{"id":217,"date":"2026-06-06T16:05:28","date_gmt":"2026-06-06T19:05:28","guid":{"rendered":"https:\/\/revolutionarena.com\/nintendoparty\/?p=217"},"modified":"2026-06-06T16:05:29","modified_gmt":"2026-06-06T19:05:29","slug":"mina-the-hollower-review-the-small-mouse-with-the-biggest-adventure-of-the-year","status":"publish","type":"post","link":"https:\/\/revolutionarena.com\/nintendoparty\/mina-the-hollower-review-the-small-mouse-with-the-biggest-adventure-of-the-year\/","title":{"rendered":"Mina the Hollower\u00a0\u2013\u00a0Review\u00a0\u2013\u00a0The Small Mouse With the Biggest Adventure of the Year"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\">There is a specific kind of magic that only a handful of games manage to conjure. It is the feeling of stepping into a world that breathes on its own, that hides its secrets with confidence, that trusts you enough to figure things out without holding your hand every step of the way. I have been chasing that feeling for years, and I did not expect to find it wrapped inside a pixelated gothic island inhabited by talking animals and cursed spark generators. But here we are, and Mina the Hollower might just be the most unexpectedly wonderful game I have played in a very long time.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Yacht Club Games built its reputation with Shovel Knight, a title that became one of the defining indie releases of its era. The pressure to follow that up with something equally impressive was immense, and the studio was very open about how much was riding on this project. Years of development, multiple delays, a Kickstarter campaign that raised over a million dollars: everything about Mina the Hollower suggested a game carrying the weight of enormous expectations. Having now spent more than 25 hours on Tenebrous Isle, I can tell you with complete certainty that those expectations were not just met. They were exceeded in ways I genuinely did not anticipate.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The setup is deceptively simple. Mina is a Hollower, an inventor and engineer who designed a series of spark generators that power and protect the island of Tenebrous. Her old friend Baron Lionel has called her back because the generators are failing, sabotaged by a shadowy rival named Thorne. What sounds like a maintenance mission quickly spirals into something far darker and more layered, involving a curse that has consumed the island, a cast of strange and memorable characters, and stories both funny and heartbreaking tucked into every corner of the world. The main narrative is not the most complex ever written, but the world around it is dense with lore, personality and atmosphere that kept me invested from the opening moments to the final credits.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">And those final credits took a while to arrive, which is exactly how I wanted it. Mina the Hollower is a big game disguised as a small one. That modest Game Boy Color aesthetic hides a sprawling, intricate adventure that will consume your evenings, occupy your thoughts during the day, and reward your curiosity in ways that feel genuinely earned. If you give it the time it deserves, it will give you something you will be talking about for years.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Mechanics and Gameplay<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The first thing Mina the Hollower asks you to do is choose a weapon. It is a small decision with large implications, and it sets the tone for everything that follows. My choice was the chain whip, which felt immediately satisfying with its generous reach and its rhythmic attack pattern. Later I discovered a massive hammer that hits like a freight train but swings with the urgency of a sleepy glacier, and a pair of daggers that reward aggression and close-range precision. All of them are available to you eventually, and all of them can be upgraded with modifiers that change how they behave in interesting ways. But that first choice tells you something important: this is a game about committing to a playstyle and learning to work within it.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">At the center of everything is Mina&#8217;s hollowing ability. She can dig into the ground at almost any moment, travel beneath the surface for a limited time, and burst back upward with enough force to reach places a standard jump never could. On paper this sounds like a single mechanic. In practice it is the engine that drives the entire game. Burrowing under enemy attacks, using underground movement to reposition during combat, boosting your aerial distance by emerging from the ground mid-jump, digging beneath certain blocks to uncover hidden rooms: the ability weaves through every aspect of the experience in a way that feels elegant rather than overwhelming. It took me a few hours to internalize it fully, but once I did, the game transformed. Suddenly I was not just reacting to situations. I was reading them, planning my dives and emergences, using the underground space as a tactical dimension that most enemies simply cannot reach.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Combat is demanding and deliberate. Mina cannot attack in all directions freely, which forces you to think about positioning constantly. Enemies come in a remarkable variety of forms: some crawl along the ground, some float above it, and some are happy to switch between the two the moment you think you have figured them out. Boss encounters are the clear highlight of the combat design, each one a substantial challenge with distinct phases and attack patterns that punish impatience and reward careful observation. I died to several of them multiple times, and each death taught me something useful. That loop of learning, adapting and eventually succeeding is one of the most satisfying rhythms in all of gaming, and Mina the Hollower executes it beautifully.