1 00:00:09,760 --> 00:00:15,710 On March 11th, 2020, Moon Studios released Ori and the Will of the Wisps on Windows and 2 00:00:15,710 --> 00:00:20,630 Xbox One. Will of the Wisps is the follow up to Ori and the Blind Forest which released 3 00:00:20,630 --> 00:00:26,100 five years earlier on March 11th, 2015. And while Ori and the Blind Forest is a great 4 00:00:26,100 --> 00:00:30,670 game in its own right, Moon Studios pushed the Ori formula to its limit in Will of the 5 00:00:30,670 --> 00:00:31,670 Wisps. 6 00:00:31,670 --> 00:00:37,140 Moon Studios grew from a team of about fifteen employees in 2015 to over 80 as they worked 7 00:00:37,140 --> 00:00:42,730 on the second Ori game. Since their inception in 2010, Moon Studios has allowed the majority 8 00:00:42,730 --> 00:00:48,360 of its employees to work remotely from their homes, across what is now 43 different countries. 9 00:00:48,360 --> 00:00:52,370 This flexibility lets them hire talent from all over the world. Artists and animators 10 00:00:52,370 --> 00:00:57,900 from companies like Pixar, Disney and Blizzard joined in to help craft Ori’s world and 11 00:00:57,900 --> 00:01:02,800 characters. Chris McEntee, who worked on the platformer Rayman Legends was scooped up to 12 00:01:02,800 --> 00:01:09,210 work on level design. Moon Studios even hired Milton Guasti, the developer behind AM2R, 13 00:01:09,210 --> 00:01:14,670 a popular Metroid 2 fangame. Well, popular with most people. 14 00:01:14,670 --> 00:01:18,410 This larger crew helped make Ori and the Will of the Wisps even bigger and better than its 15 00:01:18,410 --> 00:01:24,860 predecessor, with more characters, more features, monkeys, refined controls, and more levels 16 00:01:24,860 --> 00:01:29,620 as well as an entirely new combat system. Ori can now beat the ever loving crap out 17 00:01:29,620 --> 00:01:34,890 of enemies with a large arsenal of weapons, and the game sports huge, intricate boss battles 18 00:01:34,890 --> 00:01:40,201 for the player to test their skills against. In the end, all of this work paid off. Reviewers 19 00:01:40,201 --> 00:01:44,950 heaped praise all over Will of the Wisps, and outlets everywhere discussed how Moon 20 00:01:44,950 --> 00:01:50,000 Studios had crafted a masterpiece. And that praise is well deserved. If you take nothing 21 00:01:50,000 --> 00:01:54,950 else from this video, let it be that Ori and the Will of the Wisps is one of the most polished, 22 00:01:54,950 --> 00:01:57,330 impressive Metroidvanias ever made. 23 00:01:57,330 --> 00:02:02,390 But, there was another thing people were saying about Will of the Wisps, and it started well 24 00:02:02,390 --> 00:02:07,180 before the game even released. After the Ori and the Will of the Wisps gameplay trailer 25 00:02:07,180 --> 00:02:13,080 was revealed at E3 2018, one of the lead game directors at Moon Studios, Thomas Mahler, 26 00:02:13,080 --> 00:02:17,930 gave an interview with the Daily Star, explaining that they were looking to make the perfect 27 00:02:17,930 --> 00:02:23,109 Metroidvania. This involved studying and researching the games that came out since Ori and the 28 00:02:23,109 --> 00:02:28,659 Blind Forest. Mahler mentioned by name two of these Metroidvanias specifically: Axiom 29 00:02:28,659 --> 00:02:31,349 Verge and Hollow Knight. 30 00:02:31,349 --> 00:02:35,969 This interview was shared on ResetEra, an internet forum dedicated to discussing video 31 00:02:35,969 --> 00:02:40,129 games. The thread contained a variety of opinions surrounding the strengths and weaknesses of 32 00:02:40,129 --> 00:02:42,859 both Ori and the Blind Forest and Hollow Knight. 33 00:02:42,859 --> 00:02:48,489 Mahler, a regular on internet forums such as ResetEra and NeoGAF, posted in the thread 34 00:02:48,489 --> 00:02:53,379 as well, responding to comments and questions about the upcoming game. One user, going by 35 00:02:53,379 --> 00:02:58,099 the name “Jeffrey Guang” expressed concern about Ori and the Will of the Wisps copying 36 00:02:58,099 --> 00:02:59,829 too much from Hollow Knight. 37 00:02:59,829 --> 00:03:04,700 I hope Moon Studio doesn't lose sight on what makes the first game that extra special by 38 00:03:04,700 --> 00:03:06,730 focusing too much on replayability. 39 00:03:06,730 --> 00:03:11,349 ...Please don't be a Hollow Knight clone, which will be disappointingly hollow. 40 00:03:11,349 --> 00:03:15,830 Thomas Mahler responded to this post as well, assuring “Jeffrey” that their concerns 41 00:03:15,830 --> 00:03:17,469 were nothing to worry about: 42 00:03:17,469 --> 00:03:22,200 ...don’t worry about us copying others too much - we always look at what happens outside 43 00:03:22,200 --> 00:03:25,989 our team, but I don’t think people will make many connections to Hollow Knight and 44 00:03:25,989 --> 00:03:27,980 the likes. 45 00:03:27,980 --> 00:03:33,499 And well... Then the game came out. 46 00:03:33,499 --> 00:03:37,719 Experience the new look and feel of the Ori series’ second outing. Where they took a 47 00:03:37,719 --> 00:03:40,900 glance at Hollow Knight and said “I guess we could do that.” 48 00:03:40,900 --> 00:03:46,180 In fact Ori and the Will of the Wisps takes plenty of cues from the other major metroidvanias 49 00:03:46,180 --> 00:03:49,890 of the past few years. That’s right, I’m talking about Hollow Knight. 50 00:03:49,890 --> 00:03:52,840 The first game had one original thought in the form of having you manually plonk down 51 00:03:52,840 --> 00:03:55,889 your save points which was slightly wobbly in execution so naturally it’s been kicked 52 00:03:55,889 --> 00:03:58,359 to the curb in favor of making a game more like Hollow Knight. 53 00:03:58,359 --> 00:04:02,209 If you haven’t played these games, to be a little bit reductive for a second, this 54 00:04:02,209 --> 00:04:06,379 might piss people off, but the base of it does feel a little bit like Hollow Knight... 55 00:04:06,379 --> 00:04:11,120 Let’s start by going over all the Hollow Knight ideas they borrowed, which hey, I applaud 56 00:04:11,120 --> 00:04:14,019 Moon Studios for doing. That’s a good model to borrow ideas from. 57 00:04:14,019 --> 00:04:22,620 If I failed, I knew it was because of my own mistakes. Huh, that reminds me of another 58 00:04:22,620 --> 00:04:23,620 game. Oh yeah! 59 00:04:23,620 --> 00:04:27,670 I mentioned that Will of the Wisps not only features swordplay, but a shard system similar 60 00:04:27,670 --> 00:04:29,250 to Hollow Knight's charms. 61 00:04:29,250 --> 00:04:33,420 Will of the Wisps introduces a system that hues out much more closely to the charms in 62 00:04:33,420 --> 00:04:34,420 Hollow Knight. 63 00:04:34,420 --> 00:04:35,630 So it's got a similar badge system… 64 00:04:35,630 --> 00:04:39,180 I think people have made this comparison, and it’s probably fair, to Hollow Knight’s 65 00:04:39,180 --> 00:04:41,040 badge system. A little bit similar. 66 00:04:41,040 --> 00:04:42,040 Very similar. 