If you enjoy these videos and want to communicate with me directly / be involved with future streams and behind the scenes filming come and join the discord : discord.gg/B9t7YCF
One thing I'll mention is that if you complete Baur's Reach first and get the light burst, the added mobility from bashing off it actually trivializes some of the puzzles in Luma Pools and Mouldwood. That bubble puzzle in particular is completely skipped by just bashing up off your light burst. This can be a good thing or a bad thing, as it can make you feel clever by finding a workaround, but it can potentially make it too easy and remove the challenge.
@@DesignDelve Wow that was a fast reply! *Puts on a pair of sunglasses* Almost as fast as my time on the Silent Woods Spirit trial. (Or faster than my time on Klowok's Hollow cuz I cannot for the life of me figure out how some madlad does it in like 12 seconds (even though I can literally watch their ghosts lol. And yes I just put parenthesis inside of another parenthesis))
@@DesignDelve Last I checked on Silent Woods on Xbox (Idk if it's cross platform for the spirit trial times) I was at 98th place with a time of 17.248. For Klowock's Hollow I'm at 13026th place with a time of 17.145. They're my best and worst placings for the sprit trials. And I've placed in at least the top 600 (well...601 for The Wellspring) for all of them but Klowock's Hollow From watching some people's ghosts (top 10) I see some people do some speedrunner strat where they dash twice in mid air or something. Since the Silent Woods trial has a lot of grappling and large distances to fling yourself there is less room to utilize that, so my good platforming and perseverance (though some might call it "being addicted to spirit trails") allowed me to get a top 100 time.
That’s sweet dude I was doing some trials on stream last Friday. They are so fun to do night do some more next Friday too! Thanks for sharing your time boss you must be a BEAST.
As I mentioned on the other Ori video, I just kind of skipped over this series and I hadn't really looked into anything about either for no reason in particular, but wow this game looks amazing! That's not to say that the first one didn't look good, but what you've shown in this video really looks like it blows the first one out of the water. I think this series just got bumped up my list. And just as an extra note, I really enjoy your sense of humor. Every one of your videos makes me laugh at least once (usually more), and also teaches me a lot about game design elements and techniques. You've got a gift dude.
Great vídeo! I just finished playing the first and the second game, one after another, and it was such a delight to be challenged by this game, in the way i have never been before. At first I was overwhelmed by the weapon wheel, but with time it just felt VERY natural to me. The only thing is missing in this vídeo is a topic about the Score, that improved massively too, they perfectly capture playful nature of the water in the Luma Pools, and the creepy mysterious nature of mouldwood depths (that was my favorite part of the game), it was just on point with the themes.
Completely agree! The score was insanely good, such a pleasure to edit with :) what a fantastic game series! Thank you for your amazing comments Mary :D
I really liked the Blind Forest and I grabbed this one on sale a while back and now I think I'm gonna have to play it in the near future after watching this. Curse you, JM8! Curse you for making this game look so good!
Fantastic video. Reminds me of some other game theory channels. Hope the channel grows. Though I would say that another issue with the non-linearity is that having a certain powerup makes later portions (and especially bosses) easier. A really good example of this specifically is the light burst which can be used vs. the other bosses and allows you to skip puzzles (such as the first bubble one) so I tend to go to Baur's 2nd (which is funny as ice was the 2nd dungeon's theme in the original Ori also.)
about linearity, maybe an idea could be to divide the game in 2 parts, the 1st being non-linear like in ori 2, and when the player has all the abilities, a 2nd linear part with levels using all the abilities at their full potential (longer than just the end like in ori 2)
Wonderful idea Ismail :) this would fix a lot of the problems and a good way of balancing out the progression curve of the game also. Great input boss.
I played the first Ori game and while it was veery pretty, I didn't finish it as it isn't really for me. Even though I know that I still want to buy this one because it just has such amazing visuals
I believe this one will do a better job at holding your attention boss I highly recommend it :) if you do please come back here and tell me your thoughts I’d love to hear them
Do you know what, both times I removed sections about the music and sound design from both videos because they were to long. Both over 5 minutes each. Because my Job when I was a game designer was a sound designer and composer :) so I have ALOT to say about the sound design and music of this game and I am hoping to put them into their own video in the future :) keep an eye out boss! I’m REALLY glad you liked this episode :)
I know I slipped xD I actually re-recorded my overview section to correct it but must have missed in the gust rant section.. my bad but I hope you enjoyed the video anyway :)
you've absolutely nailed this episode man. ori is one of my favourite game series and you've absolutely nailed in reviewing it. the story, the gameplay and the art are all absolutely brilliant. your analysis is as brilliant as always and I'm glad I'm not the only one who feels they did the combat 10000x better in WotW especially with how they give you no combat abilities in the beginning. keep up the awesome work man 1k subs here we come
Linearity allows for an immersive narrative, carefully weaved together. When you are unlocking abilities by travelling to an area, it makes far more sense to me to have a linear story, allowing for each area to utilise those earlier unlocks. In games where your level unlocks abilities, the design of levels has to allow for multiple solutions, or, as with metroidvania, lock off areas until you reach a certain level. This approach is not one you would see with platformers though, and is far more prevalent in hack & slash as the difficulty curve is based on enemy level. Another excellent analysis, loving the new style! 10/10 would watch again...and probably will
To answer your question posed in the video (if you could even call it that) good sir I have to say that non linen based bedding is far superior to traditional linen bedding and I think ori and the will of the wisps would be a substantially better as a secret agent game simulator, You could play as agent 00ri and infiltrate the Russo government in an attempt to stop a Coo (hahahaha get it) . You'd be able to utilize abilities like the double jump, the hammer triple jump and the big mac to evade detection by the dominos in the wild russian cityforest and should worst come to worst 00ri will have a brand new ability, the cyanide pill unlike in traditional spy media however he won't have a false tooth containing his one way ticket out of a sticky situation he'll have it discreetly hidden in the folds of his foreskin, imagine that! the rampaging russian ravens roam responsibly into their room of big secrets to find 00ri autofellating before he falls over, white foam at the mouth and a new game starts, this time you play as his successor also called 00ri for some bizarre reason, like what a shit name who would even come up with that if it was me I'd have called him Maxwell Cocksure: agent with a huge cock. That aside however I think this game looks like quite a good one though not as good as prince of persia warrior within because that game had a really metal sound track and I loved how it didn't have pharoh in it. To wrap things up good video i'd rate 4/20 (finger lickin' good!)
