What video games can teach us about writing (3/3)

Over the last two months, I've written posts about how Breath of the Wild is an excellent example of how to do settings and how Shovel Knight reveals the depths of its characters through gameplay. While I'm sure the Breath of the Wild sequel will continue to advance its worldbuilding technique, and the final Shovel Knight DLC will give more insight into one of its boss characters, I'd like to spend this month discussing how Hollow Knight can provide writers with some clues on how to write effective foreshadowing, integrate ambiance into their settings, and provide steady and discernible character growth in their protagonists. Before we get into it, though, I feel a short explanation of the "Metroidvania" genre is in order. Hollow Knight is a platformer that abides by some of the basic tenets of games like Super Metroid and Castlevania: Symphony of the Night (hence the genre of "Metroidvania"). There are two main aspects to a good Metroidvania: exploration and upgrades....
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