Tuesday, December 6, 2022

Zelda Calendar(s) 2023

2023 Zelda calendar with the cover motif of Breath of the Wild from European version

It's December already and with that it's time to look for some new calendars to hang on your walls. However, you will quickly notice that there is no general Zelda calendar available this time, which feels fitting after 2022, the first year without any release for the Zelda series in a decade. Instead there are two "different" calendars for Breath of the Wild only – one by Abrams and one by Danilo.

Also for the first time in a decade, I haven't gotten the calendar from Abrams, because it felt heavily redundant. They already had made a Breath of the Wild calendar in 2019 and two more followed by different companies, where there is only so much that you can do with a single game. So, I decided to check out the 2023 calendar by Danilo instead to at least have something "new":

photo of the Dalino calendar's back with all motives

Pyramid hasn't released another Zelda calendar for 2023, where their Breath of the Wild calendar for 2022 has essentially served as a blueprint for the competition this year. In fact, a majority of the motives has already been present in the 2022 calendar, where about half of the Danilo calendar is made of repeats and the one by Abrams has only two artworks that weren't present in Pyramid's calendar from last year. It just seems lazy and uninspired, like so often. Both calendars even feature the same "Link fighting against a snow storm" artwork in December...

This seems like missed opportunity for Pyramid, where they could have scored big time with a general Zelda calendar, which offers something different. Their 2021 calendar with the Chamber Dungeon design is still my favorite. I don't know... maybe these licensed merchandise corporations didn't think that there would be any interest in such a thing, because Zelda is all about Breath of the Wild now. At least they could try to use something from Age of Calamity as well, but this would probably require them to get licenses from Koei Tecmo in addition, which creates more cost and therefore generates less profit, all while Age of Calamity isn't that popular. So, I think I understand the business decisions here, but I really don't like them.

And we won't be seeing anything from Tears of the Kingdom before 2025, because the calendars for 2024 will be developed before the game comes out. Maybe one of these calendar companies is smart enough to already grab the existing cover art for Tears of the Kingdom and uses it for a general Zelda 2024 calendar. This would be preferable, because they have seemingly reached the limit of what can be done with Breath of the Wild.

Anyway, between the two Breath of the Wild calendars there wasn't much of a choice for me personally. As already said, the one by Danilo has less repetition and comes with a new design. There was also another selling point, because they've advertised it with having a poster inside. However, this is a bit misleading...

photo of January with a Master Sword artwork and the poster

The poster is essentially just the center of the calendar, where they have made a double page. You can open the staples and remove it, but it has the typical holes at the top and bottom, so it's not a poster like you would expect it. The poster displayed on the back of the calendar doesn't even show these holes, where it's a bit of false advertising... It's still a good idea and I guess I can just leave it hanging like that, should there be nothing available for 2024. But as a poster it's not very nice.

The calendar design itself also isn't that great, it's a bit too dark for my taste. But they were going with a Sheikah Slate look and it's certainly more inspired than what Abrams has been doing for a couple of years now, so it's still the better choice overall.

Again, there was no Metroid calendar available, which seems like another missed opportunity after the release of Metroid Dread. Since I have one open calendar space right now, I would have gotten anything they throw at me...

Thursday, November 24, 2022

LostWinds: Winter of the Melodias

title screen

After replaying LostWinds the other day, I was frankly disillusioned about the game, because I remembered it to be a lot better than it was. However, this may have something to do with its sequel, which is a pretty much everything a sequel should be...

It takes off right where the first game ended and sends you into the curiously named "Summerfalls", where everything is frozen. First thing you notice is that you get to keep all your wind abilities from the first game, imagine that. It's actually rare for this type of Action Adventure to do this, where they usually has to be an excuse why Link, Samus, and co. lose all their stuff and skills at the beginning of the next game. Not so with LostWinds 2. Only the "Jumberella Cape" is gone, which was quite overpowered, because you could just easily fly everywhere, so that's understandable. And of course there weren't that many upgrades in the first game to begin with, but it's still refreshing.

Instead it expands upon what was done in the first game by introducing a variety of new mechanics... The most important one is without a doubt the winter, where at first you need to stay close to lit torches or the cold will hurt you. Here the ability to carry fire with the wind, which was already possible in the first game, finds a new importance. The vortex can also be used to create giant snowballs, which is pretty clever.