I absolutely loved blind forest so this was high on my wish list. I anticipated the release and booted it up for the first time. Emotions overwhelmed me and I cried for a solid 10 minutes just staring at the title screen. The whole game was a magical experience, and that's why will of the wisps is my all time favorite game. I played it at release and fortunately did not encounter ANY bugs, apart from the audio buzz. My most memorable moment was, apart from the ending, the part after the pools boss fight. The area has become my favorite place to relax in the entire game because of it's incredible music, great lighting and stunning colors. The ending I'll describe as bittersweet. It's a sad ending, but I can't think of any better way to conclude the series. Note: While it is up to personal preference, I thought visually the game looked best with 0% sharpness. Even with 50% it looked weird to me
Dude I just found your channel through your PoP videos and I'm loving it. Great work! In regards to Ori, though I still prefer Blind Forest over it, Will of the Wisps is so beautiful as a whole that I can't not love it and I'm glad that there is people like you praising it in such an informative manner (and with memes, of course). Looking forward to the next one, keep it up! :)
Yo dude thanks for the kind words :) really glad you’re enjoying the videos! I completely understand where you are coming from with Ori I feel that. And stick around boss next episode will be out as soon as possible and will be on Hades :)
SLAMMIN ! that is what I have to say about this video. This is one of my favourite games also and I agreed with everything you said in this video. I agree with Psycho I feel like this is one of your best videos. To your question, I think that it depends on the game, for example, I agree that in Ori WoW making this more linear would mean that the devs could make the platforming more interesting as you mentioned, but for a game like Red Dead making the story stick directly to the main storyline would mean that the player would lose out on so much of the environmental missions which are what makes Red Dead such an immersive game.
I guess having interesting side missions and a simplified gameplay system not based and gained through exploring is what’s needed for a non linear progression to have the correct amount of impact. Good insight boss and I’m super glad you enjoy it :)
There are three ways I see to have a hybrid of linearity and nonlinearity: 1) offer a choice, but limited between two things at a time, 2) change the other zones after completing one of them, 3) allow for multiple ways to progress through each area, allowing the abilities you would gain to have a use in each. No. 1 is probably the easiest. With four areas reduced down to two choices at a time, the 2nd two can incorporate the new abilities gained from the first two. This, however, limits the choices you can make considerably. The second option is perhaps the strangest and would require additional resources be devoted to including it. It would allow for each playthrough to be different, and subsequent areas having multiple ways to approach the problems it presents. The last option would be BY FAR the most difficult to implement since the planning for each area would require you to consider whether or not you had every other ability. Interestingly enough, since each ability in this sequel has both a movement and combat use, there might be a fourth way to design for it in this series of games. In each area, you can include enemies in which it would be beneficial to use the combat portion of an ability that comes from another area... meaning there is a reason to use each ability in every zone without it limiting your progression. The downside to this is utilizing it could make the content far easier in that area.
@JM8 this channel is fantastic. I lose 10% of the things you say because I know technical English, so I don't understand some jokes and cliches, but I really liked the two videos about Ori. Following you from now on.
Bravo, fantastic video. Will of the Wisps is one of my fav games of all time and hands down my favorite Metroidvania. I’ve yet to play through Hollow Knight (as everyone raves its the best) but I’ve put about 2 hours into it and I have to force myself to keep going as I hate not knowing where to go and feeling like I’m wasting my time so it didn’t instantly capture me like the first 5 mins did of both Ori games. As for linear vs non-linear, I like both so it doesn’t matter to me as well as it’s done well and is designed to play to the strengths of the chosen style.
In terms of linearity, whichever would work better for you depends on the kind of game you're trying to make (I know that's a cop-out answer, but you know pros and cons). In general I think it's strange that "linear" started having negative connotations in games media, as a game with linear progression gives the developers a lot more control over narrative pacing and the difficulty curve and I think a lot of games suffer because the higher ups don't want negative coverage for a game being too linear. I generally find games with little to no story are better suited for nonlinear design as that avoids situations where massive stakes being set up in the story only for the player to ignore all that noise and go off to some other area to see what's going on there instead. I feel like I want to say more on this but I should really be getting to bed. Thanks for all the work you put into these videos, both back when you made this and with what you're working on now, they really are excellent!
