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![]() What is this? Ori and the Blind Forest is a Metroidvania/Platform adventure created by the indie developer Moon studios. It’s their second game and boy oh boy this one sure was a seller. In this game you control Ori, a light spirit, who’s on his adventure to restore the elements of Water, Wind and Warmth back to the forest of Nibel. On your way you’ll be absorbing the power of your fallen brethren which enable unique abilities. What has this game going for it? Besides some awesome gameplay and level design (which is probably Ori’s biggest strength), there’s also an amazing soundtrack composed by Gareth Coker. Then there’s also the visual design. quote:Naturally we tried to push 2D gaming forward on all fronts: We tried to make every single screen in Ori look like a painting come to life while making sure that the controls are still pixel-perfect. ![]() ![]() ![]() ![]() All of these pictures are ingame footage by the way. Do I have to say anything else about the visual design? The story of Ori and the Blind Forest is pretty simplistic and nothing out of the ordinary: Bad guy destroys everything -> save the forest! However, they managed to create a handful of loveable characters and in the end you’re going to realize that not everything is as simplistic as you might have thought beforehand. Then again if you're expecting tons of dialogue and a story you can't understand without reading through an entire wiki page, you're probably at the wrong spot. Spoiler Policy Don’t spoil anything! Pretty self-explanatory. What are you going to do? - First of all: this game gets super hard later on. There are people who can play through this game without dying and I’m definitely not one of them. As long as I don’t completely suck every episode, I’m more than happy. The aim is going sub 100 deaths for the entire thing (hopefully much lower than that) - Collectibles: There’s a ton of collectibles scattered all over the forest. We’ll try to get every one of them (as long as I don’t mess up the missable ones) - Easter Eggs: There's a handful of neat easter eggs hidden throughout the game. I'll try to show them off. Episodes Episode 1: Loss Episode 2: The Spirit Tree Episode 3: Chasing Gumo Episode 4: Water Vein Episode 5: Restoring the Waters Episode 6: The Misty Woods Episode 7: Shrouded Lantern Episode 8: Motherly Love Episode 9: The Sorrow Pass Episode 10: A Place to Belong Episode 11: Fires of Mt. Horu Episode 12: Mt. Horu Final Episode: Friendship Funny Stuff: Smoke_Max posted:This is so silly, but whenever I see Gumo, I can't help but think of this fellow. Apepresident fucked around with this message at 21:00 on Jul 11, 2015 |
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# ? Jun 10, 2024 20:53 |
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I picked this game up during the recent steam sale and was absolutely stunned by its fantastic visuals and presentation. (Dat intro ![]() The Soul Link mechanic is a really neat mechanic, since you only have so many at a given time and there are quite a few parts where you'll have to choose your respawn point carefully.
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This game looks pretty great. Apparently it was a collaboration by people all over the world, but that sidekick orb thingy's name is the German word for "being". Eager to see more!
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Update New episode out now! After that sad intro in the last episode things can only get better, right? Well, the situation is getting slightly better but not all that much. We finally managed reach the Spirit Tree where we're going to learn some important plot points. Remember the blue light that was going all over the place? That was the Spirit Tree calling for Ori. After that call Kuro, the antagonist for Ori and the Blind Forest, attacked the Spirit Tree. Aprantely Sein was a part of the tree. Now that the Spirit Tree has lost its power the light of the elements: Water, Wind and Warmth are gone. Without their light, these elements won't work properly (hence the poisonous water). So now Ori needs to restore the elements to save the forest. Next stop: The Ginso Tree! George posted:This game looks pretty great. Apparently it was a collaboration by people all over the world, but that sidekick orb thingy's name is the German word for "being". Eager to see more! Pretty much got this game to support those few developers we have, ended up being one of the best decisions I made in a long while.
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This game looks nice. I wonder if the voices were based off anything real or are just gibberish? The tree talking reminds me of Lord of the Rings, and Sein sounds a whole lot like Midna. Midna's speech was actually syllables in backwards order.
