Reviews from

in the past


Um trabalho artístico magnífico em visuais e conceitos, mas que infelizmente perde parte de seu brilho pela limitação de suas mecânicas.

É inegável o quão belos são os cenários e tudo que se diz respeito à direção artística de Ori and the Blind Forest, é praticamente chover no molhado exaltar todas essas qualidades.

No entanto, me incomodei bastante com o quão limitado é o combate de maneira geral. No quesito exploração, o jogo é sim muito satisfatório, com uma boa variedade de habilidades, mas quando se trata de combater os repetidos monstros que encontramos durante a exploração, nos vemos limitados a apertar um único botão, que tem uma única função, lançar projéteis teleguiados nos inimigos próximos.

Não fosse esse problema, acredito que eu teria me afeiçoado muito mais ao jogo, mas de maneira alguma é uma experiência ruim.

Apenas um jogo decente

Depois de um mês off de jogatina desenfreada por conta da faculdade, escolhi Ori que eu já tinha começado a jogar em 2021, mas por conta de uma falta de foco em jogar apenas um jogo acabei desistindo. Agora, com energia renovada, decidi ir até o fim pois sempre vi muita gente falando super bem dele.

Eu não sou adepto de jogos metroidvania pq eles nunca eram minha primeira escolha, então a minha base para julgar, analisar e comparar com outros títulos do gênero é impossível de ser feita com qualidade e extensão, por isso tentarei ser o mais breve possível.

Não é um titulo ruim, mas eu esperava mais. Vi muitos comentários falando que a história é comovente e tal, mas eu achei BEM sem graça. A forma como foi contada até que é interessante, mas infelizmente o desenrolar e o desfecho não é nem um pouco memorável, pois Ori acaba sendo um personagem que vc sente compaixão no começo do jogo com o que acontece, mas que no decorrer da gameplay esse sentimento não mantem a chama acessa.

A gameplay é boa e o combate se torna muito cansativo com o tempo pela simplicidade e repetitividade dos inimigos, fazendo com que em muitos momentos eu só pensasse o seguinte "não quero lutar, mas tenho pra poder farmar experiência
e evoluir o Ori". Por fim, bom mesmo eu achei o grandioso é lindo mapa que é bem legal de explorar e vencer os desafios de progressão é a trilha sonora MUITO boa que super encaixa e, muitas vezes, relaxa bastante.

Resumão: é decente, porém longe de ser memorável para mim. Um dia eu vou pra sequência.

Ori and the Blind Forest é visualmente impecável, textualmente brilhante e mecanicamente satisfatório. Explorar a Floresta de Nibel será, sem dúvidas, uma aventura marcante para aqueles que estiverem dispostos a imergir dentro dessa obra, tanto ao desbravar seu complexo e desafiador mundo, assim como em apreciar sua narrativa intimista presente durante toda a jornada. Compreender uma história tão sentimental, mesmo sem quase nenhum diálogo é de um feito incrível dessa obra. Contudo, alguns problemas pontuais fazem parte do conjunto, trazendo sistemas de combate exageradamente simplificados, o que poderá cansar e afastar alguns jogadores. Ainda sim, a experiência final é sólida o bastante para entregar uma das melhores sensações com um jogo desse gênero. É uma homenagem incrível ao gênero Metroidvania, graças a um trabalho exemplar da Moon Studios.

⌚ Time to finish - 13 hours 32 mins (New to platforms on normal mode so no checkpoints in escape sequences)
🤬 Difficulty - Death Incarnate! 💀 (died a symmetric 1331 times) - platforming is hard, not very puzzly.
♾ Replay-ability - I would play this every so often to benchmark if i am getting better at platformers over time. Very replayable to test your skills.

🔊 Soundtrack - Great soundtrack! One of the best I heard in any game. I would listen to it outside of the game.
🌦 Atmosphere – Excellent. Amazing sound!
🌄Graphics – So beautiful. One of the best I seen in any game.

