
The escape from the Ginsoo Tree and the Forlorn Ruins was fun (if a little unfair at times) but they're all that exists in the form of a final challenge for major areas. On the topic of combat, while I respect the choice to abstain from bosses, I do feel something needed to be added in their place. You're able to launch yourself off of both enemies and their projectiles, which both propels you in any direction and the enemy or projectile in the opposite one. It's Ori's most unique ability and does exactly what I just described. I say this because of how excellent the 'bash' ability is. I believe if the auto-aiming projectiles were cut from this game and the movement abilities were tweaked to serve a dual purpose of traversing and attacking the combat would be largely improved. Often you'll be standing a ways away from an enemy and spamming the attack button. Projectiles auto-aim, which removes a lot of the challenge from combat. There really needed to be more platforming challenges that utilized more of your abilities because the primary combat is so barebones that it could almost be cut from the game. What this game does not excel at is its combat. There was almost something otherworldly about the way this game sounded, giving it another layer of distinctness from other fantasy-esque metroidvanias. Ori also, as stated, has fantastic sound design too. Even the desolate ruins avoid the pitfall of drab and forgettable designs by being littered with so much detail. A lot of what this game accomplishes artistically is owed to is gorgeous backgrounds. Everything is so vibrant and colorful despite the state that the world is in. The design of Kuro stands as one of the most terrifyingly beautiful depictions of an Owl in all of fiction. This entire game is an absolute visual and auditory work of art. What Ori does excel at, however, is aesthetics. I know that it was added in this definitive edition of the game but to have such a crucial ability be so easy to miss is confusing to me.

An incredibly useful and borderline mandatory ability during the endgame is tucked away in one of two optional areas in the game. What is extremely confusing is the lack of any guidance towards the dash upgrade. For how important movement and platforming is in this game, I find it strange that there never is a mandatory reason to revisit some areas outside of optional collectibles so that those movement abilities may be used to re-explore an area. despite the world map depicting this huge sprawling landscape, everything feels so disconnected. While perhaps intentionally done, I don't feel this adds much of anything to Ori's world.

Once a trip through an area has been concluded, you never need to return to it again. Progression is fairly linear with only health and energy upgrades and experience orbs being the only reason to backtrack. Almost all of your discoverable abilities are directly tied into how traversal occurs and the ease at which you can get from point A to point B. Ori is a metroidvania that emphasizes movement above all else. Needless to say, I was excited to finally play this game after so many years. Often when the topic of metroidvanias were brought up, Ori and the Blind Forest was usually included in the conversation. 7/10 am excited to play the sequel considering I think it cleans up some of the issues I have with the first.ġ0h 31m PlayedI'd heard all about this game prior to playing it. Regardless wish they made it more prevalent to do this part of the game before the end. As I type that I realize it was released with the definitive edition. Normally metroidvanias you go everyone and get every tool but I thought it was a waste to have a whole section and never go there. The last point is the Blackroots location I never went too and did not use 2 of the abilities before beating the game. That leads to another point the saving of this game is only done by you barley any auto saves maybe it is a modern luxury I enjoy too much but I forget to save and then I am on the other end of the map just annoying and not enjoyable. Now the reason for the 7/10 There are certain sections I will call the bird sections that there are no saves you have to beat it in one try or start from the beginning and I just find it annoying if I am being honest especially the last one was more frustrating instead of challenging. Games that can be beat in a day, are comfy, and enjoyable. If you enjoy platformers, metroidvanias, and what I call Sunday games. With a cute art style, enjoyable controls, and a absolutely killer sound track. 8h 20m PlayedOri and the blind forest is a cozy, enjoyable, unique metroidvania style game.