67 00:04:42,040 --> 00:04:46,180 Speaking of exploration, there's a map maker that helps you chart each new area, in case 68 00:04:46,180 --> 00:04:48,480 you're looking for another bit of Hollow Knight influence. 69 00:04:48,480 --> 00:04:50,930 And there’s an NPC hidden around the world that sells you maps. 70 00:04:50,930 --> 00:04:54,390 It's even got the one mapmaker dude you keep running into in the world who sells you a 71 00:04:54,390 --> 00:04:55,630 map for the current area. 72 00:04:55,630 --> 00:04:59,460 But that’s not the only Hollow Knight influence. One of the skills is basically the exact same 73 00:04:59,460 --> 00:05:00,590 healing skill. 74 00:05:00,590 --> 00:05:04,910 Moon Studios must have looked at Hollow Knight’s freakishly creepy Deepnest and were like “Hmm… 75 00:05:04,910 --> 00:05:08,300 can we top that?” Well they didn’t, but they tried. 76 00:05:08,300 --> 00:05:11,460 Because Hollow Knight was popular and did well and has therefore gained the favor of 77 00:05:11,460 --> 00:05:13,820 the giant money machine, all praise its benevolent wisdom. 78 00:05:13,820 --> 00:05:18,910 So it’s pretty clear the team enjoyed Hollow Knight. Not a bad thing, it’s a great game. 79 00:05:18,910 --> 00:05:23,810 The comparisons to Hollow Knight came immediately, with several users on ResetEra mentioning 80 00:05:23,810 --> 00:05:27,880 that they could see the clear inspirations from Hollow Knight. One user going by the 81 00:05:27,880 --> 00:05:33,000 name “Mindsale” even created a thread titled “Is Ori & The Will O’ The Wisps 82 00:05:33,000 --> 00:05:38,210 Pastiche or plagiarist?”. Thomas Mahler jumped into the thread clarifying that Hollow 83 00:05:38,210 --> 00:05:42,560 Knight wasn’t really the inspiration for Will of the Wisps, instead citing games like 84 00:05:42,560 --> 00:05:48,641 Final Fantasy VII, Dark Souls and The Legend of Zelda: A Link to the Past. The reaction 85 00:05:48,641 --> 00:05:53,470 to Mahler’s posts were mixed, with a number of users actually disagreeing with him and 86 00:05:53,470 --> 00:05:58,650 calling him a liar and a salty manbaby. In a surprising turn of events for an online 87 00:05:58,650 --> 00:06:04,130 gaming forum, the entire thread turned into a complete dumpster fire. Things became so 88 00:06:04,130 --> 00:06:09,680 heated that the thread was locked by a moderator just over three hours after it was created. 89 00:06:09,680 --> 00:06:14,580 A few months later, the other lead developer at Moon Studios, Gennadiy Korol, addressed 90 00:06:14,580 --> 00:06:19,170 the similarities during a Reddit AMA. Korol explained that while they expected some Hollow 91 00:06:19,170 --> 00:06:23,670 Knight comparisons, a lot of the systems in Will of the Wisps that people compare to Hollow 92 00:06:23,670 --> 00:06:28,470 Knight already existed in early prototypes dating back to 2015. 93 00:06:28,470 --> 00:06:32,930 So what exactly is going on here? Mahler has said in a number of interviews that they studied 94 00:06:32,930 --> 00:06:37,520 Hollow Knight and that the game inspired them. The comparisons have been pointed out numerous 95 00:06:37,520 --> 00:06:42,920 times, by fans and reviewers all over the internet. But at the same time, both co-founders 96 00:06:42,920 --> 00:06:46,920 of Moon Studios say that Hollow Knight wasn’t the inspiration for much of anything in Will 97 00:06:46,920 --> 00:06:52,780 of the Wisps. What’s the cause of this discrepancy? How similar is Ori and the Will of the Wisps 98 00:06:52,780 --> 00:06:54,740 to Hollow Knight? 99 00:06:54,740 --> 00:06:58,390 Before we dive into the comparisons surrounding Will of the Wisps, there’s a whole other 100 00:06:58,390 --> 00:07:03,300 issue that needs to be discussed. It seems when the discussion of inspiration and borrowing 101 00:07:03,300 --> 00:07:08,520 ideas in gaming comes up, a lot of people immediately jump to words like “rip-off” 102 00:07:08,520 --> 00:07:13,550 and “clone”. And discussions immediately becomes hostile. So let’s take a bit of 103 00:07:13,550 --> 00:07:18,780 time to talk about what inspiration and imitation between games actually looks like. 104 00:07:18,780 --> 00:07:24,210 The question of what constitutes a rip-off is hard to answer. That ResetEra thread I 105 00:07:24,210 --> 00:07:28,510 mentioned earlier is a good testament to that. And it’s a question that has been brought 106 00:07:28,510 --> 00:07:34,400 up many times before. In fact, the issue of rip-offs in the games industry has been discussed 107 00:07:34,400 --> 00:07:36,840 by some of the greatest minds of this generation. 108 00:07:36,840 --> 00:07:40,890 Alright, I gotta set the record straight. Something is really pissing me off… If we're 109 00:07:40,890 --> 00:07:47,410 gonna call stuff a rip-off, let's call it what it is. Notch took another game, ripped 110 00:07:47,410 --> 00:07:49,460 it off, created Minecraft. 111 00:07:49,460 --> 00:07:54,550 This is Keemstar. Most well known for his entertainment and social news YouTube channel 112 00:07:54,550 --> 00:08:01,139 DramaAlert, Keemstar is a very polarizing online celebrity. But before Keemstar became 113 00:08:01,139 --> 00:08:06,170 the big YouTube star he is today, his first big break came from handling the PR and marketing 114 00:08:06,170 --> 00:08:13,760 for the 2011 Xbox Live Arcade game, FortressCraft. If you were to take a quick glance at FortressCraft, 115 00:08:13,760 --> 00:08:18,570 you might think it’s just a rip-off of another game that was popular around that same time: 116 00:08:18,570 --> 00:08:23,610 Minecraft. But let’s take a closer look, and use this game as a case study for what 117 00:08:23,610 --> 00:08:28,110 makes people perceive a game as a rip-off. So let’s hear the pitch for FortressCraft. 118 00:08:28,110 --> 00:08:32,050 Here’s Keemstar explaining the game in an interview with MLDxGaming: 119 00:08:32,050 --> 00:08:35,829 So just tell us exactly what is FortressCraft? 120 00:08:35,829 --> 00:08:42,450 FortressCraft is a genre that was developed a long time ago. It was actually a genre that 121 00:08:42,450 --> 00:08:49,700 doesn't have a name. A game was the inspiration for Minecraft which has been very very successful, 122 00:08:49,700 --> 00:08:55,270 but it's only on the PC. In the same genre of block building, if you want to call it 123 00:08:55,270 --> 00:09:02,440 that, we've developed the game FortressCraft, which is very similar but very unique and 124 00:09:02,440 --> 00:09:03,560 different at the same time. 125 00:09:03,560 --> 00:09:08,690 Keemstar’s first point here is that Minecraft didn’t create the block-building genre, 126 00:09:08,690 --> 00:09:14,459 but itself took ideas from another game. This is absolutely true. Minecraft’s creator, 127 00:09:14,459 --> 00:09:20,330 Markus Persson, or Notch, was heavily inspired by another game, called Infiniminer, when 128 00:09:20,330 --> 00:09:25,650 creating Minecraft. Keemstar’s point was echoed by the lead developer of FortressCraft, 129 00:09:25,650 --> 00:09:31,010 Adam Sawkins. According to Sawkins in an Ars Technica article, the similarities found