My favourite game mechanic is the “morbing bar” for morbius for the 3ds. After consuming enough blood morbius can “morb” which gives him a huge boost to his attacks and movements. Truly the most mechanic of all time.
Same! I love this mechanic! It feels very unique and intuitive. Morbing truly makes you feel like you are playing a game and is an accurate representation of when Morbius morbs in the movie of all time.
I just wanna add some more appriciation, now to the world design. I didn't know about the pogo (I knew you could attack down, that's all) for the two main areas, but then when I went to Fungal, I didn't have anywhere to go, so I explored some more, and then I realised I can pogo of things, and I progressed because I could jump over walls with the muschroom pogo. The world design is so great, because atop other things, it can show you how to use abilities and so on, without a tutorial, or without leading you by the hand
I was thinking about making the pogo in my game not work on spikes just so I could hear about fellow hollow knight players leaping to their deaths the first time. But I think you’ve convinced me that the mechanic would lose a lot without that. I shall honor the pogo bro
ok but like you could add a spot like that, and then add an upgrade later like solid blade that allows you to pogo, which could help streamline story progression by showing player a pit of spikes that they can't pogo on, and then giving them an incentive to go back (solid blade)
For Pogobros split second text I got: "Blasphemous is a great game, I just dont think an ancient design choice created to pad out game length in the 80’s and 90’s has any place in a modern action platformer with a checkpoint system. It's just a time waster and makes me retread the same place I already have and refight the same enemies I have already shown I can beat. Can’t wait for Blasphemous 2 but I hope they go away and they focus on better boss design instead."
(trailer spoiler warning if you care, don't click read more if you don't want to be spoiled) Hornet actually has a somewhat similar move, her weird little down thrust thing. It feels kinda awkward though. However she is seen using a traditional pogo move in the most recent trailer. Likely tied to a specific crest. I doubt they're gonna axe the traditional pogo. It's just too good.
I like the pogo a lot too, but I wish it was explained better in game, because I don't think I would have ever figured out that you can pogo off of spikes if it weren't for youtube.
The pogo is indeed a great mechanic, but I didn’t get near to finding out its full potential by myself. Like the coin in Ultrakill, I only really learned its potential through other media, not by playing the game itself
Another awesome video, my friend! The pogo in Hollow Knight is such a satisfying mechanic. Awesome to hear the origins of what inspired your name choice too! Keep up the stellar work buddy! 👌😊
although I like the pogo, I must say the greatest mechaninc, or at least the most iconic movement mechaninc is the Bash from the ori games. it's just so GOOOOOD
I like the pogo but I never got the hang of it... Other great game mechanics I think our: Sonic Adventure era Version of the Spindash. (The levels were designed around it and how broken it was in SA1, allowing for shortcuts and hidden secrets.) The Light Dash also from the Sonic Adventure games. ( When used with proper timing and mods in SA1, it allows you to zoom through levels on sets of rings, much more interesting than just crossing a gap.) The Double Jump when properly integrated by devs and used by players. (Don't use for extra height, but longer jumps or combined with the pogo) And the Team mechanics and interactions in Bug Fables the Everlasting Sapling. (A Paper Mario style RPG with a bug theme, also on Xbox game pass.) And
Love this channel, we share quiet the same tastes and videos like this clearly show how you have a deep understanding of what separates the good games and mechanics from the real masterpieces. A mechanic I really, really loved is the Aeterna Noctis arrow teleporting, which together with pogo makes that game, particularly the end game bossfights, very satisfying, cause of its versatility and the creative ways you could use it for defense, offense, travelling level, platforming, puzzles ecc.
My favourite game mechanic is ricocheting a coin from Ultrakill. It so satysfying and it interacts with other weapons. You can do so many cool stuff with it and the harder a combination is the more badass and cracked you feel
@@Pogobro i noticed that I could pogo of enemies but not hazards like spikes. White Palace pogo-less was one hell of a platforming challenge. Possible though!
I descovered it at the very beginning. Idk why but I just did it without even thinking, it just seemed intuitive to me. For context Fury of the Fallen was the first charm I ever got. (Although I did lose 3 masks on the way over just because it was so new to me.)
