Main game
4.43 average rating based on 1691 ratings
Ori and the Blind Forest brought something I never thought I needed. The platforming and incredible art work really took it to the moon. (No pun intended lol).
Ori and the Will of the Wisp brought that same energy. However, added combat to the equation. The combat is quite amazing just like the movement and platform very fluent.
I do have some issues, but they are small. Getting rid of making your own checkpoint was a bad decision. Also, having a map person is not needed. These changes is giving me Hollow Knight vibes and it doesn’t need that.
Besides that the game is a beautiful game with amazing combat and story. The music is Whimsical.
Play this game.
Having loved the first one, I was excited to check out the sequel.
It turned out to be a lot of the same essentially, but with a ton of new additions for abilities and quests. The gameplay and style are the same which is great since that worked really well in the original. I found the Metroidvania elements perfectly done as I had a lot of freedom moving around and coming back to find missed collectibles to 100% the game. What I found to be the biggest improvement was the environments, they were so diverse and well actualized.
The one negative thing about this game is the frame rate drops, glitches, lagging in-between areas, and some bugs. It is a very fast-paced game and sometimes I found it very annoying that it would lag so much when moving between environments. Otherwise, the game is just as good as the original and definitely upped the stakes.

this game is incredible , beautiful OST and desine and plot, clean gameplay,
I should not have played this RIGHT after Hollow Knight. Regardless, this is still an above-average game: the animation, environments and music are gorgeous and the core gameplay is fun. The problem is that I just wasn’t that immersed and the story failed to tug at my heartstrings the way it had in The Blind Forest.
Gameplay= Mechanics, gameplay options (freedom), repetition, goals, difficulty
Story= plot, engagement, characters, world-building
Presentation= graphics, animation, environment/character design, Art direction, Script, music
Gameplay: 4.5/5
Story: 4/5
Presentation: 5/5
The second Ori entry is a visually stunning action-platformer, as a sequel to Ori and the Blind Forest. It expands the original with a larger world, improved combat mechanics, and a more intricate narrative. The hand-painted visuals and fluid animations, combined with the evocative soundtrack, create an immersive and emotionally resonant experience. The first title was already a very high level game through literally all of it's aspects, mechanics, visuals and OST, and it is incredible that this sequel was able to expand this even further.
The gameplay introduces a more robust combat system, featuring weapons like the Spirit Edge sword and the Smash hammer, as well as skill stones that allow customization of Ori’s abilities. Combat is it's biggest standout in my opinion, when compared to the first title, which was more about exploration and platforming, but this new one has much more depth, adding enough complexity to feel more like an action platformer. Platforming challenges and chase sequences demand precision and quick reflexes, providing both excitement and difficulty for most people.
The story follows Ori and their owl companion Ku, navigating a beautifully crafted world filled with danger and wonder. The game’s narrative effectively conveys emotion without relying …
The second Ori entry is a visually stunning action-platformer, as a sequel to Ori and the Blind Forest. It expands the original with a larger world, improved combat mechanics, and a more intricate narrative. The hand-painted visuals and fluid animations, combined with the evocative soundtrack, create an immersive and emotionally resonant experience. The first title was already a very high level game through literally all of it's aspects, mechanics, visuals and OST, and it is incredible that this sequel was able to expand this even further.
The gameplay introduces a more robust combat system, featuring weapons like the Spirit Edge sword and the Smash hammer, as well as skill stones that allow customization of Ori’s abilities. Combat is it's biggest standout in my opinion, when compared to the first title, which was more about exploration and platforming, but this new one has much more depth, adding enough complexity to feel more like an action platformer. Platforming challenges and chase sequences demand precision and quick reflexes, providing both excitement and difficulty for most people.
The story follows Ori and their owl companion Ku, navigating a beautifully crafted world filled with danger and wonder. The game’s narrative effectively conveys emotion without relying heavily on dialogue, making the journey deeply moving. The game’s artistic and gameplay achievements make it a standout in the platforming genre. Overall, Ori and the Will of the Wisps combines breathtaking visuals, refined gameplay, and heartfelt storytelling into a memorable experience that is highly recommended for fans of action-platformers. This is a must-play in my opinion, definitely one of the best videogames that I've played, not just when it comes to it's genre, sub-genre and what it is trying to achieve, but also on each and every aspect it is trying to convey.
Liked the art, still beautiful like in the first game.
Didn't like: less linear map, more backtracking, more tedious combat, more spikes, platforming is more of a chore in this one. Many other small annoying things.
First one I finished in a week or two. This one I dropped two years ago, tried again now and still found it to be tedious.
