Ori and the Blind Forest: Definitive Edition

Ori and the Blind Forest: Definitive Edition

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DaHotFuzz Dec 9, 2016 @ 12:59am
I'm trying to understand the love for this game...
But I can't. It looks gorgeous and controls are very straightforward but so far it is more frustrating than anything. I can't even say it's legitimately difficult, more frustrating because of the mechanics. Trying to pass certain parts that make absolutely no sense over and over again gets tiring. You can be trying something 50 times in a row and you won't know if what you're doing is wrong or if your timing is just off. I love a good challenge but this is more annoying than anything...

Certain places you cannot even access because they are out of reach so you just sort of forget about them until you find the next area to go to until you get stuck again for whatever reason. Just feels very disorganized.I don't know maybe I need to give it more time.
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Showing 16-26 of 26 comments
Xryleth Dec 21, 2016 @ 11:45am 
Your complaints about the dexterity involved are a big part of the game's appeal, to be honest. Yes, the game is obviously very pretty, but we wouldn't be enjoyed it so much if the control given to us wasn't so finely tuned. Having that level of control would be somewhat meaningless if you didn't have regular ways to flex it, which is where sections like the Moon Grotto come in.

Throughout the Moon Grotto, the game has been gradually teaching you how to handle the controls in order to succeed, the only difference when you make it to that reddish room, is they expect you to chain it a bit longer, with more punishment for failure. It's otherwise identical to what you would have just done by climbing back up the spike walls after getting the double jump, or managing to hop between the hanging logs just prior.

I'll also say it's quite possible that you may not yet be looking at some of those jumps correctly, plotting a bit of a path always helps with this, and if need be finding a short video of someone playing through that room could do you wonders. So long as you remember that walls are like safe zones that you can effectivelly stick to forever, then it only becomes about the jumps themselves. I will warn you that if you do not take the time to learn how that type of wall platforming feels, you may have a very difficult time coming up, since the game is expecting you to have learned it pretty well by then.
Killer Rabbit Dec 21, 2016 @ 5:46pm 
Originally posted by dungeonconquerorB:
If you're not already, I would suggest you play on Easy difficulty, because then there will be a checkpoint in the middle of that sequence.

There's an Easy difficulty?! :heartbreak:

Platformers aren't my type of game, but watching the videos for this game, it looks phenomenal. I really want to give it a shot.
LinkSamus3 Dec 22, 2016 @ 8:39pm 
Originally posted by Killer Rabbit:
Originally posted by dungeonconquerorB:
If you're not already, I would suggest you play on Easy difficulty, because then there will be a checkpoint in the middle of that sequence.

There's an Easy difficulty?! :heartbreak:

Platformers aren't my type of game, but watching the videos for this game, it looks phenomenal. I really want to give it a shot.
Just keep in mind, "Easy" difficulty on this game doesn't necessarily mean "easy" in general. It just means it's easier than the original Ori was, LOL.
TheForestSpirit Dec 23, 2016 @ 4:18pm 
If you haven't played a Metroidvania type game before then I suppose Ori is confusing.

Like others have said give it time and I'm pretty sure it will grow on you like it did us.

Game is a Masterpiece and I would love to see more games like it on here.
Last edited by TheForestSpirit; Dec 23, 2016 @ 4:18pm
zfan121 Dec 24, 2016 @ 7:21am 
Originally posted by JWNoctis:
Originally posted by Groen90:
Just like how Undertale was absolutely easier than a cakewalk by Touhou standard of bullet hell, yet there still were so many talking about the difficulty...Ori is serious and difficult for a cute and artful platformer indeed.
You did do the route right? Pacifist route is technically 'easy' mode.
I have nightmares of what sans would be like as an IWTBTG boss lol

The OP sounds like someone who doesn't understand the concept of metroid vania style games. Ori isn't a bad choice for a first dip, but it's certainly not forgiving especially in later areas. Wall cling is a bit...buggy in places, I've had times where I've died because Ori thought I wanted him to wall cling to a wall of thorns...
JWNoctis Dec 24, 2016 @ 8:01am 
Originally posted by zfan121:
You did do the route right? Pacifist route is technically 'easy' mode.
I have nightmares of what sans would be like as an IWTBTG boss lol

The OP sounds like someone who doesn't understand the concept of metroid vania style games. Ori isn't a bad choice for a first dip, but it's certainly not forgiving especially in later areas. Wall cling is a bit...buggy in places, I've had times where I've died because Ori thought I wanted him to wall cling to a wall of thorns...
No I didn't, because I don't think I would have been able to stomach that, especially not after one pacifist and one perfect all-yellow-name pacifist playthrough. But yeah, I heard about how difficult genocide route became later.