📚 Main Story / Characters – Story is touching though some things are ambiguous. But it doesn't matter. There is enough there to tug at your heart strings.
🤺 Combat – Passable. Button mash one button, but it didn't bother me that is not point of the game.
🧭 Side Activities / Exploration – Definitive edition has 2 extra levels they were nice.
🚗 Movement/Physics – BAD! This is going to be controversial statement. Ori moves a little loosely so precision is hard which causes a lot of deaths. They do things simply to make the game harder. Bash technique is horrible on controller and fundamental to game.
📣 Voice acting – minimal but great.


📝 Review:

This is a tough game to review. I am not an expert on platformers so I learnt so much playing this game that made me a better gamer. I also played on normal so had no checkpoints. Definitely suggest easy if you are new for the auto checkpoints. Game does have a generous save system. But the escape sequences on normal do not and those are hard.

The music is amazing, the story is touching, the visuals are amazing, and because this game provides me a unique experience and difficulty I have not seen anywhere I loved the game. I love games that make me feel things, This game made me feel frustrated, ecstatic, tested my patience, and more. Ups and Downs... but one thing i was sure of. I WILL FINISH THIS GAME!

However, i have some qualms with the design of this game. The game is already hard enough and the designers did things that were unnecessary, and IMO simply to make it harder. I guess in a way i feel that it added to the sense of accomplishment but it also makes it less accessible. These things should have been maybe added in hard rather than just changing enemy health.

1. Flipping directions when you are upside down. Why? I had to flip my controller to play upside down levels.
2. Bash skill aiming is completely screwed up on gamepads. Its slow and inaccurate and in time trials its certain death. Its just easier and quicker to use mouse to aim it.
3. Its clear the designers looked at common movement patterns and put traps to just kill you. Some of these are VERY hard to see. You are walking down a long path, oh shit there was a hard to see lava... dead.
4. Unless you are amazing with controllers, I cannot see how this game was even properly certified for controllers. THe precision i got with my mechanical keyboard and mouse cannot be matched on a controller and the game needs it. I switched between controller and keyboard.

💡Final Thoughts:

If you want to call yourself a hardcore gamer, this is a right of passage. Everyone should play it just to set the bar high and see how far you can get. I can't wait to play the sequel to this, as I hear they improved a lot of things. If you completed this game either you are skilled or in my case persistent and hate giving up. :)

Not 100% sure about this one. I love the aesthetics and soundtrack but most of the platforming was varying shades of miserable for me lmao.

Not sure why games with platforming that call for precision or quick well timed movements always seem to have the floatiest mechanics. Things were mitigated a bit in time with new abilities and skills but early in it's especially rough.

I'm curious about the sequel coming in a few days.


Pontos positivos
-Soundtrack
-Gráficos
-História
-Final
-Level desing
Negativos
-Jogabilidade no geral
-Sistema de saves
-Partes de escape
Sistema de habilidades (eu zerei o jogo sem pegar duas habilidades essenciais)

Farei uma review mais elaborada posteriormente, mas é um jogo extremamente díficil, irritante e injusto. A história até compensa esses fatores, mas não os exclui.

Some unnecessarily frustrating sections aside, Ori absolutely excels in its art style, soundtrack and varied locations. It gets the balance of platforming, combat, exploration and some light puzzles right which makes for a very enjoyable gameplay loop that constantly evolves with a good amount of abilities you acquire. I only hope the sequel expands upon the combat and adds some unique flair to it.

Never played a Metroidvania before. This game made me cry lol.

Beautiful story, art, and music. I loved the progression of the game, even if it can be a little slow at first. As the upgrades come, the pace picks up and running throughout the game is such a pleasure.

Would highly recommend this to someone who is averse to platforming-type games.

the video game is fun. rewatching dialogue and cutscenes because i don't have enough energy to create a save point is not fun. final verdict: the game is good.

this game is beautiful but there's so much visual clutter, i can barely make out what's on the screen during the faster moments. so many of my deaths were from me walking into fire or spikes i couldn't tell were hazards, the game just doesn't convey that well at all. still this only became a real issue near the end when the difficulty ramped up; the platforming and exploration were so good that i still consider this one of the better metroidvanias i've played

The art style is beautiful and the music is good. However I found the story to be lacking and the mechanics not very fun. I did not like the feeling of controlling Ori and I did not like the auto-aiming attack. It made it feel very button-mashy since you don't actually have control over what is being shot at.
The game is well made but is not for me.
Played on Gamepass

A super fun and challenging platformer -always one of my go-to game recommendations. Visually amazing with an emotional storyline and fun yet sometimes infuriating movement, Ori is just a fun game with a beautiful aesthetic.
This games orchestral soundtrack is outstanding.
Can be very challenging and constantly dying over and over makes you want to cut off your fingers.

