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RolStoppable said:
morenoingrato said:

Can you elaborate why?

I kind of agree with the overall sentiment, just want to see your reasoning.

The map doesn't get drawn until you reach a save point. Save points aren't in close proximity to boss fights, so you can't immediately try again like in the various Castlevania games. Fast travel points are so scarce that some areas don't even have one; when you feel that you are stuck in one area and want to go to another one, there is lots of time wasted for backtracking. The charm system is completely botched because you get hardly any points to equip them and because the charms themselves only grant very small improvements. Health and weapon upgrades are nearly non-existent for a game of this length. Hollow Knight falls flat in providing growth for the playable character because there are no proper rewards for all the hardships the player has to go through. You play for hours upon hours, but have very little to show for it.

When you put up Hollow Knight against similar games on Switch, like Axiom Verge, Shantae, Guacamelee or SteamWorld Dig 2, it's pretty obvious that Hollow Knight isn't even remotely close to being as fun as those. Even the low-profile Aeternoblade is better than Hollow Knight. When you move beyond Switch and look at loads of Metroid and Castlevania titles, Hollow Knight comes across as a poorly made game. Team Cherry is comparable to a writer who is well-versed in spelling, grammar and vocabulary, but story and character development in his novel is illogical and incoherent and full of plot holes; Team Cherry can program, but they can't design.

Wow. This is one of the few instances that I disagree with you. I actually strongly disagree with you here.  You’re wrong