is sometimes completely empty,
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    and other times full of silk. This corresponds 
    to the spool bar below which is used to indicate
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    Hornet’s silk reserves. Whenever she hits a foe, 
    one segment of silk gets added to the spool bar.
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    This notch on the spool bar indicates how much 
    silk Hornet needs to use her Bind ability,
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    the move that heals her for three masks. Once 
    Hornet collects enough silk to reach this notch,
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    the silk on that portion of the spool bar 
    lights up along with the front view of the
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    spool. In other words, once this part of the 
    HUD lights up, you can heal. It appears the
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    spool bar has no notch when you first start the 
    game, because the entire bar is exactly enough
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    silk to use the bind ability. So it’s only once 
    you upgrade your spool that the notch appears.
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    To the right of the spool bar is the region 
    where Hornet’s tools are displayed. There
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    are three categories of tools: red, blue and 
    yellow. Red tools are used by pressing the
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    tool button along with up or down on the 
    d-pad. These red items appear on the HUD,
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    showing how many uses it has left as well 
    as which direction you need to press to
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    use them. Uses can be replenished 
    by spending Shell Shards at benches.
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    We’ve seen a lot of red tools used in various 
    trailers over the years: Straight Pin, Tri-Pins,
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    Sting Shards, Cogflies, Pimpillos, Caltrops and, 
    of course, the controversial Lifeblood Syringe.
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    We’ve also seen images of other tools like the 
    bone boomerang, this strange back of tricks,
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    I don’t even know what these are, and this 
    orange bottle, the same one we see in this
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    new shot. Since we’ve never seen this item in 
    action, we don’t know exactly what it does yet.
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    We also aren’t exactly sure how blue and yellow 
    tools work. We’ve seen what a few of them look
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    like in the menu, but we haven’t seen them 
    augment the HUD all that much. There’s this
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    clip where we can see a green blob on the end 
    of the spool bar, which might be some kind of
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    regenerating silk slime. In various screenshots, 
    we’ve also seen the spool bar extended with what
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    I assume is some kind of tool, as well as 
    a reserve spool bar added onto the HUD.
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    In the Edge Magazine interview, it’s also 
    been hinted that there are tools which will
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    automatically shield you against projectiles, 
    give you more rosaries when killing enemies,
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    and pulling rosaries towards you, similar 
    to Gathering Swarm. So the blue and yellow
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    tools are generally more passive, but 
    the distinction between them is vague.
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    With that all explained, we can finally talk 
    about this new symbol. It appears to indicate
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    what skill Hornet has equipped. We can see from 
    a Edge Magazine screenshot that you can equip
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    these skills to your crest as well. Skills 
    have been shown off extensively in trailers,
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    and you could even use them in the E3 demo. 
    Pressing the “Skill” button would allow Hornet
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    to use this move, presumably the Silk Spear 
    move mentioned in the Edge Magazine interview.
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    Other potential skills might be Hornet’s 
    Gossamer Storm, this thrusting attack from
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    the Xbox trailer, and this parry move from the 
    reveal trailer. Since these skills seemingly must
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    be equipped, and there’s only one equip slot, 
    does this mean Hornet only has access to one of
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    these skills at a time? That seems like a pretty 
    big departure from the Knight having access to
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    three separate spells at once with Vengeful 
    Spirit, Desolate Dive and Howling Wraiths.
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    But keep in mind that Hornet also has access to 
    both tools and unique movesets, so maybe Team
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    Cherry wanted to limit Hornet from being able to 
    use a bunch of different skills on top of all of
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    that. This system also allows Team Cherry to 
    design a bunch of different skills for players
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    to choose from and swap out as needed, instead of 
    just having the same three spells at all times.
