Hollow Knight Silksong Review

Silksong finally dropped and it basically broke the internet. Everyone was waiting years for this thing, and when it hit, it felt like the entire gaming world is playing just this. And you know what?

It delivers not only a great game but also the hit song of 2025 🙂

THE GOOD STUFF:

The art in Silksong is insane. Every zone is obviously handcrafted, every animation feels like a Disney cartoon, and the whole thing is just dripping with atmosphere. The music hits perfectly—haunting, moody, sometimes straight-up gorgeous.

Enemy variety is top-notch too; you’re never fighting the same boring reskins over and over. There are 200 different enemies in the game. 200!

The boss fights are pretty great, too. And there’s 40 of them. They’re hard as hell at first—you’re gonna get wrecked until you learn their moves—but that’s the point, like in any soulslike game. Every fight is like a dance, and once you finally nail the patterns and land that last hit, it feels amazing.

THE BAD STUFF:

But there’s my number one problem with this game: the runbacks to bosses are straight-up rage-inducing. Nothing kills the momentum faster than having to trudge through the same old rooms just to get destroyed by a boss in mere seconds again. It just feels like the game is punishing me for the sake of punishing me. I think in 2025 the gold standard should be respawning right outside boss fights.

OK, two more small gripes; the pogo mechanics—they work, kinda, but they feel more like bad design than a challenge. Also I didn’t like that money is tough to come by since only a handful of enemies drop it; you literally need to grind to save money to unlock save points, and losing a fat stack of money because of one slip-up just hurts.

VERDICT:

Still, here’s the thing: this game costs 20 bucks. Twenty. For a massive, handcrafted, ridiculously polished experience. Meanwhile, AAA publishers are out here charging 70 dollars for half-baked, buggy crap with battle passes and Day 1 DLC glued on top. Silksong is proof you don’t need a team of 3000 people to make a good game that will end up making millions, just a couple of geeks with a dream and 7 years to spare.

Yeah, the runbacks suck, the pogo stuff is clunky and the difficulty can and will annoy you. But when you step back, you realize you’ve got one of the most atmospheric, challenging, and just plain beautiful indie games this year—for the price of a pizza.

Final Score: 8/10.

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