Absolutely fantastic mechanic, you missed some stuff about how it can reset the double jump and the dash ability. But overall just a really good video analyzing something that deserves to be put into words of appreciation. I personally realized the pogo mechanic from the very get go and tried to continuesly apply it wherever I was, then I realized the crystal dash + Mantis claw interaction and knew even MORE mastery was possible. THEN I GOT THE OTHER ABILITIES and the game just kept giving me tools I could combine to keep doing things that let me feel like I was a goddamn badass. The design of the combat and the platforming allowing you to be just as skilled as you wish to be about it makes it beautiful. I am not the biggest on platformers generally, so games like Celeste and Supermeat boy do not appeal to me because of the lack of actual combat. Hollow Knight somehow invoked a feeling of desiring to MASTER the system because it did everything right, and combined fit with all of the abilities and unique ways to go about the actual platforming was beautiful. You might not need the same basic skill level of platforming for Hollow Knight as you do for the other titles, but you can still use the same level of mastery to complete it in your own way, which I personally think is not just better and more accessible design, but it is also more inviting for you to desire to master it. Thanks for listening to my Ted Talk, this game is a 10/10 to me.
About the sequence breaks, I did the early watcher knight one and the pogoing instead of wall jumping in forgotten crossroads without even knowing they were unintended 😂
they are intended progression skips lo, the game is chock full of intentional design choices to make skips possible, which is another reason for it's gigantic speedrunning community.
3:45 learning to pogo off Hornet's needle in?? early? game? Bru I still don't do that intentionally 300 hours in. When I started I would have barely been able to pull it off for Hornet 2 if I had thought to do it or realized it was possible.
Because it's in Hollow Knight, the #1 most beautiful, magnificent, masterpiece of human innovation and progression over the ages. The culmination. The final product. The ultimate piece of art. That's why it's so great
@@jakekiper9294 In my personal opinion I don't think it'll transcend Hollow Knight. It's just Hollow's empty, dark, lonely and mysterious atmosphere that _really_ gets me at the end of the day and Pharloon seems more like an industrialized, living kingdom. Thats just me though
@@nightwatch3889 I was just trying to be funny, But yeah I also like that dark vibe that hollow knight puts out, it makes npcs, When they do appear,much more special, in terms of gameplay though, I think silksong will transcend hollow knight.
@@jakekiper9294 gameplay, maybe. But complexity doesn't automatically make it better. Sometimes you need something simple. Sometimes it needs to be calm, instead of action packed, and slow instead of acrobatic. I think they'll both be equally amazing in their own ways
i did a cursed randomizer not to long ago and had only downslash for 75% of the game. BOY did i learn. Pogo is a godsend. still managed to beat the game in about 6ish hours with just downslash.
My favourite game mechanic is probably the parry from my favourite game of all time: Rain World. Rain World is an incredibly unique game with procedural animation and amazing AI, where parrying is when you throw an object into another object that was usually sent flying towards you by a scavenger. Parrying is pretty impractical but damn, does it feel good to pull off
My favourite mechanic in Hollow Knight HAS to be the pogo, and a CLOSE second is bosses and enemies that you can BOUNCE by hitting them. Oh my god... Underrated mechanic, it's something that makes Dung Defender even more fun than he was already, and it makes Marmu very tolerable to me.
I agree pogo is great, but I disagree on it being well-taught. I didn't even know it exists until I spent many frustrated hours getting through the Fungal Waste mushrooms. Also yeah I did Mawlek without pogo when I was newbie. It was super difficult.
For the longest time I searched for other MV's with the pogo mechanic because it makes your movement so fluid. How disappointed I was..... until I played Hollow Knight
All that and not a word on how to actually do it. New to gaming (steam deck) and HK is my first game. Thanks, enjoyed it but … I’ll figure it out. Cheers.
I actually never use pogo except for White palace & Mushroom. I think team cherry should highlight pogo more in the early game. This not only happened to myself, my friemd and there are also steam comminity question about how to past the mushroom pogo.