Wonderful platformer, Only small differences compared to the definitive version but i'd recommend you play that one over this one. Great game start to finish other than the fact you can't teleport between shrines like the definitive edition and doesn't have a one life mode. Try to beat the game without dying for a challenge :) 9/10 game

The original works better than the Definitive Edition, which is why I rate it higher than Ori DE. See my review of Ori DE for my thoughts (although clouded by the frustration of the achievements).

Pretty good metroidvania type game. The game really shines during its platforming, which is the majority of the gameplay, but this leaves the combat to feel like an afterthought to the rest of the game.

Ori and the Blind Forest actually reminds me a lot of Metroid Fusion in terms of how it's not really a Metroidvania as the game is very keen to push you down a clear linear story-driven path, but the Metroidvania-style exploration is still there in the late-game for those who want to engage in it to go find some more collectables and see a bit more of the world. Ori's story-beats aren't quite as compelling to me as Metroid Fusion's so this structure doesn't work quite as well for me as a result, but the game has enough going for it in other regards that I'm still largely on-board with what the Ori and the Blind Forest is trying to do.

The main thing I kept hearing about Ori before going in was how pretty it is, and gosh it really is. I think this can sometimes be to the game's detriment weirdly, the number of times I didn't notice the spikes that kept killing me because they just blended into the aesthetic was, uh, many. Being so pretty definitely helps contribute to the game world being generally pleasurable to exist in though, and the way the movement develops over the course of the game leads to the feeling of there being multiple solutions to a lot of the late-game platforming puzzles, and ends up feeling fluid and just a ton of fun (when you aren't colliding into the same enemies you've been killing the exact same way for the past few hours whilst dashing around).

That's the thing, everything great about Ori and the Blind Forest comes with a heap of caveats. Sure the escape sequences are intense, inventive and even majestic at points, but they're also just very frustrating at points as you repeat the same sections over and over just to get to the same unpredictable trial-and-error moments for the nth time. The platforming as you proceed from one area to the next is incredibly solid, and presents some enjoyable moments and challenges, but the way that checkpoints work looms over you ready to make you feel bad if you use them too aggressively and don't have enough left, but also invoking those same feel-bads when you don't use them aggressively enough and are forced to repeat sections over and over as a result.

I've heard the sequel iterates effectively on all of this and I'm very excited to check it out as I love a lot of what is going on here but gosh there's a bunch that bugs me too and it's so close to being much, much better.

I've tried to get into Ori on four or five different occasions. The entire time I played, I just wanted to play Hollow Knight, Super Metroid, or Symphony of the Night instead. Beautiful game that constantly reminds me of how other games did it better.

The artstyle looks good, though it seems off to me at times. The gameplay is fun but it felt really really rough on keyboard, a controller would have probably felt much better but I didn't have one. I personally have a grudge against this game because health upgrades get less and less important as the game goes on because of the frequency of instakills. This is especially bad for a metroidvania which should reward exploration.

I thought the actual game part was just fine outside of a few cool segments, but the presentation is top notch.

im so grateful my save file manage to get saved so i didn't have to replay the whole game - its a cute lil platformer that deserve the love and praise it got. the last areas were unbelievably frustrating but that didn't really reduce my enjoyment of the game at all

Ori and the Blind Forest is a good-to-great game that probably should’ve been WAY better. None of its issues were anything that single-handedly bogged down my experience too much, but it’s filled with a bunch of minor irritations that really started to add up at a certain point. I still dig it overall, but I can’t help but feel let down since what should’ve been a free 9/10, genre-defining title ended up being more like a 7/10 that tbh I probably won't revisit.

