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The key difference between Ori and Metroid, is Metroid's difficulty often comes from attrition. Lots of environmental and enemy damage that adds up, where health upgrades could allow you to last longer, or weapon/ammo upgrades can help you blast enemies away before they become a threat. These are things that are hardly factors at all in the escape sequences of Ori, and are only relevant throughout normal gameplay. Instead, the Ginso escape has a more or less set difficulty(Ori's speed), with the ability to slow down and make it easier. So instead of going back to get meaningless upgrades, the game simply gives you the choice to slow down if you need to.
Either way, the difficulty of the escape is perfectly justifiable given the practice with bash and wall jumping you have had in the tree up to that point, it's simply the culmination of that practice. Players who struggle dthroughout the slower portions will struggle in the escape, which is why you're given enough things to practice those mechanics with first, to try to ensure the player will be capable of continuing the game past that point.
The Ultra Bash is not just a damage upgrade, it allows you to bash through enemies, and there were several enemies(two hoppers at the start, one of the worms which could on a rare run also block my way, and the spider near the end) where I ended up on slightly the wrong side of them, hit them when trying to use them to bash off and lost both my momentum and health resulting in a restart...
It is the only part of the game that I found difficult at all, probably took around 30-40 attempts. After that I found the the rest of the game to be very easy with the other three escape sequences being a good normal average challenge, each taking around ten attempts.
I'm far from being a novice to platform games or games in general, though I am nearly forty so maybe this one section highlights the limitations of my age in a way that the rest of the game does not?
I don't mind sections like this, I've played many games that are consistently much more demanding over the years. It is just odd that peoples experiences of this part of the game are so drastically contrasting...
Would either of you find being given the option to retreat out of the tree as described above to be acceptable? At the very least a player could take a break and explore a bit whilst gaining a bit more experience and skill with Ori's techniques...?
However, I agree that it would have been a more player friendly decision to let the player walk away from the scene if he doesn't seem fit to handle it and let him explore the world further.
To be blunt, I'm not sure if I can even appreciate what it is people seem to find so difficult about the Ginso Tree escape, and I have never seen someone struggle with it in a video the way people describe. Besides your "30-40" attempts, I've seen several people here talk about dying over 50 times, being stuck on it for days, from the sounds of it some people are hitting a brick wall in the game that I've only heard of, never seen. My first time playing, it took me at most 7 or 8 tries, this isn't to say that I had no difficulty with the game at all(I think I died nearly 400 times over the course of the entire first run), but the Ginso Escape was not the struggle for me that other people experience.
My own experience, and what I've seen of other people's playthroughs is as I've stated. The tree prepares you for the escape by teaching you to use Bash effectively, and honestly Gumo's Hideout prepares you quite well for the wall jumping too. It felt like a fairly natural transition for me from doing what i was already doing to attempting the escape, and I feel like most of my early deaths were due to the intensity of the moment. From what I've heard, that scene is a very polarizing moment, while some struggle and hate it, for others it is one of, if not the most enjoyable memory of the game, and that's how it was for me. That was the point where I felt like I'd truly made the right choice in getting the game, and that it stacked up against the Metroid games I so enjoy.
Anyway, experiences aside, my original point stands. I don't think there's much a player can do to get an advantage on the escape sequences, no amount of Spirit Light or Life Cells are really going to make the difference if the player can't follow through with the bashing and wlal jumping the game demands from them. Being able to leave would not affect experienced players, but even for inexperienced players I see it granting no benefit, instead possibly tarnishing any enjoyment they've had in the Ginso Tree up to that point by having them retread all the way back up.
I took a break after my first 20-30 attempts, had a cup of tea, then made it through ok-ish when I went back.
It is a shame that a few people say they gave up at this point, they have missed out on one of the best Metroid type games that I've come across in recent years.
Anyway I'm really looking forward to the Definitive Edition, I like all of the confirmed changes so far :)
This challenge is a very stupid game design choice from the devs( I hate levels like this,timed levels,and escort missions) without having the opportunity to actually go back for a while and explore.My only options now are to keep up the frustration or start from the beginning of the entire game?!Screw you devs!
Sorry,but I just don't have enough time in my life to feel this frustrated over a game anymore. Everything leading to this point of the game is pure beauty,but not every one wants to try the same thing over and over again to the point of slamming down the controller.
Like I said,I'll likely never play this game again,and never play another game from this developer out of general principle which is a shame because I was really enjoying it until this point.
I take it you would like my idea of being able to backtrack from an auto save point placed just before this sequence activates rather than after it, even if it does make no difference to how this section plays?
At 50% speed, the level becomes suddenly quite easy, but at regular speed, I always failed at the final chasm after the spider. Mostly since the water occluded the sight, so I couldn't make out where my character was, so I kept missing the laterns.
If it wasn't for the water partially obstructing the visuals during the later phases, this level would actually have been a lot easier. The jump and bash sequences themselves aren't so difficult at all, you can learn them within a dozen trys at top, but your character blending in with the water is just terrible design.
This is also true for the first squid projectile, the water sometimes occludes the sight slightly to early.
Not sure how many times I've played through Super Mario World on the SNES, that has to be one of my highest, used to be able to do all 96 stages in under three hours. Friends used to bring their copy round for me to unlock, love that game :)
I don't count shoot'em'ups as repetition is part and parcel of getting up the leader boards.