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

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.

Hahahaha, where did you hear about that? :D

At the very start, I sat down with our guys and had them all play games like Super Metroid, ALTTP, LA, etc. - and our Lead Programmer was just a PC guy who never grew up with Nintendo games, so he struggled with Links Awakening and I kinda made fun of him because of that... but it's all in good fun. We have _extremely_ passionate gamers in the studio that have all been inspired and grew up with these classics and I recently finished the 8 and 16 bit Zeldas in every language just for shits - So beat that ;)

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!

Frankly, as a gamer, I sure hope Ori will become a game that people can still play 10 years down the line and stll say: "Holy shit, that game still holds up and is as fun to play now as it was back then!" - To me, that's the sign of a great game. I can still go back and play Super Mario Bros. 3 and just enjoy the hell out of it. And I think that boils down to the core mechanics and the core design and for Ori, we were very aware that that's the most important part. I didn't even care at all about graphics until like 1.5 years in cause a lot of us in the team had pretty great Art Resumes (I myself was a Cinematic Artist at Blizzard before I started Moon), so I knew that we could make it look great, but gameplay was always more important and i hope you guys will be able to agree with me that we tackled that part :)

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

You know what I mean.

Oh, I know what you mean :D

You'll be the judge... I was never a fan of Shadow Complex, especially when compared to games like Super Metroid or Symphony of the Night... It's just no comparison, those games were on a whole different level. I'm generally not particularly fond of 2.5d treatments and to me, the pixel perfect controls from sprite-based games always take a beating once you go 2.5d and use physics and all that kinda jazz.

Compared to Super Metroid and Symphony of the Night, I always felt like the actual platforming aspect in those games was still fairly 'basic'. Yes, you can pull of crazy acrobatics in Super Metroid if you really understood the controls, but it just takes a long time to learn. For Ori, I wanted the platforming to not just be a means to an end, but become an integral part of the design and ensure that platforming and combat works perfectly together, so you'll be able to somersault over enemies while hitting them, bashing off their bodies and tossing them into spikes while you're then using that force to bash from another enemy, etc. etc. - it was super important to us that all of that feels super fluid and isn't as awkward to pull off as it was back then.

But again, you'll be the judge :)
 
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.

Yeah, we get that a lot. A lot of people don't even believe that we used Unity for Ori and I'm guessing it's because a hell of a lot of young developers use the engine and make some games that don't quite hold up... And then the general consensus is that those are 'typical examples of Unity games' - Well, let's say I hope that we'll kick that notion right into the trashcan ;)

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 :(

Our tech guys should answer that question, but yeah, we've been working together with the Unity3d team for a while and they've been helping on the engine side quite a bit. We also created some pretty amazing tech for texture compression, etc., cause storing all these huge 2d textures of multiple levels and environments in RAM is pretty crazy.

Again, I'm not as tech-savvy, but I'm also a Framerate-Nazi and I think everything that goes below 60fps is sub-optimal.
 
With all the Super Metroid talk I would love to put Ori's icon next to Super Metroids on my Wii U...

Will definitly buy it later on Steam. Have too much of a backlog right now but I'm looking forward to playing Ori.
 
Thomas, since you are in this thread would you mind putting something on here I could use as my Xbox One background? I'd like an Ori theme if you have something at 1080p.
 
The game looks amazing. And that art you posted... Can't wait to get it.
I was wondering if there's any chance of a future physical (collector's?) release on any platform. An artbook full of stuff from the game can be so good...
 
Thomas, since you are in this thread would you mind putting something on here I could use as my Xbox One background? I'd like an Ori theme if you have something at 1080p.

We held an Ori and the Blind Forest Art Contest a while ago and I'm in love with the image Maggie made. I resized it to 1080p for you :)

OriAndTheBlind1080p.jpg
 
The game looks amazing. And that art you posted... Can't wait to get it.
I was wondering if there's any chance of a future physical (collector's?) release on any platform. An artbook full of stuff from the game can be so good...

Yes! We bugged Phil Spencer about this at Gamescom, cause he was sitting right next to us during the press conference and he's a good chap. I think they'll allow us to do a Retail Release if Ori becomes a hit, similar to how Limbo and other games got retail releases after they proved themselves on the digital landscape, so here's hoping :)

Adding to that, there will be little cards you'll be able to buy at Gamestop and other places that will contain a download code, so at least there's some retail stuff there from the get-go!
 
haha! Ok, that's saved. I'll see how that looks on my TV. I really appreciate that, looking forward to the game.
 
