Everything in this game is gorgeous: character designs, animations, background art, music, even the icons in the menus. The gameplay is also fantastic, with fluid platforming mechanics and unlockable abilities that makes traversal across the giant map a pleasure.
The only patch on Ori and the Blind Forest is the behaviour of the studio heads, who by all accounts are Grade-A assholes that treated their staff like shit during development.
The only patch on Ori and the Blind Forest is the behaviour of the studio heads, who by all accounts are Grade-A assholes that treated their staff like shit during development.
The platforming was fun and the visuals were stunning. I had no idea what was going on in the lore other than the power of friendship. It felt kinda short? I was hoping to have a final boss battle with the birb, but that didn't happen. I played this game once, and I don't think I'll ever play it again.
Wonderful Metroidvania with some of the best movement I've seen in the genre (special shoutout to the Bash mechanic, what an elegant piece of design). Combining its killer pace and length with incredible visuals, music and a beautiful story, it's nor surprising to see how much this game ahs stuck with people long after its release. I would say that the combat is weakest part of the game, but apparently that got addressed in the sequel so now I'm more excited to try it out.
A gorgeous platforming-heavy metroidvania with great visuals and a fantastic soundtrack. At times it was hard to keep track of all the glowing blobs on screen, but the game is so easy on "normal" that it really didn't matter. The only really aggravating parts were the escape sequences, which don't give you very much time to react to new obstacles and require mostly trial-and-error memorization. Fortunately they are quite brief, and most of the platforming is incredibly satisfying. Personally I felt quite let down by a couple of story moments, but the narrative vibe is still warm and fuzzy regardless.
Even though the escape sequences can be extremely frustrating, this game is amazing. The floatiness really fits the vibe, and it was a great milder introduction to the metroidvania genre. The combat isn't anything complex, but I found it fitting and enjoyable. The story is touching and I still listen to the soundtrack every now and then.
Huge Metroid fan all the way back from Super Metroid. Also love Metroidvanias, though I feel I'm way too critical when it comes to them. I didn't really like Guacamelee because of its easy gameplay, and I absolutely loved Hollow Knight for the sense of discovery, the huge world and the atmosphere.
Ori is a beautiful game, I'll give it that. Moving feels fluid, platforming is fun. So why don't I like it? Instant deaths.
I got to Forlorn Ruins pretty easily but I just wasn't having fun. Platforming usually equaled to abusing the save system so you don't lose big amounts of progress if you happen to stub your toe to even the tiniest spike. As much as I know the combat isn't the focus, I felt it was worse than it could've been. At one point I stopped bothering and just bashed through every single one and just kept going to my objective.
Ori is a Metroidvania in the general sense that you reach new areas by acquiring new power ups. I feel like that's the only part Ori gets right, and before fans of the game attack me, this is just my opinion.
Overall, the game is worth a try if you're interested in the genre, but it might not be for everyone, so don't feel bad for disliking something that is almost universally loved.
Ori is a beautiful game, I'll give it that. Moving feels fluid, platforming is fun. So why don't I like it? Instant deaths.
I got to Forlorn Ruins pretty easily but I just wasn't having fun. Platforming usually equaled to abusing the save system so you don't lose big amounts of progress if you happen to stub your toe to even the tiniest spike. As much as I know the combat isn't the focus, I felt it was worse than it could've been. At one point I stopped bothering and just bashed through every single one and just kept going to my objective.
Ori is a Metroidvania in the general sense that you reach new areas by acquiring new power ups. I feel like that's the only part Ori gets right, and before fans of the game attack me, this is just my opinion.
Overall, the game is worth a try if you're interested in the genre, but it might not be for everyone, so don't feel bad for disliking something that is almost universally loved.
(Reseña sacada de mi cuenta de Steam: APolChrome)
Ori and the Blind Forest es una historia hecha videojuego. Esto puede sonar a que está mal adaptado a este medio. Nada más lejos de la realidad. Ori and the Blind Forest es un videojuego increíble. Aunque sí que se nota algún punto flojo.
Jugablemente, es genial. Tiene unos controles súper fluidos que a manos de expertos, son una delicia de ver solamente. Esto si lo combinamos con la cantidad ingente de habilidades que se consiguen tanto obligatoriamente como las que se obtienen en el árbol de habilidades, crea un set de movimientos muy amplio en el que puedes hacer auténticas virguerías.
