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#And that short line uttered in that precise location after this animated short seems even more meaningful
fragmentedblade · 8 months
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The implications that Blade and Dan Heng remember more than they admit is driving me nuts
#Fragments and scraps#I talk too much#I should probably delete this later#Not just Blade's general drive but already what Kafka said about how she was going to take off his mind#the memories of Jing Yuan‚ Jingliu‚ Dan Heng *and Yingxing* made me think he remembers a lot more than he lets on#And then Todd's quest? How he is watching the High Elder statue‚ wonders if that guy was happy‚ and tells us he is 'mourning for folly'?#And that short line uttered in that precise location after this animated short seems even more meaningful#And then Dan Heng? The way he is there? The way he knows where to he at all?#And he pours the drink and it's almost a shared drink beyond time. Once again. Like they did before#Like the wish mentioned in that one leaked Imbibitor Lunae character story. He did get it. In a way. He did get it#The way Dan Heng gazes with eyes full of tenderness and sorrow also seems to imply that he remembers somewhat#Perhaps not all. Perhaps there's not even the feeling#But it feels a bit like mourning lost friends. A bit like the gaze Jing Yuan can't help but give him at times#Perhaps not a lingering feeling Dan Heng has‚ but at least the echo of a love that once was#It also felt like he was seeing them for a moment#It felt like he remembered them#'I am not him'‚ he claims‚ over and over. And he is not wrong. But it seems like the fondness Dan Feng had for his friends#transcended the barriers of death and accompanied him to his next life somewhat#And after centuries of nothingness still Dan Heng can't help but give a tender sorrowful smile to the friends that were#It's heartbreaking that something in the four of them is still mourning‚ each in their way and as they can#What is Blade's and Jingliu's drive for revenge if not that? What is Blade's 'mourning for folly' if not that?#What is Kafka unable to control Blade's mara in the Luofu if not that? What are Jing Yuan's bouts of tiredness‚ the pressure on his chest‚#the way he welcomed his old friends with a joke? What is it if not that the fact that‚ yes‚ after using them‚ but that he let them go?#What is the weight of Dan Heng's smile and his gesture pouring the drink if not that?#No wonder they can't move on if they loved each other so much it transcended duties‚ time‚ life‚ death and madness#Edit: as per Jingliu's quest this was obviously confirmed‚ especially and most intensely in Blade's case (19/10/2023)
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terryblount · 4 years
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Ori and the Will of the Wisps PC Review
It is hard to believe five years have passed since Ori and the Blind Forest debuted on our screens. Developers Moon Studios crafted a momentous game that not only reinvigorated the metroidvania genre, but also reminded gamers how beautiful and intricate these titles can be. Now the long-awaited sequel is finally on our shelves, but how could any studio follow up on lightning in a bottle like this?
The answer is in Ori and the Will of the Wisps. I mentioned in my Rage 2 review that all good sequels have the ability to reach the full potential of their I.P’s. It is not just about more, bigger or prettier. Good sequels elevate themselves to those untouched areas of gameplay that their predecessors never reached, and this is precisely what Moon Studios achievedwith their second Ori game.
Enjoying the pleasures of home
If ever there was a write-up willing to criticise Ori and the Will of the Wisps (hereafter Ori 2), you will not find it here. Perhaps this will not be a review of Ori 2, but my best attempt to express what a masterpiece this sequel has turned out to be. Moon Studios maxed out every strength from their first game, and remind us once again why metroidvanias can be some of the most fulfilling experiences in our industry.
A picture is worth a thousand words
One of the highlights from Ori and the Blind Forest was Moon Studios’s incredible talent for using visual language. Like many other metroidvanias, the first Ori game could impart a lot to the player using only modest resources. There wasn’t much exposition, there were limited snippets of dialogue, and the game had a very conservative use of cut scenes.