Good:
Bad:
Es mejor que el primero y merecería un 10+ pero no se lo puedo dar muy a mi pesar, hace todo mejor más bonito, más pulido en lo jugable, más intimista, la historia de Chirrido me ha partido en cinco el alma pero tiene graves problemas tiene caídas de frames, ralentizaciones, bugs, el control a veces no respondía tras dejar la xbox one x en stand by, el mapa a veces abre demasiado tarde otras veces no abre. Y esto sigue pasando a pesar que actualizaron y solucionaron otros problemas más graves el juego es una maravilla, un espectáculo gráfico, sonoro, jugable, una celebración de los metroidvania pero no está lo suficientemente pulido y eso me mata, porque la obra maestra que es merecería ser una roca en estabilidad, espero se solucione con más actualizaciones y si lo hubiese jugado sin parchear mi nota habría bajado considerablemente, pero en general, este con su primera parte son de los mejores títulos de esta generación, ¿pedían gráficos y narrativa? aquí los tienes solo que hechos de mejor forma.
Ori and the Will of the Wisps is the direct sequel to Ori and the Blind Forest. The game oozes with even better art, music and cutscenes compared to the original. Will of the Wisps is also longer than its predecessor. The new game is filled with side quests, time challenges and puzzles to solve. There are a few blemishes to Will of the Wisps such as its’ new combat system and story. It is also not a substantially different game than Blind Forest, so don’t expect something completely original.
Will of the Wisps takes place right after the ending of the original. A beautifully directed introduction sequence follows Ori and friends with their new owl friend, Ku. Ku is the same owlet that Ori rescued at the end of Will of the Wisps. Ori decides to teach Ku how to fly using a feather plucked from Ku’s mother. After learning to fly, a thunderstorm erupts separating Ori and Ku. Both of them fall in an unknown land populated with friendly and also fearsome inhabitants. Ori is once again tasked with gaining abilities to traverse different thematic environments and collect wisps to restore balance to the land.
Most of the …
Ori and the Will of the Wisps is the direct sequel to Ori and the Blind Forest. The game oozes with even better art, music and cutscenes compared to the original. Will of the Wisps is also longer than its predecessor. The new game is filled with side quests, time challenges and puzzles to solve. There are a few blemishes to Will of the Wisps such as its’ new combat system and story. It is also not a substantially different game than Blind Forest, so don’t expect something completely original.
Will of the Wisps takes place right after the ending of the original. A beautifully directed introduction sequence follows Ori and friends with their new owl friend, Ku. Ku is the same owlet that Ori rescued at the end of Will of the Wisps. Ori decides to teach Ku how to fly using a feather plucked from Ku’s mother. After learning to fly, a thunderstorm erupts separating Ori and Ku. Both of them fall in an unknown land populated with friendly and also fearsome inhabitants. Ori is once again tasked with gaining abilities to traverse different thematic environments and collect wisps to restore balance to the land.
Most of the platforming is the same as Blind Forest. Ori will eventually gain roughly equivalent move set and abilities in the original to traverse the environment, so I won’t discuss them in this review.
The first major difference in Will of the Wisps is combat. In this game, Ori will gain a repertoire of melee and ranged attacks including a sword, mace and bow. Unfortunately, the combat never feels necessary with the exception for boss fights and battle arenas. Even when in combat, it doesn’t feel quite as polished as the platforming. There are too many particle effects when Ori uses melee attacks making it difficult to see what’s going on. The mace is also substantially superior to the sword because of it’s knockback potential and ground pound ability, so I never found myself using the sword afterwards. And in the second half of the game, both sword and mace are superseded by the bow. The bow is straight-up broken and trivializes all combat encounters. I was able to mow down most of the bosses in less than a minute.
The reason why the bow can be completely overpowered is in the second addition to Will of the Wisps which are the Spirit Shards. Spirit Shards are perk-like upgrades that Ori can swap in and out at anytime. These shards can be found in the world and are completely varied. Some shards help Ori be more resilient, some shards help make the platforming easier while other shards make Ori a combat machine. Shard effects can also be stacked, so it becomes easy to completely break the combat and have Ori shoot the bow as if it were a super-powered Spread Gun in Contra.
The last major difference is that there are NPCs in the game now, including a hub area unlocked roughly 2 hours in. The hub area is a great way for Ori to learn new abilities, obtain new Spirit Shards and venture off and complete side quests. The side quests are nice distractions to explore other areas and test your platforming/combat prowess. The hub area also continually improves as you play the game. In the world there are special collectibles to find which can be used in exchange to improve and unlock new areas in the hub area.
Outside of the above differences, Will of the Wisps pretty much plays like a more accessible version of Blind Forest. The platforming puzzles are still there, but they are much more forgiving. In the original game, Ori had to manually create checkpoints, but in Will of the Wisps checkpoints are generously scattered at most platforming sequences. There is also a wealth of life and energy orbs to discover making most platforming tolerable even with many mistakes. Will of the Wisps also introduces a heal ability early on, so that Ori can heal anytime as long as he has enough energy.
I can’t shake the feeling of being disappointed with how the game is structured. The first third of the game is narrative heavy and is the best part of the game. It introduces our side-characters, our villain and has several nicely directed cutscenes. The other two thirds of the game is a stark contrast and completely absent of all of this. The side-characters and the villain are omitted and never mentioned but in brief cutscenes and in the end game. I no longer cared about the story because I spent the next 8 hours going through the motions of exploring levels, gaining abilities and collecting wisps. The game tries to salvage itself at the end, but I didn’t feel any real impact because there was such a long time gap between significant plot events.