And generally, freezing areas are a good idea for a restriction within an Action Adventure title, where for example Breath of the Wild had some potential here, but didn't make much use of it, because you can just simple get the Warm Doublet. Here you will also get the "Oloua Suit" to keep you warm, but you have to earn it by traveling through some cold areas first. I guess, you could even compare it to Metroid Prime 2, where you can't fully explore Dark Aether until you've found the Light Suit and until then you need to stay close to bubbles of light. Except that it doesn't take that long and this game world is a whole lot more pleasant, despite the cold.

a tunnel with water solid frozen, Toku wearing his warm outfit

This comparison isn't even too crazy, because with the winter in Winter of Melodias also comes a "dual world mechanic", where you can change the seasons between summer and winter at certain statues. It's visually impressive Рit makes the whole game world look completely different and the atmosphere fully changes with it, very similar to that one part in Metroid Dread. And story-wise this is achieved by Sont̩, the Spirit of Seasons, where there are multiple other spirits next to Enril, the Spirit of Wind

When it comes to the gameplay, however, the changes revolve around water for the most part. Ponds, lakes, rivers, and falls are all solid frozen in winter, often blocking off your path. Sometimes it's the opposite, where a strong current won't let you get up a hill in summer, but usually you can explore more space during the warm season. Prepare for lots of Melodia Idols found at the bottom of a lake...

So, there is some wasted potential, but overall the game was a great reminder how fantastic changing the seasons in a video game can be. The Zelda series has only done this twice, primarily with Oracle of Seasons, but also with the Mountain Village in Majora's Mask. And there is just a certain sense of wonder about this, where I heavily enjoy the progressing seasons in Animal Crossing: New Horizons as well. I'd love to see another Zelda game, preferably a top-down title, to make use of this idea again. Though, I would also settle for a remake of the Oracle games right now...

playing as Riverin in a temple at the start of the game

Changing between summer and winter is not the sole focus of Winter of the Melodias, however, where the last third of the game introduces a companion, very similar to Medli and Makar from The Wind Waker. Here most of the gameplay takes place in some ruins, which can only be visited during summer, so the game heavily shifts its theme and ideas here.

And this is quite interesting, because it's not a long game. It's less than an hour longer than LostWinds, which took me about two and a half hours to beat, where I had to backtrack quite a bit in both games to collect all Melodia Idols. There are twice as many in the second game to find, but they are as pointless and often hidden very predictably, so there is not much of an improvement here.

You can also now collect letters from your mother, who you are searching for in this game, which deliver some story and therefore are more interesting. But they are usually dropped along the way, so it's not really some secret collectible...

Toku flying over Summerfalls

Like LostWinds, the game also ends after the first major boss battle, where the plot offers a much better resolve and everything feels more wholesome overall, despite the short length. The first game felt more like a demo in comparison.

But... both games talked about this ancient demon king, called "Balasar", who is the root of all the evil in the story. Its introduction may even feel very familiar to Zelda fans, because the depictions in LostWinds even use a similar art style to what Niko and Oshus have been showing you throughout their expositions in the Nintendo DS Zelda games. And Balasar is somewhat reminiscent of Bellum and Malladus, because it's this ancient mystery evil, while there are these different "spirits" of nature opposing him.

And with all that in mind, it seems like it was meant to be a trilogy, where a third game never came to see the light of day, sadly. The story wasn't interesting or exciting by any means, but I would have loved to see what gameplay ideas had come out of a third game, because Winter of the Melodias really stepped things up and brought the game to a whole new level, where for its short length it's packed with ideas.

Tuesday, November 22, 2022


Toku in front of a windmill on a hill

LostWinds and its sequel, LostWinds - Winter of the Melodias, are two old WiiWare games, which were made by Frontier Development and got released in 2008 and 2009 respectively. I have played them both on the Nintendo Wii, back when they were fairly new, and I was convinced that I wrote a review somewhere at that time, but I couldn't find anything... So, I decided to play through them again and finally share my thoughts for real.

For this I have used the Steam versions, where they are basically for free during a sale. However, it's noticeable how those are mere dumps of the WiiWare games, after the Nintendo Wii Shop Channel found its end. There are no options in the games whatsoever, where you have to edit some of the game files to change the language, resolution, and controls. It's not difficult to do, but it's somewhat inconvenient. At least it looks prettier on the PC, where the art style has aged really well and already profits from an increased resolution.