Nonetheless, it was still an experience you could get lost in. The devs allowed their game itself to communicate with the player on a visual level, and this design philosophy spills over into almost everything in Ori 2. In short, Ori 2 is a game that shows rather than tells in that the visuals of Ori’s story are a fundamental bridge between both the narrative and the gameplay.
Take the eponymous (and very cute) Ori, for example. Even a noob taking a cursory glance at this little critter would immediately tell there is something agile, yet vulnerable about… it. Hold on a second, is Ori a boy or a girl? Only thing I know is that the name has a Hebrew origin meaning ‘my light’, so perhaps Ori is Jewish?
Name of the game (Image from Ori and the Blind forest Wiki)
Anyway, I digress. True to the sloping lines and gossamer-like luminance of the character model, Ori once again felt super smooth and an utter pleasure to control for the thirteen-ish hours I spent leaping and bounding throughout the various biomes. There is a weightless momentum in how Ori handles, which encourages the player to keep moving and to experiment with acrobatics.
It seems that virtually niggles and annoyances have been ironed out from the first game, and it is clear the devs wanted to push the boundaries of traversal in this series to the next level. Moreover, Ori’s revamped animations are equally slick in this sequel, both in the twirls or somersaults when leaping weightlessly through the levels, but also in the combat or ranged attacks against enemies.
A battle in spirit
Ori has been given quite a substantial upgrade in terms of how players will fight against the malicious bugs, slugs and even bosses scattered around the world. Combat is now closer to the metroidvanias that have followed in the interim from the first game’s release (for example, Hollow Knight) in that Ori can now swap on the fly between a spirit sword, ranged spirited projectiles, heavy weapons, and more.
The player will really have their reflexes tested on normal or hard difficulties since the combat is fast and frantic. I strongly recommend a first playthrough on ‘easy’, particularly since you cannot adjust the difficulty later. Nonetheless, this spirit bunny is every bit as agile and responsive during battle as he is with traversal, and there is a decent variety of ranged and melee attacks to make up your fighting strategy.
The spirit trees that give Ori his abilities
It is from the combat I noticed that Ori 2 now boasts a more varied menu and progression system. Moon Studious have swapped out the linear style of the previous game, and have implemented something closer to an RPG’s structure, which allows for abilites and weapons to unlock quicker, and thereby leaving the choice to the player on what to upgrade and define their own playing style.
The forest lives on
The reason why Ori possesses these abilities and, frankly, why he glows in the dark, is because he was one of several spirits inhabiting a mystical willow tree – the heart of the entire forest’s spiritual energy. The first game saw Ori being adopted by a creature called Naru after falling out of the willow tree during a great storm, and eventually setting out to rescue the forest dying from a malicious corruption.
With the forest now restored to its lavish glory, Ori 2 opens with a touching scene of the pair living a serene life, along with their new friends Guma and Ku. All is well until Ku, who is the cutest little owlet EVER, finally becomes overwhelmed by the desire to fly. Unfortunately, Ku’s tiny little wing got mangled, leaving the owlet grounded and very depressed as it watches the other birds go by.
First flight
Ori and co. therefore try to help Ku with a makeshift wing which seems to work quite well until, during its first flight, Ku is caught in an angry storm, not unlike the one that shook Ori from its tree. With Ori riding on Ku’s back, the duo crash land in a desolate area of the forest, and they become separated.
The stage is set for Ori to embark on a rescue mission, and as a surprise to no one, Ori finds that all is still not well in the deep, forgotten places of the forest. The mission to rescue Ku therefore becomes intertwined with restoring the forest’s life force to an abandoned and hostile world, and Ori soon finds that it is not only Ku’s life that hangs in the balance.
In certain segments there are chase sequences. You really feel Ori’s vulnerability here, and it is utterly terrifying.
Thanks to absolutely superb animation and expert use of potent imagery, the story in Ori 2 is nothing less than sublime. Without spoiling anything, I will just say that the narrative plays out as a riveting and engrossing mix of fairy tale tropes, which are interspersed with gut-wrenching climaxes of triumph and failure.
