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With its perfectly balanced difficulty, simple but emotional story-telling, and intriguing world, Ori and the Blind Forest is easily one of the best metroidvanias I’ve ever played.
Developer: Moon Studios
Publisher: Microsoft Studios
Release Date: March 11, 2015
In many ways Ori and the Blind Forest has become the new standard for typical indie games; gorgeous 2D art, hardcore platforming, and a whimsical, faerie tale-like story. It also helps to be published by a giant like Microsoft. Thus it’s easy to initially dismiss a game like Ori. I know I initially felt a been there-done that vibe, even when the great critical reviews started rolling in.
I finally decided to take the plunge when it went on sale during the Steam Summer Sale, and now I’m ashamed at myself for dismissing it so quickly without ever having tried it. With its perfectly balanced difficulty, simple but emotional story-telling, and intriguing world, Ori and the Blind Forest is easily one of the best metroidvanias I’ve ever played.
The story centers on the titular little spirit creature that becomes lost from its parent tree during a great storm. In searching for Ori, the great tree ends up burning through the forest, and the giant owl named Kuro fights back by stealing away its light source. It’s up to Ori and little tree spirit companion Sein to gather together the other elements around the forest and restore the tree’s light.
I’ll understand if that little story causes a hefty amount of eye-rolling. It’s difficult to convey how well the relatively simple tale is effectively told using poetic narration (translated via text on screen by the tree spirit – who sounds like an operatic Jabba the Hut). There’s very little dialogue; Sein is the only one that really speaks to explain about new abilities or tasks, while Ori’s journey and Kuro’s backstory are told via beautiful cutscenes. The presentation is just fantastic.
The gameplay is pure metroidvania. The beautiful forest can be easily navigated thanks to the lovely in-game map, probably one of my single favorite feature of the game. It’s a really great map. If you’re game has a great in-game map, chances are I will love it.
Ori steadily gains new traversal abilities, allowing it to climb walls, float, bash through rocks, and stomp through the ground, gaining access to new areas and previously unreachable goodies. Collectibles come in just three flavors, life and energy cells that give you more…life and energy, as well as ability cells that are essentially big experience point boosters. These can be spent on three different skill trees to grant Ori various passive buffs and help, like revealing secrets on the map or granting double and triple jumps.
Without any loot or weapons, Ori’s sole means of attack is through the spirit Sein, a constant hovering point of light that fires off a rapid burst of fireballs at the nearest target, not unlike Dust’s companion in Dust: An Elysian Tail. Enemies are auto-targeted once they’re in range, allowing you to focus on avoiding their attacks as well as the many traps and pitfalls that remain a constant threat.
The game is challenging as hell, and it knows it. The biggest innovation comes from the ability to expend energy to create manual save points called Soul Links. In the early game I was quite nervous about hoarding this ability, but by the midpoint I had so much energy it was never an issue. Good thing because creating constant Soul Links becomes imperative if you want to minimize redoing a particularly difficult section over and over. The stats screen ominously keeps track of your deaths; by the end of the game I had over 150.
Though the gameplay is metroidvania, the actual structure is more akin to The Legend of Zelda. Each of the three main areas you travel to after meeting the tree first has an object you must acquire, followed by a dungeon that must be completed. Each of these dungeons has a unique hook that utilizes a certain ability or feature in all its puzzles and platforming challenges, like the shifting maze of the Misty Woods or the gravity-defying orb of the Forlorn Ruins. It made each area have a really unique spin on top of its lovely aesthetics.
Pretty much the only complaint I had while playing was the complete lack of fast travel. Most metroidvanias have some sort of limited fast travel between certain areas, allowing for some quicker means to backtracking and gaining previously missed collectibles. Ori and the Blind Forest has no such convenience, and the world is just big enough to make me really miss it.
Ultimately it prevented me from going back to some of the more remote areas to gather the last few pick-ups I had missed (I left most areas at around 95% completion). At least one area you were prevented from returning to after beating due to story reasons – an aspect I wish we would’ve been warned about.
The story ends up being predictably sappy and sentimental but it’s wrapped up in such a beautiful package that I couldn’t help but be swept up in Ori’s plight. The scripted and challenging gauntlet sequences with Kuro are the right mixture of stressful and fun, though the shine wears off when you have to repeat them more than half a dozen times. The final one is especially brutal, allowing little room for error. I found it annoying that I was simply prevented from using a Soul Link to at least create checkpoints for myself.
At around 10 hours Ori and the Blind Forest never wears out its welcome. New abilities come quickly and the world is a joy to explore, discovering new secrets and gameplay mechanics. Wondering how the hell you reach an unobtainable goodie, only to smugly return later armed with your handy new ability is par for the genre, but Ori really creates a satisfying experience with its intuitive map design and streamlined experience.
- Beautiful artwork and world design
- Perfectly balanced and steady ramp of challenge and difficulty
- Effective story-telling and presentation
- Streamlined experience focuses on all the best parts of the genre
- Soul Link mechanic is brilliant
- No fast travel or teleportation system
- Numerous scripted chase sequences are especially difficult, and offer no checkpoints or Soul Link usage