between 130 00:09:31,010 --> 00:09:36,980 FortressCraft and Minecraft are simply part of the voxel, sandbox genre both games belong 131 00:09:36,980 --> 00:09:42,740 to. Sawkins, who had previously worked on games from the Formula 1 and Burnout series, 132 00:09:42,740 --> 00:09:45,150 compared this to the racing game genre, saying: 133 00:09:45,150 --> 00:09:53,310 All racing games have cars, tracks, tarmac, trees, armco, AI, overtaking, braking, chicanes, 134 00:09:53,310 --> 00:09:58,270 and chevrons. To remove any of those things means it's no longer a racing game, apart 135 00:09:58,270 --> 00:10:04,080 from maybe trees. If I were to remove voxel rendering, infinitely mutable worlds, perlin 136 00:10:04,080 --> 00:10:09,521 generation, or—as one YouTube comment accused me of stealing from Minecraft—grass, then 137 00:10:09,521 --> 00:10:14,670 I no longer have a 'Minecraft clone.' I also no longer have a game! 138 00:10:14,670 --> 00:10:19,230 Notch didn’t see it that way. In that same Ars Technica article, he shared his thoughts 139 00:10:19,230 --> 00:10:21,910 on games like FortressCraft and Terraria: 140 00:10:21,910 --> 00:10:25,900 Both FortressCraft and Terraria appear to be inspired by Minecraft, which in turn was 141 00:10:25,900 --> 00:10:30,980 inspired by many other games, including Infiniminer, Dwarf Fortress, and Dungeon Keeper. However, 142 00:10:30,980 --> 00:10:35,190 I do not believe you can achieve something great or interesting by merely attempting 143 00:10:35,190 --> 00:10:39,700 to emulate something successful. It becomes especially embarrassing if you publicly deny 144 00:10:39,700 --> 00:10:44,580 any inspiration when it's painfully clear how much of a copy it is… FortressCraft 145 00:10:44,580 --> 00:10:49,030 is an obvious attempt to just take something popular and clone it as closely as possible. 146 00:10:49,030 --> 00:10:53,880 I still think it's important that people are allowed and able to do things like that, but 147 00:10:53,880 --> 00:10:56,070 it's hardly graceful. 148 00:10:56,070 --> 00:11:00,230 Accusations like this haunted Keemstar and Sawkins throughout FortressCraft’s relevance. 149 00:11:00,230 --> 00:11:02,850 Keemstar tried his best to dispel these criticisms... 150 00:11:02,850 --> 00:11:07,890 Don't fucking talk shit about me and my fucking game, or I'm gonna fucking talk shit about 151 00:11:07,890 --> 00:11:09,079 your whole goddamn crew… 152 00:11:09,079 --> 00:11:14,110 But Public Relations wasn’t really Keemstar’s forte back then. Sawkins directly responded 153 00:11:14,110 --> 00:11:18,450 to Notch’s comments with an open letter detailing how FortressCraft had unique features 154 00:11:18,450 --> 00:11:24,520 that separated it from Minecraft such as more detailed graphics with shaders and reflections, 155 00:11:24,520 --> 00:11:29,510 rayguns... trampolines. Sawkins also said: 156 00:11:29,510 --> 00:11:33,940 FortressCraft is ‘basically Minecraft’ in the same way that Minecraft is ‘basically 157 00:11:33,940 --> 00:11:39,050 Infiniminer’. It’s just that Minecraft has been out a hell of a lot longer, and I 158 00:11:39,050 --> 00:11:43,220 have an enormous list of plans and ideas I want to put into FortressCraft as time goes 159 00:11:43,220 --> 00:11:44,220 on. 160 00:11:44,220 --> 00:11:49,120 It’s undeniable that both Minecraft and FortressCraft started out as clones. If you 161 00:11:49,120 --> 00:11:54,089 look at the video description for the very first video of FortressCraft uploaded to YouTube, 162 00:11:54,089 --> 00:11:56,120 Sawkins wrote in the description: 163 00:11:56,120 --> 00:11:58,910 Minecraft clone, running on the Xbox... 164 00:11:58,910 --> 00:12:03,370 If you look at the first Minecraft video Notch ever posted, the description reads: 165 00:12:03,370 --> 00:12:07,410 This is a very early test of an Infiniminer clone I'm working on. 166 00:12:07,410 --> 00:12:12,430 So what is the actual difference here? Why does Minecraft get away with cloning Infiniminer, 167 00:12:12,430 --> 00:12:17,800 while FortressCraft gets flogged and crucified? Well, for one, Minecraft expanded new gameplay 168 00:12:17,800 --> 00:12:23,820 mechanics not found in Infiniminer. Infiniminer was an abandoned team based competitive mining 169 00:12:23,820 --> 00:12:29,220 game. Notch took those elements and added survival and RPG mechanics, to transcend beyond 170 00:12:29,220 --> 00:12:35,030 Infiniminer and create something new. FortressCraft was pretty much just Minecraft’s creative 171 00:12:35,030 --> 00:12:39,380 mode, with a few game modes like tag thrown in as well. But if you seriously look at these 172 00:12:39,380 --> 00:12:43,870 games, it’s hard to believe that FortressCraft innovated on Minecraft anywhere near as much 173 00:12:43,870 --> 00:12:49,230 as Minecraft innovated on Infiniminer. Sawkins' defense to this point was that FortressCraft 174 00:12:49,230 --> 00:12:53,400 hasn’t been around as long as Minecraft, so many of the unique ideas Sawkins had planned 175 00:12:53,400 --> 00:12:59,270 for the game hadn’t been added yet, stating that FortressCraft was just the first chapter. 176 00:12:59,270 --> 00:13:04,310 FortressCraft is a novel with chapters unwritten. 177 00:13:04,310 --> 00:13:08,220 But this point leads into the bigger reason why I think so many people called FortressCraft 178 00:13:08,220 --> 00:13:12,770 a rip-off. For whatever new ideas and mechanics it might have added to the voxel survival 179 00:13:12,770 --> 00:13:17,690 sandbox genre, it was clearly overshadowed by the perception that FortressCraft was rushed 180 00:13:17,690 --> 00:13:22,680 and unpolished, banking its success entirely on its similarity to Minecraft. 181 00:13:22,680 --> 00:13:27,870 It seems like FortressCraft’s actual main selling point was that it would be like Minecraft, 182 00:13:27,870 --> 00:13:32,540 except unlike Minecraft, it was on the Xbox Live Arcade. You have to remember this was 183 00:13:32,540 --> 00:13:37,810 2011, which was like a million years ago. Minecraft wasn’t running on every device 184 00:13:37,810 --> 00:13:42,510 known to man yet. There were a lot of young kids out there who couldn’t play Minecraft, 185 00:13:42,510 --> 00:13:46,750 and there were YouTubers like Keemstar who had built their entire fanbases around this 186 00:13:46,750 --> 00:13:52,750 identity of playing Xbox Live and being a hardcore console gamer. So FortressCraft was 187 00:13:52,750 --> 00:13:57,290 the perfect game for people like Keemstar to market to their primarily console gamer 188 00:13:57,290 --> 00:14:01,730 audience. Just watch the official FortressCraft launch trailer and you’ll see what I mean. 189 00:14:01,730 --> 00:14:06,620 This ain't about me. This is about the console gamer. This is about Xbox. 190 00:14:06,620 --> 00:14:09,780 I am not a PC gamer. I have not been a PC gamer and never will be. I am a console gamer. 