

Individual areas are still pretty linear and not all that interconnected, so it doesn't exactly lend itself to exploratory gameplay.

For one, who the hell used blaze, the turrets or the throwing star? Were they necessary enough to sacrifice the left trigger? Why shouldn't X/Y/B just have fixed functions? Was everyone asleep when playtesting how well having grapple/bash and dash/burrow on the same buttons worked out? Did Thomas Mahler spend too much time smoking his pipe rather than pontificating over such things? These are important questions.Īnd here's a really big question, how much does Wisps benefit from being more non-linear? Very little if you ask me, it detracts from it if anything. I really don't get why they ran with it when like half the abilities could've been easily cut and the game would be better off for it. The latter should've just been a passive upgrade, having one of your three buttons taken up by something you just toggle on/off rather than actively use is just non-sense in a game like this. I fail to see how the former even it made into the game when it has zero uses outside of a handful of spots. The feather windgust thing and flash are egregious examples. Having to swap abilities in and out through the wheel just breaks up the flow and hardly adds anything positive. And thanks to all that the left trigger is now taken up for the sake of swapping a bunch of superfluous attacks. That elevator before the Willow for example is the most perfunctory and trivial endgame combat encounter I've seen in a while. There's no interesting or even challenging fights outside of the handful of bosses (which are GOOD). It's fun to style on enemies with all the new toys, but that's about it. There's only like four or five new enemy types despite the increased emphasis on fighting, and the small roster in the last game hardly mattered since it was almost purely about platforming. Rather than doing that they tried to expand upon it, but clearly didn't really commit. In the first game it was just a kink that needed to be ironed out IMO. And a lot of design decisions felt like reactionary attempts to appease some complaints regarding Blind Forest and don't feel like they got thought through properly, like the combat for instance.Ĭombat is still pretty much tertiary despite all the improvements, which ended up feeling like misguided effort to me.
#Ori and the blind forest dash upgrade plus
Plus most of its merits can already be found in its predecessor, so it's not some sort of huge leap. It's bigger, certainly looks nicer, but it's not necessarily better in every regard. If I were to be generous, I think a more apt comparison would be Super Mario World. I don't think Wisps is the Super Mario Bros 3 level sequel it got hyped up to be. I'm probably gonna get called a stinky contrarian, and this'll likely end up being so long that nobody in their right mind will read my non-sense, BUT HERE I GO.