Con el mapa tengo sentimientos encontrados. Por una parte, me ha gustado, tiene entornos variados, un diseño bastante parecido al de un metroidvania (por su "no linealidad"), muchas secciones plataformeras que aprovechan a la perfección el control tan bueno que tenemos sobre Ori, pero por otra parte, me ha parecido muy lineal para ser un metroidvania. Va llevándote de la mano indicándote dónde está todo y a dónde tienes que ir. Pero en general, es un muy buen mapa.
Audiovisualmente, es hermoso. Pocos juegos he visto con un soundtrack que pueden hacerte llorar o animarte al mismo tiempo. Tiene un montón de temas súper épicos que llegan al corazón y quiero dar mi enhorabuena a la orquesta dedicada al OST del juego. Y visualmente es una delicia. Es un juego precioso, con un montón de colores, con diseños de personajes y lugares espectaculares... Podría pasarme horas diciendo lo bueno que es en este aspecto.
Y la historia es muy buena. Lo que menciono al principio de la reseña de "una historia hecha videojuego" se nota. Se centra mucho en temas como el amor padre-hijo, el sacrificio y la lealtad, creando una trama con momentos muy trágicos que pueden hacer llorar.
En conclusión, Ori and the Blind Forest es un juegazo que por su duración (unas 7,5 horas en mi caso) se te puede hacer mi caro, pero créeme que merece completamente la pena. Recomendadísimo.
Ori and the Blind Forest es una historia hecha videojuego. Esto puede sonar a que está mal adaptado a este medio. Nada más lejos de la realidad. Ori and the Blind Forest es un videojuego increíble. Aunque sí que se nota algún punto flojo.
Jugablemente, es genial. Tiene unos controles súper fluidos que a manos de expertos, son una delicia de ver solamente. Esto si lo combinamos con la cantidad ingente de habilidades que se consiguen tanto obligatoriamente como las que se obtienen en el árbol de habilidades, crea un set de movimientos muy amplio en el que puedes hacer auténticas virguerías.
Con el mapa tengo sentimientos encontrados. Por una parte, me ha gustado, tiene entornos variados, un diseño bastante parecido al de un metroidvania (por su "no linealidad"), muchas secciones plataformeras que aprovechan a la perfección el control tan bueno que tenemos sobre Ori, pero por otra parte, me ha parecido muy lineal para ser un metroidvania. Va llevándote de la mano indicándote dónde está todo y a dónde tienes que ir. Pero en general, es un muy buen mapa.
Audiovisualmente, es hermoso. Pocos juegos he visto con un soundtrack que pueden hacerte llorar o animarte al mismo tiempo. Tiene un montón de temas súper épicos que llegan al corazón y quiero dar mi enhorabuena a la orquesta dedicada al OST del juego. Y visualmente es una delicia. Es un juego precioso, con un montón de colores, con diseños de personajes y lugares espectaculares... Podría pasarme horas diciendo lo bueno que es en este aspecto.
Y la historia es muy buena. Lo que menciono al principio de la reseña de "una historia hecha videojuego" se nota. Se centra mucho en temas como el amor padre-hijo, el sacrificio y la lealtad, creando una trama con momentos muy trágicos que pueden hacer llorar.
En conclusión, Ori and the Blind Forest es un juegazo que por su duración (unas 7,5 horas en mi caso) se te puede hacer mi caro, pero créeme que merece completamente la pena. Recomendadísimo.
Ori is an excellent metroidvania, has an awesome OST, art design, and the levels are fun to play through.
As far as the story goes, I'd say that it's beautiful and engaging enough to keep you going.
My only gripe about this first Ori game is the saving system and the insane amount of spots that instakill you without warning. We'll be back for Ori 2!
As far as the story goes, I'd say that it's beautiful and engaging enough to keep you going.
My only gripe about this first Ori game is the saving system and the insane amount of spots that instakill you without warning. We'll be back for Ori 2!
Ori and the Blind Forest is a visually stunning game with a beautiful art style, enchanting music, and a heartwarming story. However, while it excels in certain areas, it falls short in others.
As a metroidvania, Ori and the Blind Forest feels overly linear, lacking meaningful choices or the illusion of freedom found in games like Metroid Dread. The progression often boils down to a series of "go here, now go here" directives, limiting player agency.
In terms of platforming, the game presents both highs and lows. While there are undoubtedly moments of brilliance, such as cleverly designed sections, there are also frustrating segments, notably the escape sequences. These sequences often feel more reliant on blind jumps and guesses rather than skillful execution, leading to undue frustration.
The combat mechanics, unfortunately, do little to redeem the game's shortcomings. The combat feels lackluster and unengaging, particularly on harder difficulties, detracting from the overall experience.
