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Ori and the Blind Forest |OT| A Soft Heart for the Hard Core

Right now only Steam - we can't touch save files on X1 from our side :(

But the upcoming patch will allow you to revert back to an older state and should prevent this stuff from happening, so it should be all good soon :)

Great news. My wife is really wanting to continue from her save. I'm gonna go for a 100 run after the patch, myself.
 

Showshank

Member
Anyone know how to reach the area in the middle in Sorrow Pass?
EsvLFw9.png

Edit: nervemind, I just got the ability required.
 

Lingitiz

Member
I liked not having fast travel, especially since areas changed after you finished certain parts. I also feel like its a bit counter to the spirit of Metroidvania to add it since I always get most of my pickups organically realizing these pickups that I missed or wasn't able to get on my way to the next area.
 
I liked not having fast travel, especially since areas changed after you finished certain parts. I also feel like its a bit counter to the spirit of Metroidvania to add it since I always get most of my pickups organically realizing these pickups that I missed or wasn't able to get on my way to the next area.

Maybe unlocking fast travel on completed saves would be best (assuming opening the game after completing it is added).
 

Exentryk

Member
I liked not having fast travel, especially since areas changed after you finished certain parts. I also feel like its a bit counter to the spirit of Metroidvania to add it since I always get most of my pickups organically realizing these pickups that I missed or wasn't able to get on my way to the next area.

You can choose to not use fast travel when it gets added.
 

royox

Member
My friend is stuck here and I don't remember how to get out. Any help?

CXyNFPQ.png


He said he can't go to the left side as there are spikes everywhere.
 

Iscariot

Member
Just finished the game and gotta say, it was charming as hell. Like Don Bluth's Secret of NIMH having tea with Miyazaki's Princess Mononoke. Had a lotta fun playing it, well designed, but probably most of all I'll miss that world. Just gorgeous.
 

Lingitiz

Member
You can choose to not use fast travel when it gets added.

I'm talking more about sequel/future design rather than this specific game.

Also, I wasn't aware that it was already a thing announced? If they add a post-game then sure, but hopefully not in the main game itself.
 
Got 100% in just a bit over 10 hours. The game is a joy to control and the music/art directional is fantastic. That being said:

-The game wasn't as difficult as I thought it would be, so in a sequel, I'd like to see a higher difficulty setting. Most deaths happened during chase sequences.

-The collectibles were too easy to find and didn't require much thought to acquire. As a result, the abilities to see these power-ups and secret areas on the map were rendered useless for the most part. I chose those skills as my final upgrades because of this reason.

-The chase sequences were good, but they're hampered by all the environmental effects which obscure the parts of the screen where you view your character. This makes it difficult to see what you're doing at times. Also, your skill/speed in these sections is meaningless because the game "cheats" to catch up to you if you're progressing too quickly, but I suppose that's what helps add to the tension.

-It can get tedious to travel across the map towards the end of the game if you want to finish up collecting things. A few warp points would have been great.

-I got tired of seeing the same types of enemies and taking them down in the same exact ways towards the latter half of the game. More enemy variety would help in a future title, or at least, souped up versions of the regular enemies with different attacks/attack patterns.

-More underwater sections. I enjoyed swimming in this game and felt like there wasn't enough of it.

-Allow players to head back into the dungeons if you're going to place collectibles within them.


Overall, it was an enjoyable experience with tons of charm and definite room for improvement. I'd give it a solid 8/10.
 
Mannnnn. Accidentally broke the game for myself. At the
Ginso Tree Boss Fight.
anyone have an idea how I can salvage this situation? Super bummed out. I don't want to have to play 3 hours over again.

Huge bummer. I'm an idiot for making a save point there, I realize. I was just trying every button combo in the hopes it would get me out. ):

Link. Be careful with your saves duders!

The devs contacted me on Twitter and were able to fix my save file.

Really awesome move on their part. Huge ups to the dev team. High class all around. Thank you guys so much!
 
Ending Spoilers (Please do not read if you haven't finished):

So man, I feel bad for all characters involved. Everyone lost someone close to them with the survivors helping each other out. A nice nod to what's important about life in general. I am split about the egg cracking in the end. On one hand, I would have loved to have seen cute baby owl juxtaposed against angry mama. Looking at it at second glance makes me wonder if it was actually a sign of more horror to come, essentially making the Owl's line the "Ridley" of this lore, hence why I am split on the execution of that moment, With that said, I think Gareth's score made it clear it was innocent and hopeful.

I want to play as the baby owl in a sequel.
 

KingSnake

The Birthday Skeleton
I love everything about this game except for one thing that almost makes me hate the game: the chase sequence after you are done with a dungeon. Not to mention how counter-intuitive is to have already the skill of breathing under water and yet the water from the first dungeon to kill you.

I love the Bash. It really increases the gameplay by so much.
 