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    In this shot, the white symbol is greyed out, 
    but that is not the case in the next shot. Here,
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    we see a different white symbol, but this time it 
    is lit up. We also see Hornet using her Gossamer
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    Storm attack, indicating that this white symbol 
    represents the Gossamer Storm skill. The reason
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    it’s lit up is because in this shot, Hornet has 
    enough silk to perform the attack, whereas in
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    the previous shot, Hornet doesn’t have any silk 
    at all. We can also see in the last shot of the
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    trailer that the Gossamer Storm symbol is not lit 
    up, since the attack takes four silk to perform.
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    So this symbol both tells you 
    what skill you currently have
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    equipped as well as whether or not 
    you have enough silk to cast it.
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    So if the symbol in shot 3 is Gossamer Storm, 
    what is the symbol in shot 2? Out of the possible
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    skills we’ve seen, I think this thrust move 
    is the most likely candidate. But honestly,
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    this symbol looks more like an anchor 
    or a pendulum to me. So I’m not gonna
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    say anything for certain on this one. 
    But let me know in the comments below
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    what you think about the current 
    state of the trout population.
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    While we’re talking about skills, I do want to 
    mention that the Gossamer Storm skill now works
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    differently than how it did in the Xbox trailer. 
    In that trailer, the attack cost three silk, but
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    would gradually continue to drain your silk over 
    time. But in the new clip, it seems to cost a flat
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    four silk while also lasting longer. It seems like 
    Team Cherry has been messing around with the costs
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    of these abilities over the past few years. With 
    how much variety there seems to be in playstyle,
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    and how unbalanced things like charms could be 
    in Hollow Knight, Team Cherry might be focusing
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    extra hard on making sure the various tools 
    and skills in this game are balanced properly.
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    Moving onto clip three proper, let's look at 
    the two new enemies Hornet is fighting. There’s
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    a five legged Citadel Caste member wearing 
    a white pointy hood… And the other guy is
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    wearing a golden mask modeled after the strange 
    ball symbol we’ve seen all over Pharloom. We’ve
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    seen white hooded enemies and enemies wearing gold 
    before, but these two certainly stand out to me.
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    While both enemies can fly, it seems the 
    hooded figure doesn’t have any wings. That,
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    combined with its weird looking legs, 
    makes me wonder if it’s some kind of robot.
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    When it hits the ground after dying, 
    we can see for a brief moment that it
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    explodes into what might be bells 
    and some kind of wheel mechanism.
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    Shortly before Hornet uses her Gossamer 
    attack, we see the hooded enemy’s mask
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    flash. We can tell from the footage that 
    this enemy is parrying here. After Hornet
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    hits the enemy in this state, it does a 
    counter attack, but it attacks downwards,
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    away from Hornet and it gets knocked out of 
    its attack. Team Cherry mentioned in the Edge
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    Magazine interview that they wanted enemies in 
    Silksong to be more complex than Hollow Knight,
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    so seeing this random enemy do a parry move 
    makes sense. I think the only times we saw
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    proper parries like this in Hollow Knight were 
    the Hollow Knight fights. Oh yeah, and Hornet.
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    The last thing I wanted to note here is how these 
    enemies die. In previous instances of enemies
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    dying in Silksong, we could usually see white 
    lines stretching up to the top of the screen.
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    This lends to the idea that our enemies 
    in Pharloom are being manipulated like
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    puppets from above. But that effect 
    appears to be lacking in this footage.
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    I don’t think they would have removed this 
    effect since it seems pretty important to
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    the game’s lore. Something that Team Cherry 
    seems to care about. I don’t know. They’ve
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    shared conflicting views in the past. That 
    said, there are also moments in the Xbox
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    trailer where the effect doesn’t appear when 
    an enemy dies. So maybe the lines just don’t
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    appear every time. Whether or not there’s 
    a reason for when they do, I have no idea.
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    The room itself is very reactive to Hornet’s 
    attack too. We can see this candelabra fall over,
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    the hanging drapes here sway around, 
    and so does this giant chandelier in the
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    background. We’ve seen this more reactive 
    environment in other trailers as well,
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    like during the Last Judge battle, 
    which is all really cool to see.