The hauntingly beautiful soundtrack is also a crucial component here. The melody is a beautiful reflection of the game itself in that the orchestral swells alongside dream-like notes are constantly tinged with an undertone of sadness and melancholia.
In all honesty, I was taken on a rollercoaster ride of emotions during my play-through, and it has been a long time since a game has had this effect on me. Seeing that poor baby owl frightened and alone in the dead forest wasteland brought me right to verge of tears, while I beamed like adoring parent during the more happy moments. This is really fantastic story-telling.
Breaking boundaries
Both the story and the gameplay is of course sustained by two immaculate pillars: The graphics and the level-design. You often hear about video games blurring the boundaries between art and entertainment, but Ori 2 utterly shatters this division. This game IS art. The visuals are so imaginative and aesthetically pleasing that it looks like you are playing through Bob Ross painting brought to life.
With Unreal dominating the source-available market at the moment, I am really glad Moon Studios showed us how Unity still has a lot more to offer
Running on the Unity engine, the devs have created a massive world rendered with more detailed textures, a much higher particle count, and a more complex lighting system than the first game. The forest feels alive and breathing with several different biomes for Ori to explore, and each area has been coloured with a very distinct palette to reinforce the player’s awareness of location.
I mentioned visual language earlier, and it is in environmental design that Moon Studios have really put this to work. The greens, browns and blues represent colours that guide Ori, that beckon the little critter to safety. The reds, yellows and purples on the other hand represent danger, and it is astounding to see how consistently the devs have endorsed this system throughout the entire game.
I simply could not get enough of this beautiful world. From races against the ghosts of other players, to doing small quests for animals that inhabit in the forest, to feeling that satisfaction of nimbly making it through heavily-spiked, narrow corridors, it is mesmerizing that all of this is functioning so well in one game. It is a model of excellence in environmental design.
Ori, the paragon
We often hear people complaining that ‘they don’t make games like they used to’ and I somewhat agree. I feel like modern studios tend to put money before their vision for making their game because of how alarmingly competitive the industry has become. As such, games rarely take risks, and the industry often faces something of an identity crisis.
Ori and the Will of the Wisps stands as a shining contradiction to this ethos. This game oozes creative energy, and was quite obviously made by people who really have a passion for this genre. It shows how we can use technology not just to enhance everything in a game, but also how complex systems can be made to function alongside one other.
It is so rare that we see excellence in our games these days, which is why Ori and the Will of the Wisps truly is a non-negotiable moment. This is not just a game: It is an education to what gaming as a medium can accomplish. You simply have to play this.
Breathtaking soundtrack
Gorgeous art style
Immaculate level design
Great story
Controls well
Good dev support
Some bugs
Long start up loading time
          PC Specs: Windows 10 64-bit computer using Nvidia GTX 1070, i5 4690K CPU, 16GB RAM – Played using an Xbox One Contoller
The post Ori and the Will of the Wisps PC Review appeared first on DSOGaming.
Ori and the Will of the Wisps PC Review published first on https://touchgen.tumblr.com/
0 notes
terryblount · 4 years
Text
Ori and the Will of the Wisps PC Review
It is hard to believe five years have passed since Ori and the Blind Forest debuted on our screens. Developers Moon Studios crafted a momentous game that not only reinvigorated the metroidvania genre, but also reminded gamers how beautiful and intricate these titles can be. Now the long-awaited sequel is finally on our shelves, but how could any studio follow up on lightning in a bottle like this?
The answer is in Ori and the Will of the Wisps. I mentioned in my Rage 2 review that all good sequels have the ability to reach the full potential of their I.P’s. It is not just about more, bigger or prettier. Good sequels elevate themselves to those untouched areas of gameplay that their predecessors never reached, and this is precisely what Moon Studios achievedwith their second Ori game.