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Carbon dioxide posted:This game looks nice. I highly recommend checking out Moon studio's AMA on reddit. They answer quite a lot of interesting question. To save you guys some time: quote:I think none of us wanted english narration. It just sounds more "mysterious" with a made-up language like that, and it also is a lot easier to translate! Also, note that most of the team doesn't even speak english as their first language. quote:The language is made up, for various reasons, despite the obvious "it's a fantasy world, and this just fits" one thing you have to keep in mind is, that it is still a somewhat small production. Where one has to look where to put budget, and an actual language would mean doing audio for all supported languages. But besides the possible budget reasons this would also mean that you will have to exchange one vision for the voice for many, which could be hard. And what sounds great for a foreigner might not sound great for someone who actually speaks the language. quote:It was a team effort to agree upon having a fantasty-like, made-up language. George posted:This game looks pretty great. Apparently it was a collaboration by people all over the world, but that sidekick orb thingy's name is the German word for "being". Eager to see more! Since you already mentioned one of the names, let's see what some of the other names are supposed to mean: quote:Ori - It is a boy name and it originates from the Hebrew language. It quite literally, means 'light'. Kinda funny how Kuro has a male name, eventhough it's actually a female character
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Update New episode out now! Time to work on the first element: Water. In order to restore that one we need to go inside the Ginso Tree. However, Gumo, another creature of darkness, stole the Water Veil without which we can't enter the Ginso Tree. So let's chase after that Gumo and get the Water Veil back. While chasing Gumo we also learn some new mechanics: Blocks that are able to reflect enemy projeticles are a thing plus by absorbing another Ancestor Tree we finally learn the double jump which provides us with much needed mobility. Next Time: Showdown with Gumo
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They expect some precarious platforming from you right at the beginning. Though being able to shoot through walls is nice. I'll check this game out, it's on my Steam wishlist. haha loving quickman lasers yessssss ![]() Seraphic Neoman fucked around with this message at 23:37 on Jun 29, 2015 |
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So, if you were bad at this game, you could just grind ability points in the first few areas and be horribly overpowered for the rest of the game, right?
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Not really, no. The amount of
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Does that mean it's a better idea to not grab any of the free ability point powerups until you're near the end?
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I loved this game--beautiful and well paced. I had issues with it being broken at times: there's a bug with escaping water sometimes, as well as clipping through the ground. The latter was fixed by restarting the game. The former happened several times and would have broken the game for me if I didn't figure out a trick to escaping.
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Captain Bravo posted:Does that mean it's a better idea to not grab any of the free ability point powerups until you're near the end? Probably if you want to super min-max the hell out of this game. Kinda think that it's not worth it though since you actually get quite a lot of free exp/ability points. So you should be pretty much able to get the majority of the abilities either way. Carbon dioxide posted:So, if you were bad at this game, you could just grind ability points in the first few areas and be horribly overpowered for the rest of the game, right? Eeeeeh... not really. Yeah stuff like triple jump etc. is super awesome but if you suck at platformers then I kinda doubt that those abilities are going to change all that much. Also later in the game there's less instances of damages and just generally more stuff that's going to instantly murder you. Prowler posted:I loved this game--beautiful and well paced. I had issues with it being broken at times: there's a bug with escaping water sometimes, as well as clipping through the ground. The latter was fixed by restarting the game. The former happened several times and would have broken the game for me if I didn't figure out a trick to escaping. Is there any specific way to trigger those bugs? Never encountered any of those.
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Very pretty! And the first video was making me ![]() ![]()
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Update New episode out now! We're finally catching up to Gumo who stole the Water Vein. After a little accident we're finally in possession of the Water Vein which means we can now go back to the Ginso Tree and explore the insides of it (kinda reminds me of another game ...) The Ginso Tree is the first dungeon this game has to offer. There's about 3 or 4 (depending on what you count as a dungeon) of them in the entire game. The only real difference between dungeons and the normal world is that you can't revisit dungeons. That means you should try to get all the collectibles and (if possible) secrets. The Ginso Tree is probably my most favourite dungeon in Ori and the Blind Forest simply due to its design. It also has the best ending sequence which, while tricky, is actually very fair compared to the endings of some of the later dungeons. Though memorising that sequence sure is helpful :P Next time, we're going to take our first swim in CLEAN water! azren posted:Very pretty! And the first video was making me It's actually kind of funny how the story is one of this games strong points eventhough there really isn't all that much story to begin with. Just goes to show how much effort they put into it.