Anyway, LostWinds is another "Metroidvania", if you can call it that. But after playing Hollow Knight this feels like soothing for your soul, because it's essentially the entire opposite. It's very short and easy, where you can beat this in one evening, and very relaxed, where the focus is more on puzzling than on combat.

The core gimmick of the game is that you can control the wind via a pointer. This is done with the Wii Remote or your mouse, where you can draw paths for the wind. The game's main character, Toku, can only walk and pick things up, where you have to assist him with the wind wherever you can, as the wind spirit "Enril". At first you can only make him do small hops with the wind, but gradually you will unlock new abilities, where at the end you can just fly anywhere you want.

It can be a bit fiddly, though. Especially using the vortex ability is frustrating at times, because first you have to flip objects into the air and then draw a circle around them, but often they just fall down before you can pull this off. I never really got the hang of it to perform this reliably and dealing with objects handles like a handicapped version of the wizard from the Trine games.

Combat is also entirely done via the wind and can be equally awkward later on. There are only four different enemies in the game and the basic "glorbs" are simply enough to defeat by pushing them against walls or the ground via the wind. It's fun and simple. The ones with leafs around them need you to repeat this process several times. However, later enemies need you to get a bit more creative or even use the vortex, where this can be a problem, especially since Toku is a sitting duck.

You get four hearts and enemies don't instantly do damage, so there is a bit of reaction time to get them off Toku. You can eat fruits to heal up, where Toku takes a bite and then crushes the fruit for some reason, which is funny.

a cherry blossom tree

The game is very atmospheric with calm music and lots of background interactions with the wind. It's enjoyable to sweep over everything and just see what happens. Sadly, this isn't connected to any real secrets, like there were in Donkey Kong Country Returns with the blowing. Here it's just for your amusement, which seems like a missed opportunity, because there is a lot of stuff that could have been done with the mechanic. And sometimes you even expect it to do something special, like reveal an item, but it never does.

There are 24 "hidden" idols in the game to collect, though, with one in each of the sections, which are connected in several ways. Collecting them has no purpose whatsoever other than getting a sense of completion out of it, which is another missed opportunity here. It's really just there as an "incentive" to explore every nookie.

On your journey you will really only go through two different areas: the villages and hills above the ground, as well as an underground cave system. And here things can start to look a bit similar and repetitive.

Overall the game is very linear and even likes to block off paths you're not supposed to take, like Metroid: Other M. Only that it feels even less natural here. At the end there are two things to look for at once, where you have a choice where to go next, but it doesn't really matter. It then all ends after the first and only boss, where the whole game feels more like a demo. It even ends with an advertisement for the sequel...

This will all sound very critical, where it's not a big recommendation. I had fond memories of playing LostWinds originally, however, where it felt like THE title for WiiWare, which was all about small downloadable games on the Wii. It even made me obsess with getting multiple WiiWare Zelda games at the time, which never happened, probably because Nintendo wanted the platform to be for smaller developers and not give them even more competition than what they already had with the Virtual Console.

The Wii's system memory was very limited and Frontier had achieved a lot with something that was just around 33MB (the PC version takes 405MB for some reason, where maybe the textures got increased in size). The mechanic of drawing the wind in a platforming game was also quite innovative at the time and it's very much a charming game. For the small price (until November 29th you can get both games for 2.99€ on Steam) there isn't much you can do wrong here. So, if you're looking for a small and relaxed Metroidvania for in between, then LostWinds may be worth a shot.

The sequel is also more interesting with its season mechanic, but we will look at this game in a separate post, coming soon.

Monday, October 31, 2022

Halloween at Hallownest

the knight and Hornet in front of a shrine surrounded by candles and dark cobwebs

Ahem... Originally, I was going to call this "Holloween", but then I googled the term and I don't want any wrong associations here... Too bad, I thought it was an excellent pun. But alliterations are always great, too.

Now, the Hollow Knight special on Hyrule Blog will come to an end. I'm not done with the game yet, where I'm still only about a third through Godmaster and I'm not even sure I will ever complete all of Godhome. It's nice to get back and do some boss battles every now and then, however. I'm also in the middle of my second Hollow Knight playthrough, where I'm going for the opposite choices. And in the future I might give a "speedrun" a try and maybe even Steel Soul Mode. Well, probably not the latter.