191 00:14:09,780 --> 00:14:10,780 That is a reality. That's the way it is. 192 00:14:10,780 --> 00:14:17,370 But when I looked into it, I found out it's not exactly Minecraft. But this... I've been 193 00:14:17,370 --> 00:14:26,130 waiting as long as everybody else for this to come out; checking every day. I stayed 194 00:14:26,130 --> 00:14:33,120 up till 12 when I heard that it was supposed to c- 195 00:14:33,120 --> 00:14:37,170 It’s also clear that they knew people were going to call it a rip-off so they tried to 196 00:14:37,170 --> 00:14:41,690 deflect as much as possible. Even the game’s trailer brings up how this game technically 197 00:14:41,690 --> 00:14:43,220 isn’t ripping off Minecraft. 198 00:14:43,220 --> 00:14:46,240 Getting kinda worked up over FortressCraft being like Minecraft. I haven't like, looked 199 00:14:46,240 --> 00:14:53,990 into it or anything, but I think Minecraft is based on another game itself. 200 00:14:53,990 --> 00:14:59,779 In the end, FortressCraft performed incredibly well, selling over 2 million copies. It was 201 00:14:59,779 --> 00:15:04,330 clear that the game did well financially. But as time has passed, Keemstar has spoken 202 00:15:04,330 --> 00:15:09,450 a bit more candidly about his real thoughts on FortressCraft in terms of its design and 203 00:15:09,450 --> 00:15:11,870 quality, saying in 2020: 204 00:15:11,870 --> 00:15:17,480 That was my first big, big break. Not a good game, shitty game, but people bought it. 205 00:15:17,480 --> 00:15:20,839 It was a Minecraft clone but it was the only one available on Xbox, so of course fucking 206 00:15:20,839 --> 00:15:22,529 kids are gonna buy it. 207 00:15:22,529 --> 00:15:23,560 Brilliant, brilliant move. 208 00:15:23,560 --> 00:15:28,430 As for Sawkins, he actually continued development on FortressCraft, creating a sequel called 209 00:15:28,430 --> 00:15:34,430 FortressCraft Evolved, which blended the standard Minecraft-type gameplay with Factorio, mixing 210 00:15:34,430 --> 00:15:38,710 in logistics and tower defense mechanics to make something more unique. So it seems like 211 00:15:38,710 --> 00:15:43,200 Sawkins was honest when he said he had a lot of ideas to make FortressCraft different from 212 00:15:43,200 --> 00:15:48,640 Minecraft. As for FortressCraft: Chapter 1, I don’t think people will ever view it as 213 00:15:48,640 --> 00:15:52,440 all that innovative or unique, and it will go down in history as one of the many video 214 00:15:52,440 --> 00:15:57,620 game clones created to cash in on what was popular at the time. Sawkins actually re-released 215 00:15:57,620 --> 00:16:02,589 the original FortressCraft on Steam to celebrate the game’s 10th anniversary. So you can 216 00:16:02,589 --> 00:16:06,730 check it out if you want, if you have a PC that is... 217 00:16:06,730 --> 00:16:11,560 So what can we take away from that little example? First, games take ideas from other 218 00:16:11,560 --> 00:16:16,029 games all of the time. It’s perfectly natural and it’s even responsible for the creation 219 00:16:16,029 --> 00:16:20,580 of one of the greatest video games ever made. Second, video games that exist within the 220 00:16:20,580 --> 00:16:26,640 same genre are bound to have similarities. Racing games all have cars. First Person Shooters 221 00:16:26,640 --> 00:16:31,490 are all in first person. Roguelike are all fucking bullshit. But a game needs to do at 222 00:16:31,490 --> 00:16:35,590 least something unique and different from other entries in the genre, otherwise, it 223 00:16:35,590 --> 00:16:36,880 might be called a rip-off. 224 00:16:36,880 --> 00:16:41,520 Finally, the single biggest part to what makes a game seem like a rip-off is if it feels 225 00:16:41,520 --> 00:16:46,850 rushed, poorly made, and is released shortly after another specific, popular game in the 226 00:16:46,850 --> 00:16:51,880 same genre. Even if a lot of the comparisons between those games might boil down to conventions 227 00:16:51,880 --> 00:16:57,750 in said genre. This is especially true when the genre itself is very young and undefined. 228 00:16:57,750 --> 00:17:02,700 This is why early FPS games were called Doom-clones and early third-person open world games were 229 00:17:02,700 --> 00:17:05,049 called GTA-clones. 230 00:17:05,049 --> 00:17:09,860 But what if the genre is old? Minecraft and FortressCraft were very fresh experiences 231 00:17:09,860 --> 00:17:14,440 when they first came out, so what about the genres that have been around a long time? 232 00:17:14,440 --> 00:17:19,829 How does that impact our ability to talk about rip-offs and inspiration? Since Ori and the 233 00:17:19,829 --> 00:17:24,631 Will of the Wisps and Hollow Knight are both Metroidvanias, let’s talk about the Metroidvania 234 00:17:24,631 --> 00:17:29,990 genre as a whole. 235 00:17:29,990 --> 00:17:35,600 The word “Metroidvania” is a portmanteau of the words “Metroid” and “Castlevania” 236 00:17:35,600 --> 00:17:40,640 which themselves are portmanteaus of the words “Metro”, “Android”, “Castle” and 237 00:17:40,640 --> 00:17:46,980 “Transylvania”. And somehow this portmanteau of a portmanteau, a portmantwo, if you will, 238 00:17:46,980 --> 00:17:52,910 now describes an entire genre of 2D action-adventure platform games which feature open worlds and 239 00:17:52,910 --> 00:17:55,040 power up based progression systems. 240 00:17:55,040 --> 00:18:00,429 It’s safe to say that Metroid, released in 1986 in Japan, was one of the earliest 241 00:18:00,429 --> 00:18:06,150 proper “Metroidvania” games. Metroid featured a non-linear side-scrolling world that the 242 00:18:06,150 --> 00:18:10,700 player primarily progressed through by collecting permanent upgrades such as the morph ball, 243 00:18:10,700 --> 00:18:15,130 high jump and missiles. This set it apart from other adventure platform games at the 244 00:18:15,130 --> 00:18:21,030 time like Zelda 2 and Castlevania 2, which relied more on finding key items and solving 245 00:18:21,030 --> 00:18:22,660 cryptic puzzles. 246 00:18:22,660 --> 00:18:27,870 Other games such as Blaster Master and Wonder Boy also used this Metroidvania formula, but 247 00:18:27,870 --> 00:18:33,490 it wasn’t until Super Metroid released in 1994 that the genre really had its founding. 248 00:18:33,490 --> 00:18:37,460 Super Metroid set the stage for what a modern Metroidvania game would look like, with a 249 00:18:37,460 --> 00:18:43,820 giant map and ability upgrades. Three years later, Konami released Castlevania: Symphony 250 00:18:43,820 --> 00:18:49,610 of the Night. The previous Castlevania games were straightforward level-based romps, with 251 00:18:49,610 --> 00:18:54,851 Castlevania 2 experimenting a bit with an open world and RPG elements. In general, these 252 00:18:54,851 --> 00:18:57,309 games were also hard as balls. 