Silksong from Hollow Knight Narrative Nearly Succeeds to Getting It Right

Team Cherry's Silksong continues the unique narrative style from the first game, scattering historical fragments and character development throughout the world. When you piece it all together, the transformation from a seemingly simple start to a profoundly important ending is astounding. Much like the rest of the game, the story is grander in scope and better executed than its forerunner, centered around a strong central idea and a remarkable twist.

However, the word "Almost" is key. There is one major issue: the development team seem uncertain 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 adventure begins with the protagonist imprisoned in a cage. A group known as the Weavers captured her on orders from Grand Mother Silk, from whom she is partly descended. After escaping, she encounters a band of travelers and embarks on a journey. Her path takes her from the hellish depths littered with remains of the fallen up towards the fortress, home to Pharloom's corrupt religious caste. Along the journey, she witnesses the cruelty and suffering inflicted upon the oppressed populace in the name of faith—workers who toil unto death, dissenters jailed for daring to question, and more.

Lace and the Central Conflict

Lace, also born from the deity's own silk, is likewise ascending to the stronghold. Her goal is to awaken her mother, exact revenge on the corrupt clergy, and seize control. The protagonist's interference changes everything. In the regular conclusion, Hornet usurps the deity. In the secret finale, Hornet locks away Mother Silk, confronts the dark entity, frees Lace, and witnesses a sacrifice so both can escape.

Thematic Foundations

Silksong is, at its core, a tale of journey. It is inspired by medieval pilgrimages and allegorical dramas, with a Reformation-style critique at organized religion. The protagonist's path—descending into darkness, navigating a purgatorial layer, and ascending to enlightenment—directly parallels the classic epic poem. That literary work follows a fictional Dante through the afterlife on a quest for spiritual transformation, which is the essence of Silksong.

One can even draw connections to the Christian ritual, albeit rearranged. The heroine is arrested and stripped, stands trial, suffers a grueling climb, and is briefly imprisoned in the void. In essence, the game encourages reflection on faith, the soul, and change, all of which are essential for grasping the ending.

Backstory of the Weavers

Delving into the mythology of the ancient race reveals that the belief system and culture once championed by Mother Silk has turned toxic. Her children abandoned her teachings, and a caste of self-serving ministers took over the Citadel, twisting its doctrines for their personal benefit.

The protagonist, as a part-Weaver descendant of the deity, was destined to follow her will, whether she wanted to or not. Thanks to her upbringing by Herrah, Hornet was kept away from the internal conflicts and taught to live for herself, which is why Mother Silk captures her at the beginning—to force her to fulfill her inherited duties.

Endings and Meanings

If Hornet overcomes the deity in the regular finale, she absorbs her spirit and becomes a new god. The fact that this is not the good outcome indicates that the kingdom's problems would persist—she would have merely replaced one fallen god for another. By resolving all conflicts, players access the final chapter and the true ending.

Like any significant journey, this one ends with revelation. The protagonist's realization is that she can now live free of the Weaver taint in her blood and choose her own path. Her rival, reminded of love's power, freed from selfishness, will presumably rebuild Pharloom in a better image. In the true ending, religion is dead, and everyone is free.

As a conclusion to the pilgrimage, it is an exceptional piece of meta-storytelling that perfectly aligns with the inspirations it draws upon. It communicates players that the sole path to a better society is to care for others. Rarely do titles use interactivity to deliver such a message so powerfully, and the developers deserve credit for this innovative approach.

A Central Dilemma

Despite the strength of its final message, the studio had difficulty reinforcing this theme consistently and, crucially, to tie it to the main character: Hornet.

The message might be for the audience, but the story is about Hornet. When a story features a main character who speaks and thinks independently, she must be the primary subject, and her actions and growth should convey the themes. Even in symbolic stories, the protagonist's identity and role are usually clearly defined to avoid confusion.

Yet, Hornet does not learn or change on her quest. Her only goal is to get back. The conflict between free will and fate only surfaces in the climactic battle and some hidden lore. If players complete all requirements to reach the true ending, an NPC character remarks about her kindness, but he is talking to you, not her.

Missing Growth

This approach would have worked in the original game, where the protagonist is a blank slate. She, however, is a defined character, a focused warrior with a set objective. If she is made to choose uncharacteristic deeds—such as aiding the helpless—there should be some friction. One would anticipate her to complain, act gruff, or at least react. A simple grumble when initially assisting, later expressing concern that her aid might help, would work.

When first asked to assist the weak bugs of Pharloom, Hornet responds with indifference, treating it as a minor task. Even if the player chooses to help, she forms no bond with any of them. There is no transformation, no shift in perspective. It is remarkable that the user would demonstrate compassion, but not Hornet. The game provides no reason to think she would.

Wasted Character Potential

Hornet's interactions with figures such as the Caretaker were the ideal chance to develop her personality and strengthen the message without heavy-handed exposition. Most of these end up being purely decorative, just padding the runtime. This issue stems from both the characterization of the heroine and the random placement of the other characters.

Garmond is essentially a charming but irrelevant figure—present for flavor but playing no crucial part. Others, like the Moss Druid and Huntress, embody alternative beliefs outside the Citadel's norms, a idea that aligns with the message but goes unexplored.

Aside from Lace and Sherma, one of the only characters 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 disconnected from the main narrative. Taking it out would have little impact on the protagonist's arc or the core message.

Hornet as a Passenger

The seemingly random allocation of attention makes side stories feel incomplete and tacked on. 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 ideas. Instead, she is just along for the ride—in the backseat of her narrative.

Respect Amid Critique

Despite these problems in storytelling, there is still much to respect for what the developers accomplished. Few games synthesize so many influences 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 studio is even bigger and better, one can only wish that those enhancements include the basics of narrative as well.

Christina Wilson
Christina Wilson

Lena is a passionate gamer and tech enthusiast, known for her in-depth game analysis and engaging community content.