Introduction

Ori and the Blind Forest is an platforming adventure game from Moon Studios. Players play as Ori and are tasked with restoring three elements of the forest of Nibel: Waters, Winds, and Warmth. Accompanying Ori is another spirit, Sein, who acts like a Navi-type guide and gives Ori offensive capabilities. It has a Metroidvania-style game design, and there is lots of exploration, challenging platforming, combat, and finding collectables.

My overall impressions of Ori are extremely positive despite only a few cosmetic issues I had with the game. This game is one of my favorites that I’ve played recently, and is one of my favorites of all time. I love the visuals and the music, and it’s an incredibly beautiful game. The gameplay is well balanced between being challenging, yet still remaining fun. The game feel is snappy while still feeling fluid, and the story is engaging and emotional.

However, I did have some issues with three components of the game: the ability tree UI, the health and energy UI, and the gravity mechanic in the Forlorn Ruins.

Positives

Story

This game is story-driven and is very emotional. Immediately the game starts with an emotional prologue scene, and keeps a consistent tone throughout the game. This is important because it builds that initial player “buy-in” for the story and characters, and maintains that throughout the game. The player has to care about why they are embarking upon this quest, and care about the characters to create a full experience with the game. This also can help build motivation to keep players playing (i.e., I cannot rest until the forest is saved!).

Player Effect on the World

Another great component of the game is that the environment changes in noticeable ways as the player progresses through the game. As the player restores an element to an area, the environment changes to reflect that. Additionally, players will notice changes in other areas of the game as well.

For example, the first major area where the player restores the element of Water is full of toxic water. After restoring the element, the water in the game purifies and becomes traversable. Similarly, restoring the second element Winds triggers updrafts that are now present throughout the world that the player can use with Kuro’s Feather to assist with platforming.

Before restoring the Water element. Photo from medium.com.

Before restoring the Water element. Photo from medium.com.

After restoring the Water element. Photo from steamcommunity.com.

After restoring the Water element. Photo from steamcommunity.com.

These environmental changes serve two purposes: they signal a progression through the game for the player, and they sometimes allow access to new areas for the player.

Game Abilities

The game does a great job of teaching the player novel abilities by using two important learning principles: in-context learning and learning with meaning. For example, after obtaining the charge jump, the player needs to pass through a series of rooms that are covered in hazards on the floor and walls. There are safe spots the player is supposed to use with the charge jump and climbing ability to get across the hazards (think of precision jumping but from wall to wall). This type of level design allows the player to practice the charge jump by using it (i.e. providing context), and gives meaning (the player is using this to overcome specific obstacles).

The game design includes arrows with some of the abilities to aid the player with tracking movement. When Ori double and triple jumps, the game displays an arrow that points opposite direction that Ori is moving in. As mentioned previously, the game has some tricky platforming sections and player will be engaging with a lot of movement. These arrows help orient the player and keep track of where Ori is moving through space. They also help the player make sure they are moving in a desired direction.

Another skill, called Bash, also uses an arrow. This skill allows Ori to use special lanterns, enemies, and projectiles to fly through the air. Any enemy or projectile that the player interacts with using Bash is flung in the opposite direction. While using this ability, time temporarily stops and an arrow appears pointing in the direction that Ori will travel, and thus also tells the player which direction the enemy or projectile will travel. Including the arrows with this ability does two things: it informs the player which direction Ori will travel to help them go the desired direction, and it also helps the player aim an enemy or projectile more easily if the situation calls for it.

A player using the bash ability to navigate a bramble-filled passage. Observe the arrow pointing where Ori will go. Photo from superphillipcentral.com.

A player using the bash ability to navigate a bramble-filled passage. Observe the arrow pointing where Ori will go. Photo from superphillipcentral.com.