Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Difficulty level doesnt affect worm speed at all.
On a pad Burrow/Dash button is RB and Grab button LB, so you have everything what you need quite close and there is no problems in controling Ori in the same time, because of analog Stick. On Keyboard the situation is different. You control Ori by WASD, Dash Button is on CTRL and Grapple button is on Right mouse click and you need a mouse to target Ori's dashes in sand. This makes those fragments where you need to grab blue flowers much harder than they would be on a pad.
Actually in section when you need to do dash out from sand to get further you dont need to hurry. Worm is slowing in those moments and speeds up only if you will pass those segments.
I will try this again with the minimal amount of dashes in sand while dashing mainly outside of it. BRB
EDIT:
OK, experiment results:
- Spaming dash only outside of sand is enough for 90% of encounter. Only in the last part you need to keep dashing in sand. There is a hole between two patches of sand, but if you miss your dash out, you still can reach next sand patch by using mid air jump or double/triple jump and continue.
- I used sand abillity only to get inside to sand and to jump out from it. Worm was sometimes close, but never catched me.
So the advice. Dont panic and dont spam sand dash. Precision is much more important for those 90% od sequence.
Time is not important. My record of this sequence is under 59 seconds while during my experiment I escaped after 70 seconds. In both runs Worm was quite close, so there is no difference how much often you dash in sand.
did it finally this morning and i agree with this, keep cool, even if he is directly behind you and only dash in and out, and try to be precise. I would still nerf his speed a tad so you are allowed atleast 1 mistake.
Both games were equally challenging for the chase/escape sequences for me.
I love those parts. Especially the Ginso Tree in the first game.
https://steamcommunity.com/sharedfiles/filedetails/?id=2023520202
And if that's unbeatable with mouse and keyboard, I can't imagine how hard it is for gamepad players!
Not trashing Ori too hard here: I think that Ori's mechanics are "intentionally sloppy" which could be a "good thing" since it's some "forest spirit game" about nature and so on, so all the movements carry all this extra inertia and are more "floaty" on purpose to highlight that whole "you're a spirit wisp - vibe" ...but this particular sequence is designed like a super tight Celeste level - which requires better, tighter, more traditional game mechanics to play it and still have "fun."
The concept of the this escape seems cool, the specific implementation doesn't match the game play they have...
This is possible to beat, sure... it's just BORING.
And I don't know what "Xbox pad" to choose in the lots of options available on Amazon. Keep in mind I need a wired PC-compatible pad.
I can't control anything well with the analogs, anyway. I tried Blind Forest on my friend's Switch and aiming/moving Ori is hard as hell with those damn things!