
By contrast, Silksong’s bosses typically determine their intended attack first, then reposition to make that attack possible — they select the move and then move to execute it. That can mean a boss will retreat briefly to set up a ranged barrage or shift angle to force you into an awkward space, and recurring or bouncing projectiles only magnify those hazards.
“Even with Hornet’s mobility, bosses are adept at staying close and quickly closing the distance to their preferred attack range,” Pellen explains. “Like many standard foes, they act less like reactive targets and more like agents that move with you.”
That design decision clarified a lot for me: the fights’ brisk tempo isn’t just about which move a boss uses, but about the combined choice of move and movement. Once you see it this way, the relentless, kinetic feel of many Silksong encounters makes perfect sense.
Pellen and Gibson point to The Last Judge as a clear example. Gibson describes that encounter as a study in mass and force — a boss that feels like an immovable weight that can nonetheless dash to remain on top of you.
Pellen adds that the Judge’s combination of bulk and opportunistic dashes creates the sensation of an enormous barrier suddenly materializing to trap and batter the player — an entirely intentional design that can feel like a moving wall closing in.
Unsurprisingly, The Last Judge is often cited as an early difficulty spike — a literal and figurative wall that signals the game will demand new strategies. Hearing its mechanics described this way supports my suspicion that muscle memory from the original Hollow Knight can occasionally work against players in Silksong.
Source: gamesradar.com