Yeah, we get that a lot. A lot of people don't even believe that we used Unity for Ori and I'm guessing it's because a hell of a lot of young developers use the engine and make some games that don't quite hold up... And then the general consensus is that those are 'typical examples of Unity games' - Well, let's say I hope that we'll kick that notion right into the trashcan ;)



Our tech guys should answer that question, but yeah, we've been working together with the Unity3d team for a while and they've been helping on the engine side quite a bit. We also created some pretty amazing tech for texture compression, etc., cause storing all these huge 2d textures of multiple levels and environments in RAM is pretty crazy.

Again, I'm not as tech-savvy, but I'm also a Framerate-Nazi and I think everything that goes below 60fps is sub-optimal.



Music to my ears

well_done_sir.gif
 
Yes! We bugged Phil Spencer about this at Gamescom, cause he was sitting right next to us during the press conference and he's a good chap. I think they'll allow us to do a Retail Release if Ori becomes a hit, similar to how Limbo and other games got retail releases after they proved themselves on the digital landscape, so here's hoping :)

Adding to that, there will be little cards you'll be able to buy at Gamestop and other places that will contain a download code, so at least there's some retail stuff there from the get-go!

I was hoping to hear that! Guess I'll have to double dip, I'm sure it'll be worth it.
Crossing my fingers for you and your team, good luck with the launch!
 
I'm tempted to buy it just to see if it's actually possible for a Unity game to actually be 100% smooth :P

I think the biggest complement I can pay the devs here is that most people who've seen the footage without knowing the development platform assumed it was Ubi Art.
 
Hahahaha, where did you hear about that? :D

At the very start, I sat down with our guys and had them all play games like Super Metroid, ALTTP, LA, etc. - and our Lead Programmer was just a PC guy who never grew up with Nintendo games, so he struggled with Links Awakening and I kinda made fun of him because of that... but it's all in good fun. We have _extremely_ passionate gamers in the studio that have all been inspired and grew up with these classics and I recently finished the 8 and 16 bit Zeldas in every language just for shits - So beat that ;)



Frankly, as a gamer, I sure hope Ori will become a game that people can still play 10 years down the line and stll say: "Holy shit, that game still holds up and is as fun to play now as it was back then!" - To me, that's the sign of a great game. I can still go back and play Super Mario Bros. 3 and just enjoy the hell out of it. And I think that boils down to the core mechanics and the core design and for Ori, we were very aware that that's the most important part. I didn't even care at all about graphics until like 1.5 years in cause a lot of us in the team had pretty great Art Resumes (I myself was a Cinematic Artist at Blizzard before I started Moon), so I knew that we could make it look great, but gameplay was always more important and i hope you guys will be able to agree with me that we tackled that part :)



Oh, I know what you mean :D

You'll be the judge... I was never a fan of Shadow Complex, especially when compared to games like Super Metroid or Symphony of the Night... It's just no comparison, those games were on a whole different level. I'm generally not particularly fond of 2.5d treatments and to me, the pixel perfect controls from sprite-based games always take a beating once you go 2.5d and use physics and all that kinda jazz.

Compared to Super Metroid and Symphony of the Night, I always felt like the actual platforming aspect in those games was still fairly 'basic'. Yes, you can pull of crazy acrobatics in Super Metroid if you really understood the controls, but it just takes a long time to learn. For Ori, I wanted the platforming to not just be a means to an end, but become an integral part of the design and ensure that platforming and combat works perfectly together, so you'll be able to somersault over enemies while hitting them, bashing off their bodies and tossing them into spikes while you're then using that force to bash from another enemy, etc. etc. - it was super important to us that all of that feels super fluid and isn't as awkward to pull off as it was back then.

But again, you'll be the judge :)
Thanks for this explanation. My hype is now in unhealthy levels.

I'm tempted to buy it just to see if it's actually possible for a Unity game to actually be 100% smooth :P
Teslagrad is 100% smooth for me.
 
That's a pretty powerful spec, you should be fine :)

I really hope so since i just bought an xbox controller and hdmi cable just for this game. So i guess i have everything now to play Ori on my television :) I hope i will have solid performance (which is quite essential for a platform game). Fingers crossed.
 
I'm really hyped for this game, definitely one of my most anticipated of the year.
Any idea if there is any kind of co-op?
 
Co-Op is one of those ideas we've been dabbling with and thinking about, but there is no co-op in Ori as it releases... ;)

So potentially may be added down the line? ;)
Either way I'm really hyped. This was one of the only games at last E3 that really made me stop and stare in awe.
Looks so beautiful and fun to play play.
 
Quick Update:

We did a bigger playtest this weekend and Microsoft was included. One of their 'testers' was Ken Lobb, who sent us his 'feedback' today and I'm kinda out of my mind reading something this positive from a legend like him:

"Beat it… that end run needs a checkpoint maybe… in the water?