But I think I've covered everything I wanted to say for now... And I can't overstate how much I like the game. It's top 5 of all time material. Not only does it the whole Metroidvania thing on a level of pure excellence, it infused it with some elements from the Zelda series to make it truly special. So, if you enjoy Zelda and Metroid, which you probably do when you're reading this particular blog, then I can only advise you to play Hollow Knight, if you haven't already.

And I know... You have probably heard this before and dismissed it several times. How good can the game really be, right? Well, let me tell you that it absolutely is. And I also know that its challenges can be daunting, where it feels like a game best avoided by completionists. This is even what stopped me from getting into Hollow Knight until now, especially the Path of Pain. However, the game is made in a way where it challenges you, but also keeps the motivation up. It's not the most difficult game at its core and it eases you into the more challenging stuff, where you might be even up for it when it comes to it.

Hollow Knight: Silksong also quickly became my second most anticipated game, right after Tears of the Kingdom. At least the wait won't be as long for myself as it already was for many Hollow Knight fans out there and I have still enough to do with the first game until then.

Anyway, I like the game so much that I even made some Hollow Knight decorations for today:

photo of printed paper masks of the knight, Hornet, and Zote
Happy Halloween!

Sunday, October 30, 2022

Of Charms and Magic Rings

Playing Hollow Knight really made me appreciate its Charm system, which is somewhat similar to the Magic Rings from Oracle of Ages & Seasons. And if these two Zelda games were ever to be remade, then they would profit from a few adjustments to the ring system, where the developers could learn a thing or two from the Charms in Hollow Knight.

The main difference between the Charms and the Magic Rings is that you can equip multiple Charms based on a number of notches. In Oracle of Ages & Seasons your "notches" came with the Ring Box, where the L-3 Ring Box could store up to five Magic Rings. However, you could only ever equip one ring at a time, which could be changed on the fly.

This had quite a negative effect on the gameplay, because there is an incentive to go into the menu and change your equipped Magic Ring based on the situation. Attacking some foes? Equip the Red Ring. Dodging some traps? Equip the Blue Ring. Going for a dive? Equip the Zora Ring.

An extreme example could be a difficult boss fight, where you might want to switch from the Blue to the Red Ring whenever you're about to strike and then back to the Blue Ring when you have to dodge some attacks. I actually did this when I first fought Onox in his second phase and the fight turned out too difficult for me at the time.

But this leads to constant interruptions of the gameplay, because you keep going into the menu. One of the major improvements that came with the Link's Awakening remake was that you didn't have to constantly open the menu to switch your items any longer, since most of the important items got their dedicated button. The Oracle games will profit from the same thing, but the Magic Rings were yet another reason to go into the menu more often than necessary if you wanted to make the most out of them.

A simple solution would be to follow the example of Hollow Knight and let you equip multiple Magic Rings at the same time, as many as there are slots in your Ring Box. This even makes sense, since Link has more than just one finger to put a ring on.

This idea may seem somewhat broken at first, especially when you could get the benefits of the Red, Blue, and Green Ring all at the same time, so you could increase both your attack power and defense simultaneously. But keep in mind that you had to play through most of both Oracle games in order to even obtain these rings. If they were to turn the Hero's Secret into a Hero Mode with the usual shenanigans, such as increased damage and no hearts, then having a new advantage will be good. Plus, you still will need to find those larger Ring Boxes in a New Game+, so you're not overpowered from the get-go.

Some rings might cancel each other out, though, where it will have to automatically remove the conflicting rings, with the most obvious example for this being the different transformation rings. So, there will be some limits to all of this, but it would still be much more interesting than in the original.

The main problem with the Magic Rings in Oracle of Ages & Seasons was that some rings were simply too good, first and foremost the aforementioned Red, Blue, and Green Ring, and with that there was little to no reason to try (m)any of the other rings. Some were useful, no doubt, but just not useful enough to remove the bigger advantages. But if you could equip multiple rings at the same time, then this would make some of those perks suddenly a lot more interesting, e.g. the Red Joy Ring, which lets you find more Rupees, or the Swimmer's Ring.

In addition, now it would even make sense that the game lets you keep inferior versions of certain rings, like the Heart Ring L-1 or the Rang Ring L-1. If you could use them together with their upgraded counterparts, their effects would stack. If you equip the Light Ring L-1 and L-2, for example, which let you still shoot sword beams after taking two and three hearts of damage respectively, then you will be able to shoot beams after a deficit of five hearts now.