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    Alright let’s talk about the elephant in the 
    room. As I’m sure all of you immediately noticed,
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    we’ve actually seen this candelabra before. Who 
    could possibly forget seeing this candelabra as
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    it appeared in this room from the Xbox trailer? 
    Not only that, but these two rooms look quite
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    similar to one another, implying that they 
    may appear in the same section of the Citadel.
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    This room from the Xbox trailer 
    appears to be some kind of church hall,
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    while this new room appears to be some 
    kind of lecture hall or music hall,
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    given the podium and the auditorium 
    seating in the background.
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    But there’s one other massive detail I’m sure 
    you all remember. In the background of the room
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    from the Xbox trailer, we can see a strange 
    figure standing, watching over the room. It
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    appears to be this character, which Team Cherry 
    showed off back in 2019 in their last blog post.
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    This guy is one of three members of 
    a scholarly suite, former tenders of
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    a dusty vault full of ancient knowledge. 
    So both of these rooms might be connected
  • 18:31 - 18:36
    to this dusty vault. The fact that there 
    are a bunch of corpses just lying around
  • 18:36 - 18:41
    there in the background might lend to the 
    idea of this place being kinda decrepit.
  • 18:41 - 18:45
    Unfortunately I still don’t think we have 
    enough information to solve whatever is
  • 18:45 - 18:49
    going on with these guys, but something 
    tells me we’re closer to cracking this
  • 18:49 - 18:54
    case than ever. Together, we might be able 
    to solve this. Be sure to let me know in the
  • 18:54 - 18:58
    comments below what you think about the 
    current state of the trout population.
  • 18:58 - 19:04
    This new room also serves as the location of 
    our next clip from the Direct. Unfortunately,
  • 19:04 - 19:08
    it played as part of a giant mosaic at 
    the end of the sizzle reel. So we’re
  • 19:08 - 19:14
    gonna have to zoom and enhance on this bad 
    boy. Alright, now where’s Silksong? Oh here
  • 19:14 - 19:21
    it is. Not gonna lie, this looks kinda 
    mid. Oh whoops, that’s Undertale. My bad.
  • 19:21 - 19:25
    I tried my best to isolate and 
    stabilize the Silksong portion,
  • 19:25 - 19:29
    but the quality is going to be a bit 
    lower for this clip unfortunately.
  • 19:29 - 19:35
    Here, we can see two new enemies. This big 
    chonker. And this dead guy. Some people
  • 19:35 - 19:41
    speculated that this mace wielding guy is a 
    boss, but I think it’s just a larger enemy.
  • 19:41 - 19:46
    We see it walk over some caltrops that 
    Hornet set down and take damage. Dumbass.
  • 19:46 - 19:50
    The enemy attacks in a way similar to the 
    False Knight, jumping up in the air and
  • 19:50 - 19:55
    slamming the ground with their giant mace. But 
    after performing this attack the first time,
  • 19:55 - 20:00
    he then seems to cover his mace in silk 
    before slamming down on the ground again,
  • 20:00 - 20:05
    creating a damage zone that Hornet has to stay 
    out of. Overall, it seems like a pretty fun fight,
  • 20:05 - 20:09
    and I’m excited to see bigger enemy 
    encounters like this throughout the game.
  • 20:09 - 20:15
    At the very end of this clip, we can see Hornet 
    spend one silk to perform her Harpoon Dash move.
  • 20:15 - 20:19
    It seems like this move might always be 
    available to Hornet and doesn’t need to
  • 20:19 - 20:22
    be equipped like her other silk costing skills.
