Sounds amazing. I'm especially excited to play this in 4K HDR. The colors of the art should be even more vibrant with that. I hope the story has emotional touches again.Thank you guys for all the positivity and kind words - Always helps our team to keep pushing when they see how much excitement exists for the games we're making :)
I'm not gonna lie, I do think we're making something really special with WotW, but you folks will have to judge. We've been approaching development with he idea that we wanna make a game that'll always stand the test of time, like SMB3 did. We got the resource injection we needed from MS after we couldn't do a couple of things on Blind Forest that we really wanted to do and now it's all about just polishing it all up until there's not a single thing left that's not brilliant. Wait and see! :)
What was the tease?Sounds amazing. I'm especially excited to play this in 4K HDR. The colors of the art should be even more vibrant with that. I hope the story has emotional touches again.
Also a bit excited for that ... Other ... Project you teased a few months ago.
Sorry but this is incorrect. The longest stretch from a bench to a boss will take at the most 2 minutes, and it's typically much faster. I do wish benches were sometimes a bit more generous in their placement, but 5-10m is just not true at all.
No one is being ridiculous. They have stated they want to perfect the genre and for many of us Hollow Knight has perfected it once. 'Beating' Hollow Knight would mean we have an absolutely spectacular game to play and we should be very excited if they can do so.
Thank you guys for all the positivity and kind words - Always helps our team to keep pushing when they see how much excitement exists for the games we're making :)
I'm not gonna lie, I do think we're making something really special with WotW, but you folks will have to judge. We've been approaching development with he idea that we wanna make a game that'll always stand the test of time, like SMB3 did. We got the resource injection we needed from MS after we couldn't do a couple of things on Blind Forest that we really wanted to do and now it's all about just polishing it all up until there's not a single thing left that's not brilliant. Wait and see! :)
And to everyone else at Resetera: I'm always reading everything you guys are writing, so feel free to keep sending feedback my way. We're super excited about what we've got cooking and I can't wait to show off some of this stuff again. Hope we'll be able to blow all your minds, our next projects will show what Moon Studios 2.0 can do, hehe! :D
Indeed, and we saw this earlier this year:
Why is Hollow Knight better? I played through Ori and enjoyed it more than Hollow Knight thus far, but I'm not too far in Hollow Knight.Ori was merely an ok game imo. Behind the nice gfx and polish it was an average metroidvania
It was nowhere NEAR the masterpiece that is Hollow knight - so they have their work cut out for them imo
I feel like enemies take one zillion hits to die in HK and that's with most of the upgrades. It makes backtracking very tedious.The hyperbole surrounding HK has been way too much on resetera. I mean I love the game ( currently playing through it right now) and its a really good game but some folks need to chill with masterpiece talks. It does a lot of things well and I am happy Ori 2 is taking some notes from it :)
I really need to go play the first Ori. I own it but haven't played it yet. Hollow Knight is currently my GOTY.
I feel like enemies take one zillion hits to die in HK and that's with most of the upgrades. It makes backtracking very tedious.
Is Hollow Knight going to be ported to Xbox One? With all this GOTY and Masterpiece talk, I need to play it.
Thank you guys for all the positivity and kind words - Always helps our team to keep pushing when they see how much excitement exists for the games we're making :)
I'm not gonna lie, I do think we're making something really special with WotW, but you folks will have to judge. We've been approaching development with he idea that we wanna make a game that'll always stand the test of time, like SMB3 did. We got the resource injection we needed from MS after we couldn't do a couple of things on Blind Forest that we really wanted to do and now it's all about just polishing it all up until there's not a single thing left that's not brilliant. Wait and see! :)
Thank you guys for all the positivity and kind words - Always helps our team to keep pushing when they see how much excitement exists for the games we're making :)
I'm not gonna lie, I do think we're making something really special with WotW, but you folks will have to judge. We've been approaching development with he idea that we wanna make a game that'll always stand the test of time, like SMB3 did. We got the resource injection we needed from MS after we couldn't do a couple of things on Blind Forest that we really wanted to do and now it's all about just polishing it all up until there's not a single thing left that's not brilliant. Wait and see! :)
Cool. I guess it'll eventually get here. LOL. I can wait.Team Cherry has said they have had talks with both Sony and Microsoft but that's all we know.
My first thought as well. I liked the first Ori quite a bit but Hollow Knight took the genre to another level. It really was super metroid meets dark souls. Hollow knight nails the feeling of isolation and a foreboding tension unlike anything I've played since dark souls. Truly an immersive experience.
Masterpiece talk aside, it's good that people are using it as a reference. Ori has superior visuals and the platforming was already great (maybe a question of preference which of the two wins out), but HK moved ahead with the combat, background lore and sheer content. I'm pretty sure that they're going to focus a lot on those areas.The hyperbole surrounding HK has been way too much on resetera. I mean I love the game ( currently playing through it right now) and its a really good game but some folks need to chill with masterpiece talks. It does a lot of things well and I am happy Ori 2 is taking some notes from it :)
The hyperbole surrounding HK has been way too much on resetera. I mean I love the game ( currently playing through it right now) and its a really good game but some folks need to chill with masterpiece talks. It does a lot of things well and I am happy Ori 2 is taking some notes from it :)
Nooo, I loved those. They were Ori's version of boss fights lolI hope they drop the really hard platforming sections then. I had an easier time with Celeste than some sections in Ori, the respawn and redoing all of it again sometimes sucked ass. Metroidvania is not about being meatboy...
"You know my favourite part of a Metroidvania game?" asks Mahler. "It's when the lightbulb goes off... when you get an ability or figure something out and you can say 'ah! Yes! I know exactly where to go!"
My favorite part of the game was the Ginso tree sequence! That shit was amazing, and then you are rewarded with this beautiful tranquil scene immediately after.I hope they drop the really hard platforming sections then. I had an easier time with Celeste than some sections in Ori, the respawn and redoing all of it again sometimes sucked ass. Metroidvania is not about being meatboy...
It's funny to think that when Hollow knight was released one of the Moon studio's dev was quite negative about it on neogaf, calling the game a bad metroidvania (don't remember exactly what he said). Super excited for this.
Depends on how you place the objective marker. For example, in Super Metroid you get objective markers, but they're on part of the map that are empty so you're left going "how the hell do I get over there"?About this:
You can have "lightbulb moments" or you can have objective markers. You can't have both.
This is something Hollow Knight understood for the most part, Ori.. not so much. I expect Ori 2 to be a fantastic platformer like Ori was that I'll be happy to play on day 1 but a meh metroidvania precisely for this reason.
Very excited for the game.
However, I hope Moon Studio doesn't lose sight on what makes the first game that extra special by focusing too much on replayability.
Ori and the Blind Forest is the only game in the genre that has a amazing story. Sure, that made the game a bit shorter than its counterparts but I could still vividly remember the plot after finishing the game. That's really rare in metroidvania. I hope I could experience that again. Please don't be a Hollow Knight clone, which will be disappointingly hollow.
We actually hired Alexander O. Smith (if you don't know who he is, he has his own Wikipedia page ;)) a while ago to help us with the writing process
Sounds awesome. In regards to your yet-to-be-announced project, will we hear any details sometime this year? Or will we have to wait til sometime after Ori 2 releases?It'll be very interesting to me to see how people will react to the story this time. We definitely did try to make the world whole and to elevate what we started with Blind Forest to a whole new level. We actually hired Alexander O. Smith (if you don't know who he is, he has his own Wikipedia page ;)) a while ago to help us with the writing process, he's working on Ori and our yet-to-be-announced project. We finished writing the overall storyline last year and at our Team Retreat there's already been lots of tears. We never consciously try to tell sad stories, but since Ori is all about telling these allegorical tales, I think it's easy for people to identify with our characters.
And don't worry about us copying others too much - we always look at what happens outside our team, but I don't think people will make many connections to Hollow Knight and the likes. I was already surprised that some people thought we copied HK simply cause we now have more NPCs in the world that Ori can interact with - HK wasn't really our reference at all when it came to that. I wanted more NPCs even in Blind Forest (mostly cause I loved what ALTTP did with simple characters that gave you some clues and so on), but doing that the Moon Studios way with all the required animations was just way too expensive. But this time we were able to do it and do it in the way we wanted :)
Our combat system for example is much deeper and much more intricate than what any other Metroidvania has done so far and I think people will objectively be able to agree with that. Every single one of our weapons has their own animation set, it's an animation-commit combat system where we control timing based on the actual animation frames. I don't think it's even fair at all to compare what 2d games before WotW did with WotW in that regard since we're obviously using super advanced tools and built everything upon a super strong foundation. Most Metroidvanias including HK trigger a simple animation and spawn a little effect when you press the attack button - we obviously went way further than that. I don't feel super comfortable talking about this stuff since I'm one of the developers and it could quickly sound like I'm downplaying other games that came before, but this is just how art develops: Someone does something and then the next person pushes that even further and further - I still think in terms of platforming Ori is one of the best games out there in the genre and this time the goal was to do the same for combat... and everything else :D
It'll be very interesting to me to see how people will react to the story this time. We definitely did try to make the world whole and to elevate what we started with Blind Forest to a whole new level. We actually hired Alexander O. Smith (if you don't know who he is, he has his own Wikipedia page ;)) a while ago to help us with the writing process, he's working on Ori and our yet-to-be-announced project. We finished writing the overall storyline last year and at our Team Retreat there's already been lots of tears. We never consciously try to tell sad stories, but since Ori is all about telling these allegorical tales, I think it's easy for people to identify with our characters.
And don't worry about us copying others too much - we always look at what happens outside our team, but I don't think people will make many connections to Hollow Knight and the likes. I was already surprised that some people thought we copied HK simply cause we now have more NPCs in the world that Ori can interact with - HK wasn't really our reference at all when it came to that. I wanted more NPCs even in Blind Forest (mostly cause I loved what ALTTP did with simple characters that gave you some clues and so on), but doing that the Moon Studios way with all the required animations was just way too expensive. But this time we were able to do it and do it in the way we wanted :)
Our combat system for example is much deeper and much more intricate than what any other Metroidvania has done so far and I think people will objectively be able to agree with that. Every single one of our weapons has their own animation set, it's an animation-commit combat system where we control timing based on the actual animation frames. I don't think it's even fair at all to compare what 2d games before WotW did with WotW in that regard since we're obviously using super advanced tools and built everything upon a super strong foundation. Most Metroidvanias including HK trigger a simple animation and spawn a little effect when you press the attack button - we obviously went way further than that. I don't feel super comfortable talking about this stuff since I'm one of the developers and it could quickly sound like I'm downplaying other games that came before, but this is just how art develops: Someone does something and then the next person pushes that even further and further - I still think in terms of platforming Ori is one of the best games out there in the genre and this time the goal was to do the same for combat... and everything else :D