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While I disagree with some of your critiques, the way you approached this video was super refreshing. One thing that is all too common in negative critiques is someone going all in on their negative feedback, but instead of engaging with real and potential counter arguments they say "before you get mad, this is all just my opinion". This video didn't feel like that by any stretch. While I definitely have different takes than you on the controls, story, and even the combat, you really opened my eyes on a lot of these issues! Like, an additional visual indicator on the bash is such a good idea I never considered! Really great stuff and thanks for having me on!
I'm glad it came across that way! It means a lot considering a lot of people assumed the video would just be me being negative for the sake of being negative. The reason I felt the drive to make this video was because I see so much potential, even in the parts I didn't enjoy. And thank you for agreeing to be a part of this. Your perspective was really lovely to hear. 😁
When you don't script your segment and can't stop mentioning the great music and that no one is talking. (Did you know the music is great and there's almost no talking?)
I think there might be music in this game??? But for real, thank you for adding your perspective to the video. I think it added a lot and on a personal level, it means a lot. 🥰
You know, thinking back on it, I think I remember Ori and the Blind Forest so fondly because I immediately jumped into Ori and the Will of the Wisps directly afterwards, making the first game feel more like a "clunky part 1" that was easily excused because of the improvements of the second. I agree with a lot of your points, and appreciate the well written video!
I’m going to be honest, I did not expect this to be such a good essay when I started this video. As someone who loved both Ori games, I watched the entire 30 minutes because the things you said, they really did make sense and you made some great points. I agree that the combat wasn’t that great, and the whole system with the keys and doors sucks. I‘m glad they improved a lot on that in the sequel and took inspiration from other games. The only thing that really bothered me was your take on the graphics, don’t see your problem at all there. Sometimes you would talk about how the controls feel weird. I can’t relate to that either, i think the sort of slow falling that ori does only helps making the game feel smoother and fits him really well. The clips you showed when talking about the movement, I must admit I can see your point but most of the time those jumps were just misplaced, that happened to me a lot but I got better as I learned how it works. I really liked how you didn’t make me feel like I am stupid for liking this game, I don’t see that often when watching „negative“ reviews about games. Overall really great video, I subbed and I enjoyed seeing someone talk about the worse side of this game I enjoy playing! Keep it up
Very cool video essay, and I found myself agreeing with a lot of it, especially towards the beginning. I like Ori a lot, but the character is indeed needlessly difficult to control, and is always prone to slip off the edge of narrow platforms that are already hard to reach to begin with. That adds nothing to the fun factor, and makes playing it sometimes frustrating. On the other hand, I personally prefer the saving system in Ori over that in Hollow Knight. In Ori, when you die at a challenging moment you get immediately back to it, so that you get better at it without delays, and you feel challenged but not punished. In Hollow Knight, getting killed by a challenging boss or in the middle of a boss rush may mean five or even forty minutes of needlessly replaying until you get a second, then a third, then a fourth chance. It's not the kind of game you can enjoy when you only have a few hours a week to play. I also like the upgrades in Ori much better than in Hollow Knight. The rewards that await you at the end of challenging sequences in Hollow Knight are often miserly (one quarter of a mask; a 12% longer sword; a charm you cannot use because you don't have and will never have enough notches); in Ori the rewards felt real, so getting through difficult passages coupled being challenged with getting a payoff. But maybe my favorite feature in Ori is the storytelling. I think they found a great solution for telling a compelling story without asking the player to endlessly listen to NPCs with big speech balloons. The story is mainly told without words, and it makes sense without the need for extraneous info (which is the case, again, with Hollow Knight).
I can’t believe you would disparage this video game that I make my entire personality! This video game is such a masterpiece! You have absolutely no idea! I live every second of my life thinking about this video game! I didn’t even watch the video to the very end! no lol just kidding, thank you for all the time and effort you put into these videos otter! I really enjoyed hearing everyone’s point of view in contrast with your own! Another great video!
It is shocking that this video does not have more views. The editing and commentary are all top notch. I was looking around for some Ori and the Blind Forest reviews because I just finished the game and I did *not* have as much fun as I did with similar Metroidvania/platformer games like Hollow Knight and Celeste. The controls never really stuck well with me and there seemed to be an excessive amount of skills that never flowed well with each other or interacted with the environment in any meaningful ways. Like why is there both wall climb and wall jump - that feels redundant if you ask me. And the super jump seems pointless as all it can do is break blocks and jump a bit higher, not actually change the flow of the movement. But I also found some parts of the game to be amazing. The bash skill is easily one of the most fun abilities I've seen in a platformer and I loved the Ginso tree escape. But I feel like the game becomes much worse afterwards with lazy enemies and escape sequences that are just unfair. The save system created artificial difficulty spikes if you ever found yourself at low health and no energy when deep into a level, forced to redo large sections of the game. It just felt that the game never lived up to its full potential of mechanical depth. Celeste's one and only main ability is the dash, yet they take that one ability to its mechanical limits with interesting interactables and movement techs, while Ori just scratches the surface. And with the story, I agree with you completely. It just felt overly simplistic and it didn't resonate with me like I thought it would. But your final message is definitely the most important, because even if it wasn't my taste, I can appreciate that many others loved the story and that's a great thing to remember. Keep up the good work! I'd also love it if you could make a video on Hollow Knight or Celeste!
6:41 omg I got stuck on that one part for soooo long lol just trying to make that stupid jump, honestly I just think the difficulty design is so weird to me in this game
While I disagree with your opinion, I really respect that you acknowledge that this is simply a matter of opinion. You take a "this is what I think" approach, and not "this is what you should think" approach, and it is a very refreshing thing to see on the internet! As a fan of both games, I disagree with many of the points made. I enjoyed the combat, I think the art was great, the save mechanic was cool in my opinion, and I love bash. However, I do agree that Naru's "death" was not as important as it should have been. I liked the story, I don't think of it as hollow, but it is lacking. And while I liked the controls, I do believe that they don't always work well with tight platforms (like the hanging planks). Great video, I will certainly check out some more!
As a big Ori fan I do agree with a lot of your points! I remember some times where I took a break from this part 6:35 specifically because of how hard it felt to get that grasp right. The slippery walls, the very trippy balance on pole-like platforms were definitely things I had to get used to. Even though they were hard, I am one of those types to relish in mastering the slippery controls as I was used to doing that with broken controllers on old consoles, while giving the better working ones to my siblings or friends during my childhood. So it doesn't frustrate me for long. When attacking I rarely stood still so I never really noticed it being as lackluster as you've pointed out, it's quite surprising how I missed that the first time I played it. I loved the opening sequence for it's beauty but I do agree it was a long opening that could make people feel impatient, I never thought about the emotion-tugging part since, even tho Ori later revived, acted like it didn't effect him anymore, I the player pretty much conveyed it through how I controlled Ori's movements; making my grief projected into Ori within my playthrough. I loved this essay! It really lets me see games I love so dearly through more objective lenses and other perceptions. It gives me more appreciation for games I look up to, flaws and all!
Dude I know I am a year late but this is the best criticism i’ve ever seen. Like literally. Explained your points, never became rude and even provided diferrent opinions from different people! You’ve got this stuff figured out. I see you enjoyed the sequel. Nice :)
this was very well done! such an important message to get out there and remind people that we can have different opinions on a piece of media but still exist in the same space together and respect one another. i personally haven't played ori but i think the thesis of this video can be applied to almost any game, or piece of art, and that really resonates with me. thank you for the hard work on yet another video!
Thank you so much Violet! Yeah, I think this video could have been about any piece of media at the end of the day, in terms of the message I was going for. 😄
I always look forward to the beginning of the month because it means we get another rad video essay! I do think that maybe I’ll give Ori another shot just to see where it goes but I definitely agree that the controls didn’t work for me. As someone who has a slow response to enemies or the environment I did get frustrated more easily. ALSO! I didn’t realize until this video about the attacks! I hate that I can’t dodge or do anything ahhhh. Anyways, congrats on making partner!! Can’t wait for the next video!
Yeah! The fact that there's no dodging makes things so hard to navigate. And also thank you Papaya for saying that. That is super sweet of you, my gawd.
I just finished playing through both Ori games yesterday. Personally, I loved the feel of the controls and don't mind at all that they lack the precision of games like Hollow Knight or Celeste, which let you turn on a dime mid-air and such. The game's challenges are built around these controls. Take the Ginso Tree escape, for example. I didn't find bash confusing or difficult to use at all. I thought it was a clever mechanic and my only criticism of it is that it was so good it was overutilized and became a bit of a catch-all solution to every problem (something they remedied in the second game). I noticed the "floaty" feel to jumping early on and had to adjust to it. Specifically, I found I was entering inputs too quickly, resulting in canceling jumps too early. However, once I adjusted and slowed down my inputs to match the gameplay, it wasn't an issue. I wouldn't classify this as a failing of the controls. It works and feels great once you get used to it. But again, it isn't Hollow Knight where you have that precision control of movement in space. The important point to note about your opinions on this and my reaction to them is that, as much as we want to make it about the objective mechanics, this is our subjective interpretation of feel at play. The game works. The controls work. The issue is how it feels to the player. Some prefer what you call "tight" controls like Celeste or Hollow Knight while others may prefer the floaty acrobatics of Ori. In my opinion, they created a very unique feel to this game and it really works amazingly well, especially when they add more skills to Ori's repertoire in the second game like grapple and that crazy sand burrow/dash in the later zones. Chaining these varied skills together in timed spirit trials and exciting escape sequences felt really spot on for me. After experiencing that I really have a tough time viewing Ori's controls as one of its faults. Edit: On the other issues you bring up, I really think you should take a look at the second game. It resolves most of these issues (e.g. story narration and character development, combat, exploration in the Metroidvania style).
That's fair. I've heard a lot of people like the controls. And after playing the sequel, I have to say they gel better with me in that sequel for some reason.
@@filmotter Agreed. As I said, I think part of the problem with the first game's skillset is the over-reliance on bash. It's an excellent mechanic, but they didn't really give Ori anything else to compete with it or compliment it. In the second game they really limited the over-use of bash and went out of their way to create skills that serve a similar function but have different use cases. They then created challenges forcing players to utilize all of these skills in thrilling acrobatic sequences that are just a ton of fun and often quite challenging besides! It's something that feels unique to Ori and gives it a very different feel from games like Hollow Knight. Precision wall jumping and dashing feels great, too. But flipping and flying through the air to reach your next object to play off of is an entirely different type of challenge and it really worked for me.
I feel so validated! See, I have a bit of a motor disability. My reflexes are shite and certain movements tend to make my fingers hurt pretty quickly. Platformers are generally pretty difficult for me these days, which is a bummer, since I used to like the genre a lot as a teen. I can brave the difficulty if either the moveset feels very responsive and fair, or the game overall is pretty forgiving with its checkpoints. Ori is unfortunately neither of those things. It just felt really frustrating when I kept having to redo stuff because I slipped off of a ledge or missed a jump due to the floatiness. I had to rely a lot on the extra save points to make some of the sections more bearable, because otherwise the repetition would have gotten too painful. And then I constantly worried that my over reliance on that resource would be punished later. It was just all around the exact wrong game for me. Thankfully I got to figure all of this out by playing the demo. And I gotta say, I really do have a lot of respect and appreciation for the studio for making one, because it allowed me to walk away from the game and spend my money on something else that suits my needs much better.