  • 20:22 - 20:28
    And that’s it for the new footage. Let’s move on 
    to those sweet, sweet screenshots. This first one
  • 20:28 - 20:33
    is of the giant golem enemy. We saw this guy 
    all the way back in the 2019 reveal trailer,
  • 20:33 - 20:38
    as well as in screenshots uploaded to 
    the PlayStation app. Everything looks
  • 20:38 - 20:42
    pretty similar from the PlayStation image, 
    although maybe some of the rocks have been
  • 20:42 - 20:46
    tweaked a bit. Obviously, both of the 
    new screenshots are way different from
  • 20:46 - 20:51
    the original version. The new screenshots 
    look much more readable and less muddy.
  • 20:51 - 20:56
    The tool Hornet has equipped here is a bone 
    boomerang, the same tool we see in PlayStation
  • 20:56 - 21:02
    screenshot. So it seems like the boomerang 
    is unlocked at some point before this fight.
  • 21:02 - 21:06
    This tool probably comes from the ant faction, 
    whom we see in both this Forest of Bones portion
  • 21:06 - 21:13
    of Pharloom and in this green area referred 
    to as the Far Fields in an Xbox screenshot.
  • 21:13 - 21:17
    Looking at this screenshot of the golem, it 
    seems to be somewhere in that general area
  • 21:17 - 21:22
    between the Forest of Bones and the 
    Far Fields, so that all checks out.
  • 21:22 - 21:28
    As for the skill equipped here, I think it’s the 
    Silk Spear skill we’ve seen before. Going off the
  • 21:28 - 21:33
    Edge Magazine interview, and the fact that it’s 
    the skill you have in the demo, it’s likely the
  • 21:33 - 21:38
    first skill the player is expected to unlock. 
    All of this, mixed with the fact that Hornet
  • 21:38 - 21:43
    only has six masks here, makes me think this 
    encounter will be fairly early on in the game.
  • 21:43 - 21:49
    In the next shot we see Hornet traverse what 
    appears to be the Coral Forest area. We can
  • 21:49 - 21:53
    see what appears to be some fatass fish. 
    This is likely a reference to the film
  • 21:53 - 21:58
    Shark Tale. I think this fish is the same as 
    whatever these pinkish background creatures
  • 21:58 - 22:03
    are. We’ve seen these other fish in previous 
    clips so they aren’t particularly noteworthy.
  • 22:03 - 22:06
    And when I say fish, I mean fish-like bugs.
  • 22:08 - 22:13
    Looking at the HUD, we can see a new skill is 
    equipped. I think this skill is some kind of
  • 22:13 - 22:17
    grappling hook move that allows you to move 
    straight up through the air. We can see that
  • 22:17 - 22:22
    Hornet is traveling up a thread of silk in the 
    screenshot and she has used part of her silk
  • 22:22 - 22:28
    reserves here too. Her needle is missing, 
    so I assume she threw it upwards. So it’s
  • 22:28 - 22:32
    like a vertical version of her Harpoon 
    Dash technique. Of course, this could be
  • 22:32 - 22:38
    completely unrelated to the silk move we see 
    equipped, but for now, we can’t know for sure.
  • 22:38 - 22:43
    The first tool here is one we’ve seen before, 
    but not in use. Just from looking at it,
  • 22:43 - 22:48
    I can’t tell you what it’s supposed 
    to do. The second tool is the Cogfly,
  • 22:48 - 22:52
    which seems to operate similar to the 
    Glowing Womb babies from Hollow Knight.
  • 22:52 - 22:57
    In the next screenshot we see Hornet in the 
    Citadel, fighting off some bugs we’ve seen before.
  • 22:57 - 23:02
    The only new thing here is this cog themed 
    HUD, possibly found in this area, referred
  • 23:02 - 23:07
    to as Cogworks in the metadata of the reveal 
    trailer. I never mentioned it on this channel,
  • 23:07 - 23:12
    but a user on Discord, known as TheShawarma, 
    was able to mine metadata from the Silksong
  • 23:12 - 23:16
    reveal trailer Team Cherry posted to Google 
    Drive. This gave us the filenames used for
  • 23:16 - 23:24
    the various clips used in the trailer such as 
    “catacombs-creeper-chase”, “coral-king” and
  • 23:24 - 23:30
    “lava-bigskullgoomba-cool-dash-combo”. This 
    shot in the reveal trailer was likely called
  • 23:30 - 23:36
    “cogworks-harpoon-dash”, finally giving us a name 
    for the area. It might be only an internal dev
  • 23:36 - 23:42
    name, but it’s much better than what I’ve 
    called it in previous videos, C***works.