253 00:18:57,309 --> 00:19:02,130 According to the assistant director for Symphony of the Night, Koji Igarashi, they wanted to 254 00:19:02,130 --> 00:19:07,520 keep the length of previous Castlevania games without making this game as difficult. So 255 00:19:07,520 --> 00:19:12,240 they looked to a different game as inspiration. Igarashi explains this in a GDC talk back 256 00:19:12,240 --> 00:19:17,200 from 2014. Well, a translator explains: 257 00:19:17,200 --> 00:19:21,730 We really wanted to extend the life of the game and the one game that popped up in our 258 00:19:21,730 --> 00:19:27,470 heads was Legend of Zelda, an exploration filled action game. Pretty much our entire 259 00:19:27,470 --> 00:19:33,460 team, including myself, were huge fans of the game and wanted to make something very 260 00:19:33,460 --> 00:19:40,020 similar. So now you know, the origin of inspiration actually wasn’t metroid. … and of course 261 00:19:40,020 --> 00:19:44,000 I have the utmost respect for that game, and the folks behind it. 262 00:19:44,000 --> 00:19:49,799 So as it turns out, Symphony of the Night naturally created a Metroid-like game just 263 00:19:49,799 --> 00:19:54,410 by trying to make a side-scroller that progressed like The Legend of Zelda. But people who played 264 00:19:54,410 --> 00:19:59,440 Symphony of the Night and the games that followed it like Circle of the Moon and Aria of Sorrow 265 00:19:59,440 --> 00:20:04,530 saw similarities to Metroid. People started calling these Metroid-like Castlevania games 266 00:20:04,530 --> 00:20:09,610 “Metroidvanias” with the earliest instance I could find of someone using the phrase dating 267 00:20:09,610 --> 00:20:12,940 all the way back to the pre-civilized world of 2001. 268 00:20:12,940 --> 00:20:18,870 And thus the grandparents of the genre were born, and the term Metroidvania was eventually 269 00:20:18,870 --> 00:20:23,690 co-opted to mean any game that follows the design philosophies of the Metroid and Castlevania 270 00:20:23,690 --> 00:20:28,850 games. And… There's a lot of debate about whether or not it’s a good term to even 271 00:20:28,850 --> 00:20:36,290 use, with people suggesting alternatives like Mapformers, Platform-Adventures. Platform-RPGS, 272 00:20:36,290 --> 00:20:43,540 non-linear 2D action platformers, action adventure 2D platformer adventure-like non-linear action-RPG-like 273 00:20:43,540 --> 00:20:48,550 non-closed-world side-scrollers, and open-world Mario games. 274 00:20:48,550 --> 00:20:52,041 Regardless of if you like the term or not, one thing the phrase “Metroidvania” does 275 00:20:52,041 --> 00:20:57,730 do well is demonstrate how much these games are influenced by those two franchises. But 276 00:20:57,730 --> 00:21:03,030 at the same time, they will mix other games in as well. Axiom Verge drew ideas from other 277 00:21:03,030 --> 00:21:10,280 NES classics such as Contra, Bionic Commando, Rygar and Blaster Master. Guacamelee, originally 278 00:21:10,280 --> 00:21:15,670 inspired by another indie game, Castle Crashers, combined the Metroidvania genre with brawler 279 00:21:15,670 --> 00:21:20,410 elements. Ori and the Blind Forest mixed the Metroidvania genre with the more fluid platforming 280 00:21:20,410 --> 00:21:27,030 found in Super Meat Boy. Want to play a Metroidvania but with Pokemon? There’s Monster Sanctuary. 281 00:21:27,030 --> 00:21:32,550 Maybe a Metroid pinball game? There’s Yoku’s Island Express. Metroidvania with anime girls? 282 00:21:32,550 --> 00:21:35,890 Actually, I don’t think any of those exist. 283 00:21:35,890 --> 00:21:40,190 And then, of course, there’s Hollow Knight. Developed by Team Cherry, most of what we 284 00:21:40,190 --> 00:21:44,780 see in Hollow Knight comes from the minds of William Pellen and Ari Gibson. Aside from 285 00:21:44,780 --> 00:21:49,140 the Metroid and Castlevania games, Hollow Knight took inspiration from a lot of old 286 00:21:49,140 --> 00:21:55,780 school NES and Super Nintendo games like Mega Man X and Zelda II. William Pellen explains: 287 00:21:55,780 --> 00:21:57,500 We’ve stolen a lot of ideas. 288 00:21:57,500 --> 00:22:03,700 But there was one game in particular that people saw a lot in Hollow Knight 289 00:22:03,700 --> 00:22:06,850 Hollow Knight is a metroidvania souls-like game. 290 00:22:06,850 --> 00:22:09,720 This is more of a metroidvania souls-like. 291 00:22:09,720 --> 00:22:12,490 Hollow Knight takes a lot of cues from the Dark Souls series... 292 00:22:12,490 --> 00:22:16,720 It’s really the Dark Souls of games that are trying to be the Dark Souls of Dark Souls 293 00:22:16,720 --> 00:22:18,820 without actually being Dark Souls... 294 00:22:18,820 --> 00:22:19,820 Dark Souls… 295 00:22:19,820 --> 00:22:20,820 Dark Souls… 296 00:22:20,820 --> 00:22:21,820 Dark Souls… 297 00:22:21,820 --> 00:22:22,820 Mario… 298 00:22:22,820 --> 00:22:23,820 Hollow Knight is pretty much just Dark Souls. 299 00:22:23,820 --> 00:22:27,910 Of course, there was a certain craze back in the day of comparing everything to Dark 300 00:22:27,910 --> 00:22:32,549 Souls. But the comparisons to Hollow Knight are probably more apt verses something like 301 00:22:32,549 --> 00:22:38,530 Cuphead. After all, a lot of people seem to consider Dark Souls a Metroidvania as well, 302 00:22:38,530 --> 00:22:40,880 at least in some vague sense. 303 00:22:40,880 --> 00:22:46,620 The original Dark Souls game is also a Metroidvania game, just in 3 dimensions instead of 2. 304 00:22:46,620 --> 00:22:49,460 Dark Souls, itself a cousin of the Metroidvania… 305 00:22:49,460 --> 00:22:53,429 And I love Symphony of the Night, but no non-2D games have captured the essence of Metroidvania, 306 00:22:53,429 --> 00:22:56,690 I'd argue since Metroid Prime, and then I knew where we all were and was free hereafter 307 00:22:56,690 --> 00:22:58,669 to happily halberd hellspawn. 308 00:22:58,669 --> 00:23:03,480 This just shows how vague and malleable terms like “souls-like” and “Metroidvania” 309 00:23:03,480 --> 00:23:09,040 are to a lot of people. It’s this vague definition of difficulty and exploration. 310 00:23:09,040 --> 00:23:13,350 Is trying to find the bathroom in a crowded mall after eating Chipotle a “Metroidvania 311 00:23:13,350 --> 00:23:17,929 souls-like” experience? Team Cherry has never really championed Dark Souls as one 312 00:23:17,929 --> 00:23:21,870 of their main inspirations, but they do acknowledge it. 313 00:23:21,870 --> 00:23:25,260 Maybe a bit of Dark Souls in there as well. That type of stuff. 314 00:23:25,260 --> 00:23:29,500 When pressed, they usually downplay the comparisons a lot of people tend to make, saying that 315 00:23:29,500 --> 00:23:33,860 Hollow Knight feels similar to Dark Souls because both games draw on early Nintendo 316 00:23:33,860 --> 00:23:34,990 games. 317 00:23:34,990 --> 00:23:38,760 You have a new generation of people who haven't played Nintendo games, who haven't played 318 00:23:38,760 --> 00:23:45,200 those early games. So they don't have the touchstones like Zelda 2 to talk about and 319 00:23:45,200 --> 00:23:51,960 it's much easier to say "like Souls" as a capsule, as a modern game, that emphasises 320 00:23:51,960 --> 00:23:58,690 all of those qualities of the unknown, and discovery and challenge and overcoming challenge 321 00:23:58,690 --> 00:24:00,570 to access new areas. 