Launch > Bash/Lasso, seriously after you get it you don't really need Lasso in 90% of the cases(although it is introduced fairly late so it is not a problem). Skill overlap - honestly that's my biggest problem with this game, that there are powers/skills that make others redundant. Ori and bosses move in a "wobbly" way, it is not precise, which works with platforming but hinders the combat experience. You put more attention to combat and still I as a player, have no clue what are hitboxes of all of the bosses. And it is a really good game, but I feel like there are mistakes made: WotW on the other hand had more time and more money poured into it. It doesn't put that much attention to combat, and this is fine, since that was the plan.
![ori and the blind forest dash skill ori and the blind forest dash skill](https://i.ytimg.com/vi/GbG2xmJbFGE/maxresdefault.jpg)
And honestly I think this game manages to grasp the idea of fun, dynamic platforming. Obviously, Blind Forest had less time put into it and fewer resources poured into. TLDR, Wisps better but also kinda not, gimme a definitive edition.īlind Forest is better but I liked WotW more. Wouldn't call it an ideal sequel obviously, but I've had a lot of fun with it and that's what matters. There's a lot more I could nitpick about but I'd rather not.Īll that being said, I'm pretty happy with it since ultimately I just wanted more Ori and got exactly that. They had so much time and way more manpower, yet it still somehow ended up releasing like this. I shouldn't have to elaborate on all the performance problems, bugs, obvious cut content seams, etc. Lastly, the big elephant in the room, it's an unfinished game. So it's not a net positive change, at least for me. And that's not even getting into what it does for the difficulty curve and pacing (not a lot of good imo). Because you can clear areas in whatever order, abilities like burrow and water dash aren't as fundamental and don't see a huge amount of use outside of their respective areas. Individual areas are still pretty linear and not all that interconnected, so it doesn't exactly lend itself to exploratory gameplay. For one, who the hell used blaze, the turrets or the throwing star? Were they necessary enough to sacrifice the left trigger? Why shouldn't X/Y/B just have fixed functions? Was everyone asleep when playtesting how well having grapple/bash and dash/burrow on the same buttons worked out? Did Thomas Mahler spend too much time smoking his pipe rather than pontificating over such things? These are important questions.Īnd here's a really big question, how much does Wisps benefit from being more non-linear? Very little if you ask me, it detracts from it if anything. I really don't get why they ran with it when like half the abilities could've been easily cut and the game would be better off for it. The latter should've just been a passive upgrade, having one of your three buttons taken up by something you just toggle on/off rather than actively use is just non-sense in a game like this. I fail to see how the former even it made into the game when it has zero uses outside of a handful of spots. The feather windgust thing and flash are egregious examples. Having to swap abilities in and out through the wheel just breaks up the flow and hardly adds anything positive. And thanks to all that the left trigger is now taken up for the sake of swapping a bunch of superfluous attacks. That elevator before the Willow for example is the most perfunctory and trivial endgame combat encounter I've seen in a while. There's no interesting or even challenging fights outside of the handful of bosses (which are GOOD). It's fun to style on enemies with all the new toys, but that's about it.
![ori and the blind forest dash skill ori and the blind forest dash skill](https://vignette.wikia.nocookie.net/oriandtheblindforest/images/3/3d/%D0%A6%D0%A4%D0%92%D0%A4%D0%92.png)
There's only like four or five new enemy types despite the increased emphasis on fighting, and the small roster in the last game hardly mattered since it was almost purely about platforming. Rather than doing that they tried to expand upon it, but clearly didn't really commit. In the first game it was just a kink that needed to be ironed out IMO. And a lot of design decisions felt like reactionary attempts to appease some complaints regarding Blind Forest and don't feel like they got thought through properly, like the combat for instance.Ĭombat is still pretty much tertiary despite all the improvements, which ended up feeling like misguided effort to me.
#ORI AND THE BLIND FOREST DASH SKILL PLUS#
Plus most of its merits can already be found in its predecessor, so it's not some sort of huge leap. It's bigger, certainly looks nicer, but it's not necessarily better in every regard. If I were to be generous, I think a more apt comparison would be Super Mario World. I don't think Wisps is the Super Mario Bros 3 level sequel it got hyped up to be. I'm probably gonna get called a stinky contrarian, and this'll likely end up being so long that nobody in their right mind will read my non-sense, BUT HERE I GO.