Review BurningKirby 4/5 · Jul 23, 2025
Ori 2: The Owl Strikes Back
Ori and the Will of the Wisps is another helping of bouncy platforming through gorgeous luminescent biomes. The combat has been changed to a system where Ori basically wields a sword, which helps put more control in the player's hands but also leaves it feeling a bit too close to Hollow Knight sometimes for my taste. Boss encounters often ended …
Ori and the Will of the Wisps is another helping of bouncy platforming through gorgeous luminescent biomes. The combat has been changed to a system where Ori basically wields a sword, which helps put more control in the player's hands but also leaves it feeling a bit too close to Hollow Knight sometimes for my taste. Boss encounters often ended up frustrating me with their stacked health pools and large contact damage hitboxes, but still impressed visually. The platforming still feels great if not better and as such I see this as a bit of an overall upgrade over its predecessor. If you enjoyed that it's worth giving this a try.

Early on Will of the Wisps felt oddly heavy in dialogue and cutscenes. Like sure, you need to get your story set up, but the first half hour or so was mostly just comprised of only that, which wasn't really what I was ready for. Thankfully the story itself is pretty decent for what it is. It tugged on my heart in the right ways and some of the places it went pleasantly surprised me. It's mature without feeling like it's trying too hard to be dark/sad, and features some characters I grew pretty attached to as I played.

As with the previous entry in the series, the environments are simply bursting with color and light. This game is a treat to look at and virtually every moment of it is gorgeous from start to finish. It does still suffer from some of the visual clarity issues of its predecessor as well. Sometimes I'd straight up lose Ori in all the particle effects during combat and I'd take otherwise avoidable damage as a result. This sort of leads into my discussion about combat.
Having revamped the combat system, this game places a larger focus on battles in order to take full advantage of it. While movement is very fluid and responsive, enemies (especially bosses) often don't appropriately convey upcoming attacks in a satisfactory way. With so much happening onscreen and all the flashing lights it can be really easy to miss the tell for an incoming attack, assuming it's even possible to see it. This made most but not all bosses into frustrating experiences and I more often felt relieved to finally be able to move on to something hopefully more fun when I beat them than anything else. If you're not going to have enemies properly telegraph attacks, you can't have those attacks be capable of killing you outright at high HP.
Thankfully the platforming feels superb! Early on I felt pretty restricted but the shackles quickly came off as I unlocked abilities and before long I was gleefully zipping around, exploring every dark corner of the world I could get into. The game keeps tossing new mobility tools your way up until the very end and they felt pretty well paced, so I always had some new toy to mess around with as I traversed the game's world. Save for the occasional blunder, the fast paced escape sequences did a decent job of allowing for intuitive navigation the first time, which felt great to pull off.

I don't feel like there's a ton else to say. I wouldn't skip the first game, as it's very good as well, but I feel like this one comes out a bit ahead in spite of the clunky bosses. As I said, if you've already played the first game, there's no reason to not check this out if you can. It really is more of the same stuff, just tweaked, and I had a great time playing through it.










