Something went wrong. Try again later

Mento

Check out Mentonomicon dot Blogspot dot com for a ginormous inventory of all my Giant Bomb blogz.

4972 552270 220 913
Forum Posts Wiki Points Following Followers

Indie Game of the Week 03: Ori and the Blind Forest

No Caption Provided

There's no denying that I have a soft spot for SpaceWhippers, going so far as to make up a new name for them that has yet nor will ever catch on. At the end of last year I mainlined some of the more significant recent genre entries: Axiom Verge, Headlander, Momodora: Reverie Under the Moonlight and a revisit of the stellar Castlevania: Aria of Sorrow. One of those abandoned genres like survival horror that the Indie market has embraced in lieu of continued support from major studios and the "AAA" market, who are far more interested in the avaricious gains to be found in open-world and online games with plentiful microtransaction support, SpaceWhippers are often an exercise in elegant level design and an attempt to inject a world with a developing sense of familiarity by having players discover new areas as they continue to track and backtrack through the same photogenic thoroughfares. There's more to the genre than just superficial geographic concerns, of course, but when you have a game as luxuriously rendered and animated as Ori and the Blind Forest, there's a sense that the developers wanted the player to see as much of that world as possible, even if it means passing through the same picturesque copse a number of times on their way to the next required destination.

Ori is in many ways a standard SpaceWhipper. I once speciously attempted to define the SpaceWhipper (back when I was still calling it by its accepted name, Metroidvania) by the three slightly older and more established genre "pillars" on which any given SpaceWhipper might stand: platforming, action (by way of a semi-elaborate combat system) and light RPG mechanics, though I perhaps forgot that light RPG mechanics can be found in almost everything. A SpaceWhipper is defined first and foremost by its exploration of an ever-expanding world made possible with the regular influx of new traversal-enabling abilities, such as high ledges prohibiting any player who has yet to acquire a double-jump, or an underwater zone impassable to those who have yet to unlock the incredible and elusive power of swimming. However, exploration for exploration's sake is rarely enough, and a SpaceWhipper's "meat" can be built from any combination of those three aforementioned genres.

You can hit the screenshot button at literally any point in this game and end up with a stunning image.
You can hit the screenshot button at literally any point in this game and end up with a stunning image.

The crux of Ori's gameplay and challenge is almost entirely on the platforming aspect of that triumvirate, with most of the acquired skills revolving around its little glowing hero's dexterity. While the genre-ubiquitous double-jumps, ground-pounds and wall climbs are here and accounted for, Ori does have a few extra abilities that have led to some novel platforming scenarios. The most significant of which, in my view and based on how far I am, is the "bash" ability that allows Ori to catapult himself in any direction using certain types of environmental objects as a hook. These objects can include passive lantern fixtures in the background, but also enemies and enemy projectiles. A corollary of this catapult maneuver is that it sends the object used as a launch point to fly in the opposite direction. Not only does this ability create a means of expedient motion, by quickly slingshotting from point to point, but also a creative way of dispatching enemies or quickly moving past them if your intent is to avoid combat. Eliminating creatures does net a few gains - as well as regaining health and "mana", the game has an experience point system to be spent on optional but useful abilities, like increased defense or a magnet for item drops - but these rewards can come at a cost if the player is forced into a protracted battle with a durable enemy, and it's often more efficient to just sidestep battles entirely and getting one's XP gains from collectibles instead. By creating a means to quickly whip past them, the game clearly defines itself as a platformer first and foremost with combat being a largely secondary concern. In fact, combat rarely becomes more involved than mashing the attack button and letting Ori's Navi-like buddy zap enemies with beams of light until they explode.

