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This is The Mechanic, where Alex Wiltshire invites developers to discuss the difficult journeys they ve taken to make their games. This time, Hollow Knight [official site].

“One of my favourite things in the whole game is that when you slash your little weapon against the cave wall you actually get an impact, with a little recoil and rocks come out, says Ari Gibson, animator, artist and co-creator of Hollow Knight. It s such a small thing, but it changes you from being just a few animations to being a present actor inside this world.

That little hit is a perfect illustration of how Hollow Knight s epic chitin-on-chitin adventure is built on multitudes of small details, all driven by something that developer Team Cherry say is not only the fundamental tenet behind Hollow Knight but also every other game they ll ever make: consistency.

Warning: minor spoilers for locations and items in Hollow Knight follow. (more…)