Want Ori to be a tank who deals normal amounts of damage? You can do that too. Want Ori to be a glass cannon who dies in a few hits but can fell most enemies in one? You can do that. Whereas the original Ori’s progression system was fairly simplistic, Will of the Wisps increases the number of options, encouraging players to play the way they want to play. On the topic of difficulty, one of the best aspects of Will of the Wisps is the flexibility it provides the player. Most importantly, however, are the platforming challenges, which are as tough and satisfying as ever. Ori has a bit more weight to their manoeuvres now, making them easier to control. However, moves aren’t all there is to Ori’s platforming. New to the equation is the ability to grapple on to surfaces, and a late-game ability I won’t dare spoil. Moving on to platforming, Will of the Wisps features all moves from the prior game, barring climb, which is replaced with the optional ability to stick to walls. In practice, this means that that different weapons better suit different situations, so switching up on the fly is common. For example, the sword is best suited for short-range combat and uses no energy, the spear does massive damage but costs a ton of energy, and the bow helps in long-range combat at the cost of only a small amount of energy. Whereas combat in Blind Forest mainly consisted of button mashing with a lock-on attack, Will of the Wisps has a number of different weapons each with different ranges, energy consumption levels, etc. The ending I wouldn’t dare spoil, but let’s just say prepare for even the toughest of gamers to sniffle (and I’m not talking about the Coronavirus).īeginning with the combat, what was easily the weakest element of Blind Forest’s gameplay is one of Will of the Wisps’ strongest. This probably comes as no surprise for those who played Blind Forest, but this game not only matches, but arguably exceeds, the emotional impact its predecessor had.
The story, although predominantly told without dialogue, packs an emotional wallop.
Now it’s up to Ori to set off, find Ku, and maybe find more about their place in this big, wide world. However, much like the mythical Icarus, they fly too close to the sun (or should I say, a giant bolt of lightning), and a storm separates the two. Setting off on a new adventure of their own, Ori and Ku take to the skies. The always crafty Ori fits the young Ku with a feather belonging to her late mother, and to Ku’s surprise it works. One day, as is often the case, little Ku has to leave the nest and venture on her own. Ori immediately takes a shining to this avian friend, and with the help of Gumo and Nabu our protagonist raises her. Picking up right where that game left off, a new member has joined Ori’s family: a baby Owl known as Ku. Ori and the Will of the Wisps is the, five years in the making, sequel to the beloved Metroidvania Ori and the Blind Forest.