Yeah I really like using the pogo and move through the world of hollownight without touching the ground is really fun Also idk why I'm saying this and here but the reason I quit HLD from it's start is how I couldn't get used to dashing being in the mouse/attack direction instead of keyboard/move direction easily, esspicially that in a lot of cases those two are opposites to me, tho may give it another chance later, perhaps if I get some sort of controller
I do like the pogo, but after beating hollow knight, I don't think it's combat or it's platforming is the best I've seen in the genre. I really like Touhou Luna Nights, it's my favorite metroidvania. It's combat system is focused around being able to stop time, and throwing knives. The knives are brilliant. They have recoil when thrown, so they can be used to get extra hight and distance from jumps, especially when combined with gliding and the other movement mechanics. The other thing is a certain upgrade that makes knives (and other player projectiles, like chainsaws) standable. This dramatically changes both the combat and platforming, and only works because you have to worry about both enemies and environmental hazards at the same time. And some environmental hazards and enemies keep moving when time is stopped, or even only move when it's stopped. It leads to a unique mix of bullet hell, platformer, and puzzle. The closest thing I can think of is the Touhouvania games, but those had straight up flying, and practically no puzzles. Also, I like it's world design. The game is not serious, and it's world is openly acknowledged as being fake. The "villain" (it's hard to call her a villain because the main character does not take her seriously) can control fate. The start of the game is fairly realistic, and feels fairly lived in. The closer you get to the "villain", the more absurd and dangerous things get. Lived in rooms give way to empty halls full of enemies, and those turn into cathedrals full of spikes and gears and buzzsaws. It goes from feeling a bit off, to empty and wrong, to antagonistic. It made me understand that environmental storytelling is not just adding details, but can also be removing them.
The pogo is honestly really amazing but it's never taught and not really an extension of anything that is taught, so many people (like myself) don't even realize it's a thing until it's necessary in fungal wastes. Despite this, unlike pogo said, early combat is still really fun.
I was hoping you'd be more specific about how to actually pogo using a keyboard or controller. No one seems to explain this in any tutorial. I've read comments where players talk about holding Down on the D-Pad, so does that mean you need to use the D-Pad for movement instead of the left joystick? Because I can't see how it would be possible to switch between them fast enough to pogo and continue moving left or right. I've also heard it's supposedly easier on keyboard as you can just hold the down arrow when jumping and press your attack key each time you want to pogo. Is that the standard way on keyboard? Or do most players remap the keys. Thanks!
I just use dpad for movement, so it’s simply down and attack + whatever direction you are wanting to go! You can also do it with the joystick, just down and left or right plus timing the attack
I'll be honest the reason I even quit blasphemous from it's start is because I hated that insta death mechanic, it felt boring and slow and I just quit instead
Call me a complete noob, but I am baffled at how easy everyone says it is whereas I struggle to do it even once, and not one source tells me how to get the hang of it. Maybe I just lack good timing skills or maybe it's because I'm playing it on PS4.
I can confirm that it is indeed accessible without wall jump. I have personally gone and fought Mawlek using only the pogo to reach him. Mantis claw is not required and the game even has something in place to tell you how to look down in case you got there that early and this was the first time you needed to be able to look down so you wouldn't fall on a hazard.
i feel like you were in a boss and was about to lose but you randomly pogo'd out of something and made this video with the sole intention to praise it for thyne acts
My favourite game mechanic is the “morbing bar” for morbius for the 3ds. After consuming enough blood morbius can “morb” which gives him a huge boost to his attacks and movements. Truly the most mechanic of all time.
Same! I love this mechanic! It feels very unique and intuitive. Morbing truly makes you feel like you are playing a game and is an accurate representation of when Morbius morbs in the movie of all time.
Its morbing time
it’s Morbin time!
I'm surprised you didn't mention that the pogo resets your dash and double jump, which adds a lot of complexity to the combat and platforming.
so its lke prrying in cuphed
@@hollowknightenjoyer except parrying by doesn’t reset your dash
I just wanna add some more appriciation, now to the world design.