Oh yeah, I get what you mean! I don't have the same experience but I will say that later parts of the game still hurt my hands a lot. There is a section that requires you to hold down four different buttons to use two abilities in conjunction and it really hurts, especially because you have to repeat it a lot if you fail. I know a lot of other modern indie platformers do their best to be much more inclusive. Like Celeste seems to have a lot of accessibility options. Although, as someone who does not use them, I cannot speak to whether or not they are useful. But they're there!
Another great video; I think you've gotten even better over the past year! As a person who loves the Ori games to bits, I don't really disagree with anything you said- just that none of it was a dealbreaker for me. One minor point of contention I have is that I don't think Naru's death at the beginning of the game is pointless; it's a call to adventure for Ori. Naru's death reflects and personifies the dying world around him, and Ori needs to leave what was the comfort and safety of his home to fix it.
Interesting take. Ironically, I actually found myself finding barriers I couldn't surpass until later more often with Ori and the Blind Forest than any other 2d platformer/metroidvania I've found (it certainly straddles that bar in places). I approached the final area 4 or 5 times without having all the upgrades it expected, getting a bit further each time, only to find that I had to turn back. There's several other areas I remember approaching several times with new abilities to see what would work.
Absolutely great video once again, Otter! I just want to thank you for being so upfront about how this is your opinion and people with differing opinions can co-exist with you. We need more media of people speaking out about how others are ALLOWED to have their own opinions on certain things. In the present world, the internet has the tendency to be so hostile with other's opinions. I know you touched on this with the fandom video, but it makes me happy that you're bringing it up in another video as well. I hope people that loved the game and watched this respect your opinions, especially with how you approached the essay. 💛
Seff!!! Thank you so much! I was inspired to make this for exactly that reason. Not enough discourse out there about differing opinions being ok if you ask me. 😄
Am I the only one, that felt that the 2nd Game "will of the whisp" was less floaty. I stopped playing Blind Forest because the controls frustrated me. I died too often with the feeling, that it wasn't my fault. Didn't had that problem with WotW. Also the combat system and more characters in the 2nd game spoke more to me.
I agree I played both games over the past 2 -3 weeks and WotW fixed most of the problems I had with the BF BF felt unforgiving in some sections of the level design The only nit pick I had with WotW is that the game would freeze a lot 😅
Your video made me think why I was head over heels for this game. It just popped up I’m at the right time in my life; I was dabbling in flash, trying to put together a platformer, and got absolutely blown out of the water by how this game defies platformer controls and blends foreground background together Now that I thought about it, if I didn’t find this game when I’m into making platformers, I’d be less impressed and probably just enjoy it like a normal game. That’s why your video is insightful 😮
I think the funny part about your critique of the Ginso Tree Escape is that it's hands down my favorite sequence in the original Ori. Bash is such a fun ability to use, one of my favorite in any Metroidvania that I've played, and I don't know, for me the floaty movement never really felt bad.
even though i love ori i have to say the controls are not so tight as they could have been and even though i got used to the controls you re partly right
I have an answer to the combat part. In Blind Forest Ori's wisp friend does all the fighting and it feels not good, but in WotW Ori himself does the fighting, getting different weapons and skills. It has the feel of the player and Ori having an autonomy that's missing in the first game. Also added to by WotW having actual bosses and being able to pick the order you tackle areas in to some extent WotW has escape sequences but they feel much less frustrating than I ever experienced with BF (the escape the water section had me actually shut the game down for a period of time out of frustration, or the wind escape getting unfairly killed by falling stone you had no way to react to since you have no dash and are floating). I think in part it's how the controls are set up. In BF the bash and jump both use the face buttons so you have to stop using one to use the other which messes with movement but WotW bash is tied to a shoulder button so it feels smoother to use. Also there's a dash in WotW
This has me really excited to try the sequel! Because everything you mentioned that it changes... is everything that I need changed to make it a better experience for me. I think if I wasn't streaming the water escape for example... I don't think I would have been motivated to continue
@@filmotter consider I tried a replay of the first and gave up at the wind section because I was too frustrated but I've replayed WotW multiple times and had a great time with each one I think I only got through BF the first time out of spite and determination to beat the damn thing
@@LuminousArc92 My boyfriend is currently finishing the game just so he can watch this video without getting spoiled on the story and he literally said "I am only finishing this out of spite" LMAO So you are not alone!
@@filmotter you should definitely try Ori WotW because while I was watching your video I started to appreciate how many of those issues apparent in the original game were fixed in the sequel
9:30 a big issue with that is it probably gets confusing for colorblind people (though it can be fixed by having different design for the two arrows which incidentally helps make them more distinct for anyone, and potentially an option to have only one arrow or customize the the colors in the menu)
Ori is one of those games that I loved when I first played it but hasn’t held up too well. I personally love the controls, but the world design and combat are very underwhelming. I loved your insight that Ori almost exclusively gives you a key before a lock instead of the other way around. The one silver lining to combat is that bash becomes more integral as time goes on.
That's true! I appreciate the creative ways they incorporate Bash in later puzzle sections of the game. Like I mentioned, I have yet to play the sequel. But I hope the evolve Bash even more because it could be really interesting if expanded on!
If you haven't played Will of the Wisps yet, you need to drop whatever you're doing and go play it NOW. It fixes literally every issue with Blind Forest and then improves on it 100x. The moveset is refined and great to use. There's a ton of lock-and-key back and forth as you collect abilities and endless secrets to discover. The combat is *immensely* better, you get like 12 different weapons and they're all fantastic. The chase scenes are challenging, not frustrating, and you also get bossfights. The story is compelling. The music is a masterpiece in its own right. Wisps is literally a perfect 10/10 game and your life is incomplete if you haven't played it.
This game tends to be compared to Hollow Knight, and I can see why. A thing I've been told a lot is how much better Hollow Knight is compared to Blind Forest. I just can't like Hollow Knight. I don't really like the graphics, for me they feel like a slightly better polished Flash game, the controls feel stiff and certain gameplay choices like getting sent back to a bench after losing a boss fight and having to go all the way back feels like it's kind of a Souls-like (I've never liked Souls-likes) but in 2D, and it's just feels frustrating after a while when you have to backtrack back to that area over and over, the unnecessary repetition just feels there to make the game more "challenging". About the graphics on Ori and the way the platforms are laid out reminds me of the Donkey Kong Country games. Celeste, which you showed as an example, maybe is more akin to Super Mario World, that's more blocky/cartoonish, meanwhile Ori is meant to be more organic looking, like DKC. I don't know if it's because I grew up constantly playing through DKC that I don't really feel off about the round edges on platforms at all. And yeah, the combat in Blind Forest isn't the best, and it pales in comparison to the combat on Will of the Wisps
Nice video! Though I disagree. For me, adapting to a games particular input oddities is part of the fun. Most of the time the way a character responds to inputs is part of that games identity. It can be an added layer of challenge or just a unique characteristic. Like tank controls, or being animation locked in a Souls game. Imo its not bad game design, it's intentionally there and part of what differentiates that game from others in the same genre. If all games controlled and played exactly like Celest it wouldn't feel very unique. On that note I don't think Ori had bad controls, it felt very response and did what I expected. More than anything I don't want a Studio to change their game design for me, I want to rise to the challenge of what they intended.
The first complaint I had with Blind Forest and the thing that I kept feeling all the way through the game, and I think they mostly fixed this in the second game: The jump feels weak. You jump, Ori rises very fast, then stops way sooner than you would expect, given the height of enemies and the horizontal possible length of the jump and just compared to any platforming game.
Wow, you are not alone! Thanks for articulating how I felt about this game. I completely agree with everything you critiqued. I also find the controls extremely frustrating. I died more times trying to ascend the flooding tree than I did trying to complete the White Palace in Hollow Knight. I also didn't connect with the story very much. I found Celeste so much more rewarding to complete, even if it was frustrating at times. It certainly had much better controls. Ori is not a metroidvania game, even if the developers wanted it to be.
Hello, I also did not like Ori. :-) I never dare to share my experience with this game because of how universally loved it is, and because I know people will say that my opinion isn't valid because I haven't finished it or because I "didn't give it a fair shot" but I will make this video an exception, as I feel comfortable knowing I am not the only one who feels this way. The combat is not good, as almost everyone agrees on, and the floaty movement did not click for me. I also could not get the hang of the bash ability so after a couple of hours of not having fun and being frustrated with the platforming, I decided to drop it. And I think the story does just enough to make the player care and have context for what they are doing, which is fine. All in all, I'm glad to be able to get this off my chest now knowing someone else shares this opinion with me and can articulate it so well and respectfully. Thanks.
I'm not alone! 😅 Yeah I've off-handedly mentioned that I didn't enjoy the game a fee times in other videos and there are SO many people who take that very personally. I'm still going to try out the sequel someday, though. I hear that most of the issues I have with this game are fixed in that one. But I can't speak to that just yet. 😄
@@filmotter I've been afraid to try the sequel becuse the movement looks to be very floaty still and that made platforming hell for me in the first one. There are so many other great games out there that I'm okay with potentially missing out on one of them.
@@filmotter I've had Timespinner and SteamWorld Dig 2 wainting on my backlog for a while, but I've also bought The Wild at Heart recently, so definitely one of those three.
Let me tell you how my love for this game and its sequel came from. I do agree with most of your criticism (except for bash and the Ginso Tree part), but even though I know there are the bad things I simply don’t let them bother me, which is also probably the way I am the only person who liked Pokémon BDSP aside from not playing the original DP. For example, the game’s combat is terrible, but I really didn’t mind combat unless it is the main focus of the game. I also like some of the very small things that make me happy, like the one Skyehoppers pointed out at 27:23 Then, there is the music which did something no other game had done before this one: motivated me and kept me from raging. The most brutally hard part of the game was probably the Ginso Tree, which yes it is frustrating, BUT whenever I died and was frustrated that I died, the music motivated me to continue without getting angry. Like, seriously if it wasn’t for the music I would probably have raged harder than I did while fighting Nightmare King Grimm in Hollow Knight, and trust me if there was a moment I would have probably gone crazy mad besides playing Cuphead is probably was that fight with Nightmare King Grimm.
I agree with basically all of your points, except on the art and story elements. I feel like Ori and the Blind Forest is a beautiful game with an immaculately crafted story, with its opening being the first time I've ever cried at the beginning of a story and its ending being one of the best endings I've ever seen in a video game. That said, I felt like you understated how bad the movement was. I was personally scared to make progression-relevant jumps throughout most of the game because I didn't think the movement tools I had allowed me to make those jumps and failure meant at least losing health, if not my entire life. Furthermore, most of the time Ori and the Blind Forest doesn't give enough of a safe zone for you to learn new tools the way most other metroidvanias either layer the progression-relevant upgrade on existing tools you already know how to use (like most of Samus' gun upgrades) or make you use the new tool to leave the area where you got it. I also feel like your assessment of combat is slightly inaccurate. You can move while using Ori and the Blind Forest's sad excuse of a combat system, it's just that the movement is bad and the combat is bland regardless of whether you're moving or not. It's at least responsive though, which is more than I can say for Ender Lilies' combat system.
the movement was my favorite part of ori. I played on keyboard and mouse and it felt so smooth. where you see floaty movement i see hangtime to chain abilities. thats what i found fun about ori. i think this game is infinitely better on keyboard and mouse. this one sentence will explain that: bash is right click. bash is right click. its so easy to chain bash on keyboard, like trivializing.