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The projectile you aimed at the breakable tree thing on the floor at around 19 minutes looks to me as if you're supposed to reflect it straight through the portal and haul rear end up top to reflect it again into the obstacle instead of getting the perfect angle from the beginning. Besides that, this game looks really good, and my only complaint was your frame counter that somehow managed to sneak into your first three videos, but that seems to be gone now.
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How long does time stop when you're dashing?
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SSNeoman posted:How long does time stop when you're dashing? I think you get like a maximum of 2-3 seconds provided you don't release the button earlier. So you do get some time to think things through. Trizophenie posted:The projectile you aimed at the breakable tree thing on the floor at around 19 minutes looks to me as if you're supposed to reflect it straight through the portal and haul rear end up top to reflect it again into the obstacle instead of getting the perfect angle from the beginning. Both work, but the later one ends up getting you killed (most of the time)
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Update New episode out now! We're already a little bit more than halfway through the Ginso tree so this time we're going to complete the first dungeon of the game. The ending chase sequence is something that's going to happen a couple more times but I think that this one is the best. You basically need to run away from some sort of threat (in this case water). This gets pretty hectic especially if you want to collect those spirit light containers that are scattered throughout the place. After escaping the rising tides we finally restored the element of water back to its original state, meaning we finally have some clean and fresh water. This opens up a lot of new areas, since we now can finally swim through water without taking tons of damage in the process. So now we're going to spend some more time completing some of the older areas (we shoudl be able to get the majority of all collectibles in the game)
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You also had a little nook above that pool of water in Gumo's hideout. That would probably push you to 100% completion for that area.
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I never did finish the final area of this game. Maybe this lp will get me to go back and get wrecked a bunch more times? Dunno. I'm a bit salty about getting locked out of a particular area after having finished (most of) it. How am I supposed to 100% a run if I can't get to a bunch of stuff? ![]()
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ViggyNash posted:I never did finish the final area of this game. Maybe this lp will get me to go back and get wrecked a bunch more times? Dunno. I'm a bit salty about getting locked out of a particular area after having finished (most of) it. How am I supposed to 100% a run if I can't get to a bunch of stuff? Felt the exact same at the end of my first run through the game. Kinda sad that you can't revisit the game after you completed it but then again besides collecting the last couple of collectibles there's really nothing you can do. Plus replaying the game is awesome so I really don't mind it all that much. ![]() SSNeoman posted:You also had a little nook above that pool of water in Gumo's hideout. That would probably push you to 100% completion for that area. Saw that during editing of the video. We need to get back to the Thornfelt Swamp later anyways and Gumo's hideout is sort of on the way so it's luckily not that big of a deal.
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Update New episode out now! We're preparing for the next dungeon, the Forlorn Ruins, but in order to enter that one we need another key item, like the Water Vein. In order to get this new key item we actually have to check out yet another dungeon, although it's not really a dungeon: The Misty Woods. This area is actually kind of interesting, since there's two versions of this area: First we enter the "dungeon" version of the Misty Woods. As long as we're inside of this version we can't see the Misty Woods on the map but there's still some MISSABLE secrets and collectibles in this "dungeon" so don't forget to keep an eye open for them. After completing the dungeon version the Misty Woods just become another regular area meaning you can check it out on the map and also collect some more collectibles. We also unlock 2 out of the 3 missing abilites: Gliding using one of Kuro's Feather as well as the ability to finally climb up and down the walls. Next time we'll enter the Forlorn Ruins and work and that missing Wind element.