Also yeah...that spike wall cling costed me some lives as well. Pretty certain that's not exactly intended.
Last edited by JWNoctis; Dec 24, 2016 @ 8:02am
Dabus Dec 25, 2016 @ 8:28pm 
Funny, my experience is exactly the opposite. I think this game has one of the best implemented learning curves in the industry, the controls and maneuvrs are hard, but they are introduced so gradually and in such clear context that learning them doesn't cause frustration. I think most of the sections are more or less obvious on the correct solution part, and with a couple of tries at most you would be able to execute them as well. The only really difficult parts are the escape sequences, which are intended to be damn hard, they are the boss battles of this game! and I can name a couple of pure BS places near the end of the game, but otherwise the game is totally smooth. It allows easy trial and error with its lenient save system, and it admits quite a tolerance for failure. You aren't expected to do any pixel precise jumps like in most platformers, if you miss a ledge you can often get back on it with wall jump and double jump, and bash has a huge interaction aoe, time stop and automatic activation on button hold. All in all it never made me feel that my failures are due to some arbitrary randomness in the game or poor controls, if I can't do something after five tries then almost certainly I'm doing something very wrong.

One thing: you would greatly improve your experience if you would play with a controller and not a keyboard. Honestly, I can't imagine someone doing all these complex bashes and backfires with the ♥♥♥♥ direction control that a keyboard gives you.
Groen90 Dec 25, 2016 @ 9:40pm 
Originally posted by Dabus:
One thing: you would greatly improve your experience if you would play with a controller and not a keyboard. Honestly, I can't imagine someone doing all these complex bashes and backfires with the ♥♥♥♥ direction control that a keyboard gives you.
It is a matter of preference; there's nothing wrong with keyboard controls. Just because you can't do it, doesn't mean everyone can't do it. I wouldn't go around suggesting people to buy gamepads only based on that.

For instance, having played with k+m practically all my life, I couldn't imagine playing this with gamepad and performing as good as I do with k+m. It's all muscle memory.
Doggie Dec 29, 2016 @ 1:55pm 
Use your map is the best advice I can give. Especially after finding map stones. If you have the points invest in "map markers" which can give you a great overlay of breakable walls, shrines, and smaller powerups.
The rest is just exploration, a lot of those hidden walls are actually in very logical places. Just think "Hey, would that be a secret?" Almost half the time it is.
Good luck.
zfan121 Dec 29, 2016 @ 8:41pm 
Originally posted by JWNoctis:
Originally posted by zfan121:
You did do the route right? Pacifist route is technically 'easy' mode.
I have nightmares of what sans would be like as an IWTBTG boss lol

The OP sounds like someone who doesn't understand the concept of metroid vania style games. Ori isn't a bad choice for a first dip, but it's certainly not forgiving especially in later areas. Wall cling is a bit...buggy in places, I've had times where I've died because Ori thought I wanted him to wall cling to a wall of thorns...
No I didn't, because I don't think I would have been able to stomach that, especially not after one pacifist and one perfect all-yellow-name pacifist playthrough. But yeah, I heard about how difficult genocide route became later.

Also yeah...that spike wall cling costed me some lives as well. Pretty certain that's not exactly intended.
I would get the game to play it myself but honestly it doesn't feel like it's worth the energy when you've watched multiple playthroughs (Super beard bros and Game Grumps playthroughs are glorious Arin's voice for papayrus is gold/perfect in every way.) of the main routes. I got burnt out on the game before I even started playing it. And most of the fan games are intentionally hard for...reasons? Little Red is the only fan boss fight that actually fits the tone/difficulty of the game. It's harder than the main game but it's not 'intentionally' 'F* you player' hard like sans. that boss fight in the main game is so bad that even the guy that does 'no hit' boss fights failed at least once.

Look up the in progress battle of Genocide asgore.....I cry every time :P It's the love child of Zun and Toby Fox...on an engine capable of doing both... and I think it's going to actually be a fan game when it's done.

I don't think the spike wall cling was intentional either.
The collision data says 'ok you can cling to flat surfaces' but doesn't say 'oh wait some flat surfaces can hurt you' when checking for that variable. It's especially bad after you get the *actual* wall cling (right bumper on a wall) and into areas where the thorn walls are more dominant. It's really the only thing that sours my experiance when I go through the game again.

Most of the time you 'invincibility frame' through the thorn walls that are thick enough and stick to the wall behind them... then there's the actual spikes, which actually look like you can cling to them. (in sorrow pass) the only real way to fix that is either make thorns insta death too or make it so there's no 'wall' back there to even cling to.
JWNoctis Dec 30, 2016 @ 12:19am 
Originally posted by zfan121:
I don't think the spike wall cling was intentional either.
The collision data says 'ok you can cling to flat surfaces' but doesn't say 'oh wait some flat surfaces can hurt you' when checking for that variable. It's especially bad after you get the *actual* wall cling (right bumper on a wall) and into areas where the thorn walls are more dominant. It's really the only thing that sours my experiance when I go through the game again.

Most of the time you 'invincibility frame' through the thorn walls that are thick enough and stick to the wall behind them... then there's the actual spikes, which actually look like you can cling to them. (in sorrow pass) the only real way to fix that is either make thorns insta death too or make it so there's no 'wall' back there to even cling to.

Making spikewalls instadeath would probably only create more problems than it solves. After all, it's not supposed to be -that- hard. ^^;;

Not sure I'm a fan of falling through the map either if there's no wall... Maybe what they needed is, depending how the map was set up, perhaps just another type of blocker you cannot cling on.

Hope it'd be better should there ever be a sequel or successor.
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Date Posted: Dec 9, 2016 @ 12:59am
Posts: 26