I’ll start with the soundtrack since it’s without question the best aspect of the game IMO. The soundtrack is full of gorgeously orchestrated fantasy tracks that adds so much atmosphere to an already gorgeous game; from haunting to ethereal to whimsical... this is what we call a certified hood classic. Just, y'know, in terms of soothing and emotionally provocative video game OSTs, I guess. While I can’t say the game's visual aesthetic is something I vibe with too much, the soundtrack absolutely is. I'd be hard pressed to place a comparison in terms of other game OSTs, but more broadly, it does feel reminiscent of the earlier, more fantastical tracks found in Kevin Penkin’s OST for the Made in Abyss anime. And while I’m not sure I like the OST to that same extent nor does it have the same tonal range, it’s certainly right up there in quality and I’ll def be revisiting it in the future, especially for non-intrusive background music while reading and writing.

Mechanically, the game is sort of a mixed bag, though to start with the biggest positive- the movement and progression of movement are phenomenal. The versatile and free-form toolkit from which you can move around the map by the end of the game is top tier from my experience with metroidvanias and 2D platformers in general. You have so many options of traversal that it completely makes up for the restrictions placed upon you early in the game, which were a main source of my frustrations. Finding “in-map” upgrades always feels like a huge deal- huge enough that you feel compelled to revisit every inch of the already-explored map to see how you can apply your newfound skill and unlock new secrets and areas.

Additionally, even the “ability point” upgrades feel significant in that they help smooth out the edges of your already vast toolkit and become natural extensions of those more major ability upgrades. Everything you do in the game seems to feed back into expanding your ability to move more freely; upgrades lend you a wall jump, double jump, a glide, a dash, a bash, wall climbing, and much more. But even progressing in seemingly unrelated ways, like conquering temples, grants bonuses throughout the map. Conquering temples grants you a greater sense of freedom with your movement through rewards like creating huge wind gales to carry you vertically and purifying water sources which lead to previously uninhabitable areas.

The freedom of movement serves as a phenomenal foundation for this style of game, though unfortunately it is hampered by what is probably my biggest complaint: Lack of visual clarity. Personally, I really value readability in my 2D platformers, since precision is so important in them, and Ori simply doesn’t have it to the extent that I'd like. It makes a trade-off of visual cohesion at the expense of visual clarity in a way that is quite detrimental to the moment-to-moment gameplay. Enemy projectiles blend into the background, foreground foliage covers platforms and paths, overly dark areas muddle your surroundings and require you to turn the game’s brightness up and contrast down just to be able to see where you’re landing, etc. These sorts of issues brought a lot of unnecessary frustration to what should’ve been a satisfying experience- perhaps even a comfy experience given the game’s strong atmosphere.

This lack of clarity applies to some minor aspects of the game as well. The UI, for example, isn’t great in terms of readability either. Especially the health depletion, since it makes it look like you have more hp than you actually do from a quick glance. It, for some reason, slowly drains into empty orbs despite not ACTUALLY slowly draining in practicality. It’s basically like if Earthbound’s “rolling HP bar” didn’t actually allow you to tank fatal blows and the game just assumes you have whatever lowest number the HP will eventually roll down to. It’s… probably not as big a deal on lower difficulties where combat isn’t as tense, but minor issues like this are weird and easily avoidable obfuscations.

In terms of overall challenge, the game kinda gets easier as it goes, weirdly enough. I felt that a lot of the game’s difficulty tends to come from weird jank and intentional restrictions in the first half of the game. But because that stuff slowly disappears as you progress and collect upgrades, the endgame feels a lot more manageable and satisfying to complete. None of it is all that difficult because of its innovative spirit link system. The system allows you to create save points on the fly to regain health, serving as these sort of temporary save states, to quickly retry more challenging segments. But I definitely had the most trouble early on since the aforementioned lack of visual clarity compounded the restrictive movement to make a much for a much more frustrating experience than it probably should've been.