Anyway…

SO DAMN AWESOME. Wow, this game is so beautiful, the mechanics, the story, art, music, polish. Great level design. I knew it was great,but seeing it all in one play through… this is seriously one of the best 2D games ever, congrats, and my best to the Moon team- HUGE best to the Moon team :)

So, few tweaks on the 3 difficulty areas (top of the water run, gliding upwards in the wind blue “laser wind” cadence, and one checkpoint ½ way through the final run (as we discussed already))… and ship this 90+ insanely amazing game.

Wow…"

We're still ironing out these small issues, but we're getting closer and closer to shipping the final code!

Also, USGamer had a chance to play Ori recently:

http://www.usgamer.net/articles/ori-and-the-blind-forest-feels-special

Can't wait for all of you to finally play it!!!!! :) :) :)
 
Quick Update:

We did a bigger playtest this weekend and Microsoft was included. One of their 'testers' was Ken Lobb, who sent us his 'feedback' today and I'm kinda out of my mind reading something this positive from a legend like him:

"Beat it… that end run needs a checkpoint maybe… in the water?

Anyway…

SO DAMN AWESOME. Wow, this game is so beautiful, the mechanics, the story, art, music, polish. Great level design. I knew it was great,but seeing it all in one play through… this is seriously one of the best 2D games ever, congrats, and my best to the Moon team- HUGE best to the Moon team :)

So, few tweaks on the 3 difficulty areas (top of the water run, gliding upwards in the wind blue “laser wind” cadence, and one checkpoint ½ way through the final run (as we discussed already))… and ship this 90+ insanely amazing game.

Wow…"

We're still ironing out these small issues, but we're getting closer and closer to shipping the final code!

Also, USGamer had a chance to play Ori recently:

http://www.usgamer.net/articles/ori-and-the-blind-forest-feels-special

Can't wait for all of you to finally play it!!!!! :) :) :)

Awesome impressions. You must be happy!

BTW, we haven't really seen the interconnectiveness of the world yet. I think you should show more about that to make Metroid fans more interested. So far, it seems that linear areas are connected together at 1 or 2 places but not multiple points. We haven't seen secret areas and shortcuts too. Hey it's your fault, you mentionned Super Metroid! :)

PS : That last drawing is gorgeous.
 
Dear and wonderful GAFfers,

I already teased about our orchestral recording sessions a while back and we've been working hard on putting together a little 'Behind the Scenes' glimpse of what Gareth Coker, our composer, and the amazing talent at the Nashville Music Recording Studios did:

https://www.youtube.com/watch?v=iFAf0-EsuZ4

It's quite amazing to hear that stuff in the game - I fondly remember how amazed I was by hearing orchestral music in a game back when I played Final Fantasy VII and it made all the difference in the world when we finally integrated the orchestral Soundtrack into Ori and the Blind Forest.

11th of March, only a few weeks left! I hope you guys are as excited as we are! :)
 
Going dark on this game so unfortunately skipping the previews, but seeing that Lobb seal of approval is awesome.

So damn hyped for Ori, the 11th can't come soon enough.
 
Pretty much the game i'm most looking forward to in the coming months. I bought an xbox controller and hdmi cable just to play this game on my pc connected to my tv. I'm not feeling too optimistic about the game running smoothly on my laptop though but at least i did everything i could to play the game (other than buying a xbox one or new pc...).
 
Dear and wonderful GAFfers,

I already teased about our orchestral recording sessions a while back and we've been working hard on putting together a little 'Behind the Scenes' glimpse of what Gareth Coker, our composer, and the amazing talent at the Nashville Music Recording Studios did:

https://www.youtube.com/watch?v=iFAf0-EsuZ4

It's quite amazing to hear that stuff in the game - I fondly remember how amazed I was by hearing orchestral music in a game back when I played Final Fantasy VII and it made all the difference in the world when we finally integrated the orchestral Soundtrack into Ori and the Blind Forest.

11th of March, only a few weeks left! I hope you guys are as excited as we are! :)

Wasn't sure if there as going to be gameplay so I only listened to the video, sounds wonderful!
 

Dear and wonderful GAFfers,

I already teased about our orchestral recording sessions a while back and we've been working hard on putting together a little 'Behind the Scenes' glimpse of what Gareth Coker, our composer, and the amazing talent at the Nashville Music Recording Studios did:

https://www.youtube.com/watch?v=iFAf0-EsuZ4

It's quite amazing to hear that stuff in the game - I fondly remember how amazed I was by hearing orchestral music in a game back when I played Final Fantasy VII and it made all the difference in the world when we finally integrated the orchestral Soundtrack into Ori and the Blind Forest.

11th of March, only a few weeks left! I hope you guys are as excited as we are! :)

But...
crying-cat.gif

Why can't I have it now?
 
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