Ori and the Blind Forest - March 11 (XB1/Steam; $19.99), new gameplay footage

Because they are in Ori's genre. What makes them worth $50 when Ori is not even worth $20? Or can't you judge because you don't have any interested in Mario or Donkey Kong?


Dictate? I said estimate. And considering you can put a "fair price" on Ori without having actually played it, I thought you could do the same for other games, too -- but I guess, I was wrong. My bad!

Donkey Kong and NSMB aren't worth 50, so I didn't buy them.

You are wrong, I'm interested in Ori but not at 20. I'm not interested in CoD so no price would sway me.
 
I have no problem having to compete with Mario or Donkey Kong... Ori was created in part because we wanted to feel that late 80's, early 90's Nintendo Platformer feeling again, the pixel precision, etc. In terms of content and gameplay, I think Ori is right up there. We crafted over 300 levels that were then stitched together to form a seamless world, we worked closely together with the Unity team to help us do things none of these games do (no loading times, all streamed, even though our textures are huge in size, whereas Mario, Donkey Kong, Rayman, they all have Loading Times and separated levels)), we hired a full Orchestra to record the music for us and we had around 20 people on Ori at a four year long development cycle. We've been pouring our hearts into this game for a looong time and we now got to a point where we felt like it's done and that it's fantastic value for the price that we're selling it at. I don't mind us having to compete with all the other platformers out there, I actually hope they'll imitate some of what we did with Ori, cause we developed a few logical 'next steps', but I'll let you guys decide on that :)
 
I have no problem having to compete with Mario or Donkey Kong... Ori was created in part because we wanted to feel that late 80's, early 90's Nintendo Platformer feeling again, the pixel precision, etc. In terms of content and gameplay, I think Ori is right up there. We crafted over 300 levels that were then stitched together to form a seamless world, we worked closely together with the Unity team to help us do things none of these games do (no loading times, all streamed, even though our textures are huge in size), we hired a full Orchestra to record the music for us and we had around 20 people on Ori at a four year long development cycle. We've been pouring our hearts into this game for a looong time and we now got to a point where we felt like it's done and that it's fantastic value for the price that we're selling it at.

It's ridiculous that you even have to defend the price. The game CLEARLY justifies its $20 price tag. It looks gorgeous and seems to play wonderfully. I'm more than happy to support a game like this at launch.
 
I have no problem having to compete with Mario or Donkey Kong... Ori was created in part because we wanted to feel that late 80's, early 90's Nintendo Platformer feeling again, the pixel precision, etc. In terms of content and gameplay, I think Ori is right up there. We crafted over 300 levels that were then stitched together to form a seamless world, we worked closely together with the Unity team to help us do things none of these games do (no loading times, all streamed, even though our textures are huge in size), we hired a full Orchestra to record the music for us and we had around 20 people on Ori at a four year long development cycle. We've been pouring our hearts into this game for a looong time and we now got to a point where we felt like it's done and that it's fantastic value for the price that we're selling it at. I don't mind us having to compete with all the other platformers out there, I actually hope they'll imitate some of what we did with Ori, cause we developed a few logical 'next steps', but I'll let you guys decide on that :)

You don't need to personally justify the price tag -- the game can speak for itself and arguably has. But what you do need to do is confirm whether or not it will support trading cards on Steam. ;)
 
I have no problem having to compete with Mario or Donkey Kong... Ori was created in part because we wanted to feel that late 80's, early 90's Nintendo Platformer feeling again, the pixel precision, etc. In terms of content and gameplay, I think Ori is right up there. We crafted over 300 levels that were then stitched together to form a seamless world, we worked closely together with the Unity team to help us do things none of these games do (no loading times, all streamed, even though our textures are huge in size), we hired a full Orchestra to record the music for us and we had around 20 people on Ori at a four year long development cycle. We've been pouring our hearts into this game for a looong time and we now got to a point where we felt like it's done and that it's fantastic value for the price that we're selling it at. I don't mind us having to compete with all the other platformers out there, I actually hope they'll imitate some of what we did with Ori, cause we developed a few logical 'next steps', but I'll let you guys decide on that :)

Glad your project has finally reached its end and that your vision's come to life.