I didn't know about the pogo (I knew you could attack down, that's all) for the two main areas, but then when I went to Fungal, I didn't have anywhere to go, so I explored some more, and then I realised I can pogo of things, and I progressed because I could jump over walls with the muschroom pogo.
The world design is so great, because atop other things, it can show you how to use abilities and so on, without a tutorial, or without leading you by the hand
same for me but i just looked it up lol
I was thinking about making the pogo in my game not work on spikes just so I could hear about fellow hollow knight players leaping to their deaths the first time. But I think you’ve convinced me that the mechanic would lose a lot without that.
I shall honor the pogo bro
ok but like you could add a spot like that, and then add an upgrade later like solid blade that allows you to pogo, which could help streamline story progression by showing player a pit of spikes that they can't pogo on, and then giving them an incentive to go back (solid blade)
@@williamliao4829 I really like this idea! It would keep things mechanically simpler at the start too.
For Pogobros split second text I got: "Blasphemous is a great game, I just dont think an ancient design choice created to pad out game length in the 80’s and 90’s has any place in a modern action platformer with a checkpoint system. It's just a time waster and makes me retread the same place I already have and refight the same enemies I have already shown I can beat. Can’t wait for Blasphemous 2 but I hope they go away and they focus on better boss design instead."
Pogoing is the thing i will miss most in Silksong.
(trailer spoiler warning if you care, don't click read more if you don't want to be spoiled)
Hornet actually has a somewhat similar move, her weird little down thrust thing. It feels kinda awkward though.
However she is seen using a traditional pogo move in the most recent trailer. Likely tied to a specific crest. I doubt they're gonna axe the traditional pogo. It's just too good.
That's great Pog Obro.
DONT START
I like the pogo a lot too, but I wish it was explained better in game, because I don't think I would have ever figured out that you can pogo off of spikes if it weren't for youtube.
The pogo in HK also integrates with other skills. Learning how to leverage a pogo to get another jump or dash is very rewarding.
Yes the pogo is very fun and so is the pogo bro channel
The pogo is indeed a great mechanic, but I didn’t get near to finding out its full potential by myself. Like the coin in Ultrakill, I only really learned its potential through other media, not by playing the game itself
The first time i learned about pogo was when i watched a video with brooding mawlek
Another awesome video, my friend! The pogo in Hollow Knight is such a satisfying mechanic. Awesome to hear the origins of what inspired your name choice too! Keep up the stellar work buddy! 👌😊
although I like the pogo, I must say the greatest mechaninc, or at least the most iconic movement mechaninc is the Bash from the ori games. it's just so GOOOOOD
I like the pogo but I never got the hang of it...
Other great game mechanics I think our:
Sonic Adventure era Version of the Spindash. (The levels were designed around it and how broken it was in SA1, allowing for shortcuts and hidden secrets.)
The Light Dash also from the Sonic Adventure games. ( When used with proper timing and mods in SA1, it allows you to zoom through levels on sets of rings, much more interesting than just crossing a gap.)
The Double Jump when properly integrated by devs and used by players. (Don't use for extra height, but longer jumps or combined with the pogo)
And the Team mechanics and interactions in Bug Fables the Everlasting Sapling. (A Paper Mario style RPG with a bug theme, also on Xbox game pass.)
And
What are you doing with me Pogo, every time I hear mirror magic - I want to play Celeste again.
alright alright I will use a different song
Levels of satisfaction:
Finishing a long term job: 5
Kissing your crush: 10
Pogoing Pire vessel and NKG: 78294776643728
Love this channel, we share quiet the same tastes and videos like this clearly show how you have a deep understanding of what separates the good games and mechanics from the real masterpieces. A mechanic I really, really loved is the Aeterna Noctis arrow teleporting, which together with pogo makes that game, particularly the end game bossfights, very satisfying, cause of its versatility and the creative ways you could use it for defense, offense, travelling level, platforming, puzzles ecc.
