Hollow Knight
With the aesthetic senses and gameplay sensibilities of Dark Souls, with the pitch perfect controls of a Nintendo game, Hollow Knight isn’t doing anything terribly unique on it’s own, but when you execute to the level that Team Cherry does, you don’t need to. Handing off things like labeling points of interest on your map keeps the player involved in the world, and the combat sits in exactly the right difficulty spot to keep the fighting exciting, without becoming too routine and easy. Any input on the difficulty on the player’s behalf, such as making it easier or harder, would have upset the fine balance achieved by the fine folks at Team Cherry.















