Silksong: Metroidvania's Accessibility Problem Endures
Last Updated: October 24, 2025

Years after its announcement, *Hollow Knight: Silksong* has transcended from being merely an anticipated sequel into a genuine gaming enigma. The prolonged, silent development has only intensified the conversation surrounding Team Cherry’s next masterpiece, extending it beyond beautiful art and tight gameplay.
A critical discourse persists, placing the unreleased title at the center of a genre-wide debate about accessibility. While the Metroidvania genre is beloved for its intricate design and rewarding challenges, these core tenets often create significant barriers for a large segment of the gaming audience. As the wait continues, the central question for *Silksong* is not just when it will arrive, but whether it will be a game for everyone. The industry has evolved, but will Team Cherry's design philosophy evolve with it, or will *Silksong* reinforce the very accessibility problems that have long defined its genre?
The Metroidvania Blueprint: A Double-Edged Sword
To understand the accessibility challenges facing *Silksong*, one must first look at the foundational pillars of the Metroidvania genre. Named for its progenitors, *Metroid* and *Castlevania: Symphony of the Night*, the genre is defined by a specific set of design principles: a large, interconnected map that encourages exploration, ability-gating that requires players to find new powers to progress, and challenging combat that demands precision and mastery. This formula has created some of gaming’s most memorable experiences, fostering a profound sense of discovery and accomplishment.
However, these celebrated features are often a double-edged sword. The very elements that create a rewarding experience for some serve as rigid barriers for others. The lack of explicit guidance, a hallmark of the genre, can be deeply frustrating for players with cognitive or memory-related disabilities who may struggle to track objectives or navigate complex environments without clear waypoints. Similarly, the emphasis on punishing combat and precise platforming creates a high skill floor that can exclude players with motor impairments. Mechanics like the “corpse run”—where players must retrieve lost currency from their place of death, as seen in *Hollow Knight*—add a layer of punitive pressure that can be demoralizing rather than motivating, effectively gating the game’s content behind a wall of sheer execution.
Hollow Knight's Legacy: Celebrated Challenge, Silent Struggle
The original *Hollow Knight* stands as a modern titan of the genre, lauded for its haunting atmosphere, gorgeous hand-drawn art, and impeccably tuned gameplay. It is, by all accounts, a masterclass in design. Yet, it is also a prime example of the genre's accessibility shortcomings. The game’s world of Hallownest is intentionally obtuse, its secrets guarded by punishing bosses and treacherous platforming sections. While this design philosophy is central to its identity, it offers little to no flexibility for those who cannot meet its stringent demands.
Infamous challenges like the Path of Pain or boss battles against the likes of the Nightmare King Grimm are held up by the community as pinnacles of achievement. For many others, they represent insurmountable walls. Without built-in options to mitigate this difficulty—such as adjustable combat speed, damage sliders, or platforming assists—the game presents an all-or-nothing proposition. You either possess the reflexes and persistence to overcome its hurdles, or a significant portion of the game remains inaccessible. This philosophy, while artistically valid, stands in stark contrast to the modern industry movement that champions player choice and inclusivity.
Silksong: Evolution or Reinforcement of the Status Quo?
During the long, quiet years of *Silksong*'s development, the gaming landscape has changed dramatically. What has been shown of the game suggests an evolution of *Hollow Knight*'s formula, with protagonist Hornet possessing a faster, more acrobatic moveset that could potentially raise the skill ceiling even higher. But while the core loop appears intact, the standards for accessibility in modern game design have shifted monumentally.
The industry has provided powerful blueprints for success. The indie platformer *Celeste* remains a gold standard with its comprehensive “Assist Mode,” allowing players to tweak everything from game speed to invincibility, ensuring anyone can experience its story. More recently, major Metroidvanias like *Prince of Persia: The Lost Crown* have launched with an extensive suite of accessibility and difficulty options, proving that challenge and inclusivity can coexist. Even FromSoftware, the architects of modern difficultly, have made their games more approachable through mechanics like spirit summons in *Elden Ring*.
This puts Team Cherry in a unique position. With no new information on potential accessibility features for *Silksong*, the key question has only grown louder: will the game embrace this modern approach or double down on the genre's traditional, unaccommodating framework?
A Defining Moment, Delayed but Not Diminished
Ultimately, the discussion surrounding *Hollow Knight: Silksong* is larger than a single game. It is a referendum on the future of the Metroidvania genre and the broader concept of difficulty. The argument is not that challenging games should not exist, but rather that challenge should, where possible, be a choice. By building worlds rich with lore and artistry, developers create experiences that deserve to be seen by as many people as possible.
*Silksong* has the potential to be a landmark title that not only satisfies its hardcore fans but also sets a new standard for inclusivity. By incorporating thoughtful accessibility features, Team Cherry could prove that artistic integrity and a broad audience are not mutually exclusive. Conversely, launching without them after this extended period of industry-wide progress would risk the game feeling like a beautiful, polished relic—a masterpiece from a bygone era, celebrated by a select few while remaining an object of distant admiration for many more. As the world continues to wait for the gates of Pharloom to open, the community watches to see if they will be open to all.