My favourite game mechanic is ricocheting a coin from Ultrakill. It so satysfying and it interacts with other weapons. You can do so many cool stuff with it and the harder a combination is the more badass and cracked you feel
I totally agree, that game has such a high skill ceiling
ultrakill is SO good. Cant wait for the rocket launcher update....maybe I should make a video on it ;)
@@Pogobro I think you already know my answer :D
This was a very Pog video POGoBro
In my first playthrough of HK, I didn't noticed it at all. It made some things like Colosseum much harder.
oof. I honestly figured it out right at the begining from pure luck if I remember correctly
@@Pogobro i noticed that I could pogo of enemies but not hazards like spikes. White Palace pogo-less was one hell of a platforming challenge. Possible though!
I descovered it at the very beginning. Idk why but I just did it without even thinking, it just seemed intuitive to me. For context Fury of the Fallen was the first charm I ever got. (Although I did lose 3 masks on the way over just because it was so new to me.)
Absolutely fantastic mechanic, you missed some stuff about how it can reset the double jump and the dash ability. But overall just a really good video analyzing something that deserves to be put into words of appreciation. I personally realized the pogo mechanic from the very get go and tried to continuesly apply it wherever I was, then I realized the crystal dash + Mantis claw interaction and knew even MORE mastery was possible. THEN I GOT THE OTHER ABILITIES and the game just kept giving me tools I could combine to keep doing things that let me feel like I was a goddamn badass.
The design of the combat and the platforming allowing you to be just as skilled as you wish to be about it makes it beautiful. I am not the biggest on platformers generally, so games like Celeste and Supermeat boy do not appeal to me because of the lack of actual combat. Hollow Knight somehow invoked a feeling of desiring to MASTER the system because it did everything right, and combined fit with all of the abilities and unique ways to go about the actual platforming was beautiful. You might not need the same basic skill level of platforming for Hollow Knight as you do for the other titles, but you can still use the same level of mastery to complete it in your own way, which I personally think is not just better and more accessible design, but it is also more inviting for you to desire to master it. Thanks for listening to my Ted Talk, this game is a 10/10 to me.
About the sequence breaks, I did the early watcher knight one and the pogoing instead of wall jumping in forgotten crossroads without even knowing they were unintended 😂
when i did that after 100000 attempts it made me feel so cool
they are intended progression skips lo, the game is chock full of intentional design choices to make skips possible, which is another reason for it's gigantic speedrunning community.
3:45 learning to pogo off Hornet's needle in?? early? game? Bru I still don't do that intentionally 300 hours in. When I started I would have barely been able to pull it off for Hornet 2 if I had thought to do it or realized it was possible.
Because it's in Hollow Knight, the #1 most beautiful, magnificent, masterpiece of human innovation and progression over the ages. The culmination. The final product. The ultimate piece of art.
That's why it's so great
If hollow knight is the #1, Then what will silksong be?
@@jakekiper9294 In my personal opinion I don't think it'll transcend Hollow Knight. It's just Hollow's empty, dark, lonely and mysterious atmosphere that _really_ gets me at the end of the day and Pharloon seems more like an industrialized, living kingdom. Thats just me though
@@nightwatch3889 I was just trying to be funny, But yeah I also like that dark vibe that hollow knight puts out, it makes npcs, When they do appear,much more special, in terms of gameplay though, I think silksong will transcend hollow knight.
@@jakekiper9294 gameplay, maybe. But complexity doesn't automatically make it better. Sometimes you need something simple. Sometimes it needs to be calm, instead of action packed, and slow instead of acrobatic. I think they'll both be equally amazing in their own ways
@@nightwatch3889 agreed
such a well done video pogobro!!!
The bash ability in the Ori games is up there for me as well!
Yea the Pogo in Hollow Knight is awesome.
And I don't know how or why but until this Video I read your Name as "Pog boro"
its okay I forgive you. Pog is probably a more standard term in gaming nowadays tbh
pogo makes me feel like a speedrunner :)
To sum this up : in Hollow Knight we bounce off enemies, projectiles and spikes, and that's nice.
This video is FOR YOU!!!!!
And that is thee best kind ofF VIDO
i like how they took pogoing to the next level in silksong by adding various types of pogoing style, changing it with every crest.