322 00:24:00,570 --> 00:24:04,700 Although they do admit that the corpse running mechanic in Dark Souls directly inspired what 323 00:24:04,700 --> 00:24:09,230 they did in Hollow Knight. They’ve also cited the Rally mechanic from Bloodborne as 324 00:24:09,230 --> 00:24:12,400 a loose inspiration for Hollow Knight’s soul and focus system. 325 00:24:12,400 --> 00:24:17,340 When you hit an enemy in Bloodborne, you regain a bit of health... There's a parallel there 326 00:24:17,340 --> 00:24:22,110 with our soul system which is just that you hit, and you stock the soul, which you then 327 00:24:22,110 --> 00:24:24,020 use to heal at your own rate. 328 00:24:24,020 --> 00:24:28,530 However, there was another comparison some people made during the game’s early days. 329 00:24:28,530 --> 00:24:33,360 A game that appears to have had no influence over Team Cherry: Ori and the Blind Forest. 330 00:24:33,360 --> 00:24:37,080 Again, Hollow Knight's cartoony, slightly Ori and the Blind Forest, esc style... 331 00:24:37,080 --> 00:24:41,890 The atmosphere created in this Ori and the Blind Forest meets Salt and Sanctuary artstyle... 332 00:24:41,890 --> 00:24:46,501 The comparisons to Ori were not quite as prevalent as the comparisons to Dark Souls, but they 333 00:24:46,501 --> 00:24:49,690 happened enough to warrant a comment from Team Cherry themselves. 334 00:24:49,690 --> 00:24:55,270 When you're coming out as an unknown developer and you have no game, people have no touchstones. 335 00:24:55,270 --> 00:24:59,419 Everyone who saw this game, or I’m not going to say everyone, but certainly, there was 336 00:24:59,419 --> 00:25:03,539 a lot of sentiment which was “Oh, it looks like that game Ori.” Which we’ve never 337 00:25:03,539 --> 00:25:07,610 played. But it looks fantastic and apparently it is fantastic by all accounts and I’m 338 00:25:07,610 --> 00:25:10,570 sure we’ll be able to get some time once we… 339 00:25:10,570 --> 00:25:12,669 There’s a sequel soon so we’ll just wait ‘till then 340 00:25:12,669 --> 00:25:15,799 We’ll wait till the sequel and buy a bundle pack or something. 341 00:25:15,799 --> 00:25:20,460 So even before Ori and the Will of the Wisps was being compared to Hollow Knight, Hocllow 342 00:25:20,460 --> 00:25:25,039 Knight was being compared to Ori and the Blind Forest. Which begs the question. Why have 343 00:25:25,039 --> 00:25:29,320 the claims surrounding Will of the Wisps been so much louder? There’s certainly a case 344 00:25:29,320 --> 00:25:33,020 to be made that Will of the Wisps shares more design elements with Hollow Knight than that 345 00:25:33,020 --> 00:25:37,390 game did with Blind Forest. But I think another big factor in all this is the fact that the 346 00:25:37,390 --> 00:25:42,930 Hollow Knight fanbase is much bigger than the Ori fanbase. For example, the Hollow Knight 347 00:25:42,930 --> 00:25:47,789 subreddit and Discord server are both over 10 times larger than the Ori counterparts. 348 00:25:47,789 --> 00:25:52,611 That’s not to say that Hollow Knight is a better game than either Ori 1 or 2. But 349 00:25:52,611 --> 00:25:56,750 I think it contributes to why so many more people are seeing similarities between Hollow 350 00:25:56,750 --> 00:26:01,690 Knight and other games. And I’m not just talking about Will of the Wisps. 351 00:26:01,690 --> 00:26:07,450 In December of 2019, Nintendo showed off the trailer for a game called Gleamlight. This 352 00:26:07,450 --> 00:26:12,870 game was developed by a Japanese company called DICO. The company is a decent sized publisher 353 00:26:12,870 --> 00:26:17,320 who even helped with the development of another recent Metroidvania game, Bloodstained: Ritual 354 00:26:17,320 --> 00:26:22,630 of the Night: Koji Igarasha’s spiritual successor to Symphony of the Night. 355 00:26:22,630 --> 00:26:26,880 The immediate reaction to Gleamlight’s trailer was that it was a cheap knock off of Hollow 356 00:26:26,880 --> 00:26:33,240 Knight. The game’s publisher, D3, addressed these accusations in a Polygon article saying: 357 00:26:33,240 --> 00:26:37,150 Gleamlight is still in development and it’s not final at this moment… The dev team is 358 00:26:37,150 --> 00:26:40,970 aware of Hollow Knight but the game has nothing to do with that title. 359 00:26:40,970 --> 00:26:46,780 Very few seemed to actually believe this statement. In his review of the game, NintendoLife reviewer 360 00:26:46,780 --> 00:26:49,380 Stuart Gipp said the following: 361 00:26:49,380 --> 00:26:52,990 Gleamlight's developers have claimed that their game isn't a rip-off of Hollow Knight. 362 00:26:52,990 --> 00:26:58,670 They're right. If it was a rip-off, then it'd share some kind of inspiration, some mechanical 363 00:26:58,670 --> 00:27:05,419 flair. The creativity, the baseline of enjoyable moments, some solid fundamentals. It's all 364 00:27:05,419 --> 00:27:10,710 missing. It's not a rip-off of Hollow Knight, it's a stupid child's drawing of it. 365 00:27:10,710 --> 00:27:15,340 So what exactly is it about Gleamlight that makes people call it a rip-off? Much like 366 00:27:15,340 --> 00:27:20,049 FortressCraft, the game looks very rushed and unpolished, and it was released somewhat 367 00:27:20,049 --> 00:27:25,530 recently after Hollow Knight’s huge success. On top of that, the game shares a number of 368 00:27:25,530 --> 00:27:30,940 similarities. They are both platformers with somewhat dark atmospheres and enigmatic protagonists. 369 00:27:30,940 --> 00:27:36,240 They both feature a melee combat system where the primary method of attack is a short range 370 00:27:36,240 --> 00:27:41,600 sword swipe. And some of the areas bear a resemblance to the areas found in Hollow Knight… 371 00:27:41,600 --> 00:27:44,850 but is any of this really all that unique? 372 00:27:44,850 --> 00:27:48,730 With FortressCraft it was a lot easier to notice, because there were very few games 373 00:27:48,730 --> 00:27:52,909 that looked like Minecraft in terms of game design. But the things that Gleamlight has 374 00:27:52,909 --> 00:27:58,140 in common with Hollow Knight are not very new ideas. For example, Hollow Knight’s 375 00:27:58,140 --> 00:28:03,650 moody atmosphere is not particularly original, with some early impressions calling the game 376 00:28:03,650 --> 00:28:04,650 Tim-Burton-like. 377 00:28:04,650 --> 00:28:07,420 It brings to mind "The Nightmare Before Christmas" almost. 378 00:28:07,420 --> 00:28:09,559 It's a little bit "Tim Burton". 379 00:28:09,559 --> 00:28:12,420 There’s definitely going to be a connection to that. 380 00:28:12,420 --> 00:28:17,770 It’s got that like “Tim Burton”, or gothic vibe to it. That type of thing. 381 00:28:17,770 --> 00:28:21,289 And remember how people compared Hollow Knight to Ori and the Blind Forest when it was coming 382 00:28:21,289 --> 00:28:26,470 out? A lot of that was probably due to the fact that both games were non-pixel art based 383 00:28:26,470 --> 00:28:30,850 metroidvanias featuring small-sized protagonists. 