>charms are a poor customization system, since they just have very boring effects that are extremely situational or even downright useless, like 'removes the slight knockback you get from attacking' (this is actually detrimental, since your muscle memory will heve adapted to the knockback by the time you get it) or 'slightly increases movement speed' (useless, since you already have a dash that is faster) or 'lets you dash downward' (why on earth would you need this when you can just fall down). And the notch requirements are far too restrictive and prevent you from using more than three or so charms at a time, so you'll just stick with the safe options and never experiment
>the death mechanic is an inferior version of what Dark Souls does. In Dark Souls, normal enemies can still pose a threat, and you only have a limited amount of estus flasks, so dying during exploration is a real possibility and having to recover your souls is a relevant gameplay mechanic throughout. In Hollow Knight, like most metroidvanias, exploration is relatively easy, especially since you have unlimited healing, and only boss fights pose a challenge.
>music is boring. It's all very cliched ambient melancholy stuff that lacks any memorable theme or melody. And while the boss fight music is obviously more uptempo, it's literally what you'd expect if you asked someone to compose 'generic boss fight music'.
>if you fall of a ledge, you are teleported to safety, which completely undermines the whole challenge of platforming. Often times, you'll even be teleported ahead to the place you were trying to reach, so you're actually rewarded for failure
>most health/soul upgrades, charms and key items that let you bypass obstacles are bought from stores rather than found, making exploration feel unrewarding
>upgrades are just the bogstandard 'dash/super dash/walljump/can survive water' Metroidvania stuff. there's nothing original or creative here.
Why did Yea Forums lie about this game?