![]() ![]() No spoilers, but this isn't a "blow through in one night" sort of game. Sometimes it just boils down to finding an item behind an area that is a challenging run, but it's both better than nothing and often worth a player's time.Īnd while some might scoff at how a platformer of this ilk could be a big, lengthy game, but Will of the Wisps is massive. Side quests are also a thing, and not unwelcome. Players can work their way through and even go so far as to swap out abilities on the fly in action. There isn't some linear skill tree where players have to invest in things they don't want in order to get the good stuff. This makes for a complex, customizable experience. There are multiple ways to tackle many challenges, which adds power to the idea a game already littered with strong replayability has even more facets to it. This also applies to passive bonuses.Īgain, juggling which abilities to have active at a given time is a minigame in itself. The game starts to peel back like an onion in the way it smoothly guides players to new abilities (or at merchants throughout the world) and currencies capable of improving various elements like health and upgrading abilities already owned. Traveling friends seemingly set out on their own journey and amusing side characters all inhabit the whimsical offering and round it out nicely. Part of the charm here is not only the original crew from the game's opening, but some of the supporting characters unrolled as the story progresses. Will of the Wisps captures that feeling again in a rewarding loop, even if some of the challenges in the moment can feel wildly difficult. The best gameplay lets the player work their own way toward a goal, eventually climbing the mountain of a big challenge. It's a special experience and a very "ah ha!" moment to put the proper skills together with timing in order to unearth a secret or merely progress the game as a whole. This doesn't much dial in on the platforming itself. Moon Studios nailed this in the first game in a way most can't. Little fights, especially early in the game, can have the feel of boss fights. But it's a simple matter of understanding the type of enemy and working around the mechanics. But where other titles would have a potentially eye-rolling tutorial, Ori smartly escalates the difficulty around new abilities, training players in them while they probably don't realize it because they're enjoying the experience.Ĭombat against certain enemies can frustrate at times, especially when they're zooming at Ori while you attempt jumps around environmental hazards. There's no tutorial or extensive explanations, which isn't to say the game has a distaste for its players and feels punishing. ![]() Refreshingly, the game doesn't hold a player's hand. Before long, Ori has a sword-style melee attack, a bow and a sentry turret of sorts, which makes things more complicated (in a fun way) as players must juggle the usage of each because using non-melee abilities comes at a cost. There's a Metroidvania feel to progression through the map, and being equipped with new abilities and backtracking to unlock goodies and find new areas is not only addictive but central to the gameplay loop. It's thrilling fun in action reminiscent of not only the first game, but memorable, challenging titles from past years such as Super Meat Boy. Ori jumps, double jumps, dashes, slides on walls and manipulates projectiles to change course mid-air-to name a few of the abilities-while avoiding baddies, environmental traps and moving obstacles, often at high speeds. The soundtrack is bound to fall on best-of-year lists, as the score only escalates the tension of a jump sequence requiring the utmost precision. This game is masterful, with the joyous moments elevating the on-screen scene and the darker moments foreboding, creating sweat-on-palms material. Screens can get clogged with all the action, but it's never too difficult to track the player's character or discern what's happening. The various stunning color pallets give each locale a distinct feel, and the vibrancy of the often contrasting elements really pop regardless of screen. Plenty of future emulations will persist in the industry, though most figure to fall well short of the mark. Picturesque painted backgrounds depict gorgeous scenery, from cozy little windmills to swampy backdrops and beyond.Ĭalling the visual design genius wouldn't be too hyperbolic. ![]()
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