Great video! What's the name of the game at 1:36? The art style looks sick.
i did a cursed randomizer not to long ago and had only downslash for 75% of the game. BOY did i learn. Pogo is a godsend. still managed to beat the game in about 6ish hours with just downslash.
Hmm that's cool and all But damn that POG-O-BRO makes some good videos
My favourite game mechanic is probably the parry from my favourite game of all time: Rain World. Rain World is an incredibly unique game with procedural animation and amazing AI, where parrying is when you throw an object into another object that was usually sent flying towards you by a scavenger. Parrying is pretty impractical but damn, does it feel good to pull off
Tbh I didn't even know pogo existed after my first playthrough
How did you beat the game without pogoing once, isn’t it required for fungal wastes?
@@tryhardpenguin9636 I thought it was just a small mechanics local to mushrooms in fungal waste. But i meant, i found it very late game
6:28 and mark of pride, which helps with pogos.... hehehehe
Congrats on 20k subs
thanks! pretty crazy
I think you pogod more in the first hour of the game than I did in my entire first play through
Ah-“ another video of pogobro dripping over Hollow Knight
3:45 heh he he who's that never heard of em
I agree with you, Pog Obro.
I'm ten minutes ahead of you.
@@z3ldon704 shit.
You are a true speedrunner
I wanna play it now cause I remember the first time I did that spike skip, I laughed to myself in pride.
My favourite mechanic in Hollow Knight HAS to be the pogo, and a CLOSE second is bosses and enemies that you can BOUNCE by hitting them. Oh my god... Underrated mechanic, it's something that makes Dung Defender even more fun than he was already, and it makes Marmu very tolerable to me.
I agree pogo is great, but I disagree on it being well-taught. I didn't even know it exists until I spent many frustrated hours getting through the Fungal Waste mushrooms.
Also yeah I did Mawlek without pogo when I was newbie. It was super difficult.
1:46 "the knight doesn't get any s until WAY later in the game"
Desolate Dive: *Am i a joke to you?*
I should have been more clear looking back
For the longest time I searched for other MV's with the pogo mechanic because it makes your movement so fluid. How disappointed I was..... until I played Hollow Knight
All that and not a word on how to actually do it. New to gaming (steam deck) and HK is my first game. Thanks, enjoyed it but … I’ll figure it out. Cheers.
I actually never use pogo except for White palace & Mushroom. I think team cherry should highlight pogo more in the early game. This not only happened to myself, my friemd and there are also steam comminity question about how to past the mushroom pogo.
0:44 was this ACTUALLY one of the main inspirations for HK? :o
Wheres my 40 minute conifer plush review :(
its been extended to 10 hours so editing is taking FOREVER
Hollow knight didn't invent pogoing, but it popularized it.
I'm a spell and parries enjoyer, pogos are nice though.
5:09, beat the watcher knights after just beating mantis lords. Took more than 7 minutes lol.
Yeah I really like using the pogo and move through the world of hollownight without touching the ground is really fun
Also idk why I'm saying this and here but the reason I quit HLD from it's start is how I couldn't get used to dashing being in the mouse/attack direction instead of keyboard/move direction easily, esspicially that in a lot of cases those two are opposites to me, tho may give it another chance later, perhaps if I get some sort of controller
I do like the pogo, but after beating hollow knight, I don't think it's combat or it's platforming is the best I've seen in the genre.
I really like Touhou Luna Nights, it's my favorite metroidvania. It's combat system is focused around being able to stop time, and throwing knives. The knives are brilliant. They have recoil when thrown, so they can be used to get extra hight and distance from jumps, especially when combined with gliding and the other movement mechanics. The other thing is a certain upgrade that makes knives (and other player projectiles, like chainsaws) standable. This dramatically changes both the combat and platforming, and only works because you have to worry about both enemies and environmental hazards at the same time. And some environmental hazards and enemies keep moving when time is stopped, or even only move when it's stopped.
It leads to a unique mix of bullet hell, platformer, and puzzle. The closest thing I can think of is the Touhouvania games, but those had straight up flying, and practically no puzzles.
