I was originally excited to play Silksong. I may not be the biggest Hollow Knight fan, but I liked it well enough, and thought a sequel would've allowed the devs to fix any issues the original had. The trailers looked pretty promising too.
Unfortunately, I don't think this was the case, because I recently finished playing through Silksong, and I did not like it at all. While it's a very well made game, and one that definitely shows how much effort the developers put into it, the game mechanics never feel fully thought-out. It's like, deep down, the core of the game is... rotten.

But let's start with the positives. Silksong is one of, if not the most beautiful game I've played in recent years. Hollow Knight was already a gorgeous game, and Silksong doubles down on it by making the graphics even better. The game's been in development for 7 full years and it really shows. Team Cherry has taken every second of development to make sure the visuals are as detailed as possible.
I especially love how well made the particle and lighting effects are, they're the final puzzle piece that makes the world stand out. They do contribute to the game being too dark in some areas, but these are few and far between, and the game is pretty bright overall.
The music is as incredible as it's always been, but I feel the voice acting in the sequel is somewhat lacking. Don't get me wrong, it's still really good, it's just not that iconic this time around. I'm also mixed on the Needolin songs, because while I like the idea of making all bugs you interact with able to sing, most songs clash horribly with the generic music you play, and the way the text scrolls is not very readable. It's just not as satisfying as the dream nail.

I really loved the story too. You play as Hornet, the deuteragonist for the first one, after she's been captured by a group of zealots from a foreign land, taken to the far-away kingdom of Pharloom. It's now your job to figure out why you're here, and find a way to stop them from attacking any other weavers.
Hornet's main difference over the knight is that she's an actual character. She speaks, she has her own personality, opinions, likes and dislikes, everything. While being Hollow was kind of the point of the first one, this is a very welcome change to the formula, and it makes the mysterious nature of the game feel a thousand times more approachable.
The way you take in the world has changed as well. In the original Hollow Knight, it felt like all the events important to the world had already happened, and you're just going through the leftovers. But here, Pharloom is still a living and sorta-thriving world, even after you arrive. It's still an old kingdom, of course, so there's still a lot of backstory for you to discover. It's just that Zanzibart-like hints are not the only thing the game has to offer this time around.
Unfortunately, that's as far as my compliments go, because the rest of the game's design is an incoherent and aimless mess that just ruins the whole thing.

The gameplay loop is fun enough. It mostly plays the same as your average action-adventure metroidvania romp, just slightly more acrobatic. The game really hits its stride as you unlock your dashes and hooks, and while they're never needed during fights, you're really missing out if you don't make the most out of your entire moveset.
The enemy design, however, does not compliment this at all. Most of the enemies you fight tend to stay outside your range and camp you out, before either spamming projectiles, or lunging right at you. Every single fight in the game ends up turning into a waiting game, lest you lose 2 entire points of health at any of the enemy's attacks. Hornet's agile moveset does help against some of these enemies, but these abilities end up costing you resources, and they're not available to you from the start. It's manageable, but fighting enemies never feels worth it for the rewards they give. Which is a shame, because money is so tight that you practically need to farm many of them.
This also extends to the design of the bosses, and while it's less egregious than with regular enemies, a great deal of the fights revolve around waiting for them to stop zoning you out. But don't worry, Team Cherry has come up with the perfect solution: 50% of the bosses are instead replaced with random enemy gauntlets!!! Fuck you!!!!!!
I had a lot of problems with how the map was in the original Hollow Knight, and I think the sequel does a better job at making the world fun to explore. In part it's because you just have a better moveset to traverse the map, but I also never found myself lost like before. Instead, I always had somewhere to go and a new item or ability to grab. In fact, the game may have a few too many new abilities to grab, as it's pretty easy to get sidetracked in the world now.
Silksong also introduces sidequests to the game, and while I think they're a nice addition to the world, a lot of them end up being nothing but boring grindfests. The game as a whole also relies way too much on fetch and trailing quests, even as part of the main story, and it ends up slowing down the game to a crawl.

A lot of people like to say the biggest problem with Silksong comes from its difficulty, but I never saw it that way. The game's tough, sure, but when you actually get down to it, it never really ask anything impossible from you. My problem, however, is that every other part of the game doesn't actually take its difficulty into account, instead opting to enrich the worldbuilding at the expense of the player.
A horrible economy that's heavily affected by the where you're at, rooms with no purpose except to mess with you, extra long runbacks after every boss fight, unending enemy gauntlets with minimal rewards, the entirety of Bilewater, deaths so cheap and frequent that you feel like you're playing a troll game, and punishments that snowball out of control are just a few of the ways the game messes with you.
At every step of the way, it feels like Silksong is sacrificing its own gameplay in favor of building its world. Sure, the original Hollow Knight did the same thing, but never to this degree. The gameplay has always been held back by its story, but until now, it never felt like your own fun was being compromised. At some point you just gotta stop and ask, is a two minute runback really needed here?

I became really worried when the release date for Silksong was announced. It's not normal to spend the better part of a decade working on a single game and then drop it with only two weeks of notice. I specifically remember telling my girlfriend that the game was gonna be a bloated mess, because the only way something like this could happen is if they didn't have a plan for the game and just kept adding stuff on top of it.
And now that I played it, yeah, it definitely feels that way. It's like every new addition to the game is just carelessly placed on top of everything else, leaving you with a wobbling tower of mechanics without any actual supports. The connecting tissue that keeps them together just isn't there, so while the individual parts of the game may be good, the game as a whole never feels good to play.
In conclusion: Silksong is a game that, despite spending 7 whole years in the oven, manages to feel undercooked. Not for a lack of polish or effort, but for a lack of thought to how all its parts mesh together. It heavily prioritizes telling its story over everything else, and while the story it tells is really good, it completely disregards the player experience and just leaves you in the dark for the entire duration.
I don't think it's a bad game, but with all the issues it has, it feels bad to play. When you look for them, there's definitely a lot of things to enjoy about Silksong (especially for fans of the franchise) but with all its frustrating moments, disappointing payoffs, and messy or outright disrespectful design... I really don't think it's worth it. 6/10