Wonderful input DeebZ, it all comes down to choice tbh. Mechanical and narrative choice. You can design a linear game but have it drenched in choice. I think player don’t hate linearity I think they hate railroading. Thanks for the support DeebZ your comments make my day m8 💕
I think the Devs had a story they wanted to tell, and didn't want to do a story with different endings because they want to tell a narrative with only one ending for the series. The best example i could think of would be Telltales The walking dead Season 1, where yes there is only 1 ending to that game which means it's a linear story based game however the journey to the end point is different for each player. Yes they all hit the same beats and same locations but it's more about how you handled things that get people to react to you in various ways making the journeys experience for each player being different. Telltales The walking dead Season 1 might not be the best example but it has the same message in terms of linear and non linear story. Making a game with so many different endings while still making sense is a very hard thing to do. but hopefully what i've written here gives you a good idea as to why, Yes it is linear... but it's not about the destination, (Though it should be a great ending) it's about the journey. And that journey is different for each player.
Another wonderful insight here dude. The nature of the linearity of the game is not a problem in regards to narrative delivery but with progression and ability implementation. Each player will always experience the same exact story no matter how or where they progress. As I mentioned in the video it’s only 3 of the 4 wisps areas that are non linear in nature. And due to the non linearity of those areas those abilities you gain in those areas cannot be implemented or utilised in other areas to their full ability. I personally do not think having 3/7 areas of your game being able to be done in a slightly different order is worth not having the abilities used to their full potential. Ori and the blind forest is a perfect example of having a Metroidvania game that FEELS non linear but give the developers full freedom to utilise all of their designs.
@@DesignDelve Thank you for responding. in the video it kind of came off as though a linear game is something bad, but i'm glad to hear it's been cleared up. I think you're doing amazing with your channel so far. Keep up the good work.
Like the sequel, this video improves on your analysis of the original! I'm so glad to see someone break down everything awesome about my favorite game, and I hope more people discover the life-changing experience that is the Original games.
Jimi these comments should be illegal. They boost my spirits to a criminal level. Thank you bro this means a lot to me 👌 really hope you’re enjoying the content and I’d love to hear what you think of my other episodes :D
I personally love linear games. Not a big fan of massive open world games. I'm more drawn towards games like Spiderman and GoW, they're kind of open world, but linear aswell. I have enjoyed the Ori franchise a lot... Played both games, TWICE! And I think the main thing that keeps me coming back is the design, platforming and traversal! The story is okay, combat is good, puzzles safe fun but the platforming, movement and design is just absolutely exquisite!
I have had a very odd experience with this game When I got my hands on it, I wanted to love it. I really liked the original (even with the lackluster combat) and I was really lookikg forward to this sequel. Now Ori 2 (sorry that title is a bit too long to type over and over so I shall refer to this game as Ori 2) is an artistic masterpiece, there is absolutely no doubt in that, the art, vfx, sfx and soundtrack are all excellent. However when it comes to the game itself, I ran into several design decisions that ultimately resulted in me giving up on the game without finishing it. Firstly I will say that of all the aspects taken from Hollow Knight, the cartographer is to me the one that really had no reason to be. In Ori, when you get the map of an area, the entire region is presented to you right away. Comparing this to Hollow Knight, where you get an outline of the main rooms, but ultimately the map is filled in by your exploration, and it feels like the way Ori implemented it, they forgot how this one difference encourages exploration based on the player's will to map out the place. The other major issue I have with Ori 2 is the bosses. Now narratively they are perfectly implimented in the game, and the fights were challenging but creative. However, at times the visual style of the game made it hard to read which part of the boss would hurt me/I was able to hit (thinking in particular of the spider boss, which is both in the foreground and background at once). More importantly, and the part that lead me to just leave the game unfinished was the chase sequences. Now the Ginso tree is a great sequence in the first game, that is for sure, but in Ori 2 it feels like they thought chase sequences were the best thing ever because lord is there a lot of them. And those ended up souring the experience for me. Now I do understand that they indeed play a role in testing the player's ability to platform during the bosses. However, the constant stress of not knowing what is coming, and in my case not always understanding first time where I'm meant to go and being killed for trying to think for more than 5s ended up more annoying than fun. There are many ways to make platforming challenging, ask Hollow Knight, but reducing it exclusively to stess-inducing sequences that either follow or preceed a boss fight (which is another difference with the Ginso tree, the chase sequence was the climax, no an additional challenge to an already instense segment) grew old very quickly, and by the time I got the 4 wisps and I get yet again chased, this time by a sandworm, that's when I had enough of it. My experience is my own, and even if I did not finish the game, i cannot deny the mastery displayed by its creators. I can absolutely understand why people like it so much, it just so happens that for me some of the sections of the original they cose to focus on the most weren't really the ones I was the most fond of, which is why I end up preferring the original
These game are so emotionally charged, I've teared up every time I've personally played them, watched someone else play them, and almost did just watching the two videos you did one them. While they aren't perfect I still recommend them for almost everyone I talk to video games about as an overall experience. Just watching these videos back to back almost makes me want to go play them again, but I'm not sure I need that emotional rollercoaster right now.