384 00:28:30,850 --> 00:28:37,230 As for combat, melee combat in a Metroidvania isn’t particularly unique either. The Castlevania 385 00:28:37,230 --> 00:28:41,690 games have primarily used melee combat as well. Hollow Knight’s combat seems to draw 386 00:28:41,690 --> 00:28:46,740 somewhat from the side scrolling combat of Zelda 2, which in case you didn’t know, 387 00:28:46,740 --> 00:28:47,820 is really old. 388 00:28:47,820 --> 00:28:52,840 As for areas… Well forests in real life are green, so I don’t think that’s fair 389 00:28:52,840 --> 00:28:57,640 to say that’s a rip off. And there are purple crystals in the real world called Amethyst 390 00:28:57,640 --> 00:29:02,880 crystals. So that’s not really that unique of a concept to Hollow Knight either. I mean, 391 00:29:02,880 --> 00:29:06,110 come on, have people not been playing 1.17? 392 00:29:06,110 --> 00:29:12,160 On top of all of this, Gleamlight is barely even a Metroidvania. I know that term is vague, 393 00:29:12,160 --> 00:29:16,140 but Gleamlight doesn’t really emphasize exploration in any way. You travel through 394 00:29:16,140 --> 00:29:21,360 each room linearly, and there’s no map at all. There are power ups that you gain but 395 00:29:21,360 --> 00:29:23,820 it really is the bare minimum. 396 00:29:23,820 --> 00:29:27,830 All that being said, it’s certainly possible that Gleamlight was just an attempt to cash 397 00:29:27,830 --> 00:29:32,010 in on Hollow Knight’s popularity. But if that’s the case, then the developers really 398 00:29:32,010 --> 00:29:36,990 had no idea what it was that made Hollow Knight such a good game. Honestly, I think this is 399 00:29:36,990 --> 00:29:42,140 less to do with developer intentions and more to do with how we as gamers discuss video 400 00:29:42,140 --> 00:29:43,140 games. 401 00:29:43,140 --> 00:29:47,630 One of Hollow Knight’s first exposures to a wide audience came in 2015. On November 402 00:29:47,630 --> 00:29:52,830 19th, a friend of the dev team and the voice of Sly, Graig, posted about Hollow Knight 403 00:29:52,830 --> 00:29:58,580 on Reddit, linking to the Ferocious Foes trailer on YouTube. This post received over 25,000 404 00:29:58,580 --> 00:30:04,540 upvotes, and hundreds of comments came flooding in. And what were people saying? Well, they 405 00:30:04,540 --> 00:30:10,470 were comparing Hollow Knight to other games. Dark Souls. Super Metroid. Bloodborne. Symphony 406 00:30:10,470 --> 00:30:17,480 of the Night. Ori and the Blind Forest. Dust Elysian. Castle Crashers. Shovel Knight. Child 407 00:30:17,480 --> 00:30:21,870 of Light. Mario. Uhh… Bleach. 408 00:30:21,870 --> 00:30:28,200 How many of these games did Team Cherry actually take inspiration from? Like 3. Whenever we 409 00:30:28,200 --> 00:30:33,610 see a new video game, our brains immediately try to find some kind of analogy, other games 410 00:30:33,610 --> 00:30:38,320 that resemble it, to help us get an idea of what the game is like. Our brains are pattern 411 00:30:38,320 --> 00:30:43,100 recognition machines, seeing things even if they aren’t even there. Anyone who’s been 412 00:30:43,100 --> 00:30:48,490 online in the last year should know this painfully well. So it’s pretty much impossible for 413 00:30:48,490 --> 00:30:51,909 new games to not be compared to old ones. 414 00:30:51,909 --> 00:30:55,690 Gleamlight was dropped into the limelight in the middle of an Indie World direct, and 415 00:30:55,690 --> 00:30:59,970 I can tell you, a large chunk of the Hollow Knight fanbase watches Indie World directs 416 00:30:59,970 --> 00:31:05,330 in the futile hope that there might be even just a monochrome of Silksong news presented. 417 00:31:05,330 --> 00:31:10,049 So when Gleamlight popped up, and shared a few superficial similarities with Hollow Knight, 418 00:31:10,049 --> 00:31:12,440 the comparisons happened immediately. 419 00:31:12,440 --> 00:31:17,020 Now those comments on Hollow Knight from 2015 were mostly positive. There were still a few 420 00:31:17,020 --> 00:31:21,580 people calling Hollow Knight a rip-off, but in general people were kind to the game. And 421 00:31:21,580 --> 00:31:26,670 that was probably because Hollow Knight looked like a pretty good game. As for Gleamlight, 422 00:31:26,670 --> 00:31:31,010 well… I’m gonna have to say something mean here, so if there are any developers 423 00:31:31,010 --> 00:31:36,740 at the Japanese company DICO watching this video, please plug your ears. Gleamlight’s 424 00:31:36,740 --> 00:31:39,730 trailer looked really shitty. Like the game just looks bad. 425 00:31:39,730 --> 00:31:44,710 So when a whole bunch of Hollow Knight fans saw this game, and saw how bad it looked, 426 00:31:44,710 --> 00:31:49,049 it was inevitable that everyone would start calling Gleamlight a rip-off. But if you actually 427 00:31:49,049 --> 00:31:53,850 played Gleamlight, it doesn’t seem much like Hollow Knight at all. I mean, it’s 428 00:31:53,850 --> 00:31:58,240 still a bad game. I got every achievement after four hours of playtime and I can confirm 429 00:31:58,240 --> 00:32:04,230 it’s a bad game. But I think that has more to do with DICO being primarily a publisher 430 00:32:04,230 --> 00:32:08,789 and having very little experience with game development than them trying to quickly cash 431 00:32:08,789 --> 00:32:10,620 in on Hollow Knight’s success. 432 00:32:10,620 --> 00:32:14,030 Of course, that’s not to say that Hollow Knight hasn’t inspired other developers. 433 00:32:14,030 --> 00:32:20,789 There have been quite a few games to pop up such as Haiku the Robot, Lone Fungus, Chiaroscuro, 434 00:32:20,789 --> 00:32:27,800 Curse of the Sea Rats, Ender Lilies, Unbound: Worlds Apart, and Zapling Bygone, which all 435 00:32:27,800 --> 00:32:32,799 claim Hollow Knight as an inspiration in some way. But one Hollow Knight inspired game in 436 00:32:32,799 --> 00:32:38,120 particular, Crowsworn, ended up getting some heat for looking too much like Hollow Knight. 437 00:32:38,120 --> 00:32:42,960 When they posted their pre-Kickstarter trailer on Twitter, a number of tweets were posted 438 00:32:42,960 --> 00:32:45,720 calling the game a rip-off of Hollow Knight. 439 00:32:45,720 --> 00:32:49,390 Once the game was brought to the attention of the wider Hollow Knight fanbase, partly 440 00:32:49,390 --> 00:32:55,000 due to me tweeting about it over on my twitter at twitter.com/mossbag69, discussion became 441 00:32:55,000 --> 00:32:56,910 a lot more positive. 442 00:32:56,910 --> 00:33:01,669 Since then, Team Cherry’s marketing director, Leth, has even joined the Crowsworn team. 443 00:33:01,669 --> 00:33:05,550 In an interview with the The Indie Gamer, Leth made it pretty clear that Team Cherry 444 00:33:05,550 --> 00:33:07,290 has no issues with Crowsworn: 445 00:33:07,290 --> 00:33:12,980 Look, this game looks cool. We don’t mind if people look at Hollow Knight and go “I 446 00:33:12,980 --> 00:33:14,010 want to do that too”. 447 00:33:14,010 --> 00:33:17,910 Leth also pointed out how it just makes sense that small-team indie studios working in the 448 00:33:17,910 --> 00:33:22,120 Unity game engine would make games that look similar to Hollow Knight. 