Enjoying the pleasures of home
If ever there was a write-up willing to criticise Ori and the Will of the Wisps (hereafter Ori 2), you will not find it here. Perhaps this will not be a review of Ori 2, but my best attempt to express what a masterpiece this sequel has turned out to be. Moon Studios maxed out every strength from their first game, and remind us once again why metroidvanias can be some of the most fulfilling experiences in our industry.
A picture is worth a thousand words
One of the highlights from Ori and the Blind Forest was Moon Studios’s incredible talent for using visual language. Like many other metroidvanias, the first Ori game could impart a lot to the player using only modest resources. There wasn’t much exposition, there were limited snippets of dialogue, and the game had a very conservative use of cut scenes.
Nonetheless, it was still an experience you could get lost in. The devs allowed their game itself to communicate with the player on a visual level, and this design philosophy spills over into almost everything in Ori 2. In short, Ori 2 is a game that shows rather than tells in that the visuals of Ori’s story are a fundamental bridge between both the narrative and the gameplay.
Take the eponymous (and very cute) Ori, for example. Even a noob taking a cursory glance at this little critter would immediately tell there is something agile, yet vulnerable about… it. Hold on a second, is Ori a boy or a girl? Only thing I know is that the name has a Hebrew origin meaning ‘my light’, so perhaps Ori is Jewish?
Name of the game (Image from Ori and the Blind forest Wiki)
Anyway, I digress. True to the sloping lines and gossamer-like luminance of the character model, Ori once again felt super smooth and an utter pleasure to control for the thirteen-ish hours I spent leaping and bounding throughout the various biomes. There is a weightless momentum in how Ori handles, which encourages the player to keep moving and to experiment with acrobatics.
It seems that virtually niggles and annoyances have been ironed out from the first game, and it is clear the devs wanted to push the boundaries of traversal in this series to the next level. Moreover, Ori’s revamped animations are equally slick in this sequel, both in the twirls or somersaults when leaping weightlessly through the levels, but also in the combat or ranged attacks against enemies.
A battle in spirit
Ori has been given quite a substantial upgrade in terms of how players will fight against the malicious bugs, slugs and even bosses scattered around the world. Combat is now closer to the metroidvanias that have followed in the interim from the first game’s release (for example, Hollow Knight) in that Ori can now swap on the fly between a spirit sword, ranged spirited projectiles, heavy weapons, and more.
The player will really have their reflexes tested on normal or hard difficulties since the combat is fast and frantic. I strongly recommend a first playthrough on ‘easy’, particularly since you cannot adjust the difficulty later. Nonetheless, this spirit bunny is every bit as agile and responsive during battle as he is with traversal, and there is a decent variety of ranged and melee attacks to make up your fighting strategy.
The spirit trees that give Ori his abilities
It is from the combat I noticed that Ori 2 now boasts a more varied menu and progression system. Moon Studious have swapped out the linear style of the previous game, and have implemented something closer to an RPG’s structure, which allows for abilites and weapons to unlock quicker, and thereby leaving the choice to the player on what to upgrade and define their own playing style.
The forest lives on
The reason why Ori possesses these abilities and, frankly, why he glows in the dark, is because he was one of several spirits inhabiting a mystical willow tree – the heart of the entire forest’s spiritual energy. The first game saw Ori being adopted by a creature called Naru after falling out of the willow tree during a great storm, and eventually setting out to rescue the forest dying from a malicious corruption.
With the forest now restored to its lavish glory, Ori 2 opens with a touching scene of the pair living a serene life, along with their new friends Guma and Ku. All is well until Ku, who is the cutest little owlet EVER, finally becomes overwhelmed by the desire to fly. Unfortunately, Ku’s tiny little wing got mangled, leaving the owlet grounded and very depressed as it watches the other birds go by.