I needed this today. Thank you Dyani 😁 I’m so happy you’re enjoying the videos and I would LOVE to hear what you think of my others too! I value your feedback 💕
@@DesignDelve I really enjoyed the other Ori-video. Actually I don't play the other games your videos are about but you still deserve a subscription and I'm excited what other games you'll make videos about 🥰✨
@@DesignDelve Well, I love the Zelda games haha but I guess they're way to big to cover them. Maybe one of your already existing videos will get me to play a different game ☺️
I am not am avid gamer but loved Blind Forest, when Will of Wisps came out and the mechanics changed so much I felt almost betrayed at first, since it made it harder and I thought maybe it had become too hard for me to play. I was so wrong and I ended up loving it so much. It really is the perfect sequel and you absolutely nailed the reasons why. So much care has been put into it's making, it made me fall in love with videogames.
Great video to answer your question I think that it could be better if it was linear but the fact is that this game was sooooo good that I'm just glad it a thing lol, maybe for ori 3 they can make it a bit more linear so we can use most of our skills in most areas but that would be even more work. I absolutely loved this game I after playing the first one I got this on release day and spent nearly 80hours searching every nook and cranny
@@DesignDelve well to be honest I can't remember the story ending in ori 2 but they can make up something with there skill and I really hope that there will be it's one of my favourite games, now I'm going to have to Google it and look for any hints lol. I'm playing hollow knight right now I started 18months ago and stopped after 35 hours because I got bored with the lack of direction but I picked it up again 5 days ago and I'm hooked yet again I just got all the grubs and have 60hours on it so far but still lots more to go, its unbelievable how much "GOOD" content they put into this game, but they are from Australia and so am I so it makes sense haha. I am 41yr old and it's just soooo good to see how the gaming industry has grown and become main stream, my 7yr old mum plays so funny game on her tablet it's great
Really interesting to hear your experience with Hollow Knight 😁 have you seen my Anatomy episode on it? I now work for The Escapist and my Anatomy series has moved over there! I have a episode on there you might like! Would love to hear your thoughts on it boss!
@@DesignDelve first off no need to call me boss I'm no one's boss except my kids lol but I get that it's a friendly term so all good, and yes that's how I found this channel I saw your vid on hollow knight and you mentioned your ori videos and I agree with the lack of direction which at times can be ok but for hollow knight because it's sooo big and has so much it can be overwhelming and I wouldn't be able to finish the game without the wiki I have a certain amount of patience for good games but I don't have enough patience to be lost for hours on end, I don't remember ever getting so lost in a game that I gave up before especially older games before the age of Internet, a lot of devs will make games vague knowing that alot of people will look online and therefore help to create an online community which helps the games popularity grow in some cases but I personally don't think they should do this because I don't like having to get off the game to look online to know where to go it has made it alot easier to lose interest in a game. I pretty much agree with everything you said about hollow knight and I believe that it was an intentional design to your question in that video😊👍
@@DesignDelve I think you got the light ball there, and maybe the dash too. You can use these to solve a few platforming puzzles in an alternate way later on
If you enjoy these videos and want to communicate with me directly / be involved with future streams and behind the scenes filming come and join the discord : discord.gg/B9t7YCF
Great video! I'm amazed that you have so few subscribers with such high quality uploads.
Thank you boss this means a lot :) hopefully you can stick around and watch the channel grow in its own time!
One thing I'll mention is that if you complete Baur's Reach first and get the light burst, the added mobility from bashing off it actually trivializes some of the puzzles in Luma Pools and Mouldwood. That bubble puzzle in particular is completely skipped by just bashing up off your light burst. This can be a good thing or a bad thing, as it can make you feel clever by finding a workaround, but it can potentially make it too easy and remove the challenge.
This is another Great insight into the linearity problem. good insight boss!
Woah. The spirit trial music at 9:28 is low key stressing me out. And great video.
I can 100% feel this. And thank you bro :) means a lot to me! More videos coming soon! Stay tuned!
@@DesignDelve Wow that was a fast reply!
*Puts on a pair of sunglasses*
Almost as fast as my time on the Silent Woods Spirit trial.
(Or faster than my time on Klowok's Hollow cuz I cannot for the life of me figure out how some madlad does it in like 12 seconds (even though I can literally watch their ghosts lol. And yes I just put parenthesis inside of another parenthesis))
How fast are your times boss? I’m curious now 🦧
@@DesignDelve Last I checked on Silent Woods on Xbox (Idk if it's cross platform for the spirit trial times) I was at 98th place with a time of 17.248. For Klowock's Hollow I'm at 13026th place with a time of 17.145. They're my best and worst placings for the sprit trials. And I've placed in at least the top 600 (well...601 for The Wellspring) for all of them but Klowock's Hollow
From watching some people's ghosts (top 10) I see some people do some speedrunner strat where they dash twice in mid air or something. Since the Silent Woods trial has a lot of grappling and large distances to fling yourself there is less room to utilize that, so my good platforming and perseverance (though some might call it "being addicted to spirit trails") allowed me to get a top 100 time.
