![]() ![]() ![]() This is what allowed Ori to fly in the first game, after all. Ori offers the owl Kuro’s feather to help, fastening it to their wing. But, the hatchling, with one small wing, is struggling to learn to fly. ![]() Life is good in the quiet forest, in other words. Ori is now living with his makeshift family as Will of the Wisps begins, raising an owl hatchling that had been left behind by Kuro, a hulking bird that antagonized Ori for much of the last game. Ori and the Will of the Wisps guide: Inkwater Marsh map and item locations The purified water below turned a deep, inviting, clear blue. The lake below was a marshy swamp, but, by executing a series of precise jumps through the clockwork structure and clearing away obstacles, I was able to get the wheel turning again. I was later dazzled as sunbeams lit up mossy gears that had once powered a massive waterwheel. I found myself dawdling in the dimly beautiful Inkwater Marsh during my first hour with the game, watching the flashes of lightning play on the plump leaves crowding the forest floor. Screenshots and trailers don’t do it justice. Will of the Wisps is even more sumptuous and varied in its aesthetic, filled with delightful details that make so many frames look more like paintings than a video game. Here was a striking 2D platformer that staked out the visual middle ground between a Pixar short and an oversaturated photograph of a fantastical forest. Moon Studios’ first game, Ori and the Blind Forest, was notable for the same reason. There is combat, sure, and there are threats, but the dance, and the beauty of your surroundings, are always the focus. I’m not 100% sure if these were intentional (in which case it’s bad design) or actual bugs.ĮDIT: I’ve also just now had the “Sticky” ability stop working for me, requiring me to restart the game to get it back.Ori and the Will of the Wisps invites you to dance inside a beautiful world. Moments before I was hopping along and zooming through a level and then at some points, I felt like I couldn’t get above a certain height while I was sure I should be able to. More annoying were the moments where the double/triple jump didn’t seem to give me any lift at all. Just goes to show that I don’t experiment enough with the different abilities & weapons in games, and it’s admittedly sad that a bug is required to make me see the error of my ways. Silver lining: it made me switch to the heavier melee attack and that turned out to be a much more effective way of dealing with enemies. Sadly there were a few bugs: On one occasion, Ori’s default attack stopped dealing damage at all. It would be a shame if people miss out on the complete experience because of it. I hope this is the Gamepass effect with people trying it out but not seeing it through just yet, and not an indicator of the game being too hard. The boss battles were challenging, but manageable even in higher difficulties, yet the fact that beating them unlocks a rare achievement worries me. This issue resolves itself through upgrading Ori along the way though, so perhaps this is simply the desired effect? Especially when you’ve already got their pattern down but are simply going through the motions, it becomes noticeable. Now, it’s okay to have challenging combat, but the enemies do feel a bit bullet-spongey at the start, taking just a bit too many hits to actually defeat them. While you start the game feeling threatened by even the weakest enemies, at the end of your adventure, you’ll be plowing through them like a furry Goku. Ori’s offensive arsenal has also received an upgrade: You can equip multiple melee or ranged attacks and upgrade them. ![]()
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