First flight
Ori and co. therefore try to help Ku with a makeshift wing which seems to work quite well until, during its first flight, Ku is caught in an angry storm, not unlike the one that shook Ori from its tree. With Ori riding on Ku’s back, the duo crash land in a desolate area of the forest, and they become separated.
The stage is set for Ori to embark on a rescue mission, and as a surprise to no one, Ori finds that all is still not well in the deep, forgotten places of the forest. The mission to rescue Ku therefore becomes intertwined with restoring the forest’s life force to an abandoned and hostile world, and Ori soon finds that it is not only Ku’s life that hangs in the balance.
In certain segments there are chase sequences. You really feel Ori’s vulnerability here, and it is utterly terrifying.
Thanks to absolutely superb animation and expert use of potent imagery, the story in Ori 2 is nothing less than sublime. Without spoiling anything, I will just say that the narrative plays out as a riveting and engrossing mix of fairy tale tropes, which are interspersed with gut-wrenching climaxes of triumph and failure.
The hauntingly beautiful soundtrack is also a crucial component here. The melody is a beautiful reflection of the game itself in that the orchestral swells alongside dream-like notes are constantly tinged with an undertone of sadness and melancholia.
In all honesty, I was taken on a rollercoaster ride of emotions during my play-through, and it has been a long time since a game has had this effect on me. Seeing that poor baby owl frightened and alone in the dead forest wasteland brought me right to verge of tears, while I beamed like adoring parent during the more happy moments. This is really fantastic story-telling.
Breaking boundaries
Both the story and the gameplay is of course sustained by two immaculate pillars: The graphics and the level-design. You often hear about video games blurring the boundaries between art and entertainment, but Ori 2 utterly shatters this division. This game IS art. The visuals are so imaginative and aesthetically pleasing that it looks like you are playing through Bob Ross painting brought to life.
With Unreal dominating the source-available market at the moment, I am really glad Moon Studios showed us how Unity still has a lot more to offer
Running on the Unity engine, the devs have created a massive world rendered with more detailed textures, a much higher particle count, and a more complex lighting system than the first game. The forest feels alive and breathing with several different biomes for Ori to explore, and each area has been coloured with a very distinct palette to reinforce the player’s awareness of location.
I mentioned visual language earlier, and it is in environmental design that Moon Studios have really put this to work. The greens, browns and blues represent colours that guide Ori, that beckon the little critter to safety. The reds, yellows and purples on the other hand represent danger, and it is astounding to see how consistently the devs have endorsed this system throughout the entire game.
I simply could not get enough of this beautiful world. From races against the ghosts of other players, to doing small quests for animals that inhabit in the forest, to feeling that satisfaction of nimbly making it through heavily-spiked, narrow corridors, it is mesmerizing that all of this is functioning so well in one game. It is a model of excellence in environmental design.
Ori, the paragon
We often hear people complaining that ‘they don’t make games like they used to’ and I somewhat agree. I feel like modern studios tend to put money before their vision for making their game because of how alarmingly competitive the industry has become. As such, games rarely take risks, and the industry often faces something of an identity crisis.
Ori and the Will of the Wisps stands as a shining contradiction to this ethos. This game oozes creative energy, and was quite obviously made by people who really have a passion for this genre. It shows how we can use technology not just to enhance everything in a game, but also how complex systems can be made to function alongside one other.
It is so rare that we see excellence in our games these days, which is why Ori and the Will of the Wisps truly is a non-negotiable moment. This is not just a game: It is an education to what gaming as a medium can accomplish. You simply have to play this.
Breathtaking soundtrack
Gorgeous art style
Immaculate level design
Great story
Controls well
Good dev support
Some bugs
Long start up loading time
          PC Specs: Windows 10 64-bit computer using Nvidia GTX 1070, i5 4690K CPU, 16GB RAM – Played using an Xbox One Contoller
The post Ori and the Will of the Wisps PC Review appeared first on DSOGaming.
Ori and the Will of the Wisps PC Review published first on https://touchgen.tumblr.com/
0 notes