Hollow Knight: Silksong Story Nearly Succeeds to Getting It Right
Hollow Knight: Silksong upholds the unique storytelling approach from the first game, tucking away pieces of history and character development in various corners. When you piece it all together, the evolution from a apparently straightforward start to a profoundly important ending is striking. Similar to the rest of the game, the plot is more ambitious and more refined than its predecessor, built upon a powerful core concept and a significant revelation.
However, the word "Nearly" is crucial. There is one major issue: the creators seem unsure about whether the protagonist is the heroine or the player.
Editor's Note: The following discussion contains major plot reveals for both the regular and secret conclusions of Silksong.
Hornet's Journey
The quest begins with Hornet imprisoned in a cage. The Weavers of Pharloom took her prisoner on the bidding of the deity Mother Silk, from whom she is partly descended. After escaping, she joins a band of travelers 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 corrupt religious caste. Along the journey, she observes the hardship and pain inflicted upon the oppressed populace in the name of religion—workers who sacrifice their lives, dissenters imprisoned for their beliefs, and more.
The Rival Weaver Lace
Another Weaver, also created by the deity's own silk, is likewise ascending to the Citadel. Her plan is to revive the deity, exact revenge on the corrupt clergy, and take over. The protagonist's interference complicates matters. In the standard ending, she takes over from the deity. In the true ending, she locks away Mother Silk, battles the Void, rescues her rival, and witnesses a sacrifice so both can escape.
Thematic Foundations
Silksong is, at its heart, a pilgrimage story. It is modeled after medieval pilgrimages and morality plays, with a critical look at institutional faith. 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 fictional Dante through hell, purgatory, and heaven on a quest for spiritual transformation, which perfectly encapsulates Silksong.
One can even draw connections to the Christian ritual, albeit rearranged. Hornet is captured and divested, faces judgment, suffers a grueling climb, and is briefly imprisoned in the abyss. In essence, the game encourages reflection on faith, the soul, and change, all of which are vital for grasping the ending.
The Weaver Lore
Delving into the lore of the ancient race reveals that the religion and way of life previously upheld by Mother Silk has turned toxic. Her followers forsook her path, and a caste of self-serving ministers seized control the temple, twisting its doctrines for their personal benefit.
Hornet, as a blood relative of the deity, was pre-ordained to follow her will, whether she wanted to or not. Thanks to her upbringing by Herrah, she was kept away from the Weaver drama and encouraged to be independent, which is why the deity imprisons her at the start—to compel her to accept her inherited duties.
Endings and Meanings
If Hornet defeats Mother Silk in the standard ending, she absorbs her spirit and becomes a new god. The fact that this is not the true ending indicates that the kingdom's problems would persist—Hornet would have simply swapped one fallen god for another. By resolving all conflicts, players access the final chapter and the ideal conclusion.
Like any meaningful pilgrimage, this one ends with revelation. The protagonist's realization is that she can now live free of the hereditary burden in her lineage and decide her own fate. Lace, reminded of love's power, liberated from her single-mindedness, will presumably restore the kingdom as a fairer society. In the finale, faith is abolished, and all can live autonomously.
As a end of the journey, it is an exceptional piece of meta-storytelling that perfectly aligns with the traditions it references. It communicates players that the only way to improve the world is to show compassion. Few games use interactivity to convey this theme so effectively, and the creators deserve credit for this thoughtful use of the medium.
A Central Dilemma
Despite the strength of its final message, the development team had difficulty reinforcing this message throughout the game and, crucially, to connect it to the adventure's heart: the heroine.
The message might be for the audience, but the story is about Hornet. 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 allegorical works, the main character's purpose are usually explicitly stated to avoid confusion.
Yet, Hornet does not grow or evolve on her quest. Her sole purpose is to return home. The conflict between free will and fate only surfaces in the Act 2 boss fight and some obscure backstory. If players complete all requirements to unlock Act 3, an supporting figure comments on Hornet's compassion, but he is talking to you, not her.
Lack of Character Development
This method would have been fine in the first Hollow Knight, where the player and the Knight are one. She, however, is her own person, a driven hunter with a set objective. If she is made to choose uncharacteristic deeds—such as helping weak bugs—there should be some resistance. One would anticipate her to grumble, act gruff, or at least respond. A simple grumble when initially assisting, later showing hope that her aid might help, would suffice.
When initially requested to help the oppressed citizens, she responds with apathy, treating it as a minor task. Even if the player chooses to help, she develops no attachment with any of them. There is no change, no evolution of viewpoint. It is notable that the user would demonstrate compassion, but not Hornet. The game provides little justification to think she would.
Underutilized Supporting Cast
Hornet's interactions with characters like the Caretaker were the perfect opportunity to flesh out her character and reinforce the themes without heavy-handed exposition. However, many end up being merely ornamental, just filling space. This problem stems from both the characterization of the heroine and the haphazard role of the supporting cast.
One character is essentially a charming but irrelevant figure—there for atmosphere but having no real impact. Others, like the Moss Druid and Huntress, represent different ideologies contrary to the establishment, a idea that fits the themes but goes unexplored.
Aside from key figures, one of the few NPCs with a story spanning all three acts is a specific character, thanks to a tragic romance. While compelling, it leans heavily on a troubling trope and feels separate from the main narrative. Taking it out would have no effect on the protagonist's arc or the core message.
Hornet as a Passenger
The apparently arbitrary allocation of attention makes side stories feel unfinished and added hastily. The biggest misstep, however, is that the heroine is portrayed as a passive participant in nearly all events. The rare moments she comments, her observations are uninspiring, such as offering clichéd advice to another character. Even more direct remarks on oppression and free will would have tied her better to the game's concepts. Instead, she is merely a passenger—in the backseat of her narrative.
Acknowledging the Achievement
Despite these issues with thematic execution, there is still great admiration for what the team accomplished. Few games blend so many inspirations into a collection of ideas so strong and layered that they are built directly into the in-game world. If the next project from the developers is larger and improved, one can only wish that those improvements include the fundamentals of storytelling as well.