Victories in Hallow Knight are Anything but Empty

As you know, I am a big fan of the Nintendo Switch. I like to find games I can play on it and, as it happens, most of the highly rated games on the Switch are platformers. As I’ve said before, I love platformers and metroidvanias in particular, which means I’ve had my eye on Hallow Knight since before it came out. I’ve had it on my Steam wishlist for well over a year and, when it looked like the internet was going to be out for a while, I downloaded it during the brief periods when the internet was working. That was the best decision I’ve made this month.

Hallow Knight is basically just another metroidvania. You start out in a basic world with a jump, an attack, and the ability to heal yourself. After that, you slowly unlock abilities that let you progress through the game until you reach an end determined by a couple of factors. You move about in a two-dimensional plane, avoid stage hazards, and fight off enemies using a combination of your basic attacks and unlocked abilities to get around the special qualities of the enemies. When it comes to gameplay, its nothing super special. It’s fun, but there are better examples of gameplay innovation and quality. While it is fairly standard in those terms, it makes it’s mark because every other quality of the game is extraordinary.

The plot is fairly simple, you’re a knight who was called to complete some kind of quest. You don’t really know what, but you find yourself drawn to the ancient, ruined city of Hallownest. There, you find a cadre of characters, all of whom adhere to the “bug” theme your character starts, who make their lives supporting the numerous people who feel called to explore the dungeon or call it their home. One of the first I met was a map-maker who quickly set the tone for there being something a little off about the world and the people in it. As you defeat enemies and rescue these little worm guys, you start to notice blobs coming out of some of the enemies you defeated and then encounter enemies who had giant sacks of the stuff which they fire at you like little orange bombs. While exploring, you meet a few more characters who subtly work in references to a wonderful world lost and the eventual corruption of everyone who stays in the city for too long or who goes too deep. There’s more to the plot, of course, all of which is revealed through little hints or statements by the more peaceful denizens of the dungeon. I don’t want to spoil it, since I was more interested in digging up little nuggets of the plot, themes, and history as I played than I’ve felt while playing any game since Celeste.

While you’re working through the world, you’re making your way through a world of black, white, and grey tones that manage to brightly portray a world of gloom in a way I’d never thought possible. Occasionally, a splash of color shows up as some enemies explode into orange blobs or shoot little orange spheres at you. Occasionally other color shows up in the environment, like when you find a giant blue crystal that, when shattered, gives you temporary hit points. Other times, it’s something like a mine with light purple crystals scattered throughout or the worm creatures you rescue. Each time you see color, your eyes and attention are instantly drawn to it as it shatters the beautiful gloom of the greyscale environment you get used to between blooms of color. Setting color aside, every visual in Hallow Knight is absolutely incredible. The characters feel so alive and even the background stands out in its incredible variety as you try to find your way through the various rooms. Even though everything is notable enough that you never really feel lost or like you’ve just walked through the same room twice, it still all blends together incredibly so you know that the mine and the courtyard with the small palace in it are definitely a part of the same place. The game also makes incredible use of the foreground, having your character walk behind a whole range of things as you move from one place to another, but never in a way that you lose sight of your character.

Despite the fact they fit into the grey-scale, gloomy environment so well, none of the enemies are hard to spot or difficult to figure out. Occasionally a boss throws a new move into the mix as you chip their health down or their attacks start having secondary effects, but they mostly have pretty clear modes of attack and methods of movement that are nevertheless a challenge to work through without injury. Because of the way your character gets bounced back when it attacks an enemy, it can be difficult to avoid falling in the pit full of spikes and avoid running into the enemy as it is charging toward you. You have to push forward, toward the enemy, just enough that your bounce doesn’t send you off the ledge to your death but not so much that you run into them and get hurt. Throw in the variety of enemies and the way they mix them up, it gets to be a challenge to make sure you’re fighting each enemy the right way.

While you’re fighting them, the somber music in the background doesn’t change, though it somewhat fades to silence. When it comes in, it starts slowly, changing from simple environmental sounds accompanied by the wind to a rather simple but sad music that does an amazing job of representing the area you’re currently in. As time goes on, the music adds more, interjecting small sections of brighter notes to contrast with the quieter, more morose ones. It never changes abruptly and, even when I went to listen specifically to the music for this section, it was so subtly and perfect that I almost didn’t notice the change.

If you like metroidvanias and you haven’t played Hallow Knight, you’re missing out on incredible artistic masterpiece of a game. I recommend you pick it up and let yourself experience it at a comfortable pace. This game begs for a slow, methodical play-through and I recommend you play it in a dim room with little other noise so you can fully immerse yourself in the experience.