That’s sweet dude I was doing some trials on stream last Friday. They are so fun to do night do some more next Friday too! Thanks for sharing your time boss you must be a BEAST.
As I mentioned on the other Ori video, I just kind of skipped over this series and I hadn't really looked into anything about either for no reason in particular, but wow this game looks amazing! That's not to say that the first one didn't look good, but what you've shown in this video really looks like it blows the first one out of the water. I think this series just got bumped up my list.
And just as an extra note, I really enjoy your sense of humor. Every one of your videos makes me laugh at least once (usually more), and also teaches me a lot about game design elements and techniques. You've got a gift dude.
Yo dude this means a lot to me 😁 even on my older videos that can be a bit jank! Cheers broski you keep my spirits up!
Great vídeo! I just finished playing the first and the second game, one after another, and it was such a delight to be challenged by this game, in the way i have never been before. At first I was overwhelmed by the weapon wheel, but with time it just felt VERY natural to me. The only thing is missing in this vídeo is a topic about the Score, that improved massively too, they perfectly capture playful nature of the water in the Luma Pools, and the creepy mysterious nature of mouldwood depths (that was my favorite part of the game), it was just on point with the themes.
Completely agree! The score was insanely good, such a pleasure to edit with :) what a fantastic game series! Thank you for your amazing comments Mary :D
I really liked the Blind Forest and I grabbed this one on sale a while back and now I think I'm gonna have to play it in the near future after watching this.
Curse you, JM8! Curse you for making this game look so good!
Mwahahaha I got you :P
Fantastic video. Reminds me of some other game theory channels. Hope the channel grows.
Though I would say that another issue with the non-linearity is that having a certain powerup makes later portions (and especially bosses) easier.
A really good example of this specifically is the light burst which can be used vs. the other bosses and allows you to skip puzzles (such as the first bubble one) so I tend to go to Baur's 2nd (which is funny as ice was the 2nd dungeon's theme in the original Ori also.)
Hello from Reddit ;) thanks again boss I completely agreed. Get pinned.
about linearity, maybe an idea could be to divide the game in 2 parts, the 1st being non-linear like in ori 2, and when the player has all the abilities, a 2nd linear part with levels using all the abilities at their full potential (longer than just the end like in ori 2)
Wonderful idea Ismail :) this would fix a lot of the problems and a good way of balancing out the progression curve of the game also. Great input boss.
I played the first Ori game and while it was veery pretty, I didn't finish it as it isn't really for me. Even though I know that I still want to buy this one because it just has such amazing visuals
I believe this one will do a better job at holding your attention boss I highly recommend it :) if you do please come back here and tell me your thoughts I’d love to hear them
0dislike . Wow🔥
You know it son 🤌🏻🕺
GOTY
Agreeeeeed
Such a nice video, thanks again, I liked it so much. just one thing you haven't said, how incredible good the soundtrack of the game is 😅
Do you know what, both times I removed sections about the music and sound design from both videos because they were to long. Both over 5 minutes each. Because my Job when I was a game designer was a sound designer and composer :) so I have ALOT to say about the sound design and music of this game and I am hoping to put them into their own video in the future :) keep an eye out boss! I’m REALLY glad you liked this episode :)
@@DesignDelve Wow, nice backstory, I'm looking forward to the video!
Great look into the game as a whole. However, Ku is canonically a female. Keep making awesome videos!
I know I slipped xD I actually re-recorded my overview section to correct it but must have missed in the gust rant section.. my bad but I hope you enjoyed the video anyway :)
you've absolutely nailed this episode man. ori is one of my favourite game series and you've absolutely nailed in reviewing it. the story, the gameplay and the art are all absolutely brilliant. your analysis is as brilliant as always and I'm glad I'm not the only one who feels they did the combat 10000x better in WotW especially with how they give you no combat abilities in the beginning. keep up the awesome work man 1k subs here we come
Cheers bro 💕 we are getting closer and closer to 1k subs dude so so so so close! I can taste it!
Linearity allows for an immersive narrative, carefully weaved together. When you are unlocking abilities by travelling to an area, it makes far more sense to me to have a linear story, allowing for each area to utilise those earlier unlocks. In games where your level unlocks abilities, the design of levels has to allow for multiple solutions, or, as with metroidvania, lock off areas until you reach a certain level. This approach is not one you would see with platformers though, and is far more prevalent in hack & slash as the difficulty curve is based on enemy level. Another excellent analysis, loving the new style! 10/10 would watch again...and probably will
Great insight boss, I’m really glad you enjoyed it :) make sure to vote on the next episode when it’s up on Patreon!
I learned only one thing about Ori in this video. They're a plumber. This is canon now and nobody can convince me otherwise.
1000%. Fact. Should be on the Ori wiki.
ori...
aori...
maori...
Mario
Genius.
To answer your question posed in the video (if you could even call it that) good sir I have to say that non linen based bedding is far superior to traditional linen bedding and I think ori and the will of the wisps would be a substantially better as a secret agent game simulator, You could play as agent 00ri and infiltrate the Russo government in an attempt to stop a Coo (hahahaha get it) . You'd be able to utilize abilities like the double jump, the hammer triple jump and the big mac to evade detection by the dominos in the wild russian cityforest and should worst come to worst 00ri will have a brand new ability, the cyanide pill unlike in traditional spy media however he won't have a false tooth containing his one way ticket out of a sticky situation he'll have it discreetly hidden in the folds of his foreskin, imagine that! the rampaging russian ravens roam responsibly into their room of big secrets to find 00ri autofellating before he falls over, white foam at the mouth and a new game starts, this time you play as his successor also called 00ri for some bizarre reason, like what a shit name who would even come up with that if it was me I'd have called him Maxwell Cocksure: agent with a huge cock. That aside however I think this game looks like quite a good one though not as good as prince of persia warrior within because that game had a really metal sound track and I loved how it didn't have pharoh in it. To wrap things up good video i'd rate 4/20 (finger lickin' good!)
Best comment yet. You’ve outdone yourself.
I absolutely loved blind forest so this was high on my wish list. I anticipated the release and booted it up for the first time. Emotions overwhelmed me and I cried for a solid 10 minutes just staring at the title screen. The whole game was a magical experience, and that's why will of the wisps is my all time favorite game. I played it at release and fortunately did not encounter ANY bugs, apart from the audio buzz. My most memorable moment was, apart from the ending, the part after the pools boss fight. The area has become my favorite place to relax in the entire game because of it's incredible music, great lighting and stunning colors. The ending I'll describe as bittersweet. It's a sad ending, but I can't think of any better way to conclude the series.
Note: While it is up to personal preference, I thought visually the game looked best with 0% sharpness. Even with 50% it looked weird to me
Thank you for sharing your emotional journey through the series and your views on it here boss :) I hope my videos did the games justice for you
Dude I just found your channel through your PoP videos and I'm loving it. Great work!
In regards to Ori, though I still prefer Blind Forest over it, Will of the Wisps is so beautiful as a whole that I can't not love it and I'm glad that there is people like you praising it in such an informative manner (and with memes, of course). Looking forward to the next one, keep it up! :)
Yo dude thanks for the kind words :) really glad you’re enjoying the videos! I completely understand where you are coming from with Ori I feel that. And stick around boss next episode will be out as soon as possible and will be on Hades :)
Never played the ori games
this convinced me to check them out
Well worth your time boss :) hope you enjoyed the video!
SLAMMIN ! that is what I have to say about this video. This is one of my favourite games also and I agreed with everything you said in this video. I agree with Psycho I feel like this is one of your best videos. To your question, I think that it depends on the game, for example, I agree that in Ori WoW making this more linear would mean that the devs could make the platforming more interesting as you mentioned, but for a game like Red Dead making the story stick directly to the main storyline would mean that the player would lose out on so much of the environmental missions which are what makes Red Dead such an immersive game.
I guess having interesting side missions and a simplified gameplay system not based and gained through exploring is what’s needed for a non linear progression to have the correct amount of impact. Good insight boss and I’m super glad you enjoy it :)
There are three ways I see to have a hybrid of linearity and nonlinearity: 1) offer a choice, but limited between two things at a time, 2) change the other zones after completing one of them, 3) allow for multiple ways to progress through each area, allowing the abilities you would gain to have a use in each.
No. 1 is probably the easiest. With four areas reduced down to two choices at a time, the 2nd two can incorporate the new abilities gained from the first two. This, however, limits the choices you can make considerably. The second option is perhaps the strangest and would require additional resources be devoted to including it. It would allow for each playthrough to be different, and subsequent areas having multiple ways to approach the problems it presents. The last option would be BY FAR the most difficult to implement since the planning for each area would require you to consider whether or not you had every other ability.
Interestingly enough, since each ability in this sequel has both a movement and combat use, there might be a fourth way to design for it in this series of games. In each area, you can include enemies in which it would be beneficial to use the combat portion of an ability that comes from another area... meaning there is a reason to use each ability in every zone without it limiting your progression. The downside to this is utilizing it could make the content far easier in that area.
Wonderful insights thank you for sharing your theories naejimba!
best vid yet, M8, you know how to edit. 10/10 TV effect noice one, proud of ya
You like the tv border? It’s pretty good right? ;)
@@DesignDelve M8, it's the best thing of the video, whatchu on about, it's like the most visible thing in the world. Shine bright like a TV
Great video with good insights and production value.
Please hades next.
Thanks for the kind words boss :) luckily for you Hades won and I am currently making it as we speak 👀
@JM8 this channel is fantastic. I lose 10% of the things you say because I know technical English, so I don't understand some jokes and cliches, but I really liked the two videos about Ori. Following you from now on.
So happy you enjoyed them and thanks for following 😁
Bravo, fantastic video. Will of the Wisps is one of my fav games of all time and hands down my favorite Metroidvania. I’ve yet to play through Hollow Knight (as everyone raves its the best) but I’ve put about 2 hours into it and I have to force myself to keep going as I hate not knowing where to go and feeling like I’m wasting my time so it didn’t instantly capture me like the first 5 mins did of both Ori games. As for linear vs non-linear, I like both so it doesn’t matter to me as well as it’s done well and is designed to play to the strengths of the chosen style.
