Just realised that you can slow time/create light with an arrow. Would have come in handy for quite a bit of this section, I only twigged it on the very last bit where you find an ancestor tree. Facepalm
Kind of thankful I fucked up and played Ori 2 before I tried the first one. I don't really get on with the checkpoint system at all. If I'd have played the first one and bounced off it I probably wouldn't have tried the sequel
I've totally the opposite view to most in here in that i think the sequel is far superior to the original. I went back in on Switch recently thinking i just mustn't have clicked with it the first two times i tried but it turns out that i was right. The first has some really odd design and layout choices that the sequel totally irons out. Love the sequel, not at all fussed about the first.
I much preferred the platforming sections in the first, but I quite liked the new combat in the sequel. The bosses were the biggeat turn off for me. And the glitches. What I should've done is wait for a patch on Wisps before starting, but I'd been itching to play it for so long I ruined it for myself slightly. Even with the full reboot workaround for the freezing issues it was a bit of a mess. Serves me right for being impatient in a way, I won't make that mistake again with a franchise I really like, but at the same time it definitely launched in what I'd call an unacceptable state.
Ori 2 continues to tick All My Boxes, absolutely loving it.
The movement’s perfect, responsive, no stupid annoying deaths. Most of my dying has been deliberate cos I’ve ended up in a stupid place and couldn’t be bothered to go back. The escape bits are more well designed and beatable on the first try. I need to make it last until silk song comes out.
Agree with the movement, especially once all the abilities are unlocked. That amount of player freedom would break most games but the areas are so well designed it all works. Lovely game. I liked the escape sequences, but [dusts off non-dusty broken record] preferred the extra difficult learn this route approach of the original. Shame about those bosses too.
Half agree, they're certainly nice to have. They take a bit of getting used to with the openness of the design though, most of the routes plot a specific path through an existing area, with passages and turnings you have to ignore as you follow the course of the intro flyby, whereas the original chases were designed as such and you couldn't accidentally deviate from the intended direction. Not a big deal, the trials are very good, but they're designed around existing layouts. So in my head the original sections are akin to something like Sega Rally courses and the Wisps ones are more, I dunno, Forza Horizon tracks built within an existing environment, minus the actual barriers. It's anarcho-punk orienteering with Green Day.