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The healing system deserves special mention because it is genuinely clever. Drinking a health vial in isolation restores very little. To make healing effective, Mina first needs to generate plasma by attacking enemies, which gradually builds up a secondary resource. The more plasma she has accumulated, the more a vial will restore. This turns healing into an active decision rather than a passive safety net. Even when my health was dangerously low, throwing myself back into the fight to generate plasma before taking a potion was often the smartest play. It creates a rhythm where aggression is rewarded and hesitation is punished in a way that feels fair and exciting in equal measure.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The trinket system adds another layer of depth that I found endlessly compelling. Over 60 equippable items are scattered across the island, each one conferring a different passive benefit. Some are straightforward offensive or defensive upgrades. Others are wonderfully strange: one emits a damaging pulse whenever Mina burrows, another saves her from a killing blow exactly once before breaking. Finding new trinkets, reading their descriptions, and thinking about how they might complement my current loadout was something I genuinely looked forward to throughout the entire adventure.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Structurally, the game revolves around the central town of Ossex, from which six paths lead outward to the island&#8217;s distinct regions. You are free to tackle them in any order you choose, and the game provides no map, no quest markers, and no tutorial pop-ups to guide you. Instead it gives you newspapers with local news, NPCs with things to say, signposts, environmental clues, and your own eyes. I carried a notepad during my first dozen hours because there were always loose ends to track: the book on a high shelf I could not reach yet, the locked door in a building I had visited three times, the beach that let me see my next destination clearly with no obvious way to get there. Working through those mysteries one by one was endlessly satisfying.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The dungeons themselves are exceptional. Each one has a thematic identity and a set of mechanical rules that change how you interact with the space. One floods its rooms with water to reveal hidden platforms. Another completely restructures the logic of its platforming sections with sand currents. None of them overstay their welcome, and all of them end with boss encounters that are among the best designed in recent memory.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Graphics<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Mina the Hollower commits fully to its Game Boy Color inspiration, and that commitment pays off in ways that regularly stopped me in my tracks. The visual style is not simply a nostalgic costume thrown over a modern game. It is a carefully considered artistic choice that shapes every aspect of how the world looks and feels. The pixel art is executed with extraordinary craftsmanship, with character designs, enemy sprites, environmental details and animations that demonstrate a deep understanding of what made that era of visuals so distinctive.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The color palette leans heavily into the gothic atmosphere of the setting. Deep purples, cold greys, muted greens and amber torchlight define the visual language of Tenebrous Isle, and each region uses this palette in its own distinct way. The eternal autumn zone has a melancholy warmth to it, all rust and amber and falling leaves. The baroque cemetery section feels genuinely oppressive, with its deep shadows and architectural excess. The icy northern reaches are cold and isolating in a way that the limited color range somehow makes more effective, not less.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">What impresses me most is how expressive the game manages to be within these self-imposed constraints. Mina herself reads as a fully realized character through her animations alone: the determined little frown, the way she braces when landing from a high fall, the almost playful motion of her burrowing dive. Boss characters are visually spectacular, each one a memorable design that would feel at home in any era of gaming. Enemy variety is vast, and the design team clearly had fun with the creature concepts.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">There is one moment I keep returning to mentally: a section where the game attempts a kind of false three-dimensional perspective within its own pixel art rules. It should not work as well as it does, and yet it is genuinely impressive. It is the kind of creative problem-solving that reminds you there are real artists behind every screen in this game.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The only visual area where I occasionally struggled was in reading the depth of certain environmental elements. A handful of times I was uncertain whether an object was a wall, a floor or something I could interact with. It is not a significant problem, and it fades entirely once you spend enough time with the game&#8217;s visual language, but it is worth mentioning.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Sound<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">I am going to say something that might sound hyperbolic, and I want you to know I mean it sincerely: the soundtrack of Mina the Hollower is one of the best I have heard in any game this year, from any budget, in any genre. Jake Kaufman, who composed the music for Shovel Knight, returns here with a collection of over 90 tracks built around the SCC sound chip of MSX computers. The result is a chiptune score that has genuine personality and emotional range, from melancholic ambient pieces that fill the quieter exploration sections to urgent, pulse-raising battle themes that elevate every combat encounter.