Hell yea dude we’re on the same wavelengths 👌
In terms of linearity, whichever would work better for you depends on the kind of game you're trying to make (I know that's a cop-out answer, but you know pros and cons). In general I think it's strange that "linear" started having negative connotations in games media, as a game with linear progression gives the developers a lot more control over narrative pacing and the difficulty curve and I think a lot of games suffer because the higher ups don't want negative coverage for a game being too linear. I generally find games with little to no story are better suited for nonlinear design as that avoids situations where massive stakes being set up in the story only for the player to ignore all that noise and go off to some other area to see what's going on there instead. I feel like I want to say more on this but I should really be getting to bed. Thanks for all the work you put into these videos, both back when you made this and with what you're working on now, they really are excellent!
Wonderful input DeebZ, it all comes down to choice tbh. Mechanical and narrative choice. You can design a linear game but have it drenched in choice. I think player don’t hate linearity I think they hate railroading. Thanks for the support DeebZ your comments make my day m8 💕
I think the Devs had a story they wanted to tell, and didn't want to do a story with different endings because they want to tell a narrative with only one ending for the series.
The best example i could think of would be Telltales The walking dead Season 1, where yes there is only 1 ending to that game which means it's a linear story based game however the journey to the end point is different for each player. Yes they all hit the same beats and same locations but it's more about how you handled things that get people to react to you in various ways making the journeys experience for each player being different. Telltales The walking dead Season 1 might not be the best example but it has the same message in terms of linear and non linear story.
Making a game with so many different endings while still making sense is a very hard thing to do. but hopefully what i've written here gives you a good idea as to why, Yes it is linear... but it's not about the destination, (Though it should be a great ending) it's about the journey.
And that journey is different for each player.
Another wonderful insight here dude. The nature of the linearity of the game is not a problem in regards to narrative delivery but with progression and ability implementation. Each player will always experience the same exact story no matter how or where they progress.
As I mentioned in the video it’s only 3 of the 4 wisps areas that are non linear in nature. And due to the non linearity of those areas those abilities you gain in those areas cannot be implemented or utilised in other areas to their full ability. I personally do not think having 3/7 areas of your game being able to be done in a slightly different order is worth not having the abilities used to their full potential. Ori and the blind forest is a perfect example of having a Metroidvania game that FEELS non linear but give the developers full freedom to utilise all of their designs.
@@DesignDelve Thank you for responding. in the video it kind of came off as though a linear game is something bad, but i'm glad to hear it's been cleared up.
I think you're doing amazing with your channel so far. Keep up the good work.
This means a lot to me dude thank you so much :D
Ayyyyyyyy
Ayyyyyyy
I love it! Thank you for this.
Your channel is filling a void in the Game Dev YT community.
I love this comment thank YOU 😁
Like the sequel, this video improves on your analysis of the original! I'm so glad to see someone break down everything awesome about my favorite game, and I hope more people discover the life-changing experience that is the Original games.
Amazing analysis and logic dude. Loved this video btw.
Yo dude thank you so much :D really happy you enjoyed it!
The fact that you only have 2k subscribers while your content is this high quality is criminal
Jimi these comments should be illegal. They boost my spirits to a criminal level. Thank you bro this means a lot to me 👌 really hope you’re enjoying the content and I’d love to hear what you think of my other episodes :D
Ok, coming from the Hades video and then into this, these are pretty good videos. I like it.
Glad you enjoy them boss :) stay tuned for more!
I personally love linear games. Not a big fan of massive open world games. I'm more drawn towards games like Spiderman and GoW, they're kind of open world, but linear aswell. I have enjoyed the Ori franchise a lot... Played both games, TWICE! And I think the main thing that keeps me coming back is the design, platforming and traversal! The story is okay, combat is good, puzzles safe fun but the platforming, movement and design is just absolutely exquisite!
I'm not addicted to choiceahol, i also eat the ground nutties.
You are addicted m8 you won that special bib at that event remember?
Agree with the boss design, it is awesome 🤟
Preach 👌 you actually watching? Wow...
I love this game so much
One of the best games ever made in my opinion I agree
I have had a very odd experience with this game
When I got my hands on it, I wanted to love it. I really liked the original (even with the lackluster combat) and I was really lookikg forward to this sequel.
Now Ori 2 (sorry that title is a bit too long to type over and over so I shall refer to this game as Ori 2) is an artistic masterpiece, there is absolutely no doubt in that, the art, vfx, sfx and soundtrack are all excellent. However when it comes to the game itself, I ran into several design decisions that ultimately resulted in me giving up on the game without finishing it. Firstly I will say that of all the aspects taken from Hollow Knight, the cartographer is to me the one that really had no reason to be. In Ori, when you get the map of an area, the entire region is presented to you right away. Comparing this to Hollow Knight, where you get an outline of the main rooms, but ultimately the map is filled in by your exploration, and it feels like the way Ori implemented it, they forgot how this one difference encourages exploration based on the player's will to map out the place.
The other major issue I have with Ori 2 is the bosses.
Now narratively they are perfectly implimented in the game, and the fights were challenging but creative.
