http://www.wired.co.uk/news/archive/2015-02/16/ori-blind-forest-hands-on
Microsoft's 'Ori' wants to make games hard again
Outside of hardcore gamers, the term "Metroidvania" might seem total nonsense. Mention it to players who weaned themselves on the challenging action-platformers of the 80s and 90s -- particularly Nintendo's
Metroidseries and Konami's
Castlevania, whose signature gameplay gave rise to the portmanteau -- and it conjures memories of navigating challenging 2D levels, unlocking increasingly powerful abilities, and using them to progress ever deeper into the (sometimes literal) labyrinth.
It's a
gaming genre that doesn't get much attention nowadays. Even its progenitors have long since switched to 3D worlds for their core entries, save for the occasional 2D throwback released on handheld consoles. However, developer Moon Studios is looking to bring it back to life with its debut title,
Ori and the Blind Forest. WIRED.co.uk goes hands on, and discovers it to be at once a genre-appropriate challenge but also an incredibly charming effort.
Players control the eponymous Ori, an orphaned forest creature in a fantasy world, aiming to save his home of Nibel after a powerful storm threatens its existence. The game world is one of bold, rich vistas, Ori himself often only a comparative speck against beautiful painted backgrounds.
Animation is at the heart of
Ori -- both the character himself and the world he inhabits move beautifully. That's more than merely an aesthetic consideration though, with the precision of the character's movements an integral part of the gameplay. You'll soon realise exactly how far you can creep to the edge of a platform, and how far Ori's leaps will take him, just from his positioning and pose.
We played the Forlorn Ruins section, which occurs late in the game. By this point, Ori has acquired several of his key abilities, allowing for glide-jumps using a leaf parachute and more powerful attacks. Each area introduces a new ability, and here it's
gravity control. Playing around with natural phenomena is no great innovation in games, but here it's done with a twist. Carrying a sacred artifact allows Ori to traverse the ancient ruins, climbing walls and ceilings to reach new areas. Orientation doesn't change though, so if you walk left onto a curved wall and follow it around to the top, left becomes -- to the player's perspective -- right. It's rather mind-bending, and you'll find yourself twisting your head to keep track of Ori's concept of "forwards".
Many of the puzzles continue in this vein. Jump onto floating rocks made of the same stuff embedded in the walls, and you'll have to navigate jumping between them. "Down" becomes an abstract concept, relative only to Ori's location. Walk to the side of a block and jump off its edge and you'll plummet horizontally across the screen, landing -- hopefully -- on the desired next step. Thankfully, the game allows you to create save points anywhere, a feature you'll use frequently to prevent a maddening repetition of tricky platforming sections.
Inbetween, enemy creatures prowl the forest, corrupted by the supernatural forces affecting Nibel. Ori channels spiritual energy to attack and defend, firing blue sparks that hone in on opponents. It's all very low-violence, painting the game as one entirely suitable for families or younger players, even when the overall difficulty is likely to test experienced players.
"Difficulty is something we've been aware of as part of making the game from the beginning,"
Microsoft's Mark Coates, executive producer on Xbox Live Arcade tells us. "Over the course of finding what people see as difficult, we learned a lot. For one thing, different people find different elements challenging. Where one might find the concept of gravity and adapting to it hard, others might find the twitch gameplay in the Ginsu Tree section tougher. We have to allow affordances in the game to allow people to overcome those challenges."
It's hard to pick out anything truly original about
Ori and the Blind Forest. It's undeniably the child of its ancestors, and deliberately so. What it succeeds in though is refining the experience and updating it for a modern era. It's astoundingly beautiful to look at, especially for animation connoisseurs, and its precise, demanding gameplay remixes the best of its influences into something that manages to feel fresh. If the full version can avoid too many frustrating moments as you progress through the world, this could be a rebirth for the Metroidvania subgenre.