Hollow Knight: Silksong's brutal final stretch conveys the difficulty of creating lasting change
Silksong's "true ending" is hard to find and even harder to see through, reflecting the difficulty of altering Pharloom's fate.
Image credits: Hollow Knight: Silksong (Team Cherry)
It goes without saying that Hollow Knight: Silksong is a very punishing video game. After becoming one of the most hyped releases in recent memory and opening to the kind of concurrent player count usually reserved for multiplayer forever games, a crush of Hollow Knight heads were summarily sliced and diced by the game’s uncompromising difficulty. Hard-hitting bosses with long runbacks, highly damaging common enemies, evasive flyers, tricky platforming sections, hidden passageways, mentally taxing gauntlets, tithes that gated taking a rest, and at least one truly puckish example of save-point fakeout all come together to positively wail on the player’s ego. It rarely, if ever, lets up.
The steep challenges of the game’s first two acts are a statement of purpose meant to represent what it’s like to live in the game’s setting, a land of forced religious penance. After Hornet is kidnapped and taken to Pharloom against her will, she finds herself in a kingdom of bugs crushed under an oppressive religious order where naivety and trust are exploited for every penny (to be more accurate, their currency is rosaries, which is quite fitting). This is a culture of endless self-flagellation, where adherents are expected to give everything, mind and shell, to the mighty Citadel and its silk-spinning god. This is best represented by the mandatory, and borderline impossible, pilgrimage they’re expected to undertake to the top of the world, a path full of monsters and madness. Hornet has to take this arduous journey herself, not out of piety, but to confront the presence that hunted her down and brought her here in the first place. The sadistic challenges that the player has to conquer are a reflection of a sadistic theocracy that rules through pain.

And there is plenty of pain to be had: even after the pilgrimage to the Citadel ends with Hornet besting the Last Judge, whose hulking stature is almost as imposing as the long trek needed to challenge them to a rematch, the difficulty continues to ratchet up until you finally face the Higher Being puppeteering this place. And what’s your reward for conquering these many divine obstacles and reaching the mountaintop? Well, if you’re like the vast majority of players, this will likely lead to anti-climax. Yes, Hornet defeats the big bad, Grand Mother Silk. But as she absorbs this former god’s power, their energy overflows and silk tendrils pierce the kingdom. The camera cuts away to the Citadel, now covered in a dense web. The camera cuts back to our protagonist, who has transformed into a six-armed creature sleeping in a silk chrysalis that looks eerily similar to the one the ultimate foe was resting in. With a new Higher Being taking the place of the old one, nothing about this kingdom has fundamentally changed. It isn’t even a case of a common person ascending to the throne, and considering Hornet’s royal lineage (she’s a princess who is part Weaver and part Higher Being), it’s very much a horizontal transfer of power.