  • 23:42 - 23:45
    Getting back to the screenshot, 
    given Hornet’s pose here,
  • 23:45 - 23:51
    she’s probably about to use whatever 
    dive attack is unique to this cog crest.
  • 23:51 - 23:56
    Another thing worth noting here is how this 
    area is covered in webbing. When we first saw
  • 23:56 - 24:01
    this Citadel area in the 2019 reveal trailer, 
    there really wasn’t anything like this. But
  • 24:01 - 24:05
    since the Xbox trailer, we’ve been getting 
    more images of the Citadel covered in this
  • 24:05 - 24:10
    silk. I think Team Cherry has opted to 
    make the Citadel look more dilapidated.
  • 24:10 - 24:16
    Finally, I wanted to point out this 
    bell. It kinda looks like pac-man.
  • 24:16 - 24:22
    This next screenshot shows off Bellhart, a city 
    we saw in the reveal trailer. And as you can see,
  • 24:22 - 24:26
    Bellhart’s looking a little worse for 
    wear these days. The bell buildings in
  • 24:26 - 24:31
    the foreground look a lot more dilapidated. 
    On top of that, this shop looks way less
  • 24:31 - 24:36
    stocked than it was before. Also it looks 
    like the turnover rate is pretty high too.
  • 24:36 - 24:40
    So it seems like since the reveal trailer, 
    Team Cherry has changed some of these
  • 24:40 - 24:45
    areas to indicate how much Pharloom has been 
    suffering from this curse of silk and song.
  • 24:45 - 24:49
    Another odd change is the removal of the 
    quest board. I don’t think Team Cherry
  • 24:49 - 24:54
    would have cut the quest system from Silksong, 
    so I’m a bit surprised to see it missing here.
  • 24:54 - 24:59
    The background here has also been blurred a lot 
    since 2019, and the foreground has a much more
  • 24:59 - 25:05
    golden look to it. And this silk ball statue has 
    been made more of the focal point of the room.
  • 25:05 - 25:08
    I know some people don’t like how 
    Team Cherry hides environment details
  • 25:08 - 25:13
    behind blur, but I think I do prefer how 
    Bellhart looks in this new screenshot.
  • 25:13 - 25:18
    This tool here looks a lot like a Pimpillo, 
    which we’ve seen used in other trailers.
  • 25:18 - 25:23
    Perhaps this is an un-upgraded version of 
    the Pimpillo, or a variant of some kind.
  • 25:23 - 25:28
    This next shot shows the Lace fight. It also 
    looks quite different from the 2019 reveal
  • 25:28 - 25:34
    trailer. But we’ve already seen this updated 
    look from the PlayStation screenshots. Again,
  • 25:34 - 25:39
    Team Cherry has cranked up the blur. They either 
    did this to help keep the focus on the action,
  • 25:39 - 25:44
    or so they can scale down the resolution of these 
    background objects to help save on performance.
  • 25:44 - 25:51
    We’ve seen this tool used in the Xbox trailer. 
    Using it turns Hornet’s cloak into a drill. God,
  • 25:51 - 25:56
    she is so quirky. We’ve seen this bow 
    crest in other screenshots before,
  • 25:56 - 26:00
    but this portion was never lit 
    up. So that’s a slight change.
  • 26:00 - 26:05
    My guess is that performing the Bind ability while 
    wearing this crest also fires a projectile of some
  • 26:05 - 26:11
    kind, so kinda similar to the spore shroom charm, 
    which lets the Knight deal damage while healing.