Tabletop Highlight: D&D 3.5 and Knights

One of my favorite classes to play in Dungeons and Dragons is the 3.5 edition’s Knight. This class is listed in the Player’s Handbook II and is probably the best class to use for the “Tank” role based on class abilities alone. Almost all of their abilities are geared toward grabbing enemy focus, surviving, or protecting their comrades. All of this comes at the cost of a lot of more the damage-oriented abilities or skills you might associate with fighter or barbarian tank builds. So often, a front-line tank fighter or barbarian’s skill set is focused around the idea of “if it is dead, it can’t hurt me or anyone else.” Yes, you can build a fighter’s AC (Armor Class: it determines how difficult it is to hurt you character with an attack) super high while still focusing on damage and you can get a Barbarian enough HP to tank a few disintegrate spells (which are as dangerous as the name implies) without healing, but Knights are focused on both of those things.

As one of the few classes with a d12 hit die (the die used to determine how many hit points the character gains each level), they can have almost as much HP as a barbarian before they start raging. Since their primary focus is staying alive and taking damage so other characters do not, putting the highest attribute score in Constitution is almost a requirement. The second-highest attribute score can work as well, but raising it with magic items as soon as possible is a must because a Knight can never have too many hit points. The alternative attribute for the highest attribute score is actually charisma. A lot of a Knight’s abilities are based on Charisma. Charisma can help a Knight challenge the boss to fight them and only them, grant them and their allies bonuses based on the Knight’s inspirational battle cries, and can help Knights come up with clever challenges to cause all enemies to charge them. Outside of battle, a Knight’s charisma can help them move through the social circles graced by royalty and nobility as they further their knightly cause.

As they progress through their levels, Knights enjoy a full Base Attack Bonus progression (one point per level) but, oddly, have only Will as a primary save. If you look through their abilities, you will find that Knights have abilities that can help them save allies who are being mind-controlled or mind-affected (made afraid, under the power of suggestion, etc), so having a high Will save means they are more likely to remain free long enough to save their companions. Other interesting abilities include being able to prevent enemies from easily moving past you (or using the common rogue trick of tumbling past the tank in order to attack the squishier characters behind them) by causing the space around them to be treated as rough terrain. This means that people cannot simply run past them or tumble past them thanks to the knight’s defensive capabilities. Other abilities include a boost to their AC as a result of using a shield and the ability to take part (and eventually all) of the damage dealt to an adjacent ally. If you’re protecting a spellcaster who gets shot by an arrow or stabbed by a rogue, you can opt to take some of that damage in order to mitigate what might have otherwise been a killing blow.

As far as combat goes, Knights get access to mounted combat feats, along with a lot of technical combat feats through a “bonus” feat system ever few levels. While a Knight may never do a lot of damage, compared to other martial classes, they can still dominate a battlefield riding about on a well-trained mount using a Lance in order to maximize their damage. They also have an ability called “Fighting Challenge” that gives them bonuses against a specific target they’ve challenged to a fight. The Fighting Challenge is a type of “Knight’s Challenge” which also includes things like the “Test of Mettle” which causes all enemies in earshot to focus on attacking you, the “Daunting Challenge” which causes weak enemies to flee in terror, and the “Bond of Loyalty” which allows a Knight to continue making will saves against mind-affecting spells or abilities until the Knight is free or out of Knight’s Challenges.

The most interesting use of the Knight’s Challenge, and what makes them the ultimate tank, is what they earn at 20th level: “Loyalty Beyond Death.” This allows a Knight to spend uses of their Knight’s Challenge to literally continue moving after they’ve functionally died. At 20th level, a Knight will have over 200 hit points. A character typically dies once they pass -10 hit points. A 20th level Knight can spend uses of their Knight’s Challenge to continue moving and acting once their hit points pass below 0 until their body is completely destroyed or they run out of Knight’s Challenges to use. This means they can still be healed back to the point of being alive or just sacrifice their live in one last glorious charge as they face down an ancient, all-powerful dragon or lich in order to buy a village or their allies time to flee.

There any number of other feats that can greatly benefit a Knight as well. Shieldmate lets you provide adjacent allies with an AC bonus based on the shield you use. Heavy Armor Specialization, a feat with dovetails in with a Knight’s ability to ignore movement penalties resulting from wearing Heavy armor, provides you with a permanent reduction to the damage you take as a result of wearing Heavy armor. The proficiency feat for Tower Shields also benefits a Knight because it increases the bonus provided by Shieldmate, increases your AC even more, and lets a Knight use their shield as protection from arrows or AoE (Area of Effect) attacks for anyone who isn’t tough enough to survive them. There is even a feat or a type of enhancement magic for armor and shields that lets your AC bonus from your armor and shield apply against certain magical attacks that normally just need to make contact with a character, rather than break through their armor. With the right builds, a Knight can because an almost unstoppable tanking machine.

I wouldn’t recommend using a Knight as the primary front-line combatant because their damage output is lower than most other martial characters, so they’re not always great picks for 4-person groups, but they work amazingly in larger groups, even if there are no other front-line martial characters. Especially if there are no other front-line martial characters. Next time you need a tank and don’t want to play the lawful good paladin, play a night! They can be lawful anything and their emphasis is more on their knightly oaths than obeying the rules of the land.