Fantastic value would be 5$, reasonable would be 10$ for me. That's just me though.
 
It's ridiculous that you even have to defend the price.

I think that's the task of every marketing effort... to defend a price.

Based on what I've seen, $20 still seems steep. It's good to read that there are over 300 levels, no loading etc... Perhaps this information should be more visible in marketing materials so people better understand why such a high price is being asked.
 
I think that's the task of every marketing effort... to defend a price.

Maybe I should rephrase it...he shouldn't have to defend the price on a forum with extremely well-informed individuals who should know better than to automatically assign less value to a game simply because it's a digital title with 2D gameplay.

But by all means, do with your money as you please.
 
Maybe I should rephrase it...he shouldn't have to defend the price on a forum with extremely well-informed individuals who should know better than to automatically assign less value to a game simply because it's a digital title with 2D gameplay.

But by all means, do with your money as you please.

I spent 30 bucks on Deathsmiles 2 on 360. That's 2D and a digital download. Worth every penny.
 
Maybe I should rephrase it...he shouldn't have to defend the price on a forum with extremely well-informed individuals who should know better than to automatically assign less value to a game simply because it's a digital title with 2D gameplay.

But by all means, do with your money as you please.

I think you're assuming a lot...
I've bought other 2D digital titles for that price or more... For example I bought NSMBW and NSLW digitally.

The issue isn't that it is in a genre that is comparatively cheaper to produce... it's that it doesn't have a killer feature that makes it feel worth a premium price to some of us.

It's not genre bias. It's not 2D bias. It's that the game looks rather routine and similar to a sea of indie platformers with a distinctive art style.

If you're the top of a genre or a known quantity, you can charge more... If you're a newcomer, it seems presumptuous.


One more thing... not responding to you... Why are people singing about the indie cred of these developers when Microsoft itself is publishing this game (and presumably having a lot of input on setting the MSRP!)?
 
I spent 30 bucks on Deathsmiles 2 on 360. That's 2D and a digital download. Worth every penny.

I think you're assuming a lot...
I've bought other 2D digital titles for that price or more... For example I bought NSMBW and NSLW digitally.

The issue isn't that it is in a genre that is comparatively cheaper to produce... it's that it doesn't have a killer feature that makes it feel worth a premium price to some of us.

It's not genre bias. It's not 2D bias. It's that the game looks rather routine and similar to a sea of indie platformers with a distinctive art style.

If you're the top of a genre or a known quantity, you can charge more... If you're a newcomer, it seems presumptuous.


One more thing... not responding to you... Why are people singing about the indie cred of these developers when Microsoft itself is publishing this game (and presumably having a lot of input on setting the MSRP!)?

Fair enough. I was getting the impression some were undervaluing the game, simply because it was a digital, 2D title. Glad I was wrong.
 
Just don't understand the hype for this. I'm all for 2d platformers and the like, and this looks great graphically, but the gameplay looks boring to me. Maybe I'm missing something I dunno. As always though, best of luck to the devs.
 
I'll buy it day one if Aus doesn't get screwed over with pricing. Have a feeling will be AU$30-$35.

Otherwise ill try buy gift card from amazon and buy from US store.
 
It reminds me of Child of Light with different but impressive art style. Child of Light was priced at a solid 15$. Pretty fair price for a platformer like this, just sayin.
 
Just don't understand the hype for this. I'm all for 2d platformers and the like, and this looks great graphically, but the gameplay looks boring to me. Maybe I'm missing something I dunno. As always though, best of luck to the devs.

Wait til you'll play it. We spent over 1.5 years just trying to absolutely perfect the platforming controls, making everything pixel perfect. I was personally never a fan of the 2.5d versions of the 2d Classics, cause while they are still good games, they lack the absolute precision their prequels had. I think with Ori we've been upping the ante when it comes to how a 2d platformer should feel. But again, that'll be for you guys to decide - so far everyone who tried it at the game shows immediately responded with how responsive and perfect the controls are :)

Basically, the idea should be that if you're into 2d Platformers or Metroid'ish games like Super Metroid / Symphony of the Night, etc., you'll get a huge kick out of Ori and the Blind Forest.