Presently, I'm only halfway through the game, but I've already faced some challenging situations in my quest to heal Ori's sylvan home from the red-and-purple-tinged corruption that has seized it. One such challenge occurred directly after restoring the "element of water", which quickly filled the hollow tree trunk dungeon I was in with a rushing torrent of water and forced me to quickly escape to the top of the structure by using the newly acquired bash power described above to stay one step ahead of the rising cascade. A significant element to contribute to the game's heightened difficulty is that it doesn't checkpoint like others of its genre, nor does it preserve any progress after the last time you saved. It incorporates instead a "save anywhere" system that requires the player expend some of their mana to create a save point at any time. The first few times you forget to save after a difficult platforming challenge or after ten minutes spent backtracking to sweep up suddenly-accessible collectibles and lose that progress is enough to impart the importance of saving regularly. Fortunately, as you gain more mana reserves, the expenditure of a new save point becomes less and less costly. It then boils down to the irritation of simply forgetting to do it regularly; still, if it was a choice between this system and the static save points of the genre's 16-bit/32-bit forebears, I appreciate being able to set down a save point right before a gauntlet of spikes and/or instant-kill timed beams to push past. It is, essentially, a modern save state system with a handful of caveats and limitations - it won't let you save on "unstable ground" (such as a crumbling platform) or "a dangerous area" (in the path of a laser beam, even if that beam is blocked) or anywhere where an enemy is in proximity. Unfortunately, in the scenario outlined above with a minutes-long rush to stay ahead of a fatal flood, there are no safe areas that qualify between triggering the event in question and when the sequence is completed.

See what I mean?
See what I mean?

Alas, the game's greatest difficulty is one entirely of my own creation, or more specifically one borne of poor computer performance. Because the game is so lush with its graphical presentation, with all manner of bloom effects and other system-taxing audiovisual touches, the game runs at a framerate that fluctuates wildly depending on how much is on the screen. When it starts to lag heavily, so too do my controller inputs, leading to situations where an already challenging game becomes magnitudes more so as the game refuses to accept some or all the stages of a multi-button "jump to double-jump to wall-jump to double jump" process. It's happened just enough times to be frustrating but not often enough to convince me to put the game away until I have something that can run it more smoothly. Yet, as I get deeper into the game and face greater challenges that require longer series of accurate inputs to survive, I'm sure I'll be revisiting this dilemma a few more times.

Presently, though, I think this is a fantastic game of its genre, and not just courtesy of its top-notch presentation. It reminds me in more than a few ways of Dust: An Elysian Tail beyond the visual similarity of its titular hero Ori and Dust's vaguely cat-like sidekick Fidget. That game has a remarkable storybook presentation, but managed to outdo it with its concisely controlled and in-depth platforming and combat. Likewise, Ori might dazzle those shopping around on digital distribution marketplaces with just how gorgeous it looks, but there's a solid and quite demanding platformer underneath the pulchritude. My one gripe was that the game prohibits acquiring 100% because certain set-piece areas become closed off - a cardinal sin for SpaceWhippers - but I discovered while playing that the Definitive Edition not only fixes that issue, but adds a convenient teleport system that was somehow missing from the original. Besides a distinctive save system that takes some getting used to and the struggles involved in trying to get the game to run smoothly on what might as well be a Tandy from the 1980s, I can't say it's put a foot wrong yet.

(Special thanks to my buddy TeflonBilly for the game! Well, the 75% off voucher for the game, at least.)

I mean, this looks so good I'm actually... getting kinda mad about it? On a good day I can make a bunch of sticks and circles look like JC Denton, but this is...
I mean, this looks so good I'm actually... getting kinda mad about it? On a good day I can make a bunch of sticks and circles look like JC Denton, but this is...

Rating: 5 out of 5.

< Back to 02: Refunct> Forward to 04: Shardlight
7 Comments

7 Comments

Avatar image for majormitch
majormitch

1336

Forum Posts

2235

Wiki Points

0

Followers

Reviews: 119

User Lists: 31

Nice write-up Mento! I liked Ori a lot, my biggest issue being the way it blocked off some collectibles in the original version, which I played. I missed a single item in the entire game, but it was in one of those sections. Yes, I'm still bitter about it. Nice to hear that the Definitive Edition may have fixed that. I also liked that the game was challenging, which most, um, SpaceWhippers are not. It never felt as hard to me as some seemed to think, but it definitely made you work for it.

