Ori and the Blind Forest was an early Xbox One exclusive that helped validate Microsoft’s struggling console. The sequel, Ori and the Will of the Wisps, would have been the perfect way to cap off the Xbox One generation, but performance issues reportedly dampened that prospect. Fortunately, Microsoft’s strategy shifted since Ori’s debut and their first party published games are also available on Windows 10 via Xbox Game Pass for PC service. My aging NVIDIA GeForce GTX 1070 was able to deliver a steady 4K 60FPS with (what I assume to be) asset loading related hitches.
Options outside of the game paid off for Moon Studios and there were even more ways to play within as well. Combat expanded significantly to include a number of abilities to accommodate different playstyles. Ori could wield a giant energy hammer, or fire energy bolts, or even summon a sprite that attacks enemies automatically. There’s a very light layer of strategy required but most enemies were dispatched with ease at the default difficulty. The challenge laid elsewhere.
Like its predecessor, Will of the Wisps was a challenging but forgiving platformer. Generous checkpoints and instantaneous reloading allowed the designers to include tricky jumps, hops, and dashes throughout the game without the frustration of replaying large chunks of the game when Ori failed. The most challenging and thrilling sections were the escape sequences which pitted Ori against an auto scrolling obstacle course of death. I felt they managed to execute and implement these sequences better in this game thanks to improved signposting which resulted in fewer retries. Nothing robbed an escape sequence of its thrill quite like a dozen retries of the same sequence.
I initially thought the boss fights were going to be as challenging as the platforming. I mistakenly believed Moon Studios was going to pursue challenging combat like Team Cherry’s Hollow Knight. They did not. In fact, I would argue that the boss encounters were a bit too easy. I was able to brute force my way through most of it through healing and being flush with health orbs. I’m guessing things would be a bit more challenging at a higher difficulty though and if I didn’t bias Ori’s Shard loadout towards damage output.
Speaking of Hollow Knight, the Shards system should be familiar to anyone who played that game. It allowed me to increase enemy health for more in-game currency, or reduce energy costs for special moves; there were a fairly large variety of shards that allowed me to customize my experience in meaningful ways. To be honest, I think I made it too easy for myself. It didn’t make the platforming easier but it did take the bite out of much of the combat.
The Blind Forest’s soundtrack was one of those excellent scores that worked both in-game and outside of it. I revisit that soundtrack at least once per year since it’s release and I will do the same with the Will of the Wisps’. In some ways, it felt like an expansion of the style and atmosphere from the first game. Will of the Wisps soundtrack was allowed to breathe and steep in different moods. Some pieces reminded me of themes from different properties like Pirates of the Caribbean or Harry Potter; full of whimsy and emotion. Every time I think about it, I want to put on my headphones and experience it again.
I loved every minute of Ori and the Will of the Wisps. It’s one of those Metroidvania style games that I uncover every bit of the map for. I don’t even do that for Metroid games that I like. I don’t know if I love it enough to attempt a “no death” run, but I can easily see myself revisiting it at a higher difficulty. While the technical shortcomings are a bummer, I felt like Moon Studios realized their full Ori vision with this game. It’s my favorite Xbox exclusive of 2020 and that’s with new consoles coming later this year. It’s just that good.
I love it