Hollow Knight: Silksong Narrative Comes So Close to Getting It Right

Hollow Knight: Silksong upholds the signature storytelling approach from the first game, scattering pieces of history and character growth throughout the world. As you assemble the full picture, the evolution from a apparently straightforward start to a profoundly important ending is astounding. Similar to the rest of the game, the story is more ambitious and better executed than its forerunner, centered around a powerful core concept and a remarkable twist.

However, the word "Almost" is essential. There is one major issue: the creators seem unable to decide about whether the main character is Hornet or the player.

Editor's Note: The following discussion contains heavy spoilers for both the standard and true endings of Silksong.

The Pilgrimage of Hornet

The adventure starts with Hornet imprisoned in a cage. The Weavers of Pharloom took her prisoner on orders from Grand Mother Silk, from whom she is partially born. After escaping, she joins a group of pilgrims and begins her ascent. Her route takes her from the dark underworld littered with remains of the fallen up towards the Citadel, home to Pharloom's decadent priesthood. Along the way, she observes the cruelty and suffering endured by the oppressed populace in the name of faith—laborers who toil unto death, dissenters imprisoned for their beliefs, and more.

The Rival Weaver Lace

Another Weaver, also created by Grand Mother Silk's essence, is likewise ascending to the stronghold. Her plan is to revive the deity, exact revenge on the ministers who imprisoned her, and seize control. The protagonist's interference complicates matters. In the standard ending, Hornet usurps Mother Silk. In the secret finale, she imprisons the deity, confronts the dark entity, frees Lace, and sees Mother Silk give herself up so both can escape.

A Deeper Allegory

Silksong is, at its heart, a tale of journey. It is modeled after medieval pilgrimages and allegorical dramas, with a critical look at organized religion. Hornet's journey—through hell, through a middle realm of struggle, and ascending to enlightenment—strongly echoes Dante's The Divine Comedy. That Renaissance masterpiece follows a protagonist through the afterlife on a quest for spiritual transformation, which perfectly encapsulates Silksong.

One can even see parallels to the Stations of the Cross, albeit out of order. Hornet is arrested and stripped, faces judgment, suffers a grueling climb, and is briefly imprisoned in the abyss. In other words, the game invites contemplation on religion, spirituality, and transformation, all of which are essential for understanding the finale.

The Weaver Lore

Delving into the mythology of the Weavers reveals that the belief system and culture once championed by Mother Silk has become corrupt. Her followers forsook her path, and a group of power-hungry clergy seized control the Citadel, perverting the faith for their personal benefit.

The protagonist, as a blood relative of Grand Mother Silk, was pre-ordained to obey her commands, willingly or not. Thanks to her true mother, Herrah, Hornet was kept away from the internal conflicts and taught to live for herself, which is why Mother Silk captures her at the start—to compel her to accept her inherited duties.

Endings and Meanings

If Hornet defeats Mother Silk in the regular finale, she takes her power and becomes a new god. The fact that this is not the good outcome indicates that the kingdom's problems would continue—Hornet would have simply swapped one corrupt deity for another. By resolving all conflicts, players access the final chapter and the ideal conclusion.

Like any meaningful pilgrimage, this one concludes with enlightenment. Hornet's discovery is that she can now live free of the Weaver taint in her blood and decide her own fate. Lace, recalling that love triumphs, freed from selfishness, will likely restore the kingdom in a better image. In the true ending, faith is abolished, and all can live autonomously.

As a conclusion to the pilgrimage, it is an brilliant narrative device that perfectly aligns with the inspirations it draws upon. It communicates players that the only way to improve the world is to care for others. Rarely do titles use interactivity to deliver such a message so powerfully, and the creators deserve praise for this innovative approach.

The Protagonist Problem

Despite the power of its conclusion, the development team had difficulty reinforcing this message consistently and, crucially, to connect it to the adventure's heart: the heroine.

The moral might be for the audience, but the narrative is about her. When a story features a protagonist with her own agency, she must be the central focus, and her decisions and development should convey the themes. Even in symbolic stories, the protagonist's identity and role are usually clearly defined to ensure understanding.

Yet, she does not grow or evolve on her journey. Her only goal is to get back. The conflict between free will and fate only surfaces in the Act 2 boss fight and some obscure backstory. If players tick every box to reach the true ending, an supporting figure comments on her kindness, but he is addressing the player, not her.

Missing Growth

This approach would have been fine in the first Hollow Knight, where the protagonist is a blank slate. She, however, is a defined character, a focused warrior with a set objective. If she is forced to perform actions against her nature—such as aiding the helpless—there should be some friction. One would expect her to complain, act gruff, or at least respond. A brief complaint when first helping, later expressing concern that her aid might help, would suffice.

When initially requested to help the oppressed citizens, she responds with apathy, treating it as a low priority. Even if the user decides to assist, Hornet forms no bond with any of them. There is no transformation, no shift in perspective. It is notable that the user would demonstrate compassion, but not the heroine. The game provides little justification to think she would.

Underutilized Supporting Cast

The protagonist's dialogues with characters like the Caretaker were the ideal chance to develop her personality and strengthen the message without heavy-handed exposition. However, many end up being purely decorative, just padding the runtime. This problem stems from both the characterization of the heroine and the haphazard role of the supporting cast.

Garmond is essentially a lovable, doddering old fool—there for atmosphere but playing no crucial part. Others, like the Moss Druid and Huntress, embody alternative beliefs contrary to the establishment, a concept that aligns with the message but is never developed.

Aside from Lace and Sherma, one of the few NPCs with a story spanning all three acts is a specific character, thanks to a tale of lost love. While compelling, it relies too much on a problematic cliché and feels disconnected from the central plot. Taking it out would have little impact on the protagonist's arc or the primary theme.

A Passive Protagonist

The seemingly random allocation of attention makes subplots feel incomplete and tacked on. The biggest misstep, however, is that Hornet is shown as largely inactive in nearly all events. The few times she speaks up, her remarks are uninspiring, such as stating the obvious to another character. Even more direct remarks on the core themes would have linked her more closely to the game's concepts. Instead, she is just along for the ride—in the passenger seat of her own story.

Acknowledging the Achievement

Despite these problems in storytelling, there is still great admiration for what the team accomplished. Rare titles blend so many inspirations into a collection of ideas so strong and layered that they are built directly into the environment itself. If the future game from the studio is even bigger and better, one can only wish that those improvements include the basics of narrative as well.

Julie Frost
Julie Frost

A tech enthusiast and lifestyle writer passionate about sharing practical advice and inspiring stories.

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