

Few players decide to pass this area because there is no reward interesting enough for the player beyond a few seconds cinematic which although having great relevance to narrative level, offers nothing in return except something that I will use in my favor, information. With its spinning blades and thorn-studded walls, this is possibly the area that tests your movement skills the most. In this area, characterized by its heavenly feel and peace of mind, we come across a hidden area that few players are aware of, but which is the most difficult to overcome, the path of pain. In this case, considering that the process to reach the good ending of the game is known, let's start from the white palace. I consider that these three factors are what makes Hollow Knight what it is, so in this article I will have as a design goal, to implement an alternative ending using the narrative elements present in the game, maintaining and respecting the combat, narrative, and exploration to offer a similar experience to what a Hollow Knight player would experience. This is a very unique resource in this game as there are many occasions where we come across information that we don't understand but, the use of mechanics and exploration, makes narrative, combat, and exploration go hand in hand at all times to build the game world itself and its story.

Thanks to these mysteries, the player is allowed to progress through the game while discovering the lore of the world. The first time I played Hollow Knight I realized after several hours that this is a game that has great environmental storytelling in every corner of Hallownest. We'll see how a design study has concluded that there may be more than one way to end the Flash and restore peace to Hallownest.