Yeah well put. The escape from the Ginzo tree sequence should feel liberating but instead it's a hard bottleneck, especially on a joycon when everything feels even more janky.
Did you add the purple arrow at 9:30 ? It seems like there’s an arrow for ori and an arrow for the projectile. If you were editing in a visual aid, it could’ve fooled me that it was always a part of the game.
Great video Otter, you and I are aligned on this one. Blind Forest was touted to be “one of the best modern Metroidvanias” one of my favorite genres, and instead what I found was a platformer, and I don’t like platforming games at all. Fortunately, we got Will of the Wisps years later, the metroidvania I wanted Blind Forest to be, and it’s AMAZING. You have to get to it Otter!
Exact, Ori does not encourage backtracking, this is an old habit we have gained throughout our gaming experience, but Ori is way more direct and straightforward, which is OK really, I loved both Ori episodes, because you don't have to scratch your head to move forward, the downside off course is way less replayability. At contrary I found backtracking in Metroid Dread heavy and a bit forced. Ori is a light Metroidvania with accents on platforming, action and movesets innovations, which were honest tentatives to refresh the genre IMO.
I would actually suggest playing through the game with a keyboard (no mouse cuz eh) because I had none of the problems you mentioned in the first 8 minutes of this video. In addition, despite not finishing the game yet, I have found that I’ll get an ability, then think back to something I couldn’t get past earlier. (Haven’t finished the video yet, but wanted to say this)
@@filmotterI actually do have a question for you. I've watched a few of your other videos, and I was wondering if you intentionally try to find real life meaning in the games you play, or if it's something you just realize afterwards.
As someone who both loves and hates Ori and the Blind Forest this was a great video to watch, you made some amazing points with reasons to why you dislike some aspects and mechanics and having other people's views on to why they love the game was really nice to see. Such a well made video as always Otter.
I have played this game a lot, a LOT, and I can agree with a few points, but something that makes me keep coming back to it is trying to push myself for faster completion times and trying to find efficient routes to pick everyrhing up. The momentum in the game with bashes and the feather gliding make it super satisfying to quickly traverse through some sections with pretty much one or two jumps And a little trick I've found is that if you gather a good number of abilities and prepare to press most inouts you can almost one-shot those jumping worm minibosses That said, it's a choice of a playstyle, and the game has some decisions thst can make it aggravating. There are plenty of certain death areas, all those lasers and the piston rocks, or the foreground elements I like it, love it even, but it's a good insight, I agree with a lot of points
I like to see those videos that have "hot takes" because it's an interesting way to hear more voices and see things that i couldn't. Great video, I hope you can play Will of the wisps and make a video on it.
I can agree with most of your points, but bash? no honey, there is an indicator arrow, it's the tail end of the arrow, it points to exactly where the projectile will be going
To me it seems you expected a precision platforming with very simplistic physics like Hollow Knight. Ori is meant to feel more natural, like you're exploring a real environment. The floatiness makes it more enjoyable. I feel like you failed to adapt to this different style and got frustrated with the game as a result. Also the whole point about Bash feeling unintuitive sounds like a you problem and not a flaw with the design. i never had any issues with the directionality of it, or the projectile being bashed.
These videos are very well made. Glad the algorithm recommended your channel. Totally understandable you're issues with Blind Forest. I myself do quite like its movement and aesthetics but the combat is mindless. Will of the Wisps is a huge step up there but movement is basically identical, but again for me it was the combat changes that made the sequel excellent in my mind as I already liked movement in both games.
@@filmotter Would absolutely love to watch your take on that. As I said before, I totally understand your criticisms of the first game and agree with some myself but I do still enjoy it more than I don't. I think the sequel really did address the main issues I had with the first game as well.
Funny how some of the things you dislike are the things I like! Also I quickly realized that Ori 1 is not (/barely?) a Metroidvania and therefore shouldn't be judged as such. That realization allowed me to enjoy the unique experience the game was trying to give... once I got over my initial disappointment that is lol (metroidvanias are my favorite genre and I'm even making one). I really enjoyed the Ori games, but neither of them come near Hollow Knight for me. Anything else I was going to say, was covered by the ending "counterargument" section. Really well made video!
I hear great things about the sequel, so I'm excited to see whether they lean more towards the metroidvania genre in that one or if they end up leaning further away. Have you tried the sequel yet?
@@filmotter It just edited my comment without refreshing the page lol. But again, yes I enjoyed Ori 2 probably a bit more than the first. It is way more of a Metroidvania, but its design philosophy is still different from something like Hollow Knight (and HK is also a bit different from Super Metroid btw). It's non-linear, but the areas are still pretty sectioned off. The combat is pretty good this time, but they don't explore its depth as much as they could've. I have one main grip with the story (explained well by ingeniousclown's video), but you may like it a bit more than Ori 1. I really enjoyed both Ori games, but I definitely love Hollow Knight more. I might like Ori 2 more than Metroid Dread tho... maybe...
I won’t lie after playing Ori I became obsessed with finding another who played like ori. I found ori once mastered to be the king of freedom of movement. That being said for it’s combat, I always felt Ori was a runner and survivor first before a fighter
I’ve honestly restarted this game 4x and still haven’t beaten it yet… but I do love the music and art and even though there are times when I want to throw the controller, I just hit pause and just sit in the music. I hate how slippery the controls are and hate that I almost feel punished for now grasping it. (ADHD gamer here) I love a good challenge, but even when playing on easy mode, I feel like I should be able to get a better grasp on the game and not feel like I have an ever growing wall of frustration.
I agree that the combat is bad. It's not great, but I do notice that you're purposely making it look worse by not having upgrades or using other abilities like bash to dodge through enemies. I saw that a lot in the first gameplay section, where you're obviously playing poorly to make the gameplay look worse. Other than that, I don't agree with anything. The video was well put together though, so cheers to that.
Things i disagree Floaty controls? - the Controls are actually tight and the movement of Ori feels fitting as well Platforming on edges - I never had problems with those curved edges honestly Rubberbanding Flood - I actually loved som Rubber Banding in most games because it keeps the Tension going in some games they dont fit well but in this section it honestly feels more natural just to keep the player engaged and mistakes could lead to your demise kind of feeling. It is a moment of rush keeping you on your toes while trying to escape the flood Bash - The bash is one of the most Creative abilities ever and i have no complains on it at all. Things i agree Not a good metroidvania - yeh the game lacks on this aspect a bit too much, Sequel fixed it but it leads more to be desired Save links/Save spots - Yeh i never liked those actually, using Mana to save instead of using it in “Fun” ways such as abilities or other things makes me hate it. Using Resources just to save is never “Fun” Combat. - YES ITS TERRIBLE, tho question why do you literally just stand still when attacking, you know you can move right? Sequel however has the BEST COMBAT, what actually upsets me is that theres not much Combat or room to explore combat more because the game kinda ends abruptly especially when you are given all this incredible powers, abilities & Weapons the game doesn’t let you explore those more, needs more Battle Arena’s more encounters and especially MORE BOSSFIGHTS Story - yeh the story, its nothing special really, i liked it but its not something i would go crazy on about.
I love ori for its movement, and thats why i like the combat the way it is its not meant to be a focus, its not meant to be super developed and yea! ori without combat would have been great! i love metroidvanias that dont focus on combat, and this is the first game that fit that criteria which is partially why i was slightly disapointed on the sequel (since it has a focus on combat)
Lore-wise, the combat not being in focus is more than logical because you're playing as a weak spirit that literally died not so long ago and your only goal isn't to kill everyone who stands in the way, just to restore the balance of element. And all of your combat (except bash and spirit charge or smth, but they're utility abilities anyway) does sein. Ofc you wouldn't have big combat orientation.
I disagree with most of your points but sure, everyone has their own taste. When it comes to the movement every point you brought up can be summarized as not being used to it and can be quickly fixed with just the standard "get good" I've never actually heard anyone complain about bash before for more than the first few seconds of using it because it gets quickly understood and then you're used to it. When it comes to incentive for backtracking in my experience it is the exact opposite of what you said for Ori, all I heard at that point in the video was "I did not explore the world around me and now I'm mad that I can travel around without problems" Abilities like stomp and bash have countless uses around the map that you have to backtrack to figure out, I'm guessing you weren't much of a completionist while playing because if you don't backtrack it is literally impossible to 100% most areas because you don't have the movement required for it when you first go there. Sure the combat in the game isn't amazing but saying there is no dodge-button is just false, most of your movement abilities are dodge-buttons and you never have to actually stand still to deal damage, that is just how you damage yourself. I'm not saying you're wrong, I'm saying you're bad
Found this video as I've recently beat blind forest and currently on will of the smiths. Lol. Always good to hear a fresh new perspective. Wishing good days, and that you're able to achieve that growth in both the youtube biz, and life in general. 👍
Thank you for the great video. I really enjoy Ori and appreciate the fair criticism. I played on keyboard and mouse and didn't think the controls were that bad. Maybe controller difficulty you had was from what controller/controls you used. (The game really should let you customize your controls.) Part of the reason I like Ori is how streamlined it is. You can complete the game almost entirely in about 5 hours; 3 if you know what you are doing. Unlike so many other games that you have to practically slog through to find everything, Ori never seems to overstay its welcome.
I agree with a lot of the points the combination of insa-kills and the slippery movements made getting the no-death run was pure hell but I think ori has floaty movement due to lore reasons (he's a leaf light being) that's naturally light
This video was really great and eyeopening for me. Because my introduction to platformers was ori and unravel both not really precise games and my introduction to movement in games was b hopping in cs so the floaty style is something i am used to. Today i tried playing hollow knight and its movement system frustrated me because i couldnt get a grasp of its precision. Really it fascinates me how much it depends on what games you start and what games you playe the most.
I love and adore Ori and the Blind Forest. I really enjoyed this video, it was pretty interesting to hear why someone would dislike what I consider a pretty perfectly made game. One thing that helped me enjoy it more was that I was sold it as an adventure platformer instead of a metroidvania. All I was told was it had metroidvania elements but was more of an adventure platformer due how linear it mostly is with light exploration. I feel like that distinction really helped me love the game more than I might've had I been told it was a metroidvania.
Great video, but I have to disagree with every single point you made. This game is literally perfect, I'm not even joking. The only complaint I have of it is that it is too easy.
i've been looking forward to this video ever since you mentioned it to me! i adore this game inside out, but this was an enjoyable and interesting listen. thanks otter!
@@filmotter i definitely clutched my pearls a bit when you started discussing the story LOL but i see your points for sure! i'm easily touched by even very simple stories so it definitely makes sense it doesn't land for everyone! thanks for the work you put into this
I will add, the game does have a dodge button. The bash works as a pseudo dodge that you can do mid combat. While I personally loved every part of the game, including the combat (it is simple, but combat isn't a major focus obviously) I slipped the bash into combat for both sending projectiles and simply getting out of the way. I personally did not like hollow knight for a while, but this game worked as a sort of middle ground between metroid (my favorite games ever) and hollow knight! This is not only a 10/10 for me, but its gotten me into other wonderful games. I've yet to b play the sequel, but I'm excited to try it very soon.