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Yuzo Koshiro, the legendary composer behind Streets of Rage, contributes several guest tracks, and the collaboration is seamless. Where Kaufman&#8217;s compositions bring a gothic warmth and a melodic sophistication that suits the game&#8217;s adventurous spirit, Koshiro&#8217;s contributions add a different kind of rhythmic intensity that slots perfectly into the overall sound. The two styles complement each other in a way that suggests genuine creative dialogue rather than simply sharing a playlist.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Every region of the island has its own thematic music that reinforces the atmosphere of that area. Returning to Ossex after a difficult excursion into one of the game&#8217;s more hostile zones always came with a sense of relief that the music actively contributed to, its warmer, more familiar tone acting almost like an audio embrace. The dungeon music ratchets up the tension appropriately, and the boss themes are genuinely exciting, the kind of tracks that make you feel like the encounter matters.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The sound design throughout is precise and purposeful. The distinct thud of Mina hitting the ground after a fall, the sharp crack of a successful whip strike, the specific sound of her diving underground and the corresponding burst of her emergence: these are not afterthoughts. They are part of the gameplay feedback loop, and they make the mechanical actions feel more satisfying than they would in silence.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Play this game with headphones if you have the option. The soundtrack rewards close listening, and the full range of its detail and texture is something you do not want to miss.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Fun<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">I want to be honest about something: the first few hours of Mina the Hollower are hard. Not in a cheap or unfair way, but in the way that genuinely demanding games are hard, where you feel the shape of what the game wants from you before you fully understand how to give it. I got lost in Ossex. I died to that wandering pickpocket who stalks the town streets and steals your bones faster than you can earn them back. I reached areas that clearly were not meant to be tackled at my current level and got swiftly punished for my curiosity. And through all of it, I felt the pull of the game rather than the urge to put it down.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">That pull is what separates truly great games from merely good ones. Mina the Hollower has something to say around every corner, some secret to reveal, some mechanical surprise to introduce, some NPC with a story that adds texture to the world. The moment things started to click, around the four-hour mark when I finally understood the rhythm of burrowing combat and discovered my first underground secret room, the game became something I genuinely could not stop thinking about between sessions.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The boss fights are pure fun in the most fundamental sense. Each one is a performance, a creature with presence and personality and a set of attacks that demand your full attention. The early encounters introduce the language of this combat. The later ones test how fluently you have learned to speak it. Defeating a boss that had beaten me five or six times feels different here than in most games, because the difficulty is communicative. Each failure tells you exactly what you need to learn.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Exploration is equally rewarding. The island is enormous and densely designed, and the game trusts that you will find its secrets if you look carefully enough. Walls that appear solid can be destroyed. Floors that appear flat can be dug through. Paths that appear blocked become accessible once you acquire the right combination of trinkets or understand a mechanic you overlooked earlier. The density of secrets in this game is genuinely extraordinary, and uncovering them feels like a conversation with the design team.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The train, when you finally unlock it, is a perfect example of what makes Mina the Hollower special. It is a fast travel system in practical terms. But it is also an actual train, with carriages to walk through and passengers to speak to and details that enrich the world simply by being there. You did not need to be able to talk to the passengers. The game included it anyway, because that is what this kind of love for world-building looks like.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Performance and Optimization<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The Nintendo Switch 2 version of Mina the Hollower is a technical achievement that deserves recognition. The game runs at 120 frames per second with HDR support, and that combination of frame rate and color depth elevates the pixelart presentation in ways that I found genuinely surprising. The HDR implementation makes the already vibrant color palette pop with an intensity that gives the gothic world a strange and beautiful luminosity.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Not once during my playthrough did I experience a frame rate drop, a loading hiccup, a visual glitch or any technical issue of any kind. During the most visually demanding boss fights, with multiple visual effects firing simultaneously and enemies filling the screen, the performance remained completely locked. This level of stability is not something every game achieves even in less visually busy moments, and it speaks to the care the development team put into optimization.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Handheld mode is equally impressive. The Game Boy Color aesthetic suits portable play with an almost eerie naturalness, as though the game was always meant to be experienced on a screen you could hold in your hands. The performance remains rock solid, and the soundtrack through the Switch 2&#8217;s speakers has a warmth to it that feels entirely appropriate for the chiptune composition.