Hollow Knight actually does something similar, where some Charms are stronger versions of others, though the system there works even better thanks to the Charm Notches, where more powerful Charms use up more notches. They also could do something similar with the rings, but it wouldn't make much sense, because it's not like one ring would be larger than the others and then waste more space in your Ring Box. And it's best to keep it simple, where the system shouldn't change too much.

One other effect of a few Charms in Hollow Knight is changing interactions with certain characters, similar to the masks in Majora's Mask. And that's even something you would expect from a variety of the Magic Rings, e.g. the Friendship Ring, or basically any ring that acts as a trophy. Imagine Impa being very confident about you in the beginning of a New Game+, because you are wearing the Victory Ring. This doesn't have to be anything major, but some altered dialogues here and there depending on your rings could be interesting.

Got Bayonetta 3: Trinity Masquerade Edition

main box

We interrupt the current Hollow Knight program to show off some more merchandise, specifically the recently released "Trinity Masquerade Edition" of Bayonetta 3, which came out two days ago. And it's one of my favorite Collector's Editions for the Nintendo Switch so far, even though it's not perfect.

cover boxes, steelbook

It came with the game and a clean cover, an artbook, as well as a box with alternative covers for all three Bayonetta games. There is even a blank Nintendo Switch card case attached, which you can use for one of the games. This seems a bit pointless, because why would you use this for just one of the games, but not the others?

The steelbook in the above photo was actually not part of the Trinity Masquerade Edition, but an extra that you could from various stores. Ideally, this would have been part of the edition to make things simpler. Like, Amazon Germany did not deliver the steelbook, despite them having it in the article name, which is a shame for everyone who pre-ordered it there.

alternate cover sheets

I suppose, the steelbook didn't really fit the overall idea of swapping covers. And I really this idea, but the execution is a bit sloppy. There is nothing on the inside, it's just white, and the games' titles will end up on the back of the box. Which is weird...

And then there's the fact that you need the other Bayonetta games on Nintendo Switch in the first place. The My Nintendo Store in Germany had the physical version of Bayonetta up for like five minutes, before it was sold out. They will do another round, but I doubt that it will last much longer, where it's just ridiculous that Nintendo refuses to meet the demand and makes their products artificially scarce like that.

I could import it, where other regions seem to have handled this a bit better, but this would still leave Bayonetta 2, which is hard to find today as well and comes with the first Bayonetta as a download, which I don't need, nor want. Well, it doesn't really matter if you are going to use the alternate covers, but I would prefer to have a normal version as well.

So, for now I will stick to my copies for the Wii U. I have played into all three games, but never got all too far. I love the over-the-top action and the staging, and Bayonetta is absolutely awesome as a character, but the gameplay is a bit "meh" for my taste. But let's see, I was having fun with the beginning of Bayonetta 3, so I will probably keep playing this for now.

The art of Bayonetta 3

Anyway, the Trinity Masquerade Edition also came with an artbook, which is always nice to have. It's softcover, but quite heavy and has some fantastic concept art in it. More of the usual, but I like collecting these, the same with the steelbooks.

Saturday, October 29, 2022

Hollow Knight x Super Smash Bros.

Super Smash Bros. x Hollow Knight

It didn't take much of playing Hollow Knight to give me a new most wanted fighter for the next Super Smash Bros. title, whenever that game will become a reality. At least when it comes to the realms of 3rd parties, there is no other character that I would like to see join the roster more than the knight.

And I even put in quite some thoughts as to how he should play, where he will be in the same boat as Min Min and Steve / Alex, meaning that there is a lot of potential by keeping his gameplay mechanics close to the game he came from.

Since Hollow Knight also uses directional modifiers for some of its attacks, mainly the spells, you can easily translate the abilities of the knight to the usual Super Smash Bros. input. Here is a rough concept for his moveset:

  • Attack: Nail
  • Neutral Special: Vengeful Spirit / Shade Soul / Focus (Hold)
  • Side Special: Shade Cloak
  • Up Special: Crystal Heart
  • Down Special: Desolate Dive / Descending Dark
  • Forward Smash: Great Slash 
  • Up Smash: Howling Wraiths / Abyss Shriek
  • Down Smash: Cyclone Slash
  • Final Smash: The Void

There are two main gimmicks here. One is that you use the attack button exactly like in Hollow Knight. So, you swing your nail and you can do so in four directions. With the Down Aerial you can bounce off enemies and certain hazards, exactly like in Hollow Knight.