It actually took me like 3 attempts at starting the game to actually go through it, the first 2 times I just stopped after a while because I didn’t really enjoy it. In the end I finished it and enjoyed the latter half, but that was just so that I could play the sequel, which was much more fun from the get go ! I remember after finishing it I just kept moving around the world because of how much I loved simply moving around in it Great video as always, keep it up 😁
I played the sequel first, after playing hollow knight. At first, i didnt like how different it felt and had to leave it for a couple months. Coming back to it, i loved almoost every second of it. Even if its not as long and much harder. My least favorite of the 3 games i meantioned, yet i loved it personally. Agree with most of your criticism though.
as the only other person on this planet earth that also dislikes ori, you covered basically everything that makes it not work for me. but i loved hearing from the other creators featured here, everyone did a really great job! this video is a nice way to look at the game from different perspectives - and also a good reminder to apply this kind of thinking to any other game. some people will like it and some people won't and we can all still co-exist peacefully. probably
Probably! And thanks. I know of literally one other person apart from you who dislikes the game lol. But yeah I think everyone else's perspectives added a lot to the conversation. Especially when it comes to the story of the game. Gave me lots to think about, personally.
I agree with the floaty/awkward controls, but I was able to get used to them. The Ginzo Tree escape was so rewarding when I beat it, with every failure along the way feeling like it was my own fault, not the controls or mechanics. As far as it being a Metroidvania or not, that didn't really matter or change the impact of the game for me. I went into this thinking of it as a platformer first, coming off games like Celeste. I don't really enjoy backtracking though, so that may be why I don't care about the lack of meaningful backtracking complaint personally. It gets overwhelming for me. I enjoy how, in Ori and the Blind Forest, it never felt necessary to revisit previous areas after getting new abilities; secrets were awesome when I found them, and they always had a functional purpose, but always skippable. It's impossible not to compare games to others we've played that are at all similar, but I really enjoyed what it presented on its own merits. Maybe it's not a great Metroidvania, or not a great precision platformer, but it's great at being Ori. Completely agree on combat. And yeah I cried at the opening of the game. I loved and felt attached to Naru simply because of their design and animations, and affection for Ori. But also the music just really gets me. I encourage everyone to try it out, and give it time to get used to the controls. If you don't like it after the Ginzo Tree, you probably won't like the rest of the game! Great video
I totally agree with a lot of the points in this video. Not all, but many. I think Blind Forest was my second or third indie game ever, and I only played it because Will of the Wisps was coming out soon at the time. I think my lack of experience let me miss a lot of its flaws, but it's telling that I've put 200+ hours into the sequel over the last few years but haven't ever gone back to Blind Forest. Even in my memories, it feels clunky, poorly paced, and rather tedious. I still listen to the ost daily tho.
while i've spent 32 hours on a single Ori WotW save, and beat it numerous times, it just wasn't the same for Ori BF. As soon as i 100%ed it, i immediately stopped playing it. I just found it sometimes extremely frustrating
I agree with you about this game. I found it incredibly frustrating to play, which was a shame as I liked the graphics and loved the music, and the developers clearly put a lot of love into making it. There is a limit to how many times my game character can die over-and-over in a game at the same point before I quit, not from rage, but from something much worse, boredom. The boss fights are merely dexterity tests against the controls, and they are totally unforgiving and never adapt to the player's ability level, no matter how many times you die. This renders it not fun to play, and being fun to play is the entire purpose of a game.
Oh yeah boredom is the kiss of death for a game like this. I think if I wasn't streaming it when I was... I would've put the game down during the Tree Escape. Streaming really does make me push through a lot of sections that would make me put a game down otherwise.
@@filmotter PS: It seemed rude to watch all your beautifully crafted videos without contributing anything, so I'm now one of your monthly supporters on Ko-fi .
@@MaxWattage oh my gosh, that is super sweet of you and I really appreciate your support! Just so you know, it is never expected. But always appreciated. ❤️❤️❤️
Just finished 100%ing this game on hard mode and I gotta say the Forlorn Ruins and Moon Grotto were oretty annoying at times. Other than that it's amazing, 9.8/10 overall Edit: I played the Definitive Edition, not the normal edition.
@@filmotterNo idea. Also haven't finished watching it but so far all of your suggestions make a lot of sense. I also really wish you could come to a stop faster, that killed me a few times
@@filmotteralso as for not seeing things you can't get to yet, most ability-related objects are very subtle, like the lanterns for Bash or the pegs for Stomp
the intention behind this critiquing video should get awarded as a constructive argument, made by someone that wants to approach both sides of the debate "blind forest good or bad" despite me being disagreeing with one point after the other (visual direction, movement, feel of the movement, environment shape) i had to agree on under-utilizied lock and key system (yet it still happens to find rooms before the needed upgrade), inexistent combat and un-earned death in the story i think my comment won't change your plans, however DO consider experiencing "Will of the wisp" soon as an experience more than a game which still is an improvement over the original that covers what made the first one "not enough" for you, the only things i preferred in Blind forest are the longer escape sequences and... 3 particular soundtracks (restoring the light facing the dark,,,, escaping the ruins,,, and luma pools) anything else is as special or more in the second one
I agree with most of your points, except the movement. I can understand exactly what you mean, but it was really never an issue for me. I never play platformers, so maybe that’s why I picked it up quicker (no preconceived expectations) so I usually ran through the chase sequences without any issues, and to me it felt very satisfying to jump around. Unless you have like arthritis or something get good (bash is perfect mad cuz bad)
I played Ori and the Will 'O the Wisps first, then went back and played Blind Forest. I am glad I played WOTW first, because I probably wouldn't have played it if I played BF first. BF was not a 'bad' game in any respect, it just came off a unbalanced and unpolished (in certain ways). like combat was unsatisfying, skills were too slow-rolled, pacing was unimpressive. I can also see why people loved it as well, but it didn't really do it for me. WOTW on the other hand took me completely by surprise, I had no idea i'd love that game so much. I can't help but think that BF's faults were more apparent after I played the sequel, so who knows how would have really felt if I had played BF first.
Great video man as always. Keep it up. I'd highly recommend Dust an Elysian Tail. I fell in love with it on xbox 360 arcade back in the day. Also if you've never played Song of the deep give it a shot.
Completamente en desacuerdo con el vídeo, la movilidad que brinda este título luego de conseguir el dash es sin lugar a duda de las más precisas, desenfrenadas, y satisfactorias que he sentido en algún juego de plataforma.
I've spent 4h with the game so far and it's defintely doing it for me. The clunky and floaty physics, the unresponsive controls, the lackluster combat, the frequent times when the art style makes it hard to tell enemy attacks from background elements... It's honestly unbelievable that a game this clunky and unresponsive would ask this much precision platforming. It's way too frustrating when other metrodivanias have done movement and physics so much better than it, like Hollow Knight and Blasphemous. I'll also add a counterpoint to the argument abouthow having on the fly save points let you chose how aggresive to play with a single issue: that would be true, if it were not for how clunky and untrustworthy the controls are. Given how badly Ori controls and how likely you are to end up diying because of it, you are incentivized to save often and avoid longer (and more frustrating) backtracks. To be completely honest, hearing all my frustrations described in this video and realizing that the experience will only get worse as I go further into the game has just made me decide to delete it. I'll save myself the frustration
Hey there! If you enjoy my videos and want to support them financially, you can become a Ko-Fi member. It's like Patreon but cooler! ko-fi.com/filmotter
NEVER SAY U HATE ORI EVER AGAIN. YOU HEAR ME!
oh. sorry I didn't hear the part after that. sorry i'll like your vid and sub. sorry 😔
While I disagree with some of your critiques, the way you approached this video was super refreshing. One thing that is all too common in negative critiques is someone going all in on their negative feedback, but instead of engaging with real and potential counter arguments they say "before you get mad, this is all just my opinion". This video didn't feel like that by any stretch. While I definitely have different takes than you on the controls, story, and even the combat, you really opened my eyes on a lot of these issues! Like, an additional visual indicator on the bash is such a good idea I never considered! Really great stuff and thanks for having me on!
I'm glad it came across that way! It means a lot considering a lot of people assumed the video would just be me being negative for the sake of being negative. The reason I felt the drive to make this video was because I see so much potential, even in the parts I didn't enjoy.
And thank you for agreeing to be a part of this. Your perspective was really lovely to hear. 😁
Never once have i disagreed with someone this much and yet completely understand exactly what you mean! so well worded, incredible video!
Thank you so much! Glad you enjoyed the video! 😄
@@filmotter of course, gotta see what it's like on the otter side 😂
@@TurtleKun the dark side! We have cookies! 😅
@@filmotter well damn, cookies or Ori tough choice
@@TurtleKun cookie always win me over tbh. 🤣
When you don't script your segment and can't stop mentioning the great music and that no one is talking. (Did you know the music is great and there's almost no talking?)
I think there might be music in this game??? But for real, thank you for adding your perspective to the video. I think it added a lot and on a personal level, it means a lot. 🥰
Verified moment
You know, thinking back on it, I think I remember Ori and the Blind Forest so fondly because I immediately jumped into Ori and the Will of the Wisps directly afterwards, making the first game feel more like a "clunky part 1" that was easily excused because of the improvements of the second. I agree with a lot of your points, and appreciate the well written video!
Thank you so much Noob! I hope I didn't retrospectively sour the experience for you!
I honestly felt the opposite way
@@Godlymusic9958 yeah... I can see the argument for WOTW having better gameplay, but the storyline of BF was way better, IMO.
Even though I bought Will of the Wisps, as a bundle, after the poor world building and combat in this one, I never even tried it.
@@whitemagus2000you're missing out. Will of the wisps improved everything....including some of the world building.
I’m going to be honest, I did not expect this to be such a good essay when I started this video. As someone who loved both Ori games, I watched the entire 30 minutes because the things you said, they really did make sense and you made some great points. I agree that the combat wasn’t that great, and the whole system with the keys and doors sucks. I‘m glad they improved a lot on that in the sequel and took inspiration from other games.
The only thing that really bothered me was your take on the graphics, don’t see your problem at all there. Sometimes you would talk about how the controls feel weird. I can’t relate to that either, i think the sort of slow falling that ori does only helps making the game feel smoother and fits him really well.
The clips you showed when talking about the movement, I must admit I can see your point but most of the time those jumps were just misplaced, that happened to me a lot but I got better as I learned how it works.
I really liked how you didn’t make me feel like I am stupid for liking this game, I don’t see that often when watching „negative“ reviews about games.
Overall really great video, I subbed and I enjoyed seeing someone talk about the worse side of this game I enjoy playing! Keep it up
Thank you so much! I'm glad you got something from the video. And my next video will be on a game I love, so I'm not always this negative, I swear!
Very cool video essay, and I found myself agreeing with a lot of it, especially towards the beginning. I like Ori a lot, but the character is indeed needlessly difficult to control, and is always prone to slip off the edge of narrow platforms that are already hard to reach to begin with. That adds nothing to the fun factor, and makes playing it sometimes frustrating.