Have you played any more since this write-up? If so, do you still hold it in such high esteem?

By the way, don't be surprised if I comment on some more older posts over the next few days. I've been super busy the past so many weeks, trying to catch up on stuff I missed here and there ;)

Avatar image for maedhros925
Maedhros925

201

Forum Posts

259

Wiki Points

0

Followers

Reviews: 0

User Lists: 6

Really enjoyed this read, it's just a shame Ori isn't likely to ever come to PS4. That's really my only option for playing it. I love the genre, though, and got a thrill out of both Dust and and Axiom Verge, two games I saw mentioned. Are there any other "SpaceWhippers" you'd recommend?

Avatar image for mento
Mento

4972

Forum Posts

552270

Wiki Points

0

Followers

Reviews: 39

User Lists: 212

Mento  Moderator

@majormitch: I'm glad I waited for the Definitive Version, in retrospect, because missables in a SpaceWhipper is one of my major pet peeves. I suppose it's not so much losing out on 100% but the disappointment that something so integral to the enjoyment of the genre has been overlooked by the designers. Makes it that much harder to believe that they were inspired by their love of the format.

I did complete the game shortly after this went up, and it's probably still my favorite game of this type since Dust: An Elysian Tail for the similar amount of challenge and skill involved. I thought Headlander looked and sounded great, but you could sleepwalk through that game and many others like it. As you say, challenge isn't usually a factor in this genre any more, but the right balance of it can really work wonders.

I'm looking forward to playing Salt & Sanctuary and Hollow Knight at some point for similar reasons. Just gotta sweep them up the next time a PSN sale hits. (And thanks for the comment! I want to believe there's an exception for necroing blogs, since they aren't a time and place thing like a trailer discussion or multiplayer requests.)

Avatar image for mento
Mento

4972

Forum Posts

552270

Wiki Points

0

Followers

Reviews: 39

User Lists: 212

Edited By Mento  Moderator

@maedhros925: Recent ones? Momodora: Reverie Under the Moonlight seemed to go overlooked by many. It's a bit short, but it's definitely demanding and animates beautifully. The previously mentioned Headlander's on the other side of that difficulty scale, where it's very simple but the presentation helps carry it. You also can't go wrong with any of WayForward's Shantae games, the last of which only just recently came out.

I was less warm on Guacamelee! and Hyper Light Drifter (which, despite the top-down format, still mostly counts due to its backtracking) but they come highly acclaimed elsewhere.

Hollow Knight seems to be the new hotness, but I haven't played it yet. Sounds like it still has a few bugs to work out first, so I might suggest giving it a few weeks.

Avatar image for maedhros925
Maedhros925

201

Forum Posts

259

Wiki Points

0

Followers

Reviews: 0

User Lists: 6

Thanks for the feedback. I enjoyed Guacamelee enough to get the Platinum, but felt done with Hyper Light Drifter after one playthrough. I don't think I'd include HLD in the category, either.

I'll check out Hollow Knight when it comes to PS4 "later this year". Until then, I'll give Momodora a look. I hadn't heard of that game until MajorMitch bumped your original post.

Avatar image for pompa
pompa

23

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

As far as SpaceWhippers, I thought strider did a good job. Enjoyed the combat and abilities more than I thought I would. I wouldnt say it's top tier, but I really enjoyed my time with it.

Avatar image for bigsocrates
bigsocrates

6338

Forum Posts

184

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Good write up but...no. this is not an independent game. It was published and funded by Microsoft. Yes Moon Studios is an independent studio, but so is Platinumgames. Are we saying that Metal Gear Rising or Bayonetta 2 are independent games?

No! This is madness! MADNESS!