449 00:33:22,120 --> 00:33:31,330 There’s only so much you can do with Unity for a 2D game. And the fact is that Team Cherry 450 00:33:31,330 --> 00:33:38,590 and Ari were very clever with how they developed Hollow Knight in a way to make it super efficient 451 00:33:38,590 --> 00:33:45,950 and it’s also very good. So if you depart from that to a great degree you risk making 452 00:33:45,950 --> 00:33:48,100 something bad. 453 00:33:48,100 --> 00:33:53,350 And when Crowsworn went live on Kickstarter, it hit its $100,000 goal in less than three 454 00:33:53,350 --> 00:33:58,549 hours. So the game clearly has value to a lot of people. Even Team Cherry left a comment 455 00:33:58,549 --> 00:34:01,299 on their Kickstarter saying their game looks great. 456 00:34:01,299 --> 00:34:06,150 Now to be fair, I understand why some people making these comparisons are so negative about 457 00:34:06,150 --> 00:34:11,169 Crowsworn. Crowsworn does wear its Hollow Knight inspiration on its sleeve. But from 458 00:34:11,169 --> 00:34:14,970 what we have seen of Crowsworn, it appears that they do have ideas of their own, and 459 00:34:14,970 --> 00:34:19,649 are putting work into making their game stand out as a unique Metroidvania. The developers 460 00:34:19,649 --> 00:34:24,230 reference the Donkey Kong Country games as an inspiration, and yeah, these things are 461 00:34:24,230 --> 00:34:30,280 basically barrel cannons. They’ve American, or I guess Canadianized, the game quite a 462 00:34:30,280 --> 00:34:34,760 bit with the inclusion of guns, which I thought was a pretty glaring omission from Hollow 463 00:34:34,760 --> 00:34:36,129 Knight, to be honest. 464 00:34:36,129 --> 00:34:40,210 In reality the vast majority of the games within the Metroidvania genre draw direct 465 00:34:40,210 --> 00:34:45,030 inspiration from Metroid and Castlevania, combining elements from those games with other 466 00:34:45,030 --> 00:34:50,500 games like Super Meat Boy and Dark Souls to try to create something new. This isn’t 467 00:34:50,500 --> 00:34:55,430 controversial and those games are seldom called rip offs. Then Hollow Knight came along and 468 00:34:55,430 --> 00:35:00,230 became extremely popular, resulting in both a lot of people inspired to make games similar 469 00:35:00,230 --> 00:35:03,770 to Hollow Knight, and a lot of people seeing Hollow Knight’s mechanics in other games, 470 00:35:03,770 --> 00:35:07,360 whether or not that was actually intentional on the developers’ part. 471 00:35:07,360 --> 00:35:12,280 So what makes it okay to draw ideas from Metroid, like Axiom Verge does, but not draw ideas 472 00:35:12,280 --> 00:35:16,720 from Hollow Knight, like Crowsworn does? I think a lot of people think it’s fine to 473 00:35:16,720 --> 00:35:22,501 copy Metroid and Castlevania because those games are old, and Hollow Knight is new. But 474 00:35:22,501 --> 00:35:27,070 keep in mind, the gaming industry is very different now than it was in the 80s and 90s. 475 00:35:27,070 --> 00:35:32,349 There are now thousands upon thousands of indie games being released every single year, 476 00:35:32,349 --> 00:35:37,220 so we are likely going to see iterations of game ideas and designs happen faster and more 477 00:35:37,220 --> 00:35:42,620 frequently. It took so long for games to take from Metroid because indie developers weren’t 478 00:35:42,620 --> 00:35:48,460 really a thing until Cave Story came out in 2004, which is a Metroidvania by the way. 479 00:35:48,460 --> 00:35:51,200 Well, depending on who you ask. 480 00:35:51,200 --> 00:35:54,891 At the end of the day, as long as a game does enough to set itself apart from the games 481 00:35:54,891 --> 00:35:59,530 that inspired it, we really shouldn’t be upset about clones or rip-off or however old 482 00:35:59,530 --> 00:36:04,050 the games it takes from are. And just watching the trailer for a game sometimes isn’t enough 483 00:36:04,050 --> 00:36:07,600 to know if that’s the case. Seriously, the amount of people saying that Hollow Knight 484 00:36:07,600 --> 00:36:12,010 looked like Ori after watching the Ferocious Foes trailer is kinda crazy considering how 485 00:36:12,010 --> 00:36:19,050 different those two games are. 486 00:36:19,050 --> 00:36:25,200 Enter Ori and the Will of the Wisps. You know, the game this video is supposed to be about. 487 00:36:25,200 --> 00:36:28,599 After the completion of Ori and the Blind Forest, it wasn’t a done deal that Moon 488 00:36:28,599 --> 00:36:35,060 Studios was going to make a sequel. The co-founders, Thomas Mahler and Gennadiy Korol, weren’t 489 00:36:35,060 --> 00:36:39,070 exactly onboard with making a sequel, until they started thinking about the ways a sequel 490 00:36:39,070 --> 00:36:44,710 could improve on Blind Forest’s weaker parts, comparing it to how Super Mario Bros. 3 improved 491 00:36:44,710 --> 00:36:46,000 on the original game. 492 00:36:46,000 --> 00:36:51,550 If you would see Ori and the Blind Forest as the original Super Mario Bros... The sequel 493 00:36:51,550 --> 00:36:53,980 could actually become like Super Mario Bros. 3. 494 00:36:53,980 --> 00:36:57,950 Sort of like what Super Mario Bros 3 was to Super Mario Bros. 495 00:36:57,950 --> 00:37:03,900 We want Ori and the Will of the Wisps to become to Blind Forest what Super Marios 3 was to 496 00:37:03,900 --> 00:37:05,070 the original Super Mario Bros. 497 00:37:05,070 --> 00:37:13,160 My next guests say this game will be the best Ori and will be to Ori what Mario 3 was to 498 00:37:13,160 --> 00:37:17,680 Super Mario Brothers. I guess that's a quote. That's impressive. 499 00:37:17,680 --> 00:37:21,970 And part of that process of refining the sequel was to look at the other Metroidvanias that 500 00:37:21,970 --> 00:37:23,880 were released since the first game. 501 00:37:23,880 --> 00:37:27,780 In terms of the gameplay we really just wanted to push it a step further so we looked at 502 00:37:27,780 --> 00:37:31,680 all the Metroidvanias that also came out after Blind Forest. We just basically wanted to 503 00:37:31,680 --> 00:37:35,560 say "How can we even take it a level further than that?" 504 00:37:35,560 --> 00:37:39,330 Like we saw earlier in this video, Hollow Knight was one of the games that Moon Studios 505 00:37:39,330 --> 00:37:43,960 looked at when creating Will of the Wisps. But since the game has come out, Mahler and 506 00:37:43,960 --> 00:37:48,630 Korol have both denied taking any inspiration from Hollow Knight. When I first caught wind 507 00:37:48,630 --> 00:37:54,390 of all this back in March 2020, I went on a bit of a rant. I posted to my twitter account 508 00:37:54,390 --> 00:38:00,140 over at twitter.com/mossbag69 claiming that Moon Studios had obviously taken several elements 509 00:38:00,140 --> 00:38:05,160 from Hollow Knight, and were now blatantly denying it. Now I know this is a really rare 510 00:38:05,160 --> 00:38:10,000 occurrence for Twