![]() okay, but the Forlorn Ruins escape was just bad, IMO. The escape sequences so far are visually stunning, but tedious from a gameplay perspective. However, if the player doesn't utilize their mobility in dispatching enemies, and instead just ranged snipes them, that's obviously not going to be fun, and could perhaps be adjusted from a design perspective. I don't find its combat as unenjoyable as others rather, I (usually) find it a fun extension of Ori's mobility, and there's something to be said for the fact that once you have said mobility, combat is typically optional. The experience is at its strongest in open areas where Ori's mobility can be fully employed-and at its weakest in more claustrophobic spaces, where Ori itself can unfortunately blend in with the various effects. The game didn't start to fully click and become truly fun until Ginso Tree and unlocking Double Jump / Bash, which are clearly the bread and butter of the game's platforming. Can't help but feel it's a design flaw to allow that DLC area to be accessed as early and easily as it is while it should be accessible for experienced players, it's an easy trap that could discourage newcomers who aren't up for a tool-less trial by fire. I accidentally went to Black Root Burrows with only Wall Jump, and was convinced for awhile that I had gotten myself stuck (unaware that the game had a backup save feature), but eventually managed to extricate myself while unlocking Dash. My first hours with the game were admittedly fairly miserable. It's definitely more platformer than metroidvania, but it's just enough of the latter to disappoint. As far as being a "bad metroidvania" goes, I don't disagree. Just gotten through the Forlorn Ruins and the sequence afterward, so I'm a ways in. ![]() I'm coincidentally playing through the game as we speak (thanks indie sale!).
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