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">For players who own the original Switch, the game runs at a stable 60 frames per second, and the upgrade to the Switch 2 edition is completely free. That is a generous policy that reflects well on Yacht Club Games as a studio. Controls are responsive and precise throughout, mapping perfectly to the demands of a game where timing and spatial awareness are fundamental to survival.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Conclusion<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Mina the Hollower is a masterpiece, and I do not use that word lightly or often. It is the product of years of careful, passionate design work by a studio that clearly loves the games that inspired it and understands that true homage means capturing the feeling of those games rather than simply recreating their surfaces. It is Zelda and Bloodborne and Castlevania and Dark Souls and none of those things simultaneously, because it has its own identity that belongs entirely to itself.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">It will challenge you. It will confuse you in the early hours, and there will be moments where you feel stuck in a way that tests your patience. But it will also reward every ounce of effort you put in with moments of discovery, triumph and wonder that most games simply cannot offer. The world it builds is dense and alive. The mechanics are deep and satisfying. The presentation is extraordinary within its chosen aesthetic. The soundtrack is one for the ages.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">At its price point, Mina the Hollower is one of the easiest recommendations I have made in years. If you have any affection for top-down adventures, for challenging action games, for worlds that reward curiosity and attention, for pixel art executed with genuine artistry, or simply for games that are designed with obvious love and craftsmanship, this is essential. Do not let the modest appearance fool you. There is nothing small about what Yacht Club Games has built here.<\/p>\n\n\n\n<p class=\"has-vivid-green-cyan-background-color has-background wp-block-paragraph\"><strong>Pros:<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Exceptional world design with over 1,200 hand-crafted screens packed with secrets and meaningful connections.<\/li>\n\n\n\n<li>The burrowing mechanic is brilliantly integrated into combat, exploration and platforming.<\/li>\n\n\n\n<li>A stunning soundtrack of over 90 tracks from Jake Kaufman and Yuzo Koshiro.<\/li>\n\n\n\n<li>The trinket system encourages deep and creative build experimentation.<\/li>\n\n\n\n<li>Seven New Game Plus modes and hundreds of modifiers offer remarkable replayability.<\/li>\n\n\n\n<li>Gothic Victorian atmosphere perfectly balanced with charm and subtle humor.<\/li>\n\n\n\n<li>Flawless technical performance on Switch 2 with 120fps and HDR support.<\/li>\n\n\n\n<li>Extremely affordable price point with a free upgrade from the original Switch version.<\/li>\n\n\n\n<li>One of the most comprehensive accessibility systems in any indie game to date.<\/li>\n\n\n\n<li>Combat is tense, rewarding and elevated by the plasma-based healing mechanic.<\/li>\n<\/ul>\n\n\n\n<p class=\"has-vivid-red-background-color has-background wp-block-paragraph\"><strong>Cons:<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>The initial learning curve is steep enough to potentially discourage less patient players.<\/li>\n\n\n\n<li>The absence of tutorials may create genuine frustration during the opening hours.<\/li>\n\n\n\n<li>Depth perception in certain environments can occasionally be unclear due to the 8-bit aesthetic.<\/li>\n\n\n\n<li>The main storyline, while enjoyable, is relatively straightforward compared to the richness of the surrounding world.<\/li>\n\n\n\n<li>Losing sub-weapons upon death can feel punishing when they have become central to your combat approach.<\/li>\n<\/ul>\n\n\n\n<p class=\"has-luminous-vivid-amber-background-color has-background wp-block-paragraph\"><strong>Avalia\u00e7\u00e3o:<\/strong><br>Gr\u00e1ficos: 9.0<br>Divers\u00e3o: 9.5<br>Jogabilidade: 9.5<br>Som: 9.5<br>Performance e Otimiza\u00e7\u00e3o: 10.0<br><strong>NOTA FINAL: 9.5 \/ 10.0<\/strong><\/p>\n","protected":false},"excerpt":{"rendered":"<p>There is a specific kind of magic that only a handful of games manage to conjure. It is<\/p>\n","protected":false},"author":1,"featured_media":219,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"fifu_image_url":"https:\/\/revolutionarena.com\/pt-br\/wp-content\/uploads\/sites\/2\/2026\/06\/Mina-the-Hollower.jpg","fifu_image_alt":"","footnotes":""},"categories":[2],"tags":[11,6],"class_list":["post-217","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-reviews","tag-switch","tag-switch-2"],"_links":{"self":[{"href":"https:\/\/revolutionarena.com\/nintendoparty\/wp-json\/wp\/v2\/posts\/217","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/revolutionarena.com\/nintendoparty\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/revolutionarena.com\/nintendoparty\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/revolutionarena.com\/nintendoparty\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/revolutionarena.com\/nintendoparty\/wp-json\/wp\/v2\/comments?post=217"}],"version-history":[{"count":1,"href":"https:\/\/revolutionarena.com\/nintendoparty\/wp-json\/wp\/v2\/posts\/217\/revisions"}],"predecessor-version":[{"id":218,"href":"https:\/\/revolutionarena.com\/nintendoparty\/wp-json\/wp\/v2\/posts\/217\/revisions\/218"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/revolutionarena.com\/nintendoparty\/wp-json\/wp\/v2\/media\/219"}],"wp:attachment":[{"href":"https:\/\/revolutionarena.com\/nintendoparty\/wp-json\/wp\/v2\/media?parent=217"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/revolutionarena.com\/nintendoparty\/wp-json\/wp\/v2\/categories?post=217"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/revolutionarena.com\/nintendoparty\/wp-json\/wp\/v2\/tags?post=217"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}