Ori and the Will of the Wisps is a killer metroidvania with phenomenal platforming and a moving story. Done. This game has been almost universally praised by this point, and I agree with most of the good. So let me gripe about some things that felt off to me so someone out there who plays this can know at least one other player out there feels the way they do.
MY COMPLAINTS
My complaints break down to a few specific ideas:
- Visual Flair over Clarity and Readability
- Improved but still not GREAT combat
- Lack of Optional Platforming Challenges to Test your Skills
- Visual Flair over Clarity and Readability
The art style in Will of the Wisps is a very impressive artistic
and technological showcase, increasing the realism, detail, and life of its
world over the first game. My issue is that I simply don't
prefer it to the first. Ori and the Blind Forest's art was
groundbreaking at the time with it's story book like aesthetic, soft
pallets, and flexible 2D animations. In Will of the Wisps, the art
team decided for some reason to crank the contrast to the point
where I spent the first few hours of my game periodically going into
the video settings to try and adjust the brightness and contrast
because I couldn't make out anything that was happening in the dark
shadows and brightest areas of my screen. Even just focusing my
eye's on Ori was difficult for a good amount of the game due to his
pure white appearance and overabundance of bloom, I ended up feeling
like my character was mostly just a bright blob. The animation work
is insane, and the lighting engine is very impressive, but my
previous complaints combined with what I feel is an overabundance of
particle effects makes the game a little too busy to me and I would
have much preferred an option to pair it all back.
I thought maybe my issues were just to do with my own eyes, but I then came across two videos that confirmed my suspicions on the visual changes. The first was a comparison between the first game and the second's visuals using like for like locations.
Pay special attention to Ori's figure, and the overall color pallet. The contrast has been ramped up, and Ori is harder to make out in the sequel because of his intensified luminosity.
The second video that supported my opinion was this comparison of the game at launch VS it's Day 1 patch.
For some reason, the dev's must have decided close to the end of development that the soft contrast and pallet wasn't the vision they wanted for the game, and cranked it at the last second, crushing some of the blacks and creating white out spots across the brightest objects. Pay attention to background and foreground objects, and how much detail is lost in the shadows with the Day 1 patch. And these are not simply contrast sliders, even when adjusting the sliders in the visual settings these objects maintain their lack of detail and cannot be brought back.
These might sound like nitpicks for a game with so much going well for it in terms of its aesthetic, but I really would have preferred a cleaner and softer pallet than what they ultimately ended up going for.
- Improved but still not great combat
The combat in Ori is a great improvement over the first, and incorporates all of it's platforming and movement prowess into it's arenas. But compared to other games of a similar vein like Guacamelee and Hollow Knight, Ori is still missing the secret sauce that brings it all together. It's hard to put into words, but the enemies in Ori aren't as readable in terms of their tells or patterns, which leads to a kind of frantic button mash in arenas rather than a satisfying intentional test of pattern recognition, strategy and reflex timing. Some sort of counter, parry, or deflect system would have gone a long way to making all the pieces fit in place. I don't want Ori to just be every other game, but I just never felt like it totally clicked for me and I wasn't asked to invest my time trying to actually get better at the fighting.
- Give me a Platforming Gauntlet
With games like Celeste and Guacamelee, platforming sections are regularly introduced in self-contained rooms to ask the player "Can you even do this?", and Ori just doesn't match the intensity. Ori's movement system is top notch and feels great even just bouncing around a room with a few platforms, and the difficulty for many secrets in the game are tough "enough" for the main game, but with all this experience by the end, I want B-sides and C-Sides to really put my experience to the test. Unfortunately, increasing the games difficulty simply raises the amount of damage enemies put out, keeping the platforming stagnant.
I'm not trying to be some impressive tough guy here, I think the main games platforming difficulty is well tuned even for an experienced audience, I just want some way to test myself by the end that isn't just time trials.
So these were my complaints. By my score and intro, I hope that I can get across to you reading this that Will of the Wisps is a very good game that most fans of metroidvanias should give a go. I just needed to throw out into the ether my criticisms that hold it back from being an all time great that I'd feel compelled to return to years down the line.