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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
-
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
-
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
-
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,
-
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
-
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
-
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
-
trailer where the effect doesn’t appear when
an enemy dies. So maybe the lines just don’t
-
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
-
background. We’ve seen this more reactive
environment in other trailers as well,
-
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
-
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,
-
while this new room appears to be some
kind of lecture hall or music hall,
-
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
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to this dusty vault. The fact that there
are a bunch of corpses just lying around
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there in the background might lend to the
idea of this place being kinda decrepit.
-
Unfortunately I still don’t think we have
enough information to solve whatever is
-
going on with these guys, but something
tells me we’re closer to cracking this
-
case than ever. Together, we might be able
to solve this. Be sure to let me know in the
-
comments below what you think about the
current state of the trout population.
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This new room also serves as the location of
our next clip from the Direct. Unfortunately,
-
it played as part of a giant mosaic at
the end of the sizzle reel. So we’re
-
gonna have to zoom and enhance on this bad
boy. Alright, now where’s Silksong? Oh here
-
it is. Not gonna lie, this looks kinda
mid. Oh whoops, that’s Undertale. My bad.
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I tried my best to isolate and
stabilize the Silksong portion,
-
but the quality is going to be a bit
lower for this clip unfortunately.
-
Here, we can see two new enemies. This big
chonker. And this dead guy. Some people
-
speculated that this mace wielding guy is a
boss, but I think it’s just a larger enemy.
-
We see it walk over some caltrops that
Hornet set down and take damage. Dumbass.
-
The enemy attacks in a way similar to the
False Knight, jumping up in the air and
-
slamming the ground with their giant mace. But
after performing this attack the first time,
-
he then seems to cover his mace in silk
before slamming down on the ground again,
-
creating a damage zone that Hornet has to stay
out of. Overall, it seems like a pretty fun fight,
-
and I’m excited to see bigger enemy
encounters like this throughout the game.
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At the very end of this clip, we can see Hornet
spend one silk to perform her Harpoon Dash move.
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It seems like this move might always be
available to Hornet and doesn’t need to
-
be equipped like her other silk costing skills.
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And that’s it for the new footage. Let’s move on
to those sweet, sweet screenshots. This first one
-
is of the giant golem enemy. We saw this guy
all the way back in the 2019 reveal trailer,
-
as well as in screenshots uploaded to
the PlayStation app. Everything looks
-
pretty similar from the PlayStation image,
although maybe some of the rocks have been
-
tweaked a bit. Obviously, both of the
new screenshots are way different from
-
the original version. The new screenshots
look much more readable and less muddy.
-
The tool Hornet has equipped here is a bone
boomerang, the same tool we see in PlayStation
-
screenshot. So it seems like the boomerang
is unlocked at some point before this fight.
-
This tool probably comes from the ant faction,
whom we see in both this Forest of Bones portion
-
of Pharloom and in this green area referred
to as the Far Fields in an Xbox screenshot.
-
Looking at this screenshot of the golem, it
seems to be somewhere in that general area
-
between the Forest of Bones and the
Far Fields, so that all checks out.
-
As for the skill equipped here, I think it’s the
Silk Spear skill we’ve seen before. Going off the
-
Edge Magazine interview, and the fact that it’s
the skill you have in the demo, it’s likely the
-
first skill the player is expected to unlock.
All of this, mixed with the fact that Hornet
-
only has six masks here, makes me think this
encounter will be fairly early on in the game.
-
In the next shot we see Hornet traverse what
appears to be the Coral Forest area. We can
-
see what appears to be some fatass fish.
This is likely a reference to the film
-
Shark Tale. I think this fish is the same as
whatever these pinkish background creatures
-
are. We’ve seen these other fish in previous
clips so they aren’t particularly noteworthy.
-
And when I say fish, I mean fish-like bugs.
-
Looking at the HUD, we can see a new skill is
equipped. I think this skill is some kind of
-
grappling hook move that allows you to move
straight up through the air. We can see that
-
Hornet is traveling up a thread of silk in the
screenshot and she has used part of her silk
-
reserves here too. Her needle is missing,
so I assume she threw it upwards. So it’s
-
like a vertical version of her Harpoon
Dash technique. Of course, this could be
-
completely unrelated to the silk move we see
equipped, but for now, we can’t know for sure.
-
The first tool here is one we’ve seen before,
but not in use. Just from looking at it,
-
I can’t tell you what it’s supposed
to do. The second tool is the Cogfly,
-
which seems to operate similar to the
Glowing Womb babies from Hollow Knight.
-
In the next screenshot we see Hornet in the
Citadel, fighting off some bugs we’ve seen before.
-
The only new thing here is this cog themed
HUD, possibly found in this area, referred
-
to as Cogworks in the metadata of the reveal
trailer. I never mentioned it on this channel,
-
but a user on Discord, known as TheShawarma,
was able to mine metadata from the Silksong
-
reveal trailer Team Cherry posted to Google
Drive. This gave us the filenames used for
-
the various clips used in the trailer such as
“catacombs-creeper-chase”, “coral-king” and
-
“lava-bigskullgoomba-cool-dash-combo”. This
shot in the reveal trailer was likely called
-
“cogworks-harpoon-dash”, finally giving us a name
for the area. It might be only an internal dev
-
name, but it’s much better than what I’ve
called it in previous videos, C***works.
-
Getting back to the screenshot,
given Hornet’s pose here,
-
she’s probably about to use whatever
dive attack is unique to this cog crest.
-
Another thing worth noting here is how this
area is covered in webbing. When we first saw
-
this Citadel area in the 2019 reveal trailer,
there really wasn’t anything like this. But
-
since the Xbox trailer, we’ve been getting
more images of the Citadel covered in this
-
silk. I think Team Cherry has opted to
make the Citadel look more dilapidated.
-
Finally, I wanted to point out this
bell. It kinda looks like pac-man.
-
This next screenshot shows off Bellhart, a city
we saw in the reveal trailer. And as you can see,
-
Bellhart’s looking a little worse for
wear these days. The bell buildings in
-
the foreground look a lot more dilapidated.
On top of that, this shop looks way less
-
stocked than it was before. Also it looks
like the turnover rate is pretty high too.
-
So it seems like since the reveal trailer,
Team Cherry has changed some of these
-
areas to indicate how much Pharloom has been
suffering from this curse of silk and song.
-
Another odd change is the removal of the
quest board. I don’t think Team Cherry
-
would have cut the quest system from Silksong,
so I’m a bit surprised to see it missing here.
-
The background here has also been blurred a lot
since 2019, and the foreground has a much more
-
golden look to it. And this silk ball statue has
been made more of the focal point of the room.
-
I know some people don’t like how
Team Cherry hides environment details
-
behind blur, but I think I do prefer how
Bellhart looks in this new screenshot.
-
This tool here looks a lot like a Pimpillo,
which we’ve seen used in other trailers.
-
Perhaps this is an un-upgraded version of
the Pimpillo, or a variant of some kind.
-
This next shot shows the Lace fight. It also
looks quite different from the 2019 reveal
-
trailer. But we’ve already seen this updated
look from the PlayStation screenshots. Again,
-
Team Cherry has cranked up the blur. They either
did this to help keep the focus on the action,
-
or so they can scale down the resolution of these
background objects to help save on performance.
-
We’ve seen this tool used in the Xbox trailer.
Using it turns Hornet’s cloak into a drill. God,
-
she is so quirky. We’ve seen this bow
crest in other screenshots before,
-
but this portion was never lit
up. So that’s a slight change.
-
My guess is that performing the Bind ability while
wearing this crest also fires a projectile of some
-
kind, so kinda similar to the spore shroom charm,
which lets the Knight deal damage while healing.
-
This next image is of the starting room in the
Moss Grotto. This appears to be the very start
-
of a playthrough, considering Hornet has four
masks here, the same number we’ve seen people
-
start with in the demo. For some reason, Hornet’s
spool bar is already broken. I figured you would
-
fix a broken spool bar by destroying the cocoon
you leave after dying, similar to how you fix your
-
Soul Vessel in Hollow Knight. But I don’t think
we actually know that for sure, and that wouldn’t
-
explain why it’s broken here. So maybe there’s
more to fixing this spool bar than I realize.
-
And this last screenshot is from the
Moss Grotto. There’s less lilypads now,
-
and there’s some giant bone-like structures
in the background. Other than that,
-
there’s nothing new here. Thanks for
nothing, screenshot. Away with you.
-
And that’s all the new stuff we got.
-
But at this point, we might actually be able to
use these trailers and screenshots to construct
-
a rough progression for Silksong. Credit to my
friend Mola for arranging the clips we have by
-
mask count, spool bar size and equipped tools
and crests. This doesn’t include anything from
-
the reveal trailer, since that stuff is
likely out of date, and the mask counts
-
probably don’t reflect real progression. It looks
like the game can progress something like this:
-
You start in the Moss Grotto, make your way
to Bonebottom, then into the Forest of Bones
-
and Deep Docks. After that comes the Far Fields
and the city, Bellhart. After that seems to be
-
the Citadel Base, Greymoor, and the Stepps,
which is where Grindle and the Last Judge
-
appear to be. These three areas all kinda fit
somewhere in the middle, it seems. After that,
-
it seems like you’ll be able to reach the
Citadel. Finally, the clover area and the
-
Coral Forest actually seem to be later sections
of the game. Looking at this, I don’t think we
-
quite have the full picture yet, but we can see
some patterns start to emerge from the noise.
-
Now let’s talk about the 2025 release
window. This is really exciting. But…
-
It was also really exciting when we got the
June 2023 release window back in 2022. And
-
I just don’t really feel like getting
my hopes up again like I did back then.
-
The reality is Silksong will be released
when Team Cherry feels like it’s ready.
-
And if they decide by the end of 2025 that
it still isn’t ready, then it won’t release.
-
To be clear, I’m not saying the game
is definitely going to miss the 2025
-
release window, I just want to
be the annoying voice on your
-
shoulder reminding you that a vague release
window of 2025 doesn’t guarantee anything.
-
So is 2025 finally the year of Silksong?
There’s good reason to believe that, but
-
I’m gonna hold off on calling it for certain until
I actually have the game in my grubby little paws.