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cover-Ori and the Blind Forest: Definitive Edition

Monday, June 2, 2025 5:11:31 PM

Ori and the Blind Forest: Definitive Edition Review (neizod)

The platforming is challenging and well-executed. The movesets are expressive and flow together into a smooth parkour sequence (albeit a bit floaty). If you're coming for that alone, I'd say get the game — you won't be disappointed.
However, the game as a whole is also not perfect, not even a masterpiece, because of questionable design choices here and there.
First is the checkpoint system, which differs from traditional checkpoints where the game designers carefully place them in advance. In Ori, you must create your own checkpoint: determine which location looks "too dangerous", and place a respawn pod by spending your currency.
Sounds good on paper, but such currency can only be obtained via mini-challenges: killing enemies or picking up collectibles... seems easy, but these challenges won't respawn once you've claim it. So the "checkpoint" is a valuable asset. Maybe too valuable. Of course, this encourages careful planning and rewards risk-taking. However, it can also be a strong punishment to casual players — even to the point of introducing a soft lock, since they run out of checkpoints and can neither push forward nor turn back.
It's a bold move (like weapon breaking in Zelda: BOTW) — gotta give them the credit. Done right, this could pave the path for a novel save system in the gaming industry. But right now, the execution could be more forgiving to allow players of different skill sets to enjoy it... maybe such currency for saving should rely on real-world time instead, so if you fail one spot repeatedly, you have more than enough currency to save afterward.
The next point is the combat system. The basic attack is totally no-brainer! Just spam the attack button repeatedly without worrying about direction, stamina, or tactics. It's much later in-game that allow you to access a proper, interesting combat/movement skill: the Bash, which serves as projectile redirection (mostly back to the enemies) and also launch yourself in the opposite direction at the same time. This adds layers of complexity and leads to interesting gameplay in such a way that you'll never need the basic attack again. So why not scrap it from the game entirely (and design the level around the beginning in a stealth, weapon-sheathed style), then teach the fun omni-purpose skill a lot earlier?
Honestly, the Bash alone was the core identity of the entire franchise. You can have fun just running around the screen, experimenting with this one mechanic. It's similar to discovering the wild array of brilliant hidden dashes that stem from a simple basic dash in Celeste, or the chaining of various jumps into an expressive stylish combo in Super Mario. So why not promote this one mechanic and build the gameplay around it? Why introduce so many others that make Bash feel less important?
The skill tree also poses serious game design problems. It is practically non-existent: no connection or "branching path" that conveys meaning about similar skills. And some parts of the tree are genuinely no-brainer fillers! It feels like the tree is there just because every other game has one. Plus, if you're playing on a harder difficulty, you will never have sufficient resources to complete the tree.
Lastly, with my nitpicking: the game takes away control in semi-cutscenes, but still requires player action to advance it. You can't jump, can't run, can't turn back — must walk slowly forward for minutes... If they're going to do that, why not just make it a full cutscene that doesn't require player interaction at all?
Despite all of these, it still is — and will forever be — a great platformer. You gotta decide if you can live with the faults in other departments.