Had the pleasure of playing Ori & the Will of the Wisps at E3 and talking to Thomas Mahler about how the game has evolved since Ori, living up to the original's success et al.
Some highlights quoted below, full interview/impressions at the link.
Full interview here.
Some highlights quoted below, full interview/impressions at the link.
"A lot of what we're doing with Will of the Wisps is trying to perfect the genre, perfect Metroidvania. We looked at a lot of games that have come out since the first Ori - Hollow Knight, Axiom Verge - and studied them and researched them," explains Thomas Mahler, CEO of the Vienna-based Austrian Moon Studios.
"Now it's our turn to take it to the next level. That's how Ori evolves. We look at what's been done since the last game, and we push it further. We take it further. It's pretty bananas!"
"An influence behind this is actually Diablo," Mahler reveals. "A lot of us grew up playing Diablo, and it's really cool to play as the Paladin or the Rogue and be able to go back and have different playstyles each time. Ori has replayability, we wanted to use that and let you think about your build every time you play."
"We kind-of see Ori and the Will of the Wisps as multiple games in one" explains Mahler. "Each area of the game we want to feel like its own game - like we'd be happy shipping it as a package with its own mechanics as a single game.
"You know, you have games like VVVVVV where you have one thing that makes the game stand out… we want that for every level. We sort of did that in Blind Forest, but this time we went crazy every time [laughter]."
"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!"
That's Ori's golden ingredient - it celebrates that lightbulb moment quite unlike any other game - and we can't wait to pick at the game's secrets when it launches in 2019.
Full interview here.