On the other hand, I personally prefer the saving system in Ori over that in Hollow Knight. In Ori, when you die at a challenging moment you get immediately back to it, so that you get better at it without delays, and you feel challenged but not punished. In Hollow Knight, getting killed by a challenging boss or in the middle of a boss rush may mean five or even forty minutes of needlessly replaying until you get a second, then a third, then a fourth chance. It's not the kind of game you can enjoy when you only have a few hours a week to play.
I also like the upgrades in Ori much better than in Hollow Knight. The rewards that await you at the end of challenging sequences in Hollow Knight are often miserly (one quarter of a mask; a 12% longer sword; a charm you cannot use because you don't have and will never have enough notches); in Ori the rewards felt real, so getting through difficult passages coupled being challenged with getting a payoff.
But maybe my favorite feature in Ori is the storytelling. I think they found a great solution for telling a compelling story without asking the player to endlessly listen to NPCs with big speech balloons. The story is mainly told without words, and it makes sense without the need for extraneous info (which is the case, again, with Hollow Knight).
I'm so glad you're part of the partner program! You're literally one of my favorite creatives on here, you're gonna go far!
Thank you so much! It's kind of wild that that's a thing now. 😅
7:00 The delay seems to be an issue with your setup, the controls felt responsive to me. Maybe a higher refresh rate helps, I played on 180fps.
Same, I don't have that delay. *And* Ori is a horizontal jumper, not verticle
I can’t believe you would disparage this video game that I make my entire personality! This video game is such a masterpiece! You have absolutely no idea! I live every second of my life thinking about this video game! I didn’t even watch the video to the very end!
no lol just kidding, thank you for all the time and effort you put into these videos otter! I really enjoyed hearing everyone’s point of view in contrast with your own! Another great video!
LMAO Thank you Oyster!! Everyone's segments were so well-written and it was great to hear why the game resonates with so many other people. :D
It is shocking that this video does not have more views. The editing and commentary are all top notch. I was looking around for some Ori and the Blind Forest reviews because I just finished the game and I did *not* have as much fun as I did with similar Metroidvania/platformer games like Hollow Knight and Celeste. The controls never really stuck well with me and there seemed to be an excessive amount of skills that never flowed well with each other or interacted with the environment in any meaningful ways. Like why is there both wall climb and wall jump - that feels redundant if you ask me. And the super jump seems pointless as all it can do is break blocks and jump a bit higher, not actually change the flow of the movement.
But I also found some parts of the game to be amazing. The bash skill is easily one of the most fun abilities I've seen in a platformer and I loved the Ginso tree escape. But I feel like the game becomes much worse afterwards with lazy enemies and escape sequences that are just unfair. The save system created artificial difficulty spikes if you ever found yourself at low health and no energy when deep into a level, forced to redo large sections of the game. It just felt that the game never lived up to its full potential of mechanical depth. Celeste's one and only main ability is the dash, yet they take that one ability to its mechanical limits with interesting interactables and movement techs, while Ori just scratches the surface.
And with the story, I agree with you completely. It just felt overly simplistic and it didn't resonate with me like I thought it would. But your final message is definitely the most important, because even if it wasn't my taste, I can appreciate that many others loved the story and that's a great thing to remember.
Keep up the good work! I'd also love it if you could make a video on Hollow Knight or Celeste!
6:41 omg I got stuck on that one part for soooo long lol just trying to make that stupid jump, honestly I just think the difficulty design is so weird to me in this game
I agree! Every time I have to go back and grab footage from this game, I dread that section
While I disagree with your opinion, I really respect that you acknowledge that this is simply a matter of opinion. You take a "this is what I think" approach, and not "this is what you should think" approach, and it is a very refreshing thing to see on the internet!
As a fan of both games, I disagree with many of the points made. I enjoyed the combat, I think the art was great, the save mechanic was cool in my opinion, and I love bash.
However, I do agree that Naru's "death" was not as important as it should have been. I liked the story, I don't think of it as hollow, but it is lacking. And while I liked the controls, I do believe that they don't always work well with tight platforms (like the hanging planks).
Great video, I will certainly check out some more!
Glad you enjoyed my take! I'm working on a video about the sequel right now actually :D
@@filmotter I very much look forward to that! In order to avoid missing it, I guess I'll have to subscribe....
@@dunnydunn500 🤗 you don't HAVE to. But thank you! Haha
As a big Ori fan I do agree with a lot of your points! I remember some times where I took a break from this part 6:35 specifically because of how hard it felt to get that grasp right.
The slippery walls, the very trippy balance on pole-like platforms were definitely things I had to get used to. Even though they were hard, I am one of those types to relish in mastering the slippery controls as I was used to doing that with broken controllers on old consoles, while giving the better working ones to my siblings or friends during my childhood. So it doesn't frustrate me for long.
When attacking I rarely stood still so I never really noticed it being as lackluster as you've pointed out, it's quite surprising how I missed that the first time I played it. I loved the opening sequence for it's beauty but I do agree it was a long opening that could make people feel impatient, I never thought about the emotion-tugging part since, even tho Ori later revived, acted like it didn't effect him anymore, I the player pretty much conveyed it through how I controlled Ori's movements; making my grief projected into Ori within my playthrough.
I loved this essay! It really lets me see games I love so dearly through more objective lenses and other perceptions. It gives me more appreciation for games I look up to, flaws and all!
That's awesome! I'm glad you enjoyed it!
Dude I know I am a year late but this is the best criticism i’ve ever seen. Like literally. Explained your points, never became rude and even provided diferrent opinions from different people! You’ve got this stuff figured out. I see you enjoyed the sequel. Nice :)
I appreciate your kindness, seriously! And you're not late. Videos are here for whenever people find them haha.
this was very well done! such an important message to get out there and remind people that we can have different opinions on a piece of media but still exist in the same space together and respect one another.
i personally haven't played ori but i think the thesis of this video can be applied to almost any game, or piece of art, and that really resonates with me. thank you for the hard work on yet another video!
Thank you so much Violet! Yeah, I think this video could have been about any piece of media at the end of the day, in terms of the message I was going for. 😄
I always look forward to the beginning of the month because it means we get another rad video essay!
I do think that maybe I’ll give Ori another shot just to see where it goes but I definitely agree that the controls didn’t work for me. As someone who has a slow response to enemies or the environment I did get frustrated more easily. ALSO! I didn’t realize until this video about the attacks! I hate that I can’t dodge or do anything ahhhh.
Anyways, congrats on making partner!! Can’t wait for the next video!
Yeah! The fact that there's no dodging makes things so hard to navigate.
And also thank you Papaya for saying that. That is super sweet of you, my gawd.
I cant wait to see your opinions on the sequel, which fixed a lot of the issues i disovered after playing the first
I just finished playing through both Ori games yesterday. Personally, I loved the feel of the controls and don't mind at all that they lack the precision of games like Hollow Knight or Celeste, which let you turn on a dime mid-air and such. The game's challenges are built around these controls. Take the Ginso Tree escape, for example. I didn't find bash confusing or difficult to use at all. I thought it was a clever mechanic and my only criticism of it is that it was so good it was overutilized and became a bit of a catch-all solution to every problem (something they remedied in the second game).
I noticed the "floaty" feel to jumping early on and had to adjust to it. Specifically, I found I was entering inputs too quickly, resulting in canceling jumps too early. However, once I adjusted and slowed down my inputs to match the gameplay, it wasn't an issue. I wouldn't classify this as a failing of the controls. It works and feels great once you get used to it. But again, it isn't Hollow Knight where you have that precision control of movement in space.
The important point to note about your opinions on this and my reaction to them is that, as much as we want to make it about the objective mechanics, this is our subjective interpretation of feel at play. The game works. The controls work. The issue is how it feels to the player. Some prefer what you call "tight" controls like Celeste or Hollow Knight while others may prefer the floaty acrobatics of Ori. In my opinion, they created a very unique feel to this game and it really works amazingly well, especially when they add more skills to Ori's repertoire in the second game like grapple and that crazy sand burrow/dash in the later zones. Chaining these varied skills together in timed spirit trials and exciting escape sequences felt really spot on for me. After experiencing that I really have a tough time viewing Ori's controls as one of its faults.
Edit: On the other issues you bring up, I really think you should take a look at the second game. It resolves most of these issues (e.g. story narration and character development, combat, exploration in the Metroidvania style).
That's fair. I've heard a lot of people like the controls. And after playing the sequel, I have to say they gel better with me in that sequel for some reason.
@@filmotter Agreed. As I said, I think part of the problem with the first game's skillset is the over-reliance on bash. It's an excellent mechanic, but they didn't really give Ori anything else to compete with it or compliment it.
In the second game they really limited the over-use of bash and went out of their way to create skills that serve a similar function but have different use cases. They then created challenges forcing players to utilize all of these skills in thrilling acrobatic sequences that are just a ton of fun and often quite challenging besides!
It's something that feels unique to Ori and gives it a very different feel from games like Hollow Knight. Precision wall jumping and dashing feels great, too. But flipping and flying through the air to reach your next object to play off of is an entirely different type of challenge and it really worked for me.
I feel so validated!
See, I have a bit of a motor disability. My reflexes are shite and certain movements tend to make my fingers hurt pretty quickly. Platformers are generally pretty difficult for me these days, which is a bummer, since I used to like the genre a lot as a teen. I can brave the difficulty if either the moveset feels very responsive and fair, or the game overall is pretty forgiving with its checkpoints. Ori is unfortunately neither of those things. It just felt really frustrating when I kept having to redo stuff because I slipped off of a ledge or missed a jump due to the floatiness. I had to rely a lot on the extra save points to make some of the sections more bearable, because otherwise the repetition would have gotten too painful. And then I constantly worried that my over reliance on that resource would be punished later. It was just all around the exact wrong game for me.
Thankfully I got to figure all of this out by playing the demo. And I gotta say, I really do have a lot of respect and appreciation for the studio for making one, because it allowed me to walk away from the game and spend my money on something else that suits my needs much better.
Oh yeah, I get what you mean! I don't have the same experience but I will say that later parts of the game still hurt my hands a lot. There is a section that requires you to hold down four different buttons to use two abilities in conjunction and it really hurts, especially because you have to repeat it a lot if you fail.
I know a lot of other modern indie platformers do their best to be much more inclusive. Like Celeste seems to have a lot of accessibility options. Although, as someone who does not use them, I cannot speak to whether or not they are useful. But they're there!
Another great video; I think you've gotten even better over the past year! As a person who loves the Ori games to bits, I don't really disagree with anything you said- just that none of it was a dealbreaker for me. One minor point of contention I have is that I don't think Naru's death at the beginning of the game is pointless; it's a call to adventure for Ori. Naru's death reflects and personifies the dying world around him, and Ori needs to leave what was the comfort and safety of his home to fix it.
Thank you so much! I'm doing my best to improve the longer I make these videos. So hearing that means a lot. 🥰
I appreciate the balance that this video essay brings, acknowledging the different weaknesses and the strengths of the game. Thank you!
Glad you enjoyed it!
Interesting take. Ironically, I actually found myself finding barriers I couldn't surpass until later more often with Ori and the Blind Forest than any other 2d platformer/metroidvania I've found (it certainly straddles that bar in places). I approached the final area 4 or 5 times without having all the upgrades it expected, getting a bit further each time, only to find that I had to turn back. There's several other areas I remember approaching several times with new abilities to see what would work.
I disagree with many of your arguments, but I appreciate your honesty.
That is totally fair. 🥰
Absolutely great video once again, Otter! I just want to thank you for being so upfront about how this is your opinion and people with differing opinions can co-exist with you. We need more media of people speaking out about how others are ALLOWED to have their own opinions on certain things. In the present world, the internet has the tendency to be so hostile with other's opinions. I know you touched on this with the fandom video, but it makes me happy that you're bringing it up in another video as well. I hope people that loved the game and watched this respect your opinions, especially with how you approached the essay. 💛
Seff!!! Thank you so much! I was inspired to make this for exactly that reason. Not enough discourse out there about differing opinions being ok if you ask me. 😄
Am I the only one, that felt that the 2nd Game "will of the whisp" was less floaty.
I stopped playing Blind Forest because the controls frustrated me. I died too often with the feeling, that it wasn't my fault.
Didn't had that problem with WotW. Also the combat system and more characters in the 2nd game spoke more to me.
I agree
I played both games over the past 2 -3 weeks and WotW fixed most of the problems I had with the BF
BF felt unforgiving in some sections of the level design
The only nit pick I had with WotW is that the game would freeze a lot 😅
Your video made me think why I was head over heels for this game. It just popped up I’m at the right time in my life; I was dabbling in flash, trying to put together a platformer, and got absolutely blown out of the water by how this game defies platformer controls and blends foreground background together
Now that I thought about it, if I didn’t find this game when I’m into making platformers, I’d be less impressed and probably just enjoy it like a normal game.
That’s why your video is insightful 😮
That's awesome! I'm glad a game connected with you like that
L + ratio + ur emotionless + apathetic
Wow I'm being cyberbullied, how dare.
so true 100%
@@vladi3862 I think you're missing Raz's sarcasm lmao
such a great video! it’s also nice finding another person who shares my view of Ori, for literally all the same reasons 😅
I'm glad you enjoyed the video! I've been shocked to see how many people agree with me to be honest lol
I think the funny part about your critique of the Ginso Tree Escape is that it's hands down my favorite sequence in the original Ori. Bash is such a fun ability to use, one of my favorite in any Metroidvania that I've played, and I don't know, for me the floaty movement never really felt bad.
even though i love ori i have to say the controls are not so tight as they could have been and even though i got used to the controls you re partly right
I have an answer to the combat part. In Blind Forest Ori's wisp friend does all the fighting and it feels not good, but in WotW Ori himself does the fighting, getting different weapons and skills. It has the feel of the player and Ori having an autonomy that's missing in the first game. Also added to by WotW having actual bosses and being able to pick the order you tackle areas in to some extent
WotW has escape sequences but they feel much less frustrating than I ever experienced with BF (the escape the water section had me actually shut the game down for a period of time out of frustration, or the wind escape getting unfairly killed by falling stone you had no way to react to since you have no dash and are floating). I think in part it's how the controls are set up. In BF the bash and jump both use the face buttons so you have to stop using one to use the other which messes with movement but WotW bash is tied to a shoulder button so it feels smoother to use. Also there's a dash in WotW
This has me really excited to try the sequel! Because everything you mentioned that it changes... is everything that I need changed to make it a better experience for me.
I think if I wasn't streaming the water escape for example... I don't think I would have been motivated to continue
@@filmotter consider I tried a replay of the first and gave up at the wind section because I was too frustrated but I've replayed WotW multiple times and had a great time with each one
I think I only got through BF the first time out of spite and determination to beat the damn thing
@@LuminousArc92 My boyfriend is currently finishing the game just so he can watch this video without getting spoiled on the story and he literally said "I am only finishing this out of spite" LMAO
So you are not alone!
@@filmotter he should jump into WotW soon after he beats BF and rejoice how much nicer it feels lol
@@filmotter you should definitely try Ori WotW because while I was watching your video I started to appreciate how many of those issues apparent in the original game were fixed in the sequel
9:30 a big issue with that is it probably gets confusing for colorblind people (though it can be fixed by having different design for the two arrows which incidentally helps make them more distinct for anyone, and potentially an option to have only one arrow or customize the the colors in the menu)
Ori is one of those games that I loved when I first played it but hasn’t held up too well. I personally love the controls, but the world design and combat are very underwhelming. I loved your insight that Ori almost exclusively gives you a key before a lock instead of the other way around. The one silver lining to combat is that bash becomes more integral as time goes on.
That's true! I appreciate the creative ways they incorporate Bash in later puzzle sections of the game. Like I mentioned, I have yet to play the sequel. But I hope the evolve Bash even more because it could be really interesting if expanded on!
@@filmotter Have you played it yet? I think the sequel is much better.
Ngl, dying in ginso is a skill issue, but the point is still kinda valid
I am absolute team purple arrow! Also how did I not know Jinzee would be in this one???
Team Purple Arrow! That animation took me like an hour to get right lmao.
Also I pretty much kept the collab portion under wraps up until release LMAO
CONGRATS ON PARTNER!!! YOU AMAZE!!
Thank you Cat!!!
So glad to hear other people talk about ori's controls. I've only played WotW but have found that one also feels weird to me.
Amazing video! It for some reason makes me like the game more?
That's awesome! I'm glad you enjoy it :D
If you haven't played Will of the Wisps yet, you need to drop whatever you're doing and go play it NOW. It fixes literally every issue with Blind Forest and then improves on it 100x.
The moveset is refined and great to use.
There's a ton of lock-and-key back and forth as you collect abilities and endless secrets to discover.
The combat is *immensely* better, you get like 12 different weapons and they're all fantastic.
The chase scenes are challenging, not frustrating, and you also get bossfights.
The story is compelling.
The music is a masterpiece in its own right.
Wisps is literally a perfect 10/10 game and your life is incomplete if you haven't played it.
I did play WotW since making this video! Loved it! It's on my list of future videos to make actually lol
Idk about the weapons. I felt a lot of them overlapped, and I barely used the star or flash.
Bro i already cried at the title screen :D
But yeah i get your points. Kinda feel the same with the controls
I think the reason ori feel floaty is because they are a light spirit and they also have hooves so I think that the reason for them being slippery
This game tends to be compared to Hollow Knight, and I can see why. A thing I've been told a lot is how much better Hollow Knight is compared to Blind Forest. I just can't like Hollow Knight. I don't really like the graphics, for me they feel like a slightly better polished Flash game, the controls feel stiff and certain gameplay choices like getting sent back to a bench after losing a boss fight and having to go all the way back feels like it's kind of a Souls-like (I've never liked Souls-likes) but in 2D, and it's just feels frustrating after a while when you have to backtrack back to that area over and over, the unnecessary repetition just feels there to make the game more "challenging".
About the graphics on Ori and the way the platforms are laid out reminds me of the Donkey Kong Country games. Celeste, which you showed as an example, maybe is more akin to Super Mario World, that's more blocky/cartoonish, meanwhile Ori is meant to be more organic looking, like DKC. I don't know if it's because I grew up constantly playing through DKC that I don't really feel off about the round edges on platforms at all.
And yeah, the combat in Blind Forest isn't the best, and it pales in comparison to the combat on Will of the Wisps
Nice video! Though I disagree. For me, adapting to a games particular input oddities is part of the fun. Most of the time the way a character responds to inputs is part of that games identity. It can be an added layer of challenge or just a unique characteristic. Like tank controls, or being animation locked in a Souls game. Imo its not bad game design, it's intentionally there and part of what differentiates that game from others in the same genre. If all games controlled and played exactly like Celest it wouldn't feel very unique. On that note I don't think Ori had bad controls, it felt very response and did what I expected. More than anything I don't want a Studio to change their game design for me, I want to rise to the challenge of what they intended.
The first complaint I had with Blind Forest and the thing that I kept feeling all the way through the game, and I think they mostly fixed this in the second game: The jump feels weak. You jump, Ori rises very fast, then stops way sooner than you would expect, given the height of enemies and the horizontal possible length of the jump and just compared to any platforming game.
Wow, you are not alone! Thanks for articulating how I felt about this game. I completely agree with everything you critiqued. I also find the controls extremely frustrating. I died more times trying to ascend the flooding tree than I did trying to complete the White Palace in Hollow Knight. I also didn't connect with the story very much. I found Celeste so much more rewarding to complete, even if it was frustrating at times. It certainly had much better controls. Ori is not a metroidvania game, even if the developers wanted it to be.
Hello, I also did not like Ori. :-)
I never dare to share my experience with this game because of how universally loved it is, and because I know people will say that my opinion isn't valid because I haven't finished it or because I "didn't give it a fair shot" but I will make this video an exception, as I feel comfortable knowing I am not the only one who feels this way.
The combat is not good, as almost everyone agrees on, and the floaty movement did not click for me. I also could not get the hang of the bash ability so after a couple of hours of not having fun and being frustrated with the platforming, I decided to drop it. And I think the story does just enough to make the player care and have context for what they are doing, which is fine.
All in all, I'm glad to be able to get this off my chest now knowing someone else shares this opinion with me and can articulate it so well and respectfully. Thanks.
I'm not alone! 😅 Yeah I've off-handedly mentioned that I didn't enjoy the game a fee times in other videos and there are SO many people who take that very personally. I'm still going to try out the sequel someday, though. I hear that most of the issues I have with this game are fixed in that one. But I can't speak to that just yet. 😄
@@filmotter I've been afraid to try the sequel becuse the movement looks to be very floaty still and that made platforming hell for me in the first one. There are so many other great games out there that I'm okay with potentially missing out on one of them.
Oh for sure! I'm just going to try it because I'm curious on a personal level. What are some of the games you're thinking of diving into next?
@@filmotter I've had Timespinner and SteamWorld Dig 2 wainting on my backlog for a while, but I've also bought The Wild at Heart recently, so definitely one of those three.
@Emma Rose 🥰 Thank you for being an understanding and empathetic person! 🥰
Let me tell you how my love for this game and its sequel came from.
I do agree with most of your criticism (except for bash and the Ginso Tree part), but even though I know there are the bad things I simply don’t let them bother me, which is also probably the way I am the only person who liked Pokémon BDSP aside from not playing the original DP. For example, the game’s combat is terrible, but I really didn’t mind combat unless it is the main focus of the game. I also like some of the very small things that make me happy, like the one Skyehoppers pointed out at 27:23
Then, there is the music which did something no other game had done before this one: motivated me and kept me from raging. The most brutally hard part of the game was probably the Ginso Tree, which yes it is frustrating, BUT whenever I died and was frustrated that I died, the music motivated me to continue without getting angry. Like, seriously if it wasn’t for the music I would probably have raged harder than I did while fighting Nightmare King Grimm in Hollow Knight, and trust me if there was a moment I would have probably gone crazy mad besides playing Cuphead is probably was that fight with Nightmare King Grimm.
I agree with basically all of your points, except on the art and story elements. I feel like Ori and the Blind Forest is a beautiful game with an immaculately crafted story, with its opening being the first time I've ever cried at the beginning of a story and its ending being one of the best endings I've ever seen in a video game.
