Saturday, May 2, 2020

Platforming Magic--Ori and the Will of the Wisps

For some reason I have to be in just the right mood to pick up a platformer.  I picked up Celeste late last year and still haven't finished it--there's just something mildly torturous about the modern iteration.  That doesn't mean that they aren't brilliant games, it just means that for me anyway, I have to be in just the right frame of mind to be willing to accept a lot of failure.  Before I ended my relationship with Game Pass, the timing and my frame of mind were right to check out the next chapter in the Ori series--Ori and the Will of the Wisps.

Ori and the Will of the Wisps picks up after the events that took place in the first game.  Ori and his cute, monster/critter friends are helping to raise the amazingly adorable, owlet Ku.  Unfortunately for Ku, her ground bound caretakers aren't exactly equipped to properly teach her how to fly.  Once she's old enough they try and try to get her to take flight, but she just can't manage it--the feathers on one of her wings are underdeveloped and it seems like flight is impossible for the little owl.  In true Ori fashion, it's very sad (I swear that one of the goals in the Ori games is to make you cry in the first 10 minutes),  Fortunately for Ku, Ori has the bright idea to recover a feather from the site of Ku's former nest and figures out how to attach it to Ku's wing.  Ku is finally able to fly!  Ori and Ku take off together to explore the forest....but, the story has to start somewhere, and a massive storm approahces and Ku's feather apparatus is knocked loose!  Ku and Ori crash down into separate areas of the forest.  Ori's mission is to track down Ku and try to bring her back to their home.

Some gameplay related information--this time around, I was very patient and decided to try to uncover as many of the secret areas and hidden items as I could.  I didn't quite get 100%, but I got pretty close (95%, I think...I can't remember).  I played the first game on mouse and keyboard and it was very challenging (I would not recommend it) but this time around I used a controller and it made it so much easier and more enjoyable.  I think my total playthrough, even with all the exploring, clocked in at around 30 hours.

Pros:
+ Gorgeous settings and environments.  The game is scattered across several different zones that represent a variety of biomes.  Each biome has mechanics specific to it (which is a new feature)--for example, in the ice biome, Ori has to find special brazier-like doodads and figure out how to light them to melt iced over areas in order to progress.  Each area has a beautiful backdrop in true Ori fashion.

+ Beautiful soundtrack.  The music in Ori has always been a highlight for me.  Soaring piano tunes and furiously fast-paced chase sequences...it fits the game perfectly.

+ Cute critters.  Throughout the game Ori meets a wide variety of forest animals who need help.  The Moki are a fox-like/cat-like group of creatures who live in the forest.  They've been forced out of their traditional homes by the villain in the game (a large, very creepy looking deformed bird-creature) and are trying to adapt to life in a new setting.  There's an entire sidequest/gathering tasks that unlocks once you reach a certain part of the game where you can find hidden ores and use them to build a new village for the Moki.

+ New mechanics.  Many of the platforming mechanics from the first game carry over into the second--at a certain point in the game you can unlock the bash-jump (where you jump and angle to trajectory of you flight) which is familiar--but there are also some new ones.  In the watery biome, you unlock a spinning underwater dash that can be used to move quickly while swimming or attack underwater enemies.  The same mechanic applies when you reach the sand biome--you can plunge into and under the sand and use it as a platform for high jumps.  The new mechanics take a little while to get used to, but help make some highly enjoyable platforming levels.

+ Unlockable talent/orb system.  Throughout the game Ori can find special orbs which unlock slots for special abilities.  Then, the challenge is finding all the different special ability orbs.  The orbs accentuate Ori's abilities--some of my favorites were the wall cling ability (allows Ori to automatically cling to walls); the triple jump (three jumps!  It's great for jumping across wide areas), and then a standard damage reduction ability.  There are many different abilities and you can swap them out to best fit your needs.

+ A variety of combat abilities.  Ori can also discover various attack abilities--a fast, rapid series of attacks; a giant-hammer-like smash attack, and many others.  There is a customizable wheel where you can assign attacks abilities to certain spots and easily swap them out.

+ Platforming that is just the right amount of challenge.  Certain areas provide challenge--spinning, wheel-like objects that require well-timed jumps; vast gulfs that look impossible to traverse at first, but which can be overcome with the right combination of abilities; it is difficult, but it's doable.  You can expect to die quite a bit, but it doesn't feel overly punishing.

+ Boss fights.  Throughout the game Ori encounters a number of big baddies.  These fights require utilizing your abilities and simply learning the mechanics of the fight.  Generally they are going to take several tries to finish, but it's always satisfying to finally defeat a boss.

+ Chase sequences.  One of the best (but also frustrating) parts of the Ori games are the nutso chase sequences.  There are several in Will of the Wisps and they require a combination of quick reaction time and knowledge of new abilities.  There's always a feeling of relief when you do manage to finish a chase sequence.

+ Sidequests and tasks.  There are many Moki scattered around the map who are in need of specific items.  Some of them will give Ori an actual quest which will appear in the log and others just request certain items (which are hidden around the map).  There is plenty to keep you exploring.

+ Combat and platforming challenges.  Scattered around the map are discoverable pillars which unlock special challenges.  The combat challenge pillars summon waves of enemies that must be defeated--the major catch is that the enemies will not drop health orbs.  You have to defeat multiple waves but the rewards are new abilities or ability slots, so it's very worthwhile (even though some of them are quite difficult).  There are also special shrines which unlock special platforming challenges which pit you against a "ghost" Ori across a specific area of the map.  The goal is to reach the end shrine before the "ghost" as quickly as you can.  I found the platforming challenges to be particularly daunting.  They also provide rewards.

Cons:
- Chase sequences can be frustrating.  If you fail a chase sequence, you always have to start it over from the beginning.  It's part of the challenge, but is one of the more difficult mechanics in the game.  It took me several tries to get past the sandworm (one of the craziest chases in the game--it's pretty late in the game).  I've always enjoyed the chases, but they can be frustrating.

Recommendation:
Even though I wouldn't rank platformers as my favorite genre of games, Ori and the Will of the Wisps is a lot of fun.  It continues and improves upon the formula established in the first game--beautiful settings and music, challenging platforming, bonkers chase sequences, and lots of hidden areas to find.  I would recommend playing it (especially if you have Game Pass) and purchasing it.

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