Hollow Knight: Silksong Story Comes So Close to Getting It Right
Hollow Knight: Silksong carries on the distinctive narrative style from the original title, dispersing historical fragments and character growth in various corners. When you piece it all together, the evolution from a apparently straightforward beginning to a deeply significant ending is astounding. Much like the overall experience, the plot is grander in scope and better executed than its forerunner, built upon a strong central idea and a remarkable twist.
However, the word "Almost" is key. There is a central flaw: the development team seem uncertain about whether the protagonist is the heroine or the player.
Heads Up: This analysis contains heavy spoilers for both the regular and secret conclusions of Silksong.
Hornet's Journey
The adventure starts with Hornet imprisoned in a cage. A group known as the Weavers captured her on orders from Grand Mother Silk, from whom Hornet is partially born. After breaking free, she encounters a group of pilgrims 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 observes the cruelty and suffering endured by the oppressed populace in the name of religion—laborers who sacrifice their lives, dissenters imprisoned for their beliefs, and more.
Lace and the Central Conflict
Another Weaver, also created by the deity's own silk, is also making her way to the stronghold. Her plan is to awaken her mother, exact revenge on the ministers who imprisoned her, and seize control. Hornet's arrival changes everything. In the regular conclusion, Hornet usurps the deity. In the secret finale, Hornet imprisons the deity, battles the Void, rescues her rival, and sees Mother Silk give herself up so both can escape.
Thematic Foundations
Silksong is, at its heart, a pilgrimage story. It is modeled after medieval pilgrimages and allegorical dramas, with a critical look at institutional faith. The protagonist's path—through hell, navigating a purgatorial layer, and rising toward revelation—directly parallels Dante's The Divine Comedy. That Renaissance masterpiece follows a fictional Dante through the afterlife on a journey of enlightenment, which is the essence of Silksong.
One can even draw connections to the Stations of the Cross, albeit out of order. The heroine is captured and divested, faces judgment, endures a tortuous ascent, and is briefly imprisoned in the abyss. In other words, the game encourages reflection on religion, spirituality, and transformation, all of which are essential for understanding the finale.
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 become corrupt. Her followers abandoned her teachings, and a group of power-hungry clergy took over the Citadel, twisting its doctrines for their personal benefit.
Hornet, as a part-Weaver descendant of Grand Mother Silk, was pre-ordained to obey her commands, willingly or not. Thanks to her upbringing by Herrah, she was kept away from the internal conflicts and encouraged to be independent, which is why Mother Silk captures her at the beginning—to compel her to accept her inherited duties.
Conclusions and Interpretations
If the heroine defeats Mother Silk in the regular finale, she absorbs her spirit and ascends to divinity. The fact that this is not the good outcome indicates that the kingdom's problems would persist—Hornet would have merely replaced one corrupt deity for another. By resolving all conflicts, players unlock Act 3 and the true ending.
Like any significant journey, this one concludes with enlightenment. The protagonist's realization is that she can now exist independently of the hereditary burden in her blood and choose her own path. Lace, recalling that love triumphs, liberated from her single-mindedness, will likely restore the kingdom in a better image. In the true ending, faith is abolished, and all can live autonomously.
As a end of the journey, it is an brilliant narrative device that perfectly aligns with the inspirations it draws upon. It communicates players that the sole path to a better society is to show compassion. Few games use player agency to convey this theme so effectively, and the developers deserve credit for this innovative approach.
The Protagonist Problem
Despite the power of its conclusion, the studio struggled to support this message throughout the game and, crucially, to connect it to the adventure's heart: Hornet.
The message might be for the player, but the story is about her. When a narrative features a protagonist with her own agency, she must be the central focus, and her actions and growth should communicate the ideas. Even in symbolic stories, 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 get back. The struggle of destiny versus choice only surfaces in the Act 2 boss fight and some hidden lore. If players complete all requirements to reach the true ending, an supporting figure comments on Hornet's compassion, but he is talking to you, not her.
Missing Growth
This method would have been fine in the original game, where the protagonist is a blank slate. She, however, is a defined character, a focused warrior with a clear purpose. If she is made to choose actions against her nature—such as aiding the helpless—there should be some resistance. One would expect her to grumble, act unpleasant, or at least react. A brief complaint when first helping, later showing hope that her aid might help, would suffice.
When first asked to assist the weak bugs of Pharloom, Hornet responds with apathy, treating it as a low priority. Even if the user decides to assist, she forms no bond with any of them. There is no transformation, no evolution of viewpoint. It is remarkable that the player would demonstrate compassion, but not the heroine. The game provides no reason 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 strengthen the message without heavy-handed exposition. Most of these end up being purely decorative, just filling space. This problem stems from both the characterization of the heroine and the random placement of the supporting cast.
One character is essentially a lovable, doddering old fool—present for atmosphere but playing no crucial part. Others, like the certain NPCs, embody alternative beliefs outside the Citadel's norms, a concept that aligns with the message but is never developed.
Aside from key figures, one of the only characters with a thread through the entire game is a specific character, thanks to a tragic romance. While compelling, it relies too much on a troubling trope and feels disconnected from the main narrative. Removing it would have no effect 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 the heroine is shown as largely inactive in nearly all events. The rare moments she comments, her observations are terribly bland, such as offering clichéd advice to another character. Even more direct remarks on the core themes would have linked her more closely to the game's ideas. Instead, she is just along for the ride—in the backseat of her narrative.
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 next project from the developers is even bigger and better, one can only wish that those improvements include the basics of narrative as well.