The Makers Of Hollow Knight Are Fine With Players Missing Things

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  1. Podcast: Charting Uncharted 4

    Kirk takes a sabbatical from his sabbatical to join us for this week’s Kotaku Splitscreen, where we’re talking about Uncharted 4, Doom, and much more.

    —Huffduffed by matthewhaymes

  2. right here

    Join us, won’t you, for a Kotaku Splitscreen spoilercast of The Legend of Zelda: Breath of the Wild, a video game about a mute young man who obsessively collects seeds.

    —Huffduffed by snarfed

  3. We’re Worried The New Tomb Raider Is Getting Overshadowed

    This week on Kotaku Splitscreen, we raided some tombs.

    —Huffduffed by tomasz

  4. What If A Video Game Knew People Were Streaming It?

    Would you play a video game that reacted to being streamed? One that could be influenced by audience reactions? On Kotaku Splitscreen, we explore the possibility.

    —Huffduffed by prosopagnosian

  5. We’re Bummed Out By The PlayStation Classic

    Why is the PlayStation Classic such a bummer? This week on Kotaku Splitscreen, we discuss that question and much more.

    —Huffduffed by hudfun

  6. Podcast: Why Zelda: Breath of the Wild Works So Well

    It’s hard to talk about Zelda: Breath of the Wild in anything but superlatives, which is exactly what Kirk and I are doing on today’s gush-filled episode of Kotaku Splitscreen.

    —Huffduffed by snarfed

  7. GDC 2017, Day 3: Kotaku Splitscreen Podcast: Day Three Of GDC, With Special Guests

    We’re back with our third and final Kotaku Splitscreen special episode from the Game Developers Conference in sunny San Francisco.

    To close out our Great GDC Trifecta, we’ve got Frank Cifaldi, founder of the new Video Game History Foundation, Kim Swift, design director at EA Motive, and Tim Schafer, some guy who likes drawing pictures of cool dudes on motorcycles.

    —Huffduffed by davidleemartins

  8. The Creators Of Into The Breach Came Very Close To Giving Up On It

    The strategy game Into The Breach is elegant in its simplicity, but that’s because its designers had to scrap several huge sections of the game that just didn’t work. Matthew Davis and Justin Ma, the minds behind FTL and Into The Breach, came on Kotaku Splitscreen during GDC 2019 to tell Jason and me how many times they almost gave up on making their game.

    —Huffduffed by M8r

  9. // take intel // CYBER SHOCK 005 // What will Cyberpunk 2077 be?

    Our hopes, fears, and reactions to CDPR’s Cyberpunk 2077. Kira (@kirananasi), Fraser (@Frasersimons) and Hamish (@peregrinekiwi) discuss the Cyberpunk 2077 trailer, reported gameplay from E3 and the dev comments about nudity as they relate to the treatment of humanity in traditional cyberpunk RPGs.

    Cyberpunk 2077 E3 Trailer 2018: Cyberpunk 2077 2013 Teaser: Austin Walker on Waypoint Podcast: Polugon article about dev comments: Summary of Mircea Eliade’s The Sacred & The Profane (1957): — Watch live at

    Original video:
    Downloaded by on Wed, 20 Jun 2018 04:45:38 GMT Available for 30 days after download


    Tagged with gaming

    —Huffduffed by asher

  10. What It’s Like To Start A Game Studio With No Bosses

    After co-writing and designing Night In The Woods, Scott Benson and Bethany Hockenberry co-founded a new game studio with artist and musician Wren Farren, except this time, no one is the boss. The Glory Society is a worker co-operative, which means that its co-founders have a different workflow and creative process from other indie studios. During GDC 2019, Scott and Bethany stopped by Kotaku Splitscreen to talk about how they still manage to get everything done.

    —Huffduffed by jtth