Ori and the Will of the Wisps is an artistic accomplishment. The platforming is as sharp as ever. The collectibles are fun to discover and find. The additional combat options don’t feel like they belong in this game but are serviceable. The story, well at least in the first third of the game, is an impressive showcase of friendship, family and love. If you loved Ori and the Blind Forest, you will enjoy Ori and the Will of the Wisps.
This is an excellent platformer. Movement feels great, and there are many fun traversal abilities unlocked throughout the game. There are some frustrating aspects to the game that hold it back though. The art style while gorgeous can sometimes make it difficult to see certain objects on screen because they are too small or blend into the background. I even has this same issue with seeing my character which can suck during chase sequences. Areas are set up so that I have to get through them once before unlocking an ability that makes them easier. Sometimes that first trip through can be annoying. The combat is decent. I don't think I ever really felt it was fun, but it was never a problem. The story is supposed to tug at your heart strings, but I never felt much until the end of the game.
In short, this game is amazing. It takes everything great about the first Ori and expands upon it for another beautiful, fun, moving experience that really sucks you in. I just finished the game after an 8 hours consecutive play session today, which went by so fast I didn't realize.
The only reason I can't give this game a 5/5 right now is because of the constant bugginess, freezing, crashing, and long loading. I played both PC and XBox, and especially on the XBox version, moving too fast causes the game to freeze for 5-10 seconds to load environments, and pretty regularly did I get caught in walls, have warp shrines not work properly, and have severe framerate slowdowns or crashes. I am sure much of this will be patchs, as the game just game out recently, but it was enough to be a notable negative in my gameplay experience.
I didn't realize how much I missed the Bash ability. I was having a not so great time with the beginning of the game. It felt oddly heavy on dialogue and the level design wasn't really doing it for me either.
But then I got the Bash ability I'm not sure if the level design drastically improved or the fun of the ability in and of itself revolutionized the game but I was having a much better time all of a sudden. I'm glad they seem to be pushing the abilities from the first game in early on rather than spreading them really late into this sequel for padding.
The Mouldwood depths light mechanics are sick as fuck !
You know what's fun, combining one of the worst platforming elements (the clunky and unwieldy sand dash) with an overly long chase sequence. What is Moon Studio's aversion to boss fights? Why are they obsessed with terrible chase sequences? Why are they obsessed with combining terrible chase sequences with awful platforming controls where you're forced to use the control scheme that is inherently less accurate because you have to maintain 360 degree control for their awful launch mechanic? Why are they obsessed with dragging what could be a half-decent game down with chases?
While I can say I’m mostly enjoying this, there are some things that still bother me about this series and they all come down to some form of clunkiness. From clunky chase sequences with abysmal checkpointing that Moon Studios can’t seem to let go of, to a fundamental clunkiness that permeates almost every aspect of the UI/UX of the game, the game continually presents itself as something that’s nearly exceptional but never quite manages to push beyond just being good. Thankfully basic combat and platforming feels good (before you layer in a lot of the superfluous systems that needlessly overcomplicate that which is good), which is why I’m still having fun.
But seriously, stop with the chases. Even boss fights have pointless chases shoehorned in the middle of the combat phases, and I could seriously do without it.
one of the best 2D platformers of all time and my favorite game ever.
A few hours in and this game is delightful so far.
Love it, better than the first one, which I also like it
Enjoying this one even more than the original. There's lots of quality of life updates and the new abilities (particularly the water-based ones) are a ton of fun. The platforming is far more challenging (for me, at least) and I find myself dying a lot more. Fast-travel from anywhere is a game changer, and it makes knocking out quests feel a lot more fluid when you can just zip around, nab collectibles, and work on quests.
The boss fights too have been a lot more fun. Battling Kwolok was a ton of fun, jetting through and out of the water feels so fluid and never gets boring!
I've got 1 week left to wrap up this game so that I can immediately jump into Metroidvania #5 of this year - Metroid Prime Remastered!---- err I guess that's just a Metroid game, and not a "metroidvania" :) And if Silksong ever gets a release date, that would be sweet.
Metroidvania 2023 Progress:
A little note of how broken this games mechanics and concepts are, when you take damage, it tells you how much damage you've taken. Say I get hit, it says -11, so clearly I've taken 11 damage. Except this makes no sense, because I only have like 8 or 9 life cells. It feels like they meant to put in an HP bar and plum forgot. Why is this game SO BAD? lmao
I am suffering trying to get through this abysmal follow up so bad, but god is it going to take everything in me to make that a reality. Aside from the combat improvement, I haven't seen a sequel take this big a step back in...well...maybe ever, actually.
There is something that I can't still completely get around in this saga and it's the physics of jumping off a grabbed wall. Instead of having full control, you kind of jump in a forced diagonal. then, if you are holding to a pillar and want to get on top of said pillar, you have to do a weird 270° turn also with little fine control on where you land. I thought it was something unintentional after playing the first but now that I'm on the second, I feel like it was a design decision and one that I don't understand.
Well, that or I suck at the game.