Also, I like it's world design. The game is not serious, and it's world is openly acknowledged as being fake. The "villain" (it's hard to call her a villain because the main character does not take her seriously) can control fate. The start of the game is fairly realistic, and feels fairly lived in. The closer you get to the "villain", the more absurd and dangerous things get. Lived in rooms give way to empty halls full of enemies, and those turn into cathedrals full of spikes and gears and buzzsaws. It goes from feeling a bit off, to empty and wrong, to antagonistic. It made me understand that environmental storytelling is not just adding details, but can also be removing them.
I beat hollow knight without knowing you could pogo on spikes...that would have made it way easier
I want to see Silksong as a $15 game, just like Hollow Knight, not because it's only worth $15, but to make a point.
what ever u say POG OBORO xD
The pogo is honestly really amazing but it's never taught and not really an extension of anything that is taught, so many people (like myself) don't even realize it's a thing until it's necessary in fungal wastes. Despite this, unlike pogo said, early combat is still really fun.
I was hoping you'd be more specific about how to actually pogo using a keyboard or controller. No one seems to explain this in any tutorial. I've read comments where players talk about holding Down on the D-Pad, so does that mean you need to use the D-Pad for movement instead of the left joystick? Because I can't see how it would be possible to switch between them fast enough to pogo and continue moving left or right. I've also heard it's supposedly easier on keyboard as you can just hold the down arrow when jumping and press your attack key each time you want to pogo. Is that the standard way on keyboard? Or do most players remap the keys. Thanks!
I just use dpad for movement, so it’s simply down and attack + whatever direction you are wanting to go! You can also do it with the joystick, just down and left or right plus timing the attack
This is off topic but what are your thoughts on Lotus Knight?
username checks out
Third, also I never used the pogo this much tbh
I didn't my first time through the game, but the second time through I learned how to, and it's really fun!
really? not even in boss fights?
@@Pogobro not really, just could'nt find when and how. It is great tho
Well i love Hollow knight but unfortunately I couldn't use the down pogo to its full capacity due to my keyboard setup :(
I'll be honest the reason I even quit blasphemous from it's start is because I hated that insta death mechanic, it felt boring and slow and I just quit instead
Someone PLEASE tell me where the spot at 2:42 is on the forgotten crossroads map is ive been searching for forever
I have completed 102% of the game and I still can’t perfect the pogo.
I dont disagree with this idea. But hollow knight parry is just.....godly
Call me a complete noob, but I am baffled at how easy everyone says it is whereas I struggle to do it even once, and not one source tells me how to get the hang of it. Maybe I just lack good timing skills or maybe it's because I'm playing it on PS4.
WHAT!? YOU ARE SUPPOSED TO WALL JUMP THERE? I tought the only way is pogo
Wait mawlec isn't normally accessible without wall jump
I can confirm that it is indeed accessible without wall jump. I have personally gone and fought Mawlek using only the pogo to reach him. Mantis claw is not required and the game even has something in place to tell you how to look down in case you got there that early and this was the first time you needed to be able to look down so you wouldn't fall on a hazard.
Early but this vid is just fax
Did anyone else click on this video simply because it has hollow knight in the title
Like instantaneously
of course
just an amazing game!
next vid: why is cuphead parry so great?🙂
that topic has been done by someone else actually
How can I master the pogo on ps4, any advice?
Yes POG-obro
alright thats it, the bread is getting toasted
@@PogobroNO
If you said the best mechanic in a video game was the pogo, in the garden warfare 2 community, you would have a bounty on your head
i feel like you were in a boss and was about to lose but you randomly pogo'd out of something and made this video with the sole intention to praise it for thyne acts
Am I the only one who thought it was Pog Bro
studio what?????
its dope as shit
Your name has been as obvious to me as is Hollow Knight being a masterpiece.
👍
Hmm alright so tell me why am I stuck at Broken V again ?
If any you punks say that goddam sentence
Hollow Knight
The soul mechanic is better and also in the same game do not clickbait me UA-cam man
shovel knight's pogo better
mega debate
4:23 that's why I did lol
Hmmmm?
I disagree, the best mechanic ever is the pogo pure nail in dead cells
First
It's not that unique tho.