Reviews from

in the past


Best platformer I've ever played. Huge stepup from the first game in just about every way.

Ancora meglio del primo Ori, è un gioco divertentissimo, veloce e responsivo. Mi è piaciuta molto la musica e lo stile.

Excelente metroidvania, tanto en jugabilidad como en el apartado visual. Recomendado 100%

è come se si giocasse una cutscene, meglio del primo sotto ogni aspetto

IMO this thing is better than the first game in terms of gameplay, but for some reason the story didn't resonate with me as much. Still a pretty nice game but I've experienced better in the genre.


I liked the first Ori game a lot. This game is more of the same but better in every aspect!

The platforming was satisfying, but a bit floaty at times. The combat was really nothing to write home about, same as the first game. The new upgrade mechanics are a good addition though. And yes, they're basically the charm system lifted from Hollow Knight, except with upgrades.

My favorite part of this game is how lovely the world is, and how it actually uses dynamic changes in the environment. A frozen world that gets slowly thawed out, some obstacles melting, others coming back to life. A thin cavern full of acid becomes an expansive underwater ecosystem once you cleanse the source of the water. It was super satisfying to me and I loved every moment I spent in it.

Exactly the same as Ori and the Blind Forest, but more and better in every way. It's much more mechanically challenging with some great boss battles. Definitely a masterpiece.

Provavelmente o melhor jogo que ja joguei, sem duvidas o meu favorito

1st time ever in my entire life, after finishing final quest of the game I felt the inner need to say out loud "fucking masterpiece".
This incredible conclusion to the story of friendly, little light-being did something I wasn't sure it could acomplish - it outgrew the original which personally I adore.
Devs listened to what worked in "The Blind Forest" and made more of it, upgrading it and enhnancing it, what wasn't so great was thrown away.
So thanks to that we are now fighting multiple bosses at the end of each more important quest, which are really fun, hard but not in a way that's making you rethink every desicion in your life.
Artstyle is able to fully gloom on newer generation, which is fulfilled by expanding the world, now varied locations - each with its own gimmick, and incredible views. New characters are absolutely gorgeus, every talk with them feels like a breathtaking concept art.
Previous entry of the duology was well known of emotinal moments that are accompanimented with deep and powerfull soundtrack, both are back, and are still as powerfull.
Story is plain simple as previous, storytelling is driven entirely by the stunning visuals, from time to time narrator speaks only to add more depth to what we are experiencing in this very moment.
"Ori and the Will of the Wisps" - in my eyes one of the greatest games I've ever had pleasure to play.

Um dos melhores metroidvanias já feitos, no mesmo patamar de Castlevania: Symphony of The Night, Super Metroid e Hollow Knight.
Joguei o início de Ori and The Blind Forrest e desisti. Senti que funcionava como um metroidvania, mas era cru em sua essência.
Meses depois, aproveitei que Ori and The Will of the Wisps está no Game Pass e decidi dar mais uma chance a essa série, esse daqui me surpreendeu e muito.
Um jogo de qualidade excepcional, com uma movimentação digna de um bom e fluído metroidvania. Um level design interconectado e riquíssimo de detalhes mesmo em só 16 horas de jogo.
Além disso, nada supera Ori em nível técnico com relação a sua direção de arte, animações e gráficos, muito acima do padrão da indústria de jogos 2D e até mesmo 3A.
Trilha sonora impecável e concatenada de forma perfeita em momentos de perseguição, corrida e exploração de cenários.
De resto, Ori and The Will of the Wisps faz um dos melhores arroz com feijão que eu já experimentei na indústria de videogames.

Oh wow, this is how you make a sequel. I really liked Ori and the Blind Forest, but there were a few things about it that I thought could be improved on and this game managed to fix all of them while improving on what the first game did so well. In my mind a good sequel should do three things:

1. Take what the first game did right and expand on it. Don't try to fix something if it isn't broken - they kept true to their vision of the first and didn't reinvent the wheel with their Metrodivania layout or platforming.
2. Take what the first game does wrong and figure out a way to make it work - they made the combat more fun and got rid of the out-of-place Soulsike aspects.
3. Expand upon the story, the characters, and the world in a way that feels genuine and worthwhile. It should contribute to its predecessor, not contradict it - many lesser sequels, I feel, are overtaken in arrogance and try too hard to make something different than the first. Why? We love the first for a reason, don't try to undermine it. Will of the Wisps evolved the world that the first one laid out in a meaningful way.

Much like the first game, Will of the Wisps is an exemplary showcase of visual storytelling. Their is little dialogue; most of the story is conveyed through purposeful actions, music, and visuals. The way they manage to capture such emotion with such little dialogue should be applauded. It helps when your game looks this good. I mean holy damn, this game is stunning. The colors, the environments, the music, it's all so breathtaking to look at. I got emotional several times throughout the story and that's in large part because of how gorgeous it all looked and felt.

The only thing I didn't like was a cheap copout at the end of the story (I don't want to spoil anything) and, even though it was a significant improvement on the first game, the combat was still the weakest part of the game. But I can forgive the combat because the platforming was flames, and that was the bread and butter of the gameplay.

I really loved this game. I also appreciate it being relatively short; I can't do longform Metroidvania. This may be my new gold standard for the Metroidvania genre.

I hated the first game. After seeing a bit of gameplay, I decided to give it a go, but all it did was irritate me. Left disappointed and annoyed, I discovered the sequel. Learning that it was a much bigger game with higher public approval was a good sign but, from what I could tell, it maintained the same core elements, so I wasn’t convinced to play it. However, it weighed on me. How could they have salvaged it? Was I missing out on a great game because of my stubbornness? I gave into my urges, perhaps out of spite for the first game, and gave it a go. As expected, it felt similar at the beginning. But quickly after, I realized that the two games were in totally different leagues. Put simply, Ori and the Will of the Wisps is the greatest increase in quality from a prequel to its sequel that I’ve ever experienced in a game. And in a way, I’m glad I disliked the first one since, for that reason, my expectations were at rock-bottom only to be launched skyward. Much of my love for this game comes from the leaps and bounds made from the first one, demonstrating how to breathe life into a game and make it flourish. But even beyond that, it stands as a brilliant game in the genre.

One of the subtle yet significant ways it improved is through the visuals. There’s a wider variation of colour, more detailed background art and a great use of lighting. The areas in the first game felt too similar and blended together in my brain, whereas here, it ranges from the flashy and vibrant Luma Pools to the pitch-black Mouldwood Depths. Lighting and colours are used to emphasise the abundance of life or to illustrate its absence. On top of this, lighting is used in climactic story beats to add to the feeling conveyed. For example, at the end of a hard-fought battle and sad revelation, Ori stands in front of a low sunset with a warm orange covering the sky—a bittersweet scene of melancholy and hope. The music has the same effect in elevating the important scenes. But even throughout the rest of the game, the music is consistently and noticeably impressive. The developers had a clear vision for each area and moulded that with the music. Considering the setting for the game is a fantasy-like forest full of nature’s beauty, the aesthetic and atmosphere are essential. And with music and visuals like this, they were able to fully immerse me into their world.

However, the strongest factor in that immersion doesn’t come from the audio-visuals. I remember one reason I disliked the first game was because the world felt empty and suffocating, which isn’t bad per se, but it didn’t feel intentional. The game tried to capture the natural beauty of a forest, like I mentioned before, but every about it felt oppressive, even the areas that weren’t meant to feel that way. It was as if every insect, platform and living-being existed solely to be an obstacle and to kill me—far from being natural, it was as if they were specifically engineered for gameplay, rather than it being a coherent and believable world. In the second game, though, the world is revived. NPCs are added that sell items, give quests or just deliver casual dialogue. A central hub is added for meeting these NPCs, developing a community, shopping or just to relax in. The enemies are more diverse in appearance and species, and more fitting to each area, creating living and breathing ecosystems. This time, it feels like adventuring through a pre-existing world—like a fish in an ocean—instead of the world revolving around yourself. It still nails the oppressive atmosphere when it decides to, but this time, due to the contrast between the areas, the level of threat is exacerbated and it’s as if the might of mother nature weighs down on you because of the believability of the world. In addition to the more fleshed out lore and narrative, the second game creates a completely different environment and breathes life into the world, which is the driving force for the immersion.

To complement the worldbuilding, the exploration has been designed to provide incentive to unravel it. Life and energy cells, which have a huge impact on the combat, are scattered throughout the map. Skills and abilities are hidden as well, which transform everything from the combat, movement, and aid in even more exploration. Quests are also given to incentivize finding more NPCs and going to certain areas. The key element here, though, is the reward system. Exploration is massively rewarded and required; exploring some subsections of the map can even give you +25% damage on all attacks with no cost, which is shocking. What’s more, the main story’s exploration is structured similarly to Breath of the Wild—there is a big boss in each corner of the map that you need to explore. So even if you want to B-line the main story, you’re still made to explore the world and there is no way around it.

Despite all the improvements I’ve discussed, the greatest of all is the combat. Though, the first game set the bar pretty low, this game turned the combat into something incredible. The core of the prequel’s combat was straightforward: you stood near the enemy and spam click, to which your attacks would lock on. During this, enemies would attack with a limited and simple move-set, although not necessarily easy—they were simple but in a very annoying way. Most of the enemies would either run straight at you or shoot something, either being very fast and strong or covering a huge area, making it hard to avoid. Actually, for most of the enemies you had to move back, move forward then hit, move back and repeat. Because of this, the fights were pretty awkward since you were forced to do the same thing over and over with no way to speed it up or approach it differently—the solution to defeating them was easy to figure out but annoying even if you did. However, the sequel elevated the combat in every way. Firstly, the core of the gameplay is no longer sitting back with an auto-aim. In fact, you can shape the core of the gameplay however you want since even the basic attack is not set in stone. The player’s attacks are as diversified as you can imagine. You can run in with a huge hammer, sit back with a bow and arrow, set them ablaze, launch a crushing spear of doom (my favourite) and more. On the enemies’ end, there is a massive increase in their move-set, movement, complexity and so on. Through this, the approach the enemies take and the approach you can take yourself in the combat is made unbelievably personalised and dynamic.

Adding to the combat, in gaming, one of the most important combat-related aspects for me are bosses. So, you can imagine my disappointment when I found out the first game didn’t have any. Bosses are powerful for story beats and intense and memorable moments, especially for this genre. Luckily, though, the sequel has bosses, albeit not many. And, oh boy, do they pack a punch; the game prioritized quality over quantity because the bosses that they do have are brilliantly designed. Each boss fight has a diverse move-set with interesting ways to counter and avoid. The weight of their attacks are greatly conveyed. But, what impresses me the most is how the environment is integrated into the fights. The arena uses elements from the area you explored to get there, meaning that you are required to use the mechanics you learnt in interesting ways. Each boss is so different because they involve totally different mechanics and in completely different arenas—even within singular boss fights the arena is constantly changing. On top of this, the game specialises in ‘escape sequences’ where you are chased by the boss and have to manoeuvre obstacles with little room for error. And the developers don’t hold back with these. Intense music is played with the environment shifting the whole time and a massive enemy chasing you from behind. If you’re too slow, you get one-shotted. These scenes are sometimes used before a boss fight or between the first and second phase and are amazing ways to build tension, elevating the fight and the player’s excitement. Another thing I like is that healing resources are provided within the arena, so there is never a point where you have lost and should give up. There is always an opportunity to comeback by healing because there is always a way to heal. This lowers the emphasis on perfection and more towards focusing on doing the best you can with what you have.

Unlike the combat, one of the things I actually liked in the first game was the movement. And even still, the sequel made it so much better. Ori and the Will of the Wisps has some of the best feeling and mechanically dynamic movement systems in any game I’ve played. You want to get from point A to B? Sure, you can just run most of the way. OR, you could roll twice, triple jump then glide, bash upward and grapple onto the ceiling, dive into water and propel yourself up, burrow into the ground and dash out of it, spin around a vertical pole and zoom sideways, throw a fireball and parry that to go further, or even launch yourself in any direction. Simply put, the movement is versatile and smooth like butter—Ori is frictionless. With so many mechanics and features that can be stringed together and used in any way you see fit, it adds so much to the feeling of exploration, combat and gameplay in general.

There are also a few quality of life features that make the game easier to play. For example, the interface is more detailed and easier to navigate. Also, one thing that irritated me in the first game was how I couldn’t just click on a teleport point on the map and go there, but that was fixed in the sequel.

But, even with all this praise I’ve given, there are a few issues I have with the game. The first issue is with the difficulty. I played on hard mode, which is the highest difficulty they had, and honestly found it too easy. Because of this, I avoided power-ups for a long time so I wouldn’t be overpowered. It took me a long time to get pushed to the point of needing to upgrade, so a lot of the personalisation was lost for me. As well as this, I think the way the difficulty was increased was rather artificial too. The only clear way that the hard mode was made hard was through the enemies dealing more damage and having more health. In fact, the bosses were sort of exhausting because of how long it took to chip down their HP bit by bit. Another thing to mention is how the saving system works. In this game, it is automatically managed, whereas you had to save manually in the first one. Although it is convenient, it might be too convenient as there isn’t any cost to dying most of the time. Even in boss fights there is a save checkpoint halfway through or after the chase scene.

However, the weakest aspect of the game for me is the narrative. It certainly improved from the first game, but is nonetheless not that powerful. Rather than a compelling story that I completely bought into, it felt like I was completing the main story just because I was told to do so. At times, they were adding little bits and pieces of lore here and there but didn’t give me enough reason to care. The game is almost too easily understood as there isn’t any requirement to understand what’s going on, so there isn’t much motivation to. I suppose there are some loose themes here and there, such as being rejected by love leading to rejecting it yourself, or of hope, but nothing notably concrete or thought-provoking. And, as a side-note, I thought it was pretty weird for Ori to be trying to save the forest while brutally murdering the animals and insects within it at the same time. Personally, I think narrative and story are not necessarily imperative for games, but are still powerful and important. This game seems to treat the story as important but doesn’t execute it to a high quality.

And as a small criticism, it does take a lot of inspiration from other games. I say small because it makes the game a lot better in many aspects but prevents it from standing out in the genre and carving its own path. For example, the parallels with Hollow Knight are pretty funny: the emblem/spirit shard system, the healing system, the spirit cell/soul energy system, the gibberish the NPCs speak, the map guy you need to find in each area, the bosses and so on.

Having said all that, I don’t have any major criticisms. The game was an absolute joy to play—especially because of how much I disliked the first one. The gameplay is smooth and satisfying, the world is vibrant and exciting and is overall just a beautiful work of art. 9/10

10/10. An improvement in every way from the first game. Art style and music stand out again, but everything is incredible in this game. This game is a must play...

I've learned I'm just not a Metroid-Vania guy

While certainly an upgrade in some platforming aspects, I actually did not appreciate the changes to combat. I also forgot about this entry much faster than its predecessor, but still had a very good time playing.

Love that they gave him a sword.

playing hollow knight rn and u know gotta hand it to that game for indirectly making this game better

still my favorite metroidvania, some of the cleanest movement of the genre, some of the best music, perfection

shamelessly rips off hollow knight. but hey, if you're gonna rip off someone. hollow knight is a pretty good choice.

Ori: "Yo, can i copy your homework?"
Hollow Knight: "Sure, but don't make it obvious you copied."
Ori:

O final me quebrou, encerrou muito bem.

The ending broke me, it ended very well.

Un more of the same che mi ha stancato presto


Fantastic metroidvania with emphasis on platforming. Honestly the only flaw I can think of is that sometimes your character's sprite is blending with the background. Also the story is heartwarming.

Das schönste Spiel, das ich bis jetzt jemals gespielt habe... Teil 1 war schon in einer Klasse für sich, was das Art Design angeht und Ori and the Will of the Wisps packt da einfach nochmal eine Schippe drauf.

Zusätzlich wurde das Kampfsystem hervorragend verbessert, sodass das Gameplay von Augenblick zu Augenblick nun auch glänzen kann.
Darüberhinaus bietet die neue Map mehr Abwechslung mit verschiedenen Biomen, die alle einzigartig und auf ihre eigene Weise wunderschön aussehen. Zusätzlich bietet jedes Biom auch noch eine andere Gameplay-Herausforderung, wodurch Ori über die 11 Stunden Laufzeit nie Langweilig wird.
In Teil 1 hatte ich noch ab und zu das Problem, dass ich mal festhing oder mich in der Welt verlor. Diese Probleme hatte ich hier garnicht mehr.

Teil 2 übertrifft den bereits sehr guten Teil 1 in wirklich allen Aspekten und zählt damit für mich zu den besten Spielen überhaupt.

sequencia perfetio que aprimora em tudo do seu antecessor e traz uma aventura ainda mais cativante

This review contains spoilers

"I embraced the light when my name was Ori."