That said, I felt like you understated how bad the movement was. I was personally scared to make progression-relevant jumps throughout most of the game because I didn't think the movement tools I had allowed me to make those jumps and failure meant at least losing health, if not my entire life. Furthermore, most of the time Ori and the Blind Forest doesn't give enough of a safe zone for you to learn new tools the way most other metroidvanias either layer the progression-relevant upgrade on existing tools you already know how to use (like most of Samus' gun upgrades) or make you use the new tool to leave the area where you got it.
I also feel like your assessment of combat is slightly inaccurate. You can move while using Ori and the Blind Forest's sad excuse of a combat system, it's just that the movement is bad and the combat is bland regardless of whether you're moving or not. It's at least responsive though, which is more than I can say for Ender Lilies' combat system.
the movement was my favorite part of ori. I played on keyboard and mouse and it felt so smooth. where you see floaty movement i see hangtime to chain abilities. thats what i found fun about ori.
i think this game is infinitely better on keyboard and mouse. this one sentence will explain that: bash is right click. bash is right click. its so easy to chain bash on keyboard, like trivializing.
Play Will of the Wisps. The controls have been improved 100 times. A lot smoother.
Agreed. I've played the sequel since making this video and it was wayyyy better
Yeah well put. The escape from the Ginzo tree sequence should feel liberating but instead it's a hard bottleneck, especially on a joycon when everything feels even more janky.
Not you coming for Emily in Paris 😂 Amazing video as always! Congrats on the Partnership--you deserve it!
I'm sorry but I had to, at least a little bit. 🤣 And thank you!!! That means a lot. Especially since you've been here since day one. 🥰🥰🥰
Did you add the purple arrow at 9:30 ? It seems like there’s an arrow for ori and an arrow for the projectile. If you were editing in a visual aid, it could’ve fooled me that it was always a part of the game.
Yup, I added it to show what I would have preferred for the UI to look like. And it took me longer than I'd like to admit LMAO
Great video Otter, you and I are aligned on this one.
Blind Forest was touted to be “one of the best modern Metroidvanias” one of my favorite genres, and instead what I found was a platformer, and I don’t like platforming games at all.
Fortunately, we got Will of the Wisps years later, the metroidvania I wanted Blind Forest to be, and it’s AMAZING. You have to get to it Otter!
I know! I bought it for streaming recently. So I'm definitely going to play it ASAP.
Exact, Ori does not encourage backtracking, this is an old habit we have gained throughout our gaming experience, but Ori is way more direct and straightforward, which is OK really, I loved both Ori episodes, because you don't have to scratch your head to move forward, the downside off course is way less replayability. At contrary I found backtracking in Metroid Dread heavy and a bit forced. Ori is a light Metroidvania with accents on platforming, action and movesets innovations, which were honest tentatives to refresh the genre IMO.
Back tracking in Ori and the achievements in the game literally go hand in hand.
Are you sure you played the game ?
@@PsychoBackflip I honestly don't think they did. I was left scratching my head when the video mentioned that
I would actually suggest playing through the game with a keyboard (no mouse cuz eh) because I had none of the problems you mentioned in the first 8 minutes of this video. In addition, despite not finishing the game yet, I have found that I’ll get an ability, then think back to something I couldn’t get past earlier. (Haven’t finished the video yet, but wanted to say this)
I never tried keyboard actually! I may go back and do that. Although since this video, I have played the sequel and found I loved that.
@@filmotterI actually do have a question for you. I've watched a few of your other videos, and I was wondering if you intentionally try to find real life meaning in the games you play, or if it's something you just realize afterwards.
@@TheVisionaryAnimation I usually find it when I look back at a game after I've played it if that makes sense.
As someone who both loves and hates Ori and the Blind Forest this was a great video to watch, you made some amazing points with reasons to why you dislike some aspects and mechanics and having other people's views on to why they love the game was really nice to see. Such a well made video as always Otter.
I have played this game a lot, a LOT, and I can agree with a few points, but something that makes me keep coming back to it is trying to push myself for faster completion times and trying to find efficient routes to pick everyrhing up. The momentum in the game with bashes and the feather gliding make it super satisfying to quickly traverse through some sections with pretty much one or two jumps
And a little trick I've found is that if you gather a good number of abilities and prepare to press most inouts you can almost one-shot those jumping worm minibosses
That said, it's a choice of a playstyle, and the game has some decisions thst can make it aggravating. There are plenty of certain death areas, all those lasers and the piston rocks, or the foreground elements
I like it, love it even, but it's a good insight, I agree with a lot of points
I like to see those videos that have "hot takes" because it's an interesting way to hear more voices and see things that i couldn't. Great video, I hope you can play Will of the wisps and make a video on it.
I have a feeling there will definitely be a video on it soon!
I can agree with most of your points, but bash? no honey, there is an indicator arrow, it's the tail end of the arrow, it points to exactly where the projectile will be going
To me it seems you expected a precision platforming with very simplistic physics like Hollow Knight. Ori is meant to feel more natural, like you're exploring a real environment. The floatiness makes it more enjoyable. I feel like you failed to adapt to this different style and got frustrated with the game as a result. Also the whole point about Bash feeling unintuitive sounds like a you problem and not a flaw with the design. i never had any issues with the directionality of it, or the projectile being bashed.
These videos are very well made. Glad the algorithm recommended your channel. Totally understandable you're issues with Blind Forest. I myself do quite like its movement and aesthetics but the combat is mindless. Will of the Wisps is a huge step up there but movement is basically identical, but again for me it was the combat changes that made the sequel excellent in my mind as I already liked movement in both games.
Since making this video I've played the sequel actually and really loved it! I am thinking of making a follow up video actually.
@@filmotter Would absolutely love to watch your take on that. As I said before, I totally understand your criticisms of the first game and agree with some myself but I do still enjoy it more than I don't. I think the sequel really did address the main issues I had with the first game as well.
@@hojugames8340 it's definitely a video in the pipeline. There's just been so many ideas I've had for videos lmao
@@filmotter Nothing wrong with that! You make the content you want to make and I'll continue to enjoy it as it comes along.
@@hojugames8340 I appreciate that! Very kind!
Funny how some of the things you dislike are the things I like!
Also I quickly realized that Ori 1 is not (/barely?) a Metroidvania and therefore shouldn't be judged as such. That realization allowed me to enjoy the unique experience the game was trying to give... once I got over my initial disappointment that is lol (metroidvanias are my favorite genre and I'm even making one). I really enjoyed the Ori games, but neither of them come near Hollow Knight for me.
Anything else I was going to say, was covered by the ending "counterargument" section. Really well made video!
I hear great things about the sequel, so I'm excited to see whether they lean more towards the metroidvania genre in that one or if they end up leaning further away. Have you tried the sequel yet?
@@filmotter It just edited my comment without refreshing the page lol. But again, yes I enjoyed Ori 2 probably a bit more than the first. It is way more of a Metroidvania, but its design philosophy is still different from something like Hollow Knight (and HK is also a bit different from Super Metroid btw).
It's non-linear, but the areas are still pretty sectioned off. The combat is pretty good this time, but they don't explore its depth as much as they could've. I have one main grip with the story (explained well by ingeniousclown's video), but you may like it a bit more than Ori 1.
I really enjoyed both Ori games, but I definitely love Hollow Knight more. I might like Ori 2 more than Metroid Dread tho... maybe...
I won’t lie after playing Ori I became obsessed with finding another who played like ori. I found ori once mastered to be the king of freedom of movement. That being said for it’s combat, I always felt Ori was a runner and survivor first before a fighter
If you think about it, Ori *is* a runner and not a fighter lore-wise.
@@ІсаєнкоАртем second game that changes though he becomes a guardian and protector too and his kit starts to reflect that
I’ve honestly restarted this game 4x and still haven’t beaten it yet… but I do love the music and art and even though there are times when I want to throw the controller, I just hit pause and just sit in the music. I hate how slippery the controls are and hate that I almost feel punished for now grasping it. (ADHD gamer here) I love a good challenge, but even when playing on easy mode, I feel like I should be able to get a better grasp on the game and not feel like I have an ever growing wall of frustration.
I agree that the combat is bad. It's not great, but I do notice that you're purposely making it look worse by not having upgrades or using other abilities like bash to dodge through enemies. I saw that a lot in the first gameplay section, where you're obviously playing poorly to make the gameplay look worse. Other than that, I don't agree with anything. The video was well put together though, so cheers to that.
Things i disagree
Floaty controls? - the Controls are actually tight and the movement of Ori feels fitting as well
Platforming on edges - I never had problems with those curved edges honestly
Rubberbanding Flood - I actually loved som Rubber Banding in most games because it keeps the Tension going in some games they dont fit well but in this section it honestly feels more natural just to keep the player engaged and mistakes could lead to your demise kind of feeling. It is a moment of rush keeping you on your toes while trying to escape the flood
Bash - The bash is one of the most Creative abilities ever and i have no complains on it at all.
Things i agree
Not a good metroidvania - yeh the game lacks on this aspect a bit too much, Sequel fixed it but it leads more to be desired
Save links/Save spots - Yeh i never liked those actually, using Mana to save instead of using it in “Fun” ways such as abilities or other things makes me hate it. Using Resources just to save is never “Fun”
Combat. - YES ITS TERRIBLE, tho question why do you literally just stand still when attacking, you know you can move right? Sequel however has the BEST COMBAT, what actually upsets me is that theres not much Combat or room to explore combat more because the game kinda ends abruptly especially when you are given all this incredible powers, abilities & Weapons the game doesn’t let you explore those more, needs more Battle Arena’s more encounters and especially MORE BOSSFIGHTS
Story - yeh the story, its nothing special really, i liked it but its not something i would go crazy on about.
My only complaint about it is that Ori handles like a drunken toddler. That’s the real learning curve.
I love ori for its movement, and thats why i like the combat the way it is
its not meant to be a focus, its not meant to be super developed
and yea! ori without combat would have been great! i love metroidvanias that dont focus on combat, and this is the first game that fit that criteria
which is partially why i was slightly disapointed on the sequel (since it has a focus on combat)
Lore-wise, the combat not being in focus is more than logical because you're playing as a weak spirit that literally died not so long ago and your only goal isn't to kill everyone who stands in the way, just to restore the balance of element. And all of your combat (except bash and spirit charge or smth, but they're utility abilities anyway) does sein. Ofc you wouldn't have big combat orientation.
I disagree with most of your points but sure, everyone has their own taste. When it comes to the movement every point you brought up can be summarized as not being used to it and can be quickly fixed with just the standard "get good" I've never actually heard anyone complain about bash before for more than the first few seconds of using it because it gets quickly understood and then you're used to it. When it comes to incentive for backtracking in my experience it is the exact opposite of what you said for Ori, all I heard at that point in the video was "I did not explore the world around me and now I'm mad that I can travel around without problems" Abilities like stomp and bash have countless uses around the map that you have to backtrack to figure out, I'm guessing you weren't much of a completionist while playing because if you don't backtrack it is literally impossible to 100% most areas because you don't have the movement required for it when you first go there. Sure the combat in the game isn't amazing but saying there is no dodge-button is just false, most of your movement abilities are dodge-buttons and you never have to actually stand still to deal damage, that is just how you damage yourself. I'm not saying you're wrong, I'm saying you're bad
Found this video as I've recently beat blind forest and currently on will of the smiths. Lol. Always good to hear a fresh new perspective. Wishing good days, and that you're able to achieve that growth in both the youtube biz, and life in general. 👍
Love your frames. What brand are they?