I've been playing it for 4 years now and I'm still looking forward to todays X1 Playtest Session :D
 
we worked closely together with the Unity team to help us do things none of these games do (no loading times, all streamed, even though our textures are huge in size)

Does that mean the terrible frame rate and tearing from the demo have improved? I really loved the visuals but from a technical point of view the demo was a mess. (at least the one I played)
 
Does that mean the terrible frame rate and tearing from the demo have improved? I really loved the visuals but from a technical point of view the demo was a mess. (at least the one I played)

I don't know where you've played it... we had an event where Microsoft ran it on PCs without GPUs... lol.

You shouldn't encounter framerate issues or tearing or anything like that, no worries :)
 
I don't know where you've played it... we had an event where Microsoft ran it on PCs without GPUs... lol.

You shouldn't encounter framerate issues or tearing or anything like that, no worries :)

Sounds good. Does it run at 60fps or at least stable 30fps?

I played a demo at TGS and PAX Aus. (It was indeed running on a PC at PAX, couldn't tell about TGS...)
 
I have no problem having to compete with Mario or Donkey Kong... Ori was created in part because we wanted to feel that late 80's, early 90's Nintendo Platformer feeling again, the pixel precision, etc. In terms of content and gameplay, I think Ori is right up there. We crafted over 300 levels that were then stitched together to form a seamless world, we worked closely together with the Unity team to help us do things none of these games do (no loading times, all streamed, even though our textures are huge in size, whereas Mario, Donkey Kong, Rayman, they all have Loading Times and separated levels)), we hired a full Orchestra to record the music for us and we had around 20 people on Ori at a four year long development cycle. We've been pouring our hearts into this game for a looong time and we now got to a point where we felt like it's done and that it's fantastic value for the price that we're selling it at. I don't mind us having to compete with all the other platformers out there, I actually hope they'll imitate some of what we did with Ori, cause we developed a few logical 'next steps', but I'll let you guys decide on that :)
Wünsche euch großen Erfolg - fantastisches und lebendiges Projekt! :)
 
I have to say, this game looks absolutely awesome. I can see it being quite challenging, based on what I've seen of it, especially with the whole checkpoint system that requires you to use up that meter or whatever.

Are there any plans to release this on any other platform Thomas, or is it strictly Xbox One and PC only?
 
I have to say, this game looks absolutely awesome. I can see it being quite challenging, based on what I've seen of it, especially with the whole checkpoint system that requires you to use up that meter or whatever.

Are there any plans to release this on any other platform Thomas, or is it strictly Xbox One and PC only?

360 too, its MS Ip so ps no
 
Will definitely buy day one. At the $20 I think it's a perfect price for an impulse purchase for such a fantastic looking game. March 11 can't come soon enough.
 
Wait til you'll play it. We spent over 1.5 years just trying to absolutely perfect the platforming controls, making everything pixel perfect. I was personally never a fan of the 2.5d versions of the 2d Classics, cause while they are still good games, they lack the absolute precision their prequels had. I think with Ori we've been upping the ante when it comes to how a 2d platformer should feel. But again, that'll be for you guys to decide - so far everyone who tried it at the game shows immediately responded with how responsive and perfect the controls are :)

Basically, the idea should be that if you're into 2d Platformers or Metroid'ish games like Super Metroid / Symphony of the Night, etc., you'll get a huge kick out of Ori and the Blind Forest.

I've been playing it for 4 years now and I'm still looking forward to todays X1 Playtest Session :D

Definitely a lot of things you mentioned I love, so maybe this is the game for me. Only $20.

20$ is a lot of money for a lot of people.

I can't say anything on it since I don't know if the game is worth that much.

When it comes to a hobby you're passionate about, I don't think $20 is much in the grand scheme of things.
 
I don't know where you've played it... we had an event where Microsoft ran it on PCs without GPUs... lol.

