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Ori and the will of the wisps sequel
Ori and the will of the wisps sequel









ori and the will of the wisps sequel

The first thing I tried was jumping over enemies and swinging downward at them, and was happy to see it had a unique vertical attack for that exact situation. It's punchy and feels great to swing, especially with directional attacks. Will of the Wisps also ditches Ori's old basic attack, a burst of electricity, for an energy sword with a fast three-hit combo. The autosaving does take away the risk/reward of spending energy to place a save beacon, but crucially doesn't change the demands on your reflexes. If you die jumping through a tough platforming sequence, you're still going to have to do it again. And in practice, I don't think it robs it of its challenge. I do wonder if Ori's lost a little bit of individuality with this decision, but I do like that Will of the Wisps is willing to make significant changes. The sequel does away with that ability entirely and instead autosaves for you constantly, so when you die it'll place you back on the most recent safe place you were standing. It was a unique idea and felt like a core part of Ori and the Blind Forest, but that's completely gone in Will of the Wisps.īlind Forest's lavish escape setpieces are back. But it also meant that if you forgot to save or ran out of the energy you needed to put down a beacon, you'd be sent back to your last checkpoint.

ori and the will of the wisps sequel

The first game used an unusual save system: You could place a little save beacon to create your own checkpoint at any time, which could help you get through a tough platforming section. Ori's look feels like a natural extension of the first game, but there are some key differences in other ways that set Will of the Wisps apart. Everything in the environment gently sways to show it's alive. Tons of particles flow through the background. In the way that Hollow Knight feels hand-drawn, Ori feels hand-painted, and the five years of work that went into this game are as easy to count as the rings of a tree. Ori is clearly a big game, and wants to make use of all these movement skills to keep the platforming constantly engaging.Įven if moving through the world weren't as inherently satisfying as it is, the presentation would make me want to see every inch of it. It's a lot in just a few hours, but not overwhelming. I collected far more movement abilities in those four hours than I did attacks: I gained a double jump, a dash, the ability to stick to walls, a grapple pull, and the ability to ricochet off a projectile in mid-air to change directions or jump ever-higher.











Ori and the will of the wisps sequel