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They probably did the thing with the flowers because of Megaman players' muscle memory. I admit, I kinda went "well what's the point of that? You can already wall jump can't you?" when I saw the new upgrade ![]()
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Update New episode out now! Since we just learned how to climb up walls, let's use that new ability to see what else the Misty Woods still has to offer .... eventhough we've already seen 100% of the area (according to the map). Once you brought Atsu's Torch to the Shrouded Lantern you've finally cleared the entire mist in the area and therefore the Misty Woods now turn into a normal area which you can revisit as often as you want. We also get the Gumon Seal (don't know if that was actually mentioned before) which we need to enter the Forlorn Ruins, where the Wind element is waiting for us to restore it. Eventhough that's not one of my favourite dungeons (due to me being bad at it) I have to admit that its design is pretty creative. It can be kinda hard to wrap your head around some of the puzzles though. Next time (hopefully): Some fresh and warm wind! SSNeoman posted:I admit, I kinda went "well what's the point of that? You can already wall jump can't you?" when I saw the new upgrade I have to admit I just can't shake the feeling that the climbing ability is kinda out of place. Besides those flower platforms and maybe a handful of other instances there's really not that much reason to climb the walls when you can actually wall jump. Most of the time it gets used together with the last ability we're going to get. This combination allows you to destroy some barricades we couldn't blow up thus far. Since there's only a handful of them the usefulness is kinda questionable.
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Apepresident posted:Is there any specific way to trigger those bugs? Never encountered any of those.
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Really? An instant death pit in a metroidvania? That's mean. Usually in these you're supposed to jump down pits. There's sometimes good stuff and usually progress.
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Update New episode out now! The Forlorn Ruins sure are an interesting place. The main mechanic, aka the blue ball we're carrying with us, let's us step on those red platforms and also defy the laws of gravity which is pretty funny to do. Especially playing around with gravity is super important for this dungeon since the majority of the puzzles revolve around that mechanic. It can be kinda hard to wrap your head around it at first but once you know how it works it's actually pretty easy. In the end we get rewarded with another chase sequences. This time we're avoiding debris, geysirs and just all around nasty stuff. Kinda preferred the water theme in the Ginso Tree more to be honest. However once that's done we get one of the best cutscenes in the game. In most other games the villain wants to be strongest person or simply wants to see everybody burn. Ori and the Blind Forest goes for something much simpler: A mother that simply wants to protect her last child. Next Time: We'll hopefully not feel terrible anymore! SSNeoman posted:Really? An instant death pit in a metroidvania? That's mean. Usually in these you're supposed to jump down pits. There's sometimes good stuff and usually progress. Well there's more of those instant death pits but most of them are actually on the way to optional collectibles and you can circumvent them if you already know where they are. Guess the game wants you to think for a second before you blindly jump into stuff (eventhough it's sooo tempting :S) Bonfire Lit posted:There's one bug very close to the end of the game that will block your progress if you die at an inopportune moment. At some point in Mount Horu, you're forced to fight a purple worm in order to open a door. If you die after killing the worm, the door will be closed again, leaving you no way to progress. For PC, there's a tool that can fix your savegame, but if you're on console, I'm fairly sure you're hosed. It actually seems like the game in general has some problems with the saving system: By abusing the Soul Links and some Save File copying you can basically cheat the secret counter (for the achievement) so the system will count the same secret twice. Not nearly as bad as the bug you mentioned, but I see some similarities here.
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I was also gonna say that those flowers-above-the-spikes were like the infamous disappearing blocks from Flashman's stage (Capcom loves these and they even appeared in ZX) and the ones that make the path were similar to a gimmick Geminiman had in one game. Also what the hell did you do that for, light tree? ![]()
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Hahaha! Wow, I love it. "Ori! The forest is dying because this mother fucker killed me and hates everything good in the world!" Two hours later "Oh, yeah, I almost forgot. I murdered all of her kids... umm... anyway, good luck with saving the world."
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Captain Bravo posted:Hahaha! Wow, I love it. SSNeoman posted:Also what the hell did you do that for, light tree? To be fair though, that was basically the Spirit Tree calling for Ori at the beginning of the game. All of this mess was basically caused by Ori being blown away back when he was a leaf (?) of the Spirit Tree. However, after seeing that cutscene I can't shake the feeling of being betrayed though ....