You shouldn't encounter framerate issues or tearing or anything like that, no worries :)

Thomas, any idea of pc system requirements yet? I want to know in advance if my laptop will be able to run this (i7, gforce 740M). If yes, then i could start looking at buying a controller and hooking it up to my tv and be ready for 11 March :)
 
Thomas, any idea of pc system requirements yet? I want to know in advance if my laptop will be able to run this (i7, gforce 740M). If yes, then i could start looking at buying a controller and hooking it up to my tv.

That's a pretty powerful spec, you should be fine :)
 
Something being a lot for someone doesn't determine the value of something.
It does, subjectively. If you have a low budget for entertainment you might rather spend it on something you know you'll enjoy, instead of "taking a risk" by buying another game for $20. If it was $5 taking that risk would be easier, that's what the eventual sales are for.

A game may be worth $20 objectively (whatever that means) but that still doesn't mean people are willing to pay it.
 
I have no problem having to compete with Mario or Donkey Kong... Ori was created in part because we wanted to feel that late 80's, early 90's Nintendo Platformer feeling again, the pixel precision, etc. In terms of content and gameplay, I think Ori is right up there. We crafted over 300 levels that were then stitched together to form a seamless world, we worked closely together with the Unity team to help us do things none of these games do (no loading times, all streamed, even though our textures are huge in size, whereas Mario, Donkey Kong, Rayman, they all have Loading Times and separated levels)), we hired a full Orchestra to record the music for us and we had around 20 people on Ori at a four year long development cycle. We've been pouring our hearts into this game for a looong time and we now got to a point where we felt like it's done and that it's fantastic value for the price that we're selling it at. I don't mind us having to compete with all the other platformers out there, I actually hope they'll imitate some of what we did with Ori, cause we developed a few logical 'next steps', but I'll let you guys decide on that :)

About the Nintendo connection, I have to say it kind of shocked me when I learned that some of the people working on Ori weren't able to find the first key/dungeon in Link's Awakening and actually... gave up after just 20 minutes of trying!! On no less than the best 2d Zelda game ever made! (I'm talking about that thread you opened a long time ago about getting lost in games).

I'm sorry but that just doesn't look good from people making a metroidvania.

I appreciate the openness you're having here in GAF and I also appreciate the fact that Ori is looking gorgeous. The looks and the moment to moment fun mechanics are obviously all there. I want to believe!

What I want to know is what kind of game Ori *really* is, Super Metroid or Shadow Complex?

You know what I mean.
 
I don't know where you've played it... we had an event where Microsoft ran it on PCs without GPUs... lol.

You shouldn't encounter framerate issues or tearing or anything like that, no worries :)


Hi Thomas. About the game, it looks amazing. Regarding the price, it looks amazing. Concerning Unity, I have some doubts that I would love to be dispelled with your game. At least 90% of Unity games I've tried, have framepacing issues. Being no available exclusive fullscreen, no real vsync control, stuttering, loading hitches, ineffective treatment of framerates below refreshrate, etc.


Are you really satisfied with the game framerate stability? Some specific changes in how Unity works internally (apart from the mentioned seamless assets loading)?

I really hate when a wonderful art or accurate pixelperfect gameplay is clouded by framepacing problems :(
 
I quickly uploaded one of our concept art images for you:

OriAndTheBlindForest.jpg

I can't wait to check out the achievement art now... ughhhhh
 
About the Nintendo connection, I have to say it kind of shocked me when I learned that some of the people working on Ori weren't able to find the first key/dungeon in Link's Awakening and actually... gave up after just 20 minutes of trying!! On no less than the best 2d Zelda game ever made! (I'm talking about that thread you opened a long time ago about getting lost in games).

I'm sorry but that just doesn't look good from people making a metroidvania.

I appreciate the openness you're having here in GAF and I also appreciate the fact that Ori is looking gorgeous. The looks and the moment to moment fun mechanics are obviously all there. I want to believe!

What I want to know is what kind of game Ori *really* is, Super Metroid or Shadow Complex?

You know what I mean.

I do not think you should judge someone by how he give up on your favourite game.
 
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