Striking opponents with your nail then fills up your SOUL gauge, which then can be used to perform the three different spells (as marked in italics). Or you can use it to heal yourself a bit by standing still and holding the Special button ("Focus"). So, this is the second unique gimmick.

The question is whether it should be totally faithful to Hollow Knight, in which case the knight couldn't use spells at all without SOUL, rendering three of his attacks inert. Alternatively, you could perform the weaker versions of the spells without SOUL and the upgraded versions when you have enough SOUL. This would probably be a good compromise.

As for mobility, you can reset your double jump and the ability to dash (with the Side Special) by striking a foe or hanging on to a wall, which will make the knight very powerful in off-stage play. Your main recovery will be the Crystal Dash, however, which is the one thing that works completely different from the source material. There you could only use it on the ground or on a wall, but it will propel you horizontally as far as possible. In Smash it probably should work more like Sephiroth's Up Special, meaning you can use it even in the air and you can control the flight angle. And of course it can only last for a certain range or else it would break the game.

There is one more gimmick and that's one of the knight's taunts: the Dream Nail. Striking any opponent with it will briefly show their thoughts. It's basically like Palutena's guidance or the Snake codecs, but a lot simpler, because it will just show a small text box with a line. Here are some examples:
  • Mario: "Here we go!"
  • Link: "....."
  • Min Min: "Ramen!"

Just some silly one-liners for entertainment.

Stage: Colosseum of Fools or Godhome

The world of Hallownest takes place within underground caves, where it's actually hard to find something that feels like a good fit for Smash. Well, there is one place that comes immediately into mind and that is the Coliseum of Fools. This combat arena could be modified to not have a solid ground any longer, basically like the Spring Stadium from ARMS, where thematically it would be the perfect choice and it's also a very memorable location from the game.

They could even include several mechanics here, where it spawns enemies from cages or it has Garpedes running all over the screen. They could even include a Zote cameo this way for the laughs.

However, it's not the only arena in the game, where in the world of dreams you are often in the open sky with nothing but an abyss below you, battling the most difficult bosses. Sounds like the perfect choice for Smash? Because it is!

the Godseeker throwning over a platform in the heavens with an audience underneath it

And this leads us quickly into Godhome, which is the ultimate challenge in the game, where all the bosses come together, and is essentially another coliseum, where you fight for the entertainment of the Godseeker. Maybe the Godseeker even sees all fighters in Smash as "gods". There could even be a nice little gimmick, where the Godseeker always follows the leading player with its eyes...

But it's arguably a little bit out there and part of the endgame, which a lot of players might not even have experienced themselves. Godhome would be the more epic choice, while the Coliseum of Fools is more grounded and closer to the base game.


The soundtrack by Christopher Larkin is absolutely beautiful and with so many boss themes you can create a pumping playlist for the next Smash Bros. game. Here are some good choices that should be considered:

  • Hollow Knight (Remix)
  • False Knight
  • Decisive Battle
  • Greenpath
  • Hornet
  • Mantis Lord
  • City of Tears
  • Soul Sanctum / Soul Master
  • Dung Defender
  • Hive Knight
  • Broken Vessel
  • Nosk
  • Dream Battle
  • Truth, Beauty and Hatred
  • White Defender
  • White Palace
  • The Grimm Troupe / Nightmare King
  • Gods & Glory
  • Daughter of Hallownest
  • Sisters of Battle
  • Sealed Vessel
  • Radiance

This essentially wrote itself. And speaking of songs...


By the time Hollow Knight will even get considered for the next Super Smash Bros. game, there is a chance that the sequel, Hollow Knight: Silksong, will already have been released (and I know that some Hollow Knight fans are probably laughing at this statement right now). In any case, the sequel will have some relevancy to all of this.

Since this is Sakurai we're talking about, I can easily see him turning Hornet into an Assist Trophy. It would even fit the original Hollow Knight very well, where she was both foe and ally. But of course I would prefer her to become a second playable character from the franchise in the future, maybe to get even a DLC Challenger Pack based on Silksong.

If the knight from Hollow Knight ever becomes playable in Smash, my next 3rd party most wanted will automatically become Hornet. That's how much potential I see there and how much I already love this franchise from my little time with it.