Thomas, I asked this earlier but not sure if you saw... spec-wise is this game in line with Blind Forest or will this require a better PC than that?
Hard to answer at this point, but remember that we still have to have the game running at 60fps on the Xbox One S, so while we are adding a lot more bells and whistles to the visuals, we're balancing that out by just optimizing the hell out of the game. We had Unity Source Code access for a while now and use the scripted render pipeline to our advantage - goal is to run all the scenes at 80-90fps with a locked 60fps on console, so that there'll never be a perceivable drop in framerate.
Fantastic showing at E3 this year
thomasmahler - well done and congrats to the team! The work being put into the game is clearly evident and I can't wait to play. Was really blown away at the visual improvements (the contextual lighting on the environment when Ori is near is amazing) as well as the overhaul to combat. Really can't wait.
Are you guys targeting 4K 60FPS on the One X?
Yup, that's the goal. We're never gonna ship a game that only runs at 30fps, mostly cause we ourselves don't enjoy what that sacrifice does to gameplay. We're generally in a pretty good spot perf-wise already, but there's still some nice optimizations left to do :)
Why the hell is this not coming to Steam. I swear to god if it does not ever come to Steam that is purely ridiculous. I don't even have Win 10.
I dont get where all these faux facts are coming from. We haven't announced support for platforms other than Xbox One and Win10 yet (which are obvious ;)), but that doesn't mean it won't happen. Truth is, we're still trying to figure all of that out ourselves!
It's all fine and good to take inspiration from other games and try to improve on them. But talking smack about them and put them into a bad light then proceeding to straight up copy core elements from it into your own game and call it :
'"We've looked at all the metroidvanias that also came out after Blind Forest right, and we just basically wanted to say hey ya know, how can we even like take it a level futher then that''.
It's a bit shameless if you ask me. I can't blame him tho since Hollow Knight is a terrific game and anyone would prolly try and take stuff from one of the best in the genere.
Hm, maybe you read my comments as way more inflammatory than they actually were meant to be. I shared my initial opinion on Hollow Knight back then after playing it for 5-6 hours and thought the pacing was all over the place, which I still think is the case. Pacing-wise, I don't think Hollow Knight works as nicely as Nintendo games have in the past and I also thought we did a better job on that in Blind Forest than HK did, but hey, that's just my personal opinion :)
And hey, I did post again after I had completed Hollow Knight and thought it was a great game overall. Was it perfect? Nope, far from it, but it's definitely a nicely put together title and I'm eager to re-play it on Switch now again. To me, Hollow Knight and Blind Forest aren't all that comparable - Ori's platforming was way more elaborate, whereas HK focused more on combat and bosses.
Truth to be told, we didn't really consciously copy anything from Hollow Knight. The Spirit Shard system we have in Will of the Wisps is just a natural evolution of the Ability Tree we had in Ori and the Blind Forest: Since the game is quite a bit more open now, we wanted to tie getting abilities to the exploration aspects more, so we got rid of the 'In order to get this ability, you have to have these other abilities already!' Thing. Also, the Spirit Shard System allowed us to introduce upgrades, which turned out to be super cool, since it gives the players even more ways of really honing in on whatever they deem fun. For example, one thing we showed in the demo was the 'Splinter' shard, a super useful shard for players who use projectile weapons and spells, since it enhances how many projectiles get fired per shot. If players invest more and more into that shard, the results can become quite crazy, so while you only shoot a single projectile with the Spirit Arc at first, with a fully upgrades Splinter Shard, you actually shoot 5 arrows at once. There are tons and tons of these shards in the game, so I'm hoping that players will come up with super crazy ways to play through the game again and again and watching people play the game on streams should be more enjoyable since every player will now be able to pick their own very custom way of playing it :)
On the combat side, we had tests of Ori using 'weapons' as far back as 2012 - James did a bunch of animation tests back then, but we decided in the end to really focus on the platforming for Blind Forest and came up with platforming abilities that'd be used for combat as well, which is how Bash became a thing, etc.
The same is true for the NPCs and the Quests: Those things were already discussed during Blind Forest, but were cut cause it was super expensive to add those things in a way that'd hit our 'Moon Studios Quality bar' - So since we're doing a sequel and the budget is a lot higher than Blind Forest's budget, adding NPCs and meaningful Sidequests was super high on the list of things we wanted to focus on this time around :)