Another aspect of the game’s challenge I feel is worth noting is the balance of Ori’s strength and resource management, both of which I feel aren't great overall, for two main reasons. For one, the normal attack felt completely outclassed by the stomp immediately upon unlocking it. Maybe this was because I played on hard mode, but the normal attack quickly started taking upwards of 10-20 shots just to kill enemies on the main path, even after unlocking the spirit flame strength and quantity upgrades. Meanwhile, the stomp kills just about everything (in a fairly generous radius) right when you unlock it in just a couple hits- while also reflecting all enemy projectiles. It also destroys ground mines even if you land straight on top of them, making almost all enemies helpless if you can safely stomp near them. On top of all that, it also more often than not flips enemies over or staggers them so they are helpless for a few seconds, which is yet another benefit stomping has over using your main attack. So combat in the second half mostly amounts to reflecting projectiles back at enemies with bash and stomping repeatedly as soon as something gets close to you. To be fair though, it’s not that different from the early game combat which is also super mashy- just with spirit flame mashing instead of stomp mashing.

Secondly, the balance of resource management felt pretty weak throughout as well. I will say that I really do enjoy the spirit cell system which makes saving/healing and charge/dash attacks run off of the same currency as one another. It seemed bizarre at first but it actually works pretty well in practicality. It serves as a simple yet effective trade-off between offense and defense. You can save whenever you have energy, but if you’re confident enough, you can sacrifice the checkpoint for an additional powerful attack or two. However, early in the game I found myself constantly depleted of spirit cells, while in the endgame I had more than I knew what to do with.

The low point of the game for me was definitely the ice/wind temple since it doesn’t focus much on what makes the game feel so good to move and explore within. It mainly focuses on a weird gravity mechanic which slows your movement to a crawl, inverts your controls, and wasn’t taught through gameplay as well as it probably could’ve been. At that point in my playthrough I'd unlocked the portable light ball/bash combo so I was able to bypass the first half of the temple without paying much thought to gravity manipulation. But then all of a sudden, it expected me to use the gravity manipulation mechanic in a fairly sophisticated way and I had no idea what it wanted from me for a good 20 minutes before I stumbled upon the solution. An easy fix would’ve been to ban the portable light ball during the temple since it isn’t even used otherwise, so I wish they’d done that to avoid the possibility of confusion altogether. It also ends with a frustrating chase sequence which consists almost entirely of memorizing falling icicles and rocks- the latter of which instakilled me several times despite having 9 hp orbs at that point.

On the other hand, the fire temple which immediately followed was the highlight of the entire game for me. Not just because it’s your main opportunity to put all the tools you’ve collected to the test and implement them in tandem with one another. But also because it just felt a lot meatier, more substantive, than the first two temples (the first temple is also fine tho). It has like eight different sub areas that affect your exploration of the main area upon completion. More importantly though, it’s gimmick free and provides a challenge that is almost entirely platforming-centric.

The chase sequence is better in the fire temple too, though it had WAY too much screen shake. I get that it’s there to add impact and visual weight to the climactic encounter with Kuro, but at a certain point, it just becomes nauseating and distracting. I was also expecting it to go a fair while longer than it did, since it’s the very final challenge of the game. But it kinda just ended up being another short little trial like the prior two.I’m cool with the game not having boss battles or anything like that, but I definitely felt like the last chase sequence should’ve been multi-tiered or something. Oh well.

I won’t go much into narrative since I don’t really care about narrative one way or the other when it comes to 2D platformers or metroidvania. If it resonates with me, then cool. But if it fails to land for me, then there’s no foul either, really. The game’s opening cinematic is fairly impressive with the way it conveys emotion without any direct character dialogue (there is a narrator but tbh I didn’t feel like it added much for the scene and felt ultimately a bit unnecessary). However, I felt the emotion it captured was in large part due to the expressive animation and incredible score that accompanies it. Also, none of the story after the game starts properly did anything for me whatsoever. But again, that doesn’t really matter to me since it’s not why I’m playing this type of game to begin with.

While not the genre-defining experience I felt it probably could’ve been with some fairly minor changes, Ori and the Blind Forest is a very solid game. I didn’t really want to put it down from the moment I started, and once I unlocked the full range of movement, I pretty much played through the entire second half in one sitting. It may not have lived up to what I hoped it could’ve been, but it sets a great foundation for its sequel. So I’m pretty optimistic about seeing how it will further capitalize on the game’s cathartic sense of movement and exploration in the next entry.

Ori é um jogo extraordinário onde tudo é lindo, a música é linda, a arte, os personagens, as áreas, TUDO. Esse foi o jogo que me fez amar o genêro Metroidvania e conhecer e me interessar por vários outros jogos do genêro.
Pode pular pra conclusão para ver um pequeno resumo dos tópicos e a conclusão.

-Enredo
O jogo possui uma história extremamente simples onde o único diálogo que temos... não é diálogo, é uma narração, feita pela Árvore do Espírito na qual origina Ori, o nosso personagem, que é tirado de seus galhos por uma tempestade e é encontrado por uma criatura adorável chamada Naru que o resgata e acolhe como filho. Depois de experimentar um pouco do dia-a-dia dos dois a Árvore do Espírito enche a floresta de Luz tentando chamar Ori, depois disso toda a Luz da Árvore misteriosamente desaparece. Após ver as dificuldades dos personagens, Ori foge até outra parte do mapa onde podemos jogar livremente e explorar até encontrar Sein, um orbe de Luz da árvore que pede ajuda a Ori a levá-lo até a árvore novamente; esse é o nosso objetivo até o final do jogo: entregar Sein para a Árvore e recuparar a Luz, para isso também é necessário recuperar os Elementos de Nibel, a região em que você está.

Como dito, a história é bem simples porém isso não tira seu mérito, ainda tem muitos momentos emocionantes, principalmente com ajuda da música.
Temos poucos personagens, cinco contando com Ori e a Árvore, todos tem seu charme e até desenvolvimento ao longo da história, principalmente a vilã principal.


-Jogabilidade
A jogabilidade é onde Ori mais brilha, literalmente, Ori é um espírito branco bem brilhante então muitas vezes eu morria por não conseguir me achar, mas isso é só um pequeno contra-tempo que não anula o quão incrível a jogabilidade é.

O jogo tem um foco maior na mobilidade e no genêro de Platforma; no início do jogo a jogabilidade é bem simples mas ao progredir você vai ter vários tipos de habilidades diferentes que se complementam e deixam a mobilidade extremamente satisfatória de se usar. Quero destacar uma habilidade bem única que é uma das mais interessantes e que é integrada na identidade do jogo: o Golpe, uma habilidade que permite que você use projéteis, inimigos e objetos para se impulsionar em uma direção ou redirecioná-los, enquanto o tempo é parado temporariamente; é uma habilidade simples mas é muito foda como o design faz ela parecer mais complexa do que parece e te faz usá-la de formas bem criativas.
O Golpe é uma habilidade que você desbloqueia por Árvores Ancestrais, que dão as principais habilidades do jogo, porém você também pode desbloquear melhorias e poderes secundárias por meio do Elo de Alma.
O Elo de Alma é uma mecânica interessante: basicamente, é um checkpoint em que você escolhe quando usar, se você tiver energia o suficiente. É com o Elo de Alma que você melhora e desbloqueia algumas habilidades secundárias.

Pra mim a jogabilidade só tem um pequeno defeito que seria o combate do jogo, digo que é pequeno porque, como já falei, o jogo é focado na mobilidade e genêro Platforma.
O Sein, personagem que você encontra no jogo, é o que você usa, primariamente, pra atacar inimigos, não o Ori. Ele ataca usando projéteis então você só fica longe parado apertando o botão várias vezes até o inimigo morrer, sem muito engamento contra a maioria dos inimigos sendo bem entendiante, mas não significa que todos os inimigos não sejam desafiadores. Realmente nem tem muita coisa pra falar sobre o combate além disso, é só simples ao extremo e entendiante.

Voltando ao quesito plataforma, há momentos épicos que são basicamente sequências de escape em que há uma série de obstáculos; esses momentos são frenéticos e muito desafiadores, acompanhados por músicas muito boas. Esses momentos são extremamente memoráveis e são basicamente um Skill-Check pra você mostrar o quão você aprendeu sobre a mobilidade incrível do jogo.

Falando em desafio, o jogo é bem desafiador, principalmente nos momentos de plataforma, os inimigos podem dar muito dano mas, como falei, a maioria deles, é só ficar longe apertando o botão de ataque até eles morrerem. A dificuldade tá em não morrer no mesmo espinho 77 vezes seguidas.


-Exploração
O fator Exploração é definitivamente a parte mais importante de qualquer Metroidvania, e Ori não falha em ter uma exploração boa, porém ainda com o sentimento de que falta algo.

Em Super Metroid, um dos precursores do genêro Metroidvania, a exploração é essencial tendo recompensas obrigatórias para continuar mas outras opcionais que aprimoram a personagem, deixando-a mais forte. A exploração é tão incentivada porque há muitos tipos de aprimoramentos que deixa a experiência melhor e mais fácil como: mais munição especial, tanques de energia e vários tipos de aprimoramentos para a sua arma primária.
Em Ori o únco motivo para explorar o mapa é aprimoramentos de vida, energia e pontos de experiência. A progressão do jogo é feita por esses pontos de experiência, e não pela exploração; por isso a exploração deixa este sentimento de que falta algo.

Dito isso, a exploração ainda é divertida, como um bom Metroidvania.
O jogo tem o clássico design de te prender em uma "sala" e te dar um novo poder principal, em que você precisa usar pra sair da sala. Desbloquear essas habilidades principais e então voltar às áreas anteriores que você não podia acessar é bem satisfatório, mesmo que as recompensas sejam mais prevísiveis.

Acessar essas áreas seria ainda mais satisfatórias se o jogo fosse um pouco menos linear, pelo menos é o que eu senti.
Além do seu objetivo ser mostrado no mapa, os poderes principais estão no caminho até o objetivo. Eu não lembro de nenhum poder principal em que você precisava voltar até uma área anterior, dessa vez com mais poderes, desbloqueá-lo e então progredir até o objetivo de novo, podendo descobrindo mais segredos que você não podia passar no caminho. Diferente de, novamente, Super Metroid em que, ás vezes, você precisar voltar atrás para depois progredir para frente.


-Trilha Sonora
As músicas desse jogo são simplesmente belíssimas, com certeza o jogo perderia muito do seu charme e a história perderia os momentos emocionais se não tivesse a música.

Algumas Favoritas:

Light of Nibel
First Steps Into Sunken Glades
Up the Spirit Caverns Walls


-Conclusão
Ori é um jogo bem importante pra mim, não só um dos meus favoritos mas aquele que me introduziu a um genêro que hoje eu amo: os Metroidvania.

Eu acho muito foda como esse jogo tem uma história tão simples mas tão cantivante, seja pelos personagens que conseguem se desenvolver bem ou pelos momentos emocionais, não chorei, quase nunca choro com jogo, mas da aquele aperto.
Os personagens conseguem cativar mesmo tendo um desenvolvimento breve e eu nunca parei de sentir empatia por eles.

A jogabilidade é uma das mais satisfatórias dos jogos de Plataforma que já joguei, é extremamente fluído e muito bom usar elas em conjunto. As seções de plataforma também são muito bem feitas, às vezes incluindo pequenos puzzles, sempre fazendo você usar os poderes de forma fluída e criativa.
É só uma pena que o combate esteja só... lá. Ainda não tenho nada a falar sobre além de que é simples e entendiante.

A exploração eu admito que não é a melhor, mas com certeza não é ruim; em vez da progressão acontecer por meio de pontos de experiência, deveria acontecer pela exploração, na minha opinião isso devia ser sempre padrão em qualquer Metroidvania. Mas isso ainda nunca me impediu de voltar e explorar cada canto do mapa.

A trilha sonora é com certeza uma das mais lindas que já ouvi, de todos os tipos; músicas calmas, épicas, tristes, todas feitas de forma maestral. A música está completamente ligada à experiência.

Mesmo podendo ter sido melhor, Ori ainda é um ótimo jogo acima da média e um dos melhores que já joguei. Recomendo a fãs de Metroidvania e, principalmente, fãs de jogos de Plataforma. E se você se emociona muito fácil... já vai se preparando caso jogue.

This was the first ever game I beat. Like legitimately from start to finish, understanding the story and everything, and what a first game it was. From the opening to the presentation, I love every little bit of this game. I think a little bit of a hot take, but I actually like the “boss fights” in this game.
So I revisited it now to see what my thoughts are after I have more of an appreciation for the medium in general. I’ll try not to make this too much of a nostalgia trip, but this game mean so much to me.

OST
Holy ***. What an amazing soundtrack. Perfect for studying and amazing vibes. Every song is appropriate for the setting and mood. The composer, I think, is a genius.

Gameplay
I think this really works. It’s an amazing metroidvania with beautiful settings and the smoothes animations I’ve ever seen. Moving around in this game feels so good and fluid. The pacing of abilities was great and made you feel powerful, but still left you wanting more. I know people have gripes with the combat, saying it’s too simple. I adore this combat. It’s not the focus for sure, and it does just feel like a place holder, but that’s not why I’m here. The “boss fights” are an interesting thing. The game has a combat system, but the boss fights are, “the environment is getting f*
*ed and you need to split.” You just run. Light spoilers, but the first boss fight is a location is being flooded with water and you need to get out as fast as you can, and that’s with all 3 of the “bosses” I know people bump up against that, but I ABSOLUTELY love that about the game. I think it’s an interesting take on the formula and super tense. The flooding tree will always be ingrained in my mind forever.

Ability’s
I’ll just point out the ones I have a conversation about.
wall climb is useful, but feels a little awkward.
Dash is the radest **** ever. It’s so satisfying down to the sound it makes. I use it so much just because it feels so dang good it rocket off enemies.
Double jump is so valuable. Again, everything the game does is so satisfying.
The ground pound makes you feel like a powerhouse every time you used it.
The feather is a plot point so not a lot of great uses there, but still feels good to glide everywhere.
Wall climb is kinda forgettable. By the time I got it, I was so used to doing the wall jump that I just never used the wall climb unless I was using the next ability.
TheabilityItotallyforgotthenameofbutyou
knowwhatI’mtalkingaboutifyouplayedthe
game. You cling onto a wall then you point the character away from it, then you launch off the wall with incredible power. This also works on the ground to launch in the air.
The ability’s are the bread and butter of this game in my opinion. I just can’t get over all of this game.

Story
I got so emotional at the end of the game. The story’s nothing huge, but if you’re invested, it is all worth it. This was the game the woke me up and I was like, “whoa! Games can be this?!”

Setting
The art is the best. I feel like I’m playing a landscape painting. The settings in this game are amazing and unforgettable. I love them all EXCEPT FOR THE FREAKING MISTY WOODS PLACE. SCREW THAT PLACE! But other then that, this is one of my favorite worlds.

All in all, this game rocks. Moon studios is amazing and I super can’t wait for No rest for the wicked to come out.

Oh my god…is this what it’s like to play an actually good metroidvania???

Jokes aside, wow what an experience this game was. Sadly didn’t get much out of the soundtrack or even the story but the platforming, general movement and abilities, the gorgeous art style and the addicting act of simply finding every secret in every area cannot be overstated. Combat was weird at first but I quickly got used to it. Certain areas of the game were just flat out not fun at all sadly. Good heavily outweighs the bad here though

It's beautiful, but it feels so unfair at points. I was dying and struggling for a lot of it due to missing pixel-perfect jumps or failing to land on tiny platforms. I'm already bad at platformers, so I know I will never finish this.


bonito e as músicas são lindas, mas meu deus como o combate é horrível
O sistema de save tenta ser inovador e acaba sendo muito frustrante. O platforming é muito chato. joga a sequência, pula esse.

fun to revisit. such a beautiful world with a lot of fun platforming. I did forget that the combat is very not great in this one.

a good video game with a couple annoyances. not much of a platforming gamer so being able to hunt down extra life cells was nice to counteract my blatant skill issue

This game has no flaws to speak of, but it lacks the "oompf" that makes an all-time classic.