Hollow Knight: Silksong Story Comes So Close to Getting It Right
Hollow Knight: Silksong upholds the unique storytelling approach from the original title, dispersing bits of lore and character development throughout the world. As you assemble the full picture, the evolution from a seemingly simple beginning to a deeply significant conclusion is astounding. Similar to the rest of the game, the story is more ambitious and better executed than its forerunner, built upon a powerful core concept and a significant revelation.
However, the word "Almost" is essential. There is a central flaw: the development team seem uncertain about whether the main character is Hornet or the player.
Heads Up: The following discussion contains major plot reveals for both the standard and true endings of Silksong.
The Pilgrimage of Hornet
The quest starts with the protagonist imprisoned in a cage. The Weavers of Pharloom took her prisoner on orders from Grand Mother Silk, from whom Hornet is partially born. After breaking free, she joins a band of travelers and begins her ascent. Her path takes her from the dark underworld 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 religion—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 Citadel. Her goal is to revive the deity, exact revenge on the corrupt clergy, and take over. Hornet's arrival changes everything. In the regular conclusion, Hornet usurps Mother Silk. In the secret finale, she imprisons the deity, battles the Void, frees Lace, and witnesses a sacrifice so both can escape.
A Deeper Allegory
Silksong is, at its core, a pilgrimage story. It is inspired by ancient spiritual journeys and morality plays, with a critical look at organized religion. Hornet's journey—descending into darkness, navigating a purgatorial layer, and rising toward revelation—strongly echoes Dante's The Divine Comedy. That literary work follows a protagonist 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. The heroine is arrested and stripped, stands trial, suffers a grueling climb, and is temporarily entombed in the abyss. In essence, the game invites contemplation on faith, the soul, and change, all of which are essential for grasping the ending.
Backstory of the Weavers
Delving into the lore of the Weavers reveals that the religion and way of life once championed by Mother Silk has turned toxic. Her children forsook her path, and a caste of self-serving ministers took over the Citadel, perverting the faith for their own gain.
Hornet, as a blood relative of Grand Mother Silk, was pre-ordained to obey her commands, whether she wanted to or not. Thanks to her true mother, Herrah, Hornet was raised outside from the Weaver drama and encouraged to be independent, which is why Mother Silk captures her at the beginning—to compel her to accept her Weaver responsibilities.
Conclusions and Interpretations
If the heroine defeats Mother Silk in the regular finale, she absorbs her spirit and becomes a new god. The fact that this is not the true ending indicates that Pharloom's troubles would continue—Hornet would have simply swapped one corrupt deity for another. By solving everyone's problems, players unlock Act 3 and the ideal conclusion.
Like any meaningful pilgrimage, this one ends with revelation. Hornet's discovery is that she can now live free of the Weaver taint in her lineage and choose her own path. Lace, recalling that love triumphs, liberated from her single-mindedness, will presumably restore the kingdom in a better image. In the finale, religion is dead, 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 tells players that the only way to improve the world is to show compassion. Few games use player agency to convey this theme so powerfully, and the developers deserve credit for this thoughtful use of the medium.
The Protagonist Problem
Despite the power of its conclusion, the development team had difficulty reinforcing this message throughout the game and, more importantly, 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 protagonist with her own agency, she must be the primary subject, and her actions and growth should communicate the ideas. Even in allegorical works, the protagonist's identity and role are usually clearly defined to avoid confusion.
Yet, she does not learn or change on her journey. Her sole purpose is to return home. The conflict between free will and fate only surfaces in the Act 2 boss fight and some hidden lore. If players tick every box to reach the true ending, an supporting figure remarks about Hornet's compassion, but he is talking to you, not her.
Lack of Character Development
This approach would have worked in the original game, where the protagonist is a blank slate. She, however, is a defined character, a driven hunter with a set objective. If she is made to choose uncharacteristic deeds—such as helping weak bugs—there should be some friction. One would expect her to grumble, act unpleasant, or at least respond. A simple grumble when initially assisting, later showing hope that her aid might help, would suffice.
When first asked to assist the oppressed citizens, Hornet responds with apathy, treating it as a minor task. Even if the user decides to assist, she develops no attachment with any of them. There is no change, no shift in perspective. It is notable that the player would show such care, 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. However, many end up being merely ornamental, just filling space. This issue stems from both the writing of Hornet and the random placement of the supporting cast.
One character is essentially a lovable, doddering old fool—present for atmosphere but having no real impact. Others, like the Moss Druid and Huntress, embody alternative beliefs outside the Citadel's norms, a concept that fits the themes but goes unexplored.
Aside from Lace and Sherma, one of the only characters with a thread through the entire game is a specific character, thanks to a tale of lost love. While compelling, it relies too much on a troubling trope and feels disconnected from the central plot. Removing it would have little impact on the protagonist's arc or the primary theme.
Hornet as a Passenger
The seemingly random distribution of focus makes subplots feel incomplete and tacked on. The biggest misstep, however, is that Hornet is portrayed as a passive participant in nearly all events. The rare moments she comments, her remarks are uninspiring, such as offering clichéd advice to another character. Even more direct remarks on oppression and free will would have linked her more closely to the game's ideas. Instead, she is merely a passenger—in the backseat of her narrative.
Respect Amid Critique
Despite these problems in storytelling, there is still great admiration for what the team accomplished. Few games blend so many inspirations into a set of themes so strong and layered that they are built directly into the in-game world. If the future game from the developers is larger and improved, one can only wish that those enhancements include the fundamentals of storytelling as well.