I love everything about this game except for one thing that almost makes me hate the game: the chase sequence after you are done with a dungeon. Not to mention how counter-intuitive is to have already the skill of breathing under water and yet the water from the first dungeon to kill you.

I imagine it's the waves slamming Ori against rocks that would kill him in this case.
 

Takashi

Member
It was great that the devs didn't take the easy route and add ability point/exp barriers to "extend" the total play time. It really annoys me when games blatantly do that. On top of that, I'm glad that in a normal run I was able to unlock all the abilities. I never felt the need to farm ability points since by the end of the game I had unlocked all of them with like 3 points to spare.
 

Exentryk

Member
I'm talking more about sequel/future design rather than this specific game.

Also, I wasn't aware that it was already a thing announced? If they add a post-game then sure, but hopefully not in the main game itself.

And my comment would be the same. Having fast travel keeps both groups of fans happy - the ones that want fast travel, and the ones that don't want it (can choose to ignore it).
 
So I just started and now have the ability to wall jump. I died a couple times trying to get a key to the door and it has since disappeared. I tried opening the gate it shows I don't have the key. What do I do now :(
 

Exentryk

Member
So I just started and now have the ability to wall jump. I died a couple times trying to get a key to the door and it has since disappeared. I tried opening the gate it shows I don't have the key. What do I do now :(

Go back and see if the key is still there where you originally got it from. Also, you might need more than one keystones to open the gate, so keep searching.
 

Lingitiz

Member
And my comment would be the same. Having fast travel keeps both groups of fans happy - the ones that want fast travel, and the ones that don't want it (can choose to ignore it).

I would say a few warp points are fine. As long as the game is not being designed around fast travel - usually a problem with games that are way too big for their own good and forego a tightly designed map. It's fine as a matter of convenience, but I don't think a Metroidvania game should be designed with the expectation that everyone will use it. Make your map a good size and make it fun to get around and explore in it first and foremost would be my recommendation. Fast travel is fine IMO, but I've always seen it as a concession for games that are designed to be extremely large and boring to get around in.

Sometimes just giving the option is enough. I don't ever go into a game saying "I'm not going to use fast travel". I know forsure if it was in the game I wouldn't have hesitated to use it and would have mainlined the game in 5 hours. When it's not an option you're forced to explore, get sidetracked, organically stumble across things you couldn't access before on your way to the next area, which I really enjoyed. Being forced to backtrack has always been a big part of a metroidvania game.

We can agree to disagree, but my point is that there's value in not including fast travel in this type of game, at least in actual meat of the game and not a potential postgame or newgame+ mode.
 

Exentryk

Member
I would say a few warp points are fine. As long as the game is not being designed around fast travel - usually a problem with games that are way too big for their own good and forego a tightly designed map. It's fine as a matter of convenience, but I don't think a Metroidvania game should be designed with the expectation that everyone will use it. Make your map a good size and make it fun to get around and explore in it first and foremost would be my recommendation. Fast travel is fine IMO, but I've always seen it as a concession for games that are designed to be extremely large and boring to get around in.

Sometimes just giving the option is enough. I don't ever go into a game saying "I'm not going to use fast travel". I know forsure if it was in the game I wouldn't have hesitated to use it and would have mainlined the game in 5 hours. When it's not an option you're forced to explore, get sidetracked, organically stumble across things you couldn't access before on your way to the next area, which I really enjoyed.

We can agree to disagree, but my point is that there's value in not including fast travel in this type of game, at least in actual meat of the game and not a potential postgame or newgame+ mode.

Not including fast travel also means players are more reluctant to even bother going back to older areas, thus discouraging exploration. I know I would have done a lot more exploring once I got newer abilities had I the ability to quickly jump back to old areas.

So, fast travel needs to be in the "actual meat of the game", and not just as a post game feature. Again, people that want to organically find places can just choose to ignore fast travel, and play the game like their old school games. It keep all camps happy.

Regarding designing the game around fast travel or not, I don't really care either way.

I went back and it is gone. The game shows I have 0 keystones. Not sure what I can do about that.

Might be a bug?

Anyone had any issues here?

Don't seem to be able to push or pull this rock at all :/

That's a bug I think. Others have reported getting that rock stuck.
 

M.Steiner

Member
That's a bug I think. Others have reported getting that rock stuck.
Yeah, the only way I can shift it is with charge flame and then it sometimes allows me to push it a tiny amount before getting stuck again and not letting me grip it or whatever. Annoying cos I can't get to the next area without being able to pull it back to the left and use it as a platform to jump off. Been trying for ages now (and with both keyboard and controller)
 

Lingitiz

Member
Not including fast travel also means players are more reluctant to even bother going back to older areas, thus discouraging exploration. I know I would have done a lot more exploring once I got newer abilities had I the ability to quickly jump back to old areas.

So, fast travel needs to be in the "actual meat of the game", and not just as a post game feature. Again, people that want to organically find places can just choose to ignore fast travel, and play the game like their old school games. It keep all camps happy.