However, at times the visual style of the game made it hard to read which part of the boss would hurt me/I was able to hit (thinking in particular of the spider boss, which is both in the foreground and background at once). More importantly, and the part that lead me to just leave the game unfinished was the chase sequences. Now the Ginso tree is a great sequence in the first game, that is for sure, but in Ori 2 it feels like they thought chase sequences were the best thing ever because lord is there a lot of them.
And those ended up souring the experience for me. Now I do understand that they indeed play a role in testing the player's ability to platform during the bosses. However, the constant stress of not knowing what is coming, and in my case not always understanding first time where I'm meant to go and being killed for trying to think for more than 5s ended up more annoying than fun. There are many ways to make platforming challenging, ask Hollow Knight, but reducing it exclusively to stess-inducing sequences that either follow or preceed a boss fight (which is another difference with the Ginso tree, the chase sequence was the climax, no an additional challenge to an already instense segment) grew old very quickly, and by the time I got the 4 wisps and I get yet again chased, this time by a sandworm, that's when I had enough of it. My experience is my own, and even if I did not finish the game, i cannot deny the mastery displayed by its creators. I can absolutely understand why people like it so much, it just so happens that for me some of the sections of the original they cose to focus on the most weren't really the ones I was the most fond of, which is why I end up preferring the original
I can 100% see why you preferred the original 👌 wonderful insight thank you for sharing bud!
These game are so emotionally charged, I've teared up every time I've personally played them, watched someone else play them, and almost did just watching the two videos you did one them. While they aren't perfect I still recommend them for almost everyone I talk to video games about as an overall experience. Just watching these videos back to back almost makes me want to go play them again, but I'm not sure I need that emotional rollercoaster right now.
The ending of Will of the Wisps gets me every time
I have no issues with this game for me is just a masterpiece
I really love the way you're putting your videos together. The humor and knowledge makes them soooo fun to watch!
I needed this today. Thank you Dyani 😁 I’m so happy you’re enjoying the videos and I would LOVE to hear what you think of my others too! I value your feedback 💕
@@DesignDelve I really enjoyed the other Ori-video. Actually I don't play the other games your videos are about but you still deserve a subscription and I'm excited what other games you'll make videos about 🥰✨
So glad you’re enjoying them Dyani! What’s would you LOVE to see me cover on the channel?
@@DesignDelve Well, I love the Zelda games haha but I guess they're way to big to cover them. Maybe one of your already existing videos will get me to play a different game ☺️
Well if you come up with anything gyropilot need a message! Hope you enjoy Dyani!
I am not am avid gamer but loved Blind Forest, when Will of Wisps came out and the mechanics changed so much I felt almost betrayed at first, since it made it harder and I thought maybe it had become too hard for me to play. I was so wrong and I ended up loving it so much. It really is the perfect sequel and you absolutely nailed the reasons why. So much care has been put into it's making, it made me fall in love with videogames.
I’m so happy Will of the Wisps could do that for you Sofia :) and I really hope you enjoyed this episode too 😁
Great video to answer your question I think that it could be better if it was linear but the fact is that this game was sooooo good that I'm just glad it a thing lol, maybe for ori 3 they can make it a bit more linear so we can use most of our skills in most areas but that would be even more work. I absolutely loved this game I after playing the first one I got this on release day and spent nearly 80hours searching every nook and cranny
Glad you enjoyed the video 😁 and do you think there will be an Ori 3?
@@DesignDelve well to be honest I can't remember the story ending in ori 2 but they can make up something with there skill and I really hope that there will be it's one of my favourite games, now I'm going to have to Google it and look for any hints lol. I'm playing hollow knight right now I started 18months ago and stopped after 35 hours because I got bored with the lack of direction but I picked it up again 5 days ago and I'm hooked yet again I just got all the grubs and have 60hours on it so far but still lots more to go, its unbelievable how much "GOOD" content they put into this game, but they are from Australia and so am I so it makes sense haha. I am 41yr old and it's just soooo good to see how the gaming industry has grown and become main stream, my 7yr old mum plays so funny game on her tablet it's great
Really interesting to hear your experience with Hollow Knight 😁 have you seen my Anatomy episode on it? I now work for The Escapist and my Anatomy series has moved over there! I have a episode on there you might like! Would love to hear your thoughts on it boss!
@@DesignDelve first off no need to call me boss I'm no one's boss except my kids lol but I get that it's a friendly term so all good, and yes that's how I found this channel I saw your vid on hollow knight and you mentioned your ori videos and I agree with the lack of direction which at times can be ok but for hollow knight because it's sooo big and has so much it can be overwhelming and I wouldn't be able to finish the game without the wiki I have a certain amount of patience for good games but I don't have enough patience to be lost for hours on end, I don't remember ever getting so lost in a game that I gave up before especially older games before the age of Internet, a lot of devs will make games vague knowing that alot of people will look online and therefore help to create an online community which helps the games popularity grow in some cases but I personally don't think they should do this because I don't like having to get off the game to look online to know where to go it has made it alot easier to lose interest in a game. I pretty much agree with everything you said about hollow knight and I believe that it was an intentional design to your question in that video😊👍
So glad you’re enjoying the videos 😁
10:35 there is one optional extra area in the definitive edition
There is 100%. Where you get the dash ability right?
@@DesignDelve I think you got the light ball there, and maybe the dash too. You can use these to solve a few platforming puzzles in an alternate way later on