SmartWaffles
Member
Any differences between the Onesie and PC versions? (technically, controls and content-wise)
XBO version is 1080p 60fps, PC can go up to 4K, other than that they are exactly the same.
Any differences between the Onesie and PC versions? (technically, controls and content-wise)
XBO version is 1080p 60fps, PC can go up to 4K, other than that they are exactly the same.
60fps with hiccups though, so maybe the PC version can run more smoothly?
There were a few reasons for that... One, we had to make some tough design choices, take the Misty Woods as an example: The idea was that we give the player the feeling that he's lost in a forest that constantly changes around him. Now, after we designed the area, we knew there'd really be no proper way for the player to go back in and re-traverse the entire area, so we could have either not put any 'valuable' items in the area or assume that people are okay with playing through the game again.
Two, there are story-events happening in the game that sort of prevented us from having the player go back to a certain location... The Ginso Tree is flooded with water after Act1, so we dabbled with the idea of having the player being able to re-enter the now flooded Ginso Tree, but it also wasn't really designed for underwater gameplay and I always wanted to ensure that if a player has to re-traverse, the area should still contain enough interesting, new things for the player to discover... And we just didn't have the time to iterate over everything again after we wrapped the main designs.
Since a hell of a lot of people are still playing games like Super Metroid to this day, I thought it was an okay decision to make. I understand that a lot of people want to get absolutely everything on their first run, but Ori is designed in a similar way to Super Metroid, A Link to the Past, etc.: On your first run-through, it takes the average player 10-15 hours to complete the game. But when you're on your second run, you can probably cut that time down in half or even more, since you know exactly where to go. So really, I just didn't think it's that big of a deal if people have to play through it again, especially since it's super fun to play Ori
Having said that, we got a LOT of requests from players who want to be able to get absolutely 100% on their first run, so we might look into how we can accommodate you guys with future updates
Some really weird progress bug came up, when I was climbing up for the first 4 keystone gate it suddenly teleports me right to the first cutscene which is right after the gate, you can see I have 3 keystones in my possession but the gate is locked and I'm on the other side.
Some really weird progress bug came up, when I was climbing up for the first 4 keystone gate it suddenly teleports me right to the first cutscene which is right after the gate, you can see I have 3 keystones in my possession but the gate is locked and I'm on the other side.
In any case, random question incomming, are you trying a Zelda style game next? right after your metroid one is a huge success?. Come on Thomas, you know you want to. To boldly go where Phil Fish didn't dare to go!
Thomas, you mentioned a while back that you guys got into debt to pay for the orchestra... I know you probably can't really say what happened but did they decide to pay you back or something?
I'll be honest and I say this from the position of having no idea how these contracts work so forgive me for my unqualified opinion but given Microsoft own the IP, I feel like they should be fully funding the project and considering how it has turned out (to be a great game) I find the idea that they weren't seemingly every part of the project to be baffling...
One of the prototypes we're looking into would probably fall into that category... but I already said too much now
I'd love to work on something like that and I think we could do a kickass job on developing a game like that. If you vote with your dollars, we might just get a chance to do it
Do it! I would vote with my wallet. You've earned my trust!One of the prototypes we're looking into would probably fall into that category... but I already said too much now
I'd love to work on something like that and I think we could do a kickass job on developing a game like that. If you vote with your dollars, we might just get a chance to do it
Well, MS has actually given us a budget extension on Ori, which they wouldn't have had to... But they understood that we had something good going and that it'd be worth it, I assume at least
We needed that extension to finish the project, but it didn't leave us enough for a promise we made to Gareth, our composer: To try our best to do an orchestral recording of the amazing soundtrack he created. So Gennadiy and I decided that we'd pay for it out of our own pockets.
I'm glad we did it. It definitely paid off and I'd gladly do it again. I'm actually already doing it again, but that's a different story
Business-wise, Ori was already profitable a week after release and Microsoft is super happy, so we'll see about Ori's future
There were a few reasons for that... One, we had to make some tough design choices, take the Misty Woods as an example: The idea was that we give the player the feeling that he's lost in a forest that constantly changes around him. Now, after we designed the area, we knew there'd really be no proper way for the player to go back in and re-traverse the entire area, so we could have either not put any 'valuable' items in the area or assume that people are okay with playing through the game again.
Two, there are story-events happening in the game that sort of prevented us from having the player go back to a certain location... The Ginso Tree is flooded with water after Act1, so we dabbled with the idea of having the player being able to re-enter the now flooded Ginso Tree, but it also wasn't really designed for underwater gameplay and I always wanted to ensure that if a player has to re-traverse, the area should still contain enough interesting, new things for the player to discover... And we just didn't have the time to iterate over everything again after we wrapped the main designs.