One aspect of the game deserving praise is its skill tree system. The implementation of three distinct skill paths focused on platforming, exploration, and combat is a clever design choice. This allows players to tailor their experience to their preferences and overcome challenges in areas they may be struggling with, catering to a wider range of players.
I've had fun with Ori, and if the sequel fixed those mistakes I'm for sure going to love it.
As a metroidvania, Ori and the Blind Forest feels overly linear, lacking meaningful choices or the illusion of freedom found in games like Metroid Dread. The progression often boils down to a series of "go here, now go here" directives, limiting player agency.
In terms of platforming, the game presents both highs and lows. While there are undoubtedly moments of brilliance, such as cleverly designed sections, there are also frustrating segments, notably the escape sequences. These sequences often feel more reliant on blind jumps and guesses rather than skillful execution, leading to undue frustration.
The combat mechanics, unfortunately, do little to redeem the game's shortcomings. The combat feels lackluster and unengaging, particularly on harder difficulties, detracting from the overall experience.
One aspect of the game deserving praise is its skill tree system. The implementation of three distinct skill paths focused on platforming, exploration, and combat is a clever design choice. This allows players to tailor their experience to their preferences and overcome challenges in areas they may be struggling with, catering to a wider range of players.
I've had fun with Ori, and if the sequel fixed those mistakes I'm for sure going to love it.
Everyone was right, this one is a perfect masterpiece. Not much in terms of a long or complicated story, but it does visual storytelling so well that you don't need much writing or dialogue. The game also played extremely well, with no technical issues at all. The game mechanics themselves are super creative and the game has you use your abilities in a variety of ways. Super enjoyable from start to finish. Definitely recommend it if you haven't played before.
I'm usually very confident when I come to say why I don't really care for a game. But something about this game just never clicked with me, and I don't definitively know why? I've beat this on both Xbox and Steam deck with close to a year gap between them. And idk, just kind of, everything about it makes me feel nothing? I'm normally very good at stating what's objectively bothering me about a game, but here a lot of it feels not only subjective, but I also feel that I'm wrong for feeling that way.
Like for example the graphics and artstyle. I look at it and find nothing wrong with it, it looks great and all but I'm for some reason just not in love with how it looks. Maybe I don't like the super detailed landscapes in conjunction with the very metroidvania gamey platformer level design with no foreground? It's just kinda flat. Most of the enemies don't really have strong visual designs, maybe it's just that the world itself isn't grabbing me. The whole thing feels weirdly minimalistic which is at odds with how stylish it presents itself. I'm kinda just thinking out loud here.
Then there's the save system. You put your own save points down. Which is another area where I'm left thinking negatively and yet I think objectively this is my fault and I'm wrong. It's so frustrating losing all progress since your last save, which is a totally indefinite amount of time. Doesn't help a lot of your deaths feel very sudden and perhaps, not entirely your fault. Could do a few minutes of easy platforming, nothing is really happening so saving hasn't entered my mind, oh instant death from something you couldn't really see coming. Then you're annoyed at having to redo so much so you rush it and make more mistakes. And I'm just like mannnn, the level design isn't really that fun as it is now I'm having to replay it all 'cuz Ori dies if a stick cracks under him too hard - And it feels extra bad 'cuz it's actually my fault I didn't place a better checkpoint when I had the chance. Had this same problem in Demon Turf, but it's even worse here considering this isn't just an A to B level based platformer.
On a less negative note, I'll defend the combat. I'm all about non-conventional game design these days and conceptually I don't have anything wrong with it. Allowing you to constantly do damage while on the move allows the focus to be on your own positioning. You can dodge projectiles and dance around enemies as you take them down. Feels really good once it's upgraded too. But then the topic of enemy design comes up and I find they don't really take advantage of what this combat would allow them to most of the time. And half the time you're dying to enemies just because their projectiles blend into the background or the way they move isn't really well defined. So like seemingly everything in this game, it's fine but leaves me feeling nothing if not slightly annoyed.
Skill trees, I just don't like 'em conceptually. They're a game design crutch that rarely truly adds to any game. That said, in the context of a metroidvania, I'd rather find EXP chunks that help me get my next level up as opposed to say, my 35th missile upgrade so I guess it's fine here.