Regarding designing the game around fast travel or not, I don't really care either way.
Sure, you have a point. I'm curious if they were to patch it in how it would be implemented. There are a few "stopping points" in the game where it would be fine to allow it (after dungeons where you have to travel across the entire map), and there's a few others where it would have to be disabled.

No need to be so dismissive of my design comment :p
 

Squishy3

Member
Alright, so while I enjoyed it and think a lot is good about it I definitely do share some similar complaints as a lot of people.

Fast travel system definitely felt needed since the world is big enough that even with charge jump and bashing around through enemies and shots felt like it took forever to get places to get wayward items that you missed

The escape sequences are busy enough that I more often than not missed what you're supposed to do next to get somewhere. This is most obvious in the water one especially, and I love the idea of them, they just kind of lose the awe factor after repeating them the umpteenth time. I spent the longest on the water one and the very last one, mind. The wind one wasn't that bad compared to those two.

Definitely a great game and is absolutely gorgeous.
 

Maedhros

Member
on my second playthrough, i missed one spirit light container. ONE!

I'm not big on achievements, but seeing everything else on the map read 100% sucked, especially considering it was in the ginso tree. i don't think spirit light containers count for anything, but it was in an area i hadn't "unturned" (the only one i think).

also, do energy cells even show up on the map, or is it bugged? i've never noticed them after getting the upgrade (or maybe i did and i forgot).

God! It's the same one I lost, on the escape sequence, right?

FUCK, who thought that closing the damn dungeon was a good idea, so I can give him a nice punch on the face?

At least make possible to run the dungeon from the start again when you finish the game or something! I'll probably not be bothered to play the game for quite sometime now because of how frustrated I was when I finished the dungeon and got no chance to not save the game...
 
Wow, fuck this fucking lava rock puzzle. The one where you need to launch the rock onto higher platforms to block the lava. The mechanics are way too weak to do this reliably. Such a pain in the ass. I know what I have to do but the controls are so bad that I just can't do it after 15 minutes of trying. God I hate this part. So frustrating.
 
Wow, fuck this fucking lava rock puzzle. The one where you need to launch the rock onto higher platforms to block the lava. The mechanics are way too weak to do this reliably. Such a pain in the ass. I know what I have to do but the controls are so bad that I just can't do it after 15 minutes of trying. God I hate this part. So frustrating.

Yikes, I would not blame the controls. All you have to do is chain a couple bashes together.
 
Fast travel system definitely felt needed since the world is big enough that even with charge jump and bashing around through enemies and shots felt like it took forever to get places to get wayward items that you missed

I wished the same thing for a while but then I realized why they didn't add it. Some of the puzzles where you were led to a dead end, reversing was also its own puzzle at times. It was fantastic work
 

Exentryk

Member
Sure, you have a point. I'm curious if they were to patch it in how it would be implemented. There are a few "stopping point" in the game where it would be fine to allow it (after dungeons where you have to travel across the entire map), and there's a few others where it would have to be disabled.

No need to be so dismissive of my design comment :p

Haha, sorry if that came out in a dismissive tone. I do enjoy the tight map fwiw :p

And they could add the warp points to shrines and wells and (ability) trees. I think the reason the devs didn't have warp points was due to them not wanting any sort of loading. So, if they patch it in, they'll have to add some loading in. I don't have an issue with loading though (esp if it is for fast travel).
 

Maffis

Member
The save mechanic in this game is brilliant. It basically allows for really hard sections that don't feel punishing because you can practically save all the time. But at the same time some areas requires energy that forces you to use your "saving energy" in a smart way or else you will miss the secrets. Really good design for those that want some real challenge.
 
Yikes, I would not blame the controls. All you have to do is chain a couple bashes together.
I literally can't do this. The rock keeps getting pushed off or I get killed randomly from lava because Ori gets in the way of where the rock needs to go and it just rolls away. I hate this. Completely sullying my feelings toward the game.

Edit: finally did it. Took like 20 minutes of frustration though.
 

Navy Bean

Member
I literally can't do this. The rock keeps getting pushed off or I get killed randomly from lava because Ori gets in the way of where the rock needs to go and it just rolls away. I hate this. Completely sullying my feelings toward the game.
First of all, I understand completely, there are some sections that for whatever reason I struggled with executing the mechanics. But, this was not one of those sections.
Stand on the right side and shoot the rock up at 1:00 and you should be fine.
 
I literally can't do this. The rock keeps getting pushed off or I get killed randomly from lava because Ori gets in the way of where the rock needs to go and it just rolls away. I hate this. Completely sullying my feelings toward the game.

I think you're missing a step.. Here's how you do it:

1) pull rock backwards towards you / left. Shoot it upwards to the next level.
2) walk underneath to the right. Super jump up to the moving platform and move it right.
3) go to the right if the Boulder, pull it right a little then shoot it up on top of the moving platform which is all the way right, by chaining 2 shots. Then shoot it to the top/orb by chaining another 2 shots.
 
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