Since a hell of a lot of people are still playing games like Super Metroid to this day, I thought it was an okay decision to make. I understand that a lot of people want to get absolutely everything on their first run, but Ori is designed in a similar way to Super Metroid, A Link to the Past, etc.: On your first run-through, it takes the average player 10-15 hours to complete the game. But when you're on your second run, you can probably cut that time down in half or even more, since you know exactly where to go. So really, I just didn't think it's that big of a deal if people have to play through it again, especially since it's super fun to play Ori
Having said that, we got a LOT of requests from players who want to be able to get absolutely 100% on their first run, so we might look into how we can accommodate you guys with future updates
There were a few reasons for that... One, we had to make some tough design choices, take the Misty Woods as an example: The idea was that we give the player the feeling that he's lost in a forest that constantly changes around him. Now, after we designed the area, we knew there'd really be no proper way for the player to go back in and re-traverse the entire area, so we could have either not put any 'valuable' items in the area or assume that people are okay with playing through the game again.
Two, there are story-events happening in the game that sort of prevented us from having the player go back to a certain location... The Ginso Tree is flooded with water after Act1, so we dabbled with the idea of having the player being able to re-enter the now flooded Ginso Tree, but it also wasn't really designed for underwater gameplay and I always wanted to ensure that if a player has to re-traverse, the area should still contain enough interesting, new things for the player to discover... And we just didn't have the time to iterate over everything again after we wrapped the main designs.
Since a hell of a lot of people are still playing games like Super Metroid to this day, I thought it was an okay decision to make. I understand that a lot of people want to get absolutely everything on their first run, but Ori is designed in a similar way to Super Metroid, A Link to the Past, etc.: On your first run-through, it takes the average player 10-15 hours to complete the game. But when you're on your second run, you can probably cut that time down in half or even more, since you know exactly where to go. So really, I just didn't think it's that big of a deal if people have to play through it again, especially since it's super fun to play Ori
Having said that, we got a LOT of requests from players who want to be able to get absolutely 100% on their first run, so we might look into how we can accommodate you guys with future updates
By the way, how does the "no death" achivement work? Does the game automatically save whenever you die or can you reset? Because if it does not save automatically, isn't it just more "work" for reloading the last savestate instead of retrying right away? I think there is no benefit in continuing after a death other than not having to restart from the title screen, is there?
It triggers when you finish Ori without dying once - Yes, you can cheese it by dabbling around with save states, but really, your gaming-honor should forbid that!
So on the map, there are Life Orbs, Blue Orbs, Abillity Orbs, and Yellow smudges. Are the yellow smudges needed for 100%?
Nevermind. Just checked.
If I have 100% in every location before I enter the Mountain, I'm good and won't have to worry about missing anything besides the stuff in the final area?
Some more amazing fantart:
You should hire those people!Some more amazing fantart:
Well, MS has actually given us a budget extension on Ori, which they wouldn't have had to... But they understood that we had something good going and that it'd be worth it, I assume at least
We needed that extension to finish the project, but it didn't leave us enough for a promise we made to Gareth, our composer: To try our best to do an orchestral recording of the amazing soundtrack he created. So Gennadiy and I decided that we'd pay for it out of our own pockets.
I'm glad we did it. It definitely paid off and I'd gladly do it again. I'm actually already doing it again, but that's a different story
Some more amazing fanart:
Wasn't the patch supposed to be releasing 'very soon' over a week ago?
Quick question -
Can the controller vibration be completely turned off in Ori?
Yup! Just dial down the slider in the options.
And that's the first person in the world who has an Ori tattoo, which shows us again how much people love Ori Amazing!
Also, more Fanart:
And that's the first person in the world who has an Ori tattoo, which shows us again how much people love Ori Amazing!
That knitted Ori is amazing.
I tried and I think it's possible, but it will take some serious luck/skill.https://xboxdvr.com/gamer/Izuna Lasky/video/1290624
How I get out of here without double jump?
I think my save is fucked 😞
I tried and I think it's possible, but it will take some serious luck/skill.
http://xboxclips.com/Mr+Noobcraft/d07113b2-5bd6-47b8-bd45-7612bf7b9ae2
I don't have your climb ability breh, that would make it quite a bit easier. I would have to land at that spot, which I think is impossible, since when you grab onto a wall from a jump you fall a pixel or few. That would cause me to get hit.
If you're really stuck and you're playing on the PC, you can send your save file to feedback@moongamestudios.com and we will try to take care of it for you
I'm silly for deterring from the original path anyway. 😄
Nah, you're not, you should be able to explore and go wherever you want. That particular issue you mentioned is fixed in the upcoming patch though
Just a quick thing that made me happy:
My girlfriend surprised me with a Naru Plushie yesterday
@prophecy0: Patch is coming!
@Teggy: Yes, it's a known, but very hard to reproduce bug. It's fixed in the upcoming patch, so not to worry