Thank you for the great video. I really enjoy Ori and appreciate the fair criticism. I played on keyboard and mouse and didn't think the controls were that bad. Maybe controller difficulty you had was from what controller/controls you used. (The game really should let you customize your controls.)
Part of the reason I like Ori is how streamlined it is. You can complete the game almost entirely in about 5 hours; 3 if you know what you are doing. Unlike so many other games that you have to practically slog through to find everything, Ori never seems to overstay its welcome.
I agree with a lot of the points the combination of insa-kills and the slippery movements made getting the no-death run was pure hell but I think ori has floaty movement due to lore reasons (he's a leaf light being) that's naturally light
Looking forward to a video on the sequel because it really is just that much better
I'm definitely thinking of making one!
@@filmotter hope you like it as much as I enjoy your content - a lot!
This video was really great and eyeopening for me. Because my introduction to platformers was ori and unravel both not really precise games and my introduction to movement in games was b hopping in cs so the floaty style is something i am used to. Today i tried playing hollow knight and its movement system frustrated me because i couldnt get a grasp of its precision. Really it fascinates me how much it depends on what games you start and what games you playe the most.
I feel so validated by your take - bash destroyed me
OH MY GOD I DIDN’T LIKE THE STORY EITHER
I thought I was a monster, you’ve absolved me.
3:57 is when the whining ends and the video begins
Lmao damn thank you for proving my point
I love and adore Ori and the Blind Forest. I really enjoyed this video, it was pretty interesting to hear why someone would dislike what I consider a pretty perfectly made game. One thing that helped me enjoy it more was that I was sold it as an adventure platformer instead of a metroidvania. All I was told was it had metroidvania elements but was more of an adventure platformer due how linear it mostly is with light exploration. I feel like that distinction really helped me love the game more than I might've had I been told it was a metroidvania.
Ahhh I could see that helping me enjoy it a bit more!
Great video, but I have to disagree with every single point you made. This game is literally perfect, I'm not even joking. The only complaint I have of it is that it is too easy.
i've been looking forward to this video ever since you mentioned it to me! i adore this game inside out, but this was an enjoyable and interesting listen. thanks otter!
Oh my gosh! I'm so glad you enjoyed it. 🥰
@@filmotter i definitely clutched my pearls a bit when you started discussing the story LOL but i see your points for sure! i'm easily touched by even very simple stories so it definitely makes sense it doesn't land for everyone! thanks for the work you put into this
I will add, the game does have a dodge button. The bash works as a pseudo dodge that you can do mid combat. While I personally loved every part of the game, including the combat (it is simple, but combat isn't a major focus obviously) I slipped the bash into combat for both sending projectiles and simply getting out of the way. I personally did not like hollow knight for a while, but this game worked as a sort of middle ground between metroid (my favorite games ever) and hollow knight! This is not only a 10/10 for me, but its gotten me into other wonderful games. I've yet to b play the sequel, but I'm excited to try it very soon.
It actually took me like 3 attempts at starting the game to actually go through it, the first 2 times I just stopped after a while because I didn’t really enjoy it. In the end I finished it and enjoyed the latter half, but that was just so that I could play the sequel, which was much more fun from the get go ! I remember after finishing it I just kept moving around the world because of how much I loved simply moving around in it
Great video as always, keep it up 😁
This makes me excited to try the sequel actually!
I played the sequel first, after playing hollow knight. At first, i didnt like how different it felt and had to leave it for a couple months. Coming back to it, i loved almoost every second of it. Even if its not as long and much harder. My least favorite of the 3 games i meantioned, yet i loved it personally.
Agree with most of your criticism though.
as the only other person on this planet earth that also dislikes ori, you covered basically everything that makes it not work for me. but i loved hearing from the other creators featured here, everyone did a really great job!
this video is a nice way to look at the game from different perspectives - and also a good reminder to apply this kind of thinking to any other game. some people will like it and some people won't and we can all still co-exist peacefully. probably
Probably! And thanks. I know of literally one other person apart from you who dislikes the game lol. But yeah I think everyone else's perspectives added a lot to the conversation. Especially when it comes to the story of the game. Gave me lots to think about, personally.
excuse me i also dont like this game
27:23 Quick note and not to nitpick but Kuro means black not darkness.
Ah, didn't realize. I appreciate you pointing it out.
I agree with the floaty/awkward controls, but I was able to get used to them. The Ginzo Tree escape was so rewarding when I beat it, with every failure along the way feeling like it was my own fault, not the controls or mechanics. As far as it being a Metroidvania or not, that didn't really matter or change the impact of the game for me. I went into this thinking of it as a platformer first, coming off games like Celeste. I don't really enjoy backtracking though, so that may be why I don't care about the lack of meaningful backtracking complaint personally. It gets overwhelming for me. I enjoy how, in Ori and the Blind Forest, it never felt necessary to revisit previous areas after getting new abilities; secrets were awesome when I found them, and they always had a functional purpose, but always skippable. It's impossible not to compare games to others we've played that are at all similar, but I really enjoyed what it presented on its own merits. Maybe it's not a great Metroidvania, or not a great precision platformer, but it's great at being Ori.
Completely agree on combat.
And yeah I cried at the opening of the game. I loved and felt attached to Naru simply because of their design and animations, and affection for Ori. But also the music just really gets me.
I encourage everyone to try it out, and give it time to get used to the controls. If you don't like it after the Ginzo Tree, you probably won't like the rest of the game!
Great video
I totally agree with a lot of the points in this video. Not all, but many. I think Blind Forest was my second or third indie game ever, and I only played it because Will of the Wisps was coming out soon at the time. I think my lack of experience let me miss a lot of its flaws, but it's telling that I've put 200+ hours into the sequel over the last few years but haven't ever gone back to Blind Forest. Even in my memories, it feels clunky, poorly paced, and rather tedious.
I still listen to the ost daily tho.
I ended up playing the sequel and loving it so much. And yeah, I have to say the OST for both was amazing.
while i've spent 32 hours on a single Ori WotW save, and beat it numerous times, it just wasn't the same for Ori BF. As soon as i 100%ed it, i immediately stopped playing it. I just found it sometimes extremely frustrating
I definitely still need to dive into the sequel!
I agree with you about this game. I found it incredibly frustrating to play, which was a shame as I liked the graphics and loved the music, and the developers clearly put a lot of love into making it.
There is a limit to how many times my game character can die over-and-over in a game at the same point before I quit, not from rage, but from something much worse, boredom.
The boss fights are merely dexterity tests against the controls, and they are totally unforgiving and never adapt to the player's ability level, no matter how many times you die. This renders it not fun to play, and being fun to play is the entire purpose of a game.
Oh yeah boredom is the kiss of death for a game like this. I think if I wasn't streaming it when I was... I would've put the game down during the Tree Escape. Streaming really does make me push through a lot of sections that would make me put a game down otherwise.
@@filmotter PS: It seemed rude to watch all your beautifully crafted videos without contributing anything, so I'm now one of your monthly supporters on Ko-fi .
@@MaxWattage oh my gosh, that is super sweet of you and I really appreciate your support! Just so you know, it is never expected. But always appreciated. ❤️❤️❤️
Just finished 100%ing this game on hard mode and I gotta say the Forlorn Ruins and Moon Grotto were oretty annoying at times. Other than that it's amazing, 9.8/10 overall
Edit: I played the Definitive Edition, not the normal edition.
I'm glad you enjoyed it! I... think?... that I played the Definitive? If I remember correctly they removed the original from Steam?
@@filmotterNo idea. Also haven't finished watching it but so far all of your suggestions make a lot of sense. I also really wish you could come to a stop faster, that killed me a few times
@@filmotterDid you see the Black Root Burrows? If so that's the definitive edition
@@filmotteralso as for not seeing things you can't get to yet, most ability-related objects are very subtle, like the lanterns for Bash or the pegs for Stomp
well, otter, you must be apathetic and emotionless
It's true! The TH-cam comment section said so!
Another fantastic essay Otter!
Thank you! I'm glad you enjoyed it, Troll 😄
the intention behind this critiquing video should get awarded as a constructive argument, made by someone that wants to approach both sides of the debate "blind forest good or bad"
despite me being disagreeing with one point after the other (visual direction, movement, feel of the movement, environment shape) i had to agree on under-utilizied lock and key system (yet it still happens to find rooms before the needed upgrade), inexistent combat and un-earned death in the story
i think my comment won't change your plans, however DO consider experiencing "Will of the wisp" soon as an experience more than a game which still is an improvement over the original that covers what made the first one "not enough" for you,
the only things i preferred in Blind forest are the longer escape sequences and... 3 particular soundtracks (restoring the light facing the dark,,,, escaping the ruins,,, and luma pools)
anything else is as special or more in the second one
I agree with most of your points, except the movement. I can understand exactly what you mean, but it was really never an issue for me. I never play platformers, so maybe that’s why I picked it up quicker (no preconceived expectations) so I usually ran through the chase sequences without any issues, and to me it felt very satisfying to jump around. Unless you have like arthritis or something get good (bash is perfect mad cuz bad)
I played Ori and the Will 'O the Wisps first, then went back and played Blind Forest. I am glad I played WOTW first, because I probably wouldn't have played it if I played BF first.
BF was not a 'bad' game in any respect, it just came off a unbalanced and unpolished (in certain ways). like combat was unsatisfying, skills were too slow-rolled, pacing was unimpressive. I can also see why people loved it as well, but it didn't really do it for me.
WOTW on the other hand took me completely by surprise, I had no idea i'd love that game so much. I can't help but think that BF's faults were more apparent after I played the sequel, so who knows how would have really felt if I had played BF first.
Great video man as always. Keep it up. I'd highly recommend Dust an Elysian Tail. I fell in love with it on xbox 360 arcade back in the day. Also if you've never played Song of the deep give it a shot.
I've never heard of Dust an Elysian Tail, but I will 100% check it out now!
Completamente en desacuerdo con el vídeo, la movilidad que brinda este título luego de conseguir el dash es sin lugar a duda de las más precisas, desenfrenadas, y satisfactorias que he sentido en algún juego de plataforma.
I've spent 4h with the game so far and it's defintely doing it for me. The clunky and floaty physics, the unresponsive controls, the lackluster combat, the frequent times when the art style makes it hard to tell enemy attacks from background elements... It's honestly unbelievable that a game this clunky and unresponsive would ask this much precision platforming. It's way too frustrating when other metrodivanias have done movement and physics so much better than it, like Hollow Knight and Blasphemous.
I'll also add a counterpoint to the argument abouthow having on the fly save points let you chose how aggresive to play with a single issue: that would be true, if it were not for how clunky and untrustworthy the controls are. Given how badly Ori controls and how likely you are to end up diying because of it, you are incentivized to save often and avoid longer (and more frustrating) backtracks.
To be completely honest, hearing all my frustrations described in this video and realizing that the experience will only get worse as I go further into the game has just made me decide to delete it. I'll save myself the frustration