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Update New episode out now! Now that we've restored the wind it's time to put it to good use in order to reach the top of the Sorrow Pass. This is the point in the game where i tend to forget things and it's going to end up in a bunch of pointless deaths that shouldn't happen. The main mechanic for the Sorrow Pass is going to be the use of Kuro's feather in order to glide around. Most of the areas have some upwind to help you out but then again you can't permanently glide because the game likes to place spikes above your head.There's also some more instant death sandlasers that are kinda nasty. A bit more than halfway through we get the final ability: the charge jump. It's mainly used to destroy some barricades you can't destroy in any other way but every now and then you can use it to reach some spots that are otherwise kinda hard to get to. The charge jump can also be used offensively, however I tend to forget that most of the time so I mainly stick with the stomp and our spirit flame. Next time we'll collect the last couple of collectibles and secrets we're still missing. We're almost done with the game already.
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Wow, this LP is just blasting through the game, huh? I must say, there was a lot of schadenfreude in that last episode, with the boulders. ![]()
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How many achievements are there in this game?
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Apepresident posted:To be fair though, that was basically the Spirit Tree calling for Ori at the beginning of the game. All of this mess was basically caused by Ori being blown away back when he was a leaf (?) of the Spirit Tree. It's probably why Ori's mother grabbed him and hid in the cave in the intro too. Seraphic Neoman fucked around with this message at 04:44 on Jul 8, 2015 |
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Mraagvpeine posted:How many achievements are there in this game? According to Steam there's 50 of them. The majority are story related (reach point X in the game) so you'll get about half of them either way. The harder ones are things such as: Play through the game in 3 hours, don't die a single time, don't spend a single ability point and much more. Captain Bravo posted:Wow, this LP is just blasting through the game, huh? I must say, there was a lot of schadenfreude in that last episode, with the boulders. If you played through it once it gets a lot easier and therefore faster. Also just you want until we reach Mt. Horu. There's more of that nonsense plus I absolutely suck at Mt. Horu. SSNeoman posted:It's probably why Ori's mother grabbed him and hid in the cave in the intro too.
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Update New episode out now! After that painful trip through the Sorrow Pass we finally reach the top where we're rewarded with the Sunstone. This stone is going to allow us to enter the final dungeon, Mt. Horu, where we're going to have our final showdown with Kuro. In the meanwhile Gumo found Naru's body and apparently that blue orb we were using inside of the Forlorn Ruins is a pretty magical item. It even has the ability to revive somebody, so we're going to meet Naru once again. Since we're not yet ready to head on over to the final dungeon we're going to spend the next time collecting those last couple secrets and collectibles we haven't gotten this far. Next time we're going to enter Mt. Horu!
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This is so silly, but whenever I see Gumo, I can't help but think of this fellow.![]()
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Update New episode out now! Time to wrap up the entire collecting process. It's really important that you get everything you want to collect BEFORE you enter Mt. Horu. Once inside you can't get back outside and once you beat Ori and the Blind Forest you can't revisit your old Save File. I also attempted to do a glitch that basically tricks the game into counting a secret twice. It didn't work for me so apparently I did something wrong but it's not that big of a deal, apparently there's an extra secret in Mt. Horu so we should still be able to get the 42 secrets we need. Mt. Horu itself is the hardest area in the entire game. The game expects you to use all of your skills to survive this dungeon and that's kinda problematic. Especially since I tend to forget that I have acces to things such as Charge Jump or climbing, so you're going to see me fail over and over again. Next time we'll be finishing all the rooms inside the mountain. We won't finish the game just yet, since me failing and trying to figure out how to beat certain challenges took up way more time than I anticipated. Whoops.... Smoke_Max posted:This is so silly, but whenever I see Gumo, I can't help but think of this fellow. or after everything he had to endure after Sonic 06
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# ? Jun 10, 2024 20:53 |
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Since nobody pointed it out, the scream the frogs can do if you throw them off a cliff is the Wilhelm Scream
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