  • 26:11 - 26:16
    This next image is of the starting room in the 
    Moss Grotto. This appears to be the very start
  • 26:16 - 26:20
    of a playthrough, considering Hornet has four 
    masks here, the same number we’ve seen people
  • 26:20 - 26:26
    start with in the demo. For some reason, Hornet’s 
    spool bar is already broken. I figured you would
  • 26:26 - 26:32
    fix a broken spool bar by destroying the cocoon 
    you leave after dying, similar to how you fix your
  • 26:32 - 26:37
    Soul Vessel in Hollow Knight. But I don’t think 
    we actually know that for sure, and that wouldn’t
  • 26:37 - 26:43
    explain why it’s broken here. So maybe there’s 
    more to fixing this spool bar than I realize.
  • 26:43 - 26:48
    And this last screenshot is from the 
    Moss Grotto. There’s less lilypads now,
  • 26:48 - 26:53
    and there’s some giant bone-like structures 
    in the background. Other than that,
  • 26:53 - 26:59
    there’s nothing new here. Thanks for 
    nothing, screenshot. Away with you.
  • 26:59 - 27:01
    And that’s all the new stuff we got.
  • 27:01 - 27:06
    But at this point, we might actually be able to 
    use these trailers and screenshots to construct
  • 27:06 - 27:12
    a rough progression for Silksong. Credit to my 
    friend Mola for arranging the clips we have by
  • 27:12 - 27:18
    mask count, spool bar size and equipped tools 
    and crests. This doesn’t include anything from
  • 27:18 - 27:22
    the reveal trailer, since that stuff is 
    likely out of date, and the mask counts
  • 27:22 - 27:27
    probably don’t reflect real progression. It looks 
    like the game can progress something like this:
  • 27:27 - 27:34
    You start in the Moss Grotto, make your way 
    to Bonebottom, then into the Forest of Bones
  • 27:34 - 27:41
    and Deep Docks. After that comes the Far Fields 
    and the city, Bellhart. After that seems to be
  • 27:41 - 27:47
    the Citadel Base, Greymoor, and the Stepps, 
    which is where Grindle and the Last Judge
  • 27:47 - 27:54
    appear to be. These three areas all kinda fit 
    somewhere in the middle, it seems. After that,
  • 27:54 - 27:59
    it seems like you’ll be able to reach the 
    Citadel. Finally, the clover area and the
  • 27:59 - 28:06
    Coral Forest actually seem to be later sections 
    of the game. Looking at this, I don’t think we
  • 28:06 - 28:12
    quite have the full picture yet, but we can see 
    some patterns start to emerge from the noise.
  • 28:12 - 28:18
    Now let’s talk about the 2025 release 
    window. This is really exciting. But…
  • 28:18 - 28:24
    It was also really exciting when we got the 
    June 2023 release window back in 2022. And
  • 28:24 - 28:28
    I just don’t really feel like getting 
    my hopes up again like I did back then.
  • 28:28 - 28:33
    The reality is Silksong will be released 
    when Team Cherry feels like it’s ready.
  • 28:33 - 28:39
    And if they decide by the end of 2025 that 
    it still isn’t ready, then it won’t release.
  • 28:39 - 28:43
    To be clear, I’m not saying the game 
    is definitely going to miss the 2025
  • 28:43 - 28:46
    release window, I just want to 
    be the annoying voice on your
  • 28:46 - 28:52
    shoulder reminding you that a vague release 
    window of 2025 doesn’t guarantee anything.
  • 28:52 - 28:57
    So is 2025 finally the year of Silksong? 
    There’s good reason to believe that, but
  • 28:57 - 29:02
    I’m gonna hold off on calling it for certain until 
    I actually have the game in my grubby little paws.
Title:
Silksong Switch 2 Direct Footage Analysis (9 whole seconds of new footage!)
Description:

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Video Language:
English
Duration:
29:03

English subtitles

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