The escape sequences and moments with the owl are mostly pretty sick at least. Makes me wish more of the game was full of memorable set pieces. Maybe that's my problem. The game puts out the vibes of a modern cinematic story driven experience, but most of the time you're solving basic puzzles and killing blobs in nondescript locations. Like you're just grinding through standard metroidvania nothing level design just waiting for something cool to happen again. The heights the game reaches so thoroughly outclasses ANYTHING you're doing for 90% of the runtime, and they're so good while featuring almost nothing the rest of the game has you doing. No setting your own checkpoints, just a well crafted dedicated platforming section that says "do this from beginning to end". No random enemies put there just so the empty room won't feel empty, any enemies are explicitly there to move the section forward in a meaningful way. No handholdy exploration where you're looking for exp orbs to level up your skill tree so you can choose which part of the game to make even easier (including just showing you on the map where collectibles are)
Yeah, I think that's what it is. The best moments in the game are thoroughly disconnected from how the entire rest of the game is designed. There's completely wordless, effective storytelling? Great! Why does most of the game not lean into that and instead have Navi follow you around saying nothing of worth. Striking visuals are great, but most of the game you're spending it looking at absolutely nothing. It's got the ability to be a fast paced and engaging platformer with memorable levels, but most of the time you're navigating pretty unremarkable areas that aren't really that fun to explore anyway. With potentially horrendous pacing issues if you forget to place a single checkpoint. It's got nonconventional combat, which is rad, but it's also got a skill tree full of combat upgrades, which is extremely conventional. And none of what you can upgrade really matters all that much, if at all, during the sections I actually really like. Ori is an indie game darling, but actually it's funded by one of the biggest corporations in the world making it feel a tad overproduced in areas.
Dunno, I understand you gotta have peaks and valleys, it can't all be bombastic action set pieces. But I just find the metroidvania style isn't playing into the huge strengths this game shows it can reach. At least, that's what I figure. Like I said for some reason it's hard for me to talk definitively on this game, heck I completely forgot I beat it a second time just last month - I'm mostly trying to explain to myself why I don't "get it" 'cuz I don't like just saying -eh it's just not for me-
I just can't help looking at this game and listening to its soundtrack and thinking "Am I a heckin' buffoon of a monster for not really liking this?" The ost really drives this feeling home like, it's playing all the right notes, with all the right instruments, it's a huge emotional production through and through. But all I can say coming out of it is that almost none of the music really stuck with me, just kinda blends together and 99% of the time means nothing to me.
I can recognize this is a beautifully made game with a boatload of love and effort put into it, which is more than I can say for a lot of games I don't care for. Normally if I don't like something I definitively tear into it and call out every area that went horribly wrong -even if I understand why the game has its fans, as I do here-. But In this case, it's a game that feels a lot less than the sum of its parts. I just don't feel anything towards this game beyond liking the core themes of the story. Idk, I usually have very strong thoughts I love to actively discuss and defend, but this is a whole lot of yappin' to say I don't really have much to say about this game. It's like, okay I guess.
Like for example the graphics and artstyle. I look at it and find nothing wrong with it, it looks great and all but I'm for some reason just not in love with how it looks. Maybe I don't like the super detailed landscapes in conjunction with the very metroidvania gamey platformer level design with no foreground? It's just kinda flat. Most of the enemies don't really have strong visual designs, maybe it's just that the world itself isn't grabbing me. The whole thing feels weirdly minimalistic which is at odds with how stylish it presents itself. I'm kinda just thinking out loud here.
Then there's the save system. You put your own save points down. Which is another area where I'm left thinking negatively and yet I think objectively this is my fault and I'm wrong. It's so frustrating losing all progress since your last save, which is a totally indefinite amount of time. Doesn't help a lot of your deaths feel very sudden and perhaps, not entirely your fault. Could do a few minutes of easy platforming, nothing is really happening so saving hasn't entered my mind, oh instant death from something you couldn't really see coming. Then you're annoyed at having to redo so much so you rush it and make more mistakes. And I'm just like mannnn, the level design isn't really that fun as it is now I'm having to replay it all 'cuz Ori dies if a stick cracks under him too hard - And it feels extra bad 'cuz it's actually my fault I didn't place a better checkpoint when I had the chance. Had this same problem in Demon Turf, but it's even worse here considering this isn't just an A to B level based platformer.
On a less negative note, I'll defend the combat. I'm all about non-conventional game design these days and conceptually I don't have anything wrong with it. Allowing you to constantly do damage while on the move allows the focus to be on your own positioning. You can dodge projectiles and dance around enemies as you take them down. Feels really good once it's upgraded too. But then the topic of enemy design comes up and I find they don't really take advantage of what this combat would allow them to most of the time. And half the time you're dying to enemies just because their projectiles blend into the background or the way they move isn't really well defined. So like seemingly everything in this game, it's fine but leaves me feeling nothing if not slightly annoyed.
