
They offer boosts such as a bonus against flying enemies, the ability to climb up walls or an increase to the critical hit chance. They’re often reward for finding secrets or getting to out-of-the-way places. These are modifiers that Ori picks up over the adventure. Throwing another layer of complexity into the mix, the team adds spirit shards. Certain weapons will be more effective against different enemies but Moon Studios also throws in a spell system that lets Ori use spirit energy to imbue weapons with fire or heal the protagonist. Smith said that combat was supposed to make Ori feel like ninja, but at the same time, it would offer more of a tactile and strategic depth. Players can easily switch between weapons with a press of a button. Later on, Ori obtains a bow that allows for long-range attacks. Players get feedback on the damage done via health bar on enemies and objects. Ori uses its agility to take to the air or dodge incoming attacks. In many ways, it feels almost like a “Devil May Cry” or “Bayonetta” game. Fighting is quick and fluid, matching the speed and grace of the platforming. Using the sword, Ori defeats the monsters in the unfamiliar woods. Ori begins with a torch that it can swing around but that quickly gets upgraded as the hero is given a spirit weapon. A storm separates the two and Ori must reunite with Ku and find a way back home.Īs Smith hinted at, the biggest change this time around is the combat. Overjoyed, the two take to the skies, but their gallivanting takes an unfortunate turn. The protagonist grabs Kuro’s feather, an item from the previous game, and uses it to help the child to fly. It was hatched with a bad wing, but Ori comes up with a solution. The child of Kuro, the owl, is happy but missing a defining trait: The owlet can’t fly. Ori, Naru and Gumo welcome Ku to their family at Swallow’s Nest. It begins almost immediately after the original. The team did that by putting the protagonist in unfamiliar surroundings. We had a desire to push combat forward and continuity. “It was more about platforming and traversal rather than interacting with enemies.


“‘Blind Forest’ had very simplistic combat,” said Daniel Smith, senior producer at Xbox Game Studios for the sequel. It’s a balancing act, one that “Ori and the Will of the Wisps” executes adeptly. Diverge from the formula and it becomes a different game that alienates the fanbase. Make it too similar and critics may ask why it wasn’t just an expansion pack or downloadable episode. How could the Moon Studios developers improve on a title that did so much right?Ī follow-up has to capture the same magic as the original, but it must do it in a fresh way. “Ori and the Blind Forest” was such a perfect game that a sequel would be difficult.
