![]() At this point, you probably already know that I’m going to say something along the lines of, map reading in Hollow Knight is beautiful, and you would be correct in that assumption. Hollow Knight manages an incredible amount, especially when you consider that most maps allow for three-dimensional navigation. A 2D platformer that succeeds in being one of the most engaging map reading experiences in video games. You go on it see where the next ‘thing’ is and follow it from place to place with, for the most part, a clear idea of what to expect.Īnd then you have Hollow Knight. Instead, it’s a waypoint finder, that takes a lot of the mystery and adventure out of the experience. However, even in those examples the level of detail and player tracking mean that there is no joy in using the map. In other instances, you can give a map a pass if the game world is mildly modern/futuristic. I don’t like to use the words ludo-narrative dissonance, but I will. Generally, the approach is to be a hyper-detailed Google Maps version of reality regardless of whether you are exploring a mountain in Monster Hunter World, where the most high tech bit of kit you have is a staff that shoots a beetle, but you still see yourself and others running across a scroll, tracking monster movement and every rock and fauna around. ![]() In it we discuss that maps and map reading are something video games struggle with. We have a podcast episode dedicated to video game maps, so if you love them as much as we do head over here for a listen, or check out my new post on maps in God of War. ![]()
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