Skill trees, I just don't like 'em conceptually. They're a game design crutch that rarely truly adds to any game. That said, in the context of a metroidvania, I'd rather find EXP chunks that help me get my next level up as opposed to say, my 35th missile upgrade so I guess it's fine here.
The escape sequences and moments with the owl are mostly pretty sick at least. Makes me wish more of the game was full of memorable set pieces. Maybe that's my problem. The game puts out the vibes of a modern cinematic story driven experience, but most of the time you're solving basic puzzles and killing blobs in nondescript locations. Like you're just grinding through standard metroidvania nothing level design just waiting for something cool to happen again. The heights the game reaches so thoroughly outclasses ANYTHING you're doing for 90% of the runtime, and they're so good while featuring almost nothing the rest of the game has you doing. No setting your own checkpoints, just a well crafted dedicated platforming section that says "do this from beginning to end". No random enemies put there just so the empty room won't feel empty, any enemies are explicitly there to move the section forward in a meaningful way. No handholdy exploration where you're looking for exp orbs to level up your skill tree so you can choose which part of the game to make even easier (including just showing you on the map where collectibles are)
Yeah, I think that's what it is. The best moments in the game are thoroughly disconnected from how the entire rest of the game is designed. There's completely wordless, effective storytelling? Great! Why does most of the game not lean into that and instead have Navi follow you around saying nothing of worth. Striking visuals are great, but most of the game you're spending it looking at absolutely nothing. It's got the ability to be a fast paced and engaging platformer with memorable levels, but most of the time you're navigating pretty unremarkable areas that aren't really that fun to explore anyway. With potentially horrendous pacing issues if you forget to place a single checkpoint. It's got nonconventional combat, which is rad, but it's also got a skill tree full of combat upgrades, which is extremely conventional. And none of what you can upgrade really matters all that much, if at all, during the sections I actually really like. Ori is an indie game darling, but actually it's funded by one of the biggest corporations in the world making it feel a tad overproduced in areas.
Dunno, I understand you gotta have peaks and valleys, it can't all be bombastic action set pieces. But I just find the metroidvania style isn't playing into the huge strengths this game shows it can reach. At least, that's what I figure. Like I said for some reason it's hard for me to talk definitively on this game, heck I completely forgot I beat it a second time just last month - I'm mostly trying to explain to myself why I don't "get it" 'cuz I don't like just saying -eh it's just not for me-
I just can't help looking at this game and listening to its soundtrack and thinking "Am I a heckin' buffoon of a monster for not really liking this?" The ost really drives this feeling home like, it's playing all the right notes, with all the right instruments, it's a huge emotional production through and through. But all I can say coming out of it is that almost none of the music really stuck with me, just kinda blends together and 99% of the time means nothing to me.
I can recognize this is a beautifully made game with a boatload of love and effort put into it, which is more than I can say for a lot of games I don't care for. Normally if I don't like something I definitively tear into it and call out every area that went horribly wrong -even if I understand why the game has its fans, as I do here-. But In this case, it's a game that feels a lot less than the sum of its parts. I just don't feel anything towards this game beyond liking the core themes of the story. Idk, I usually have very strong thoughts I love to actively discuss and defend, but this is a whole lot of yappin' to say I don't really have much to say about this game. It's like, okay I guess.
I love how the movement in this game feels- Ori is lightweight and fluid, dashing in and out and over obstacles with ease. The game doesn't feel unfairly hard- if I make a mistake and die, I can easily understand why it happened and how i should start fixing the issue. The story is emotional despite not having any dialogue, and though it's perhaps not the most unique, it's still full of potential as a heartwarmer and tearjerker both.
The "boss" battles of the game are intense chase sequences which test your mastery of new abilities, and they're full of a healthy adrenaline. Unfortunately, some parts can have /very/ steep reaction time requirements, and it can sometimes feel like you're intended to die as a learning experience and start over, instead of escaping by the skin of your teeth. This interruption of flow can be very jarring!
The music and the art, are, of course, top notch, and I don't think there's a single moment in the game that looks or sounds bad.
The "boss" battles of the game are intense chase sequences which test your mastery of new abilities, and they're full of a healthy adrenaline. Unfortunately, some parts can have /very/ steep reaction time requirements, and it can sometimes feel like you're intended to die as a learning experience and start over, instead of escaping by the skin of your teeth. This interruption of flow can be very jarring!
The music and the art, are, of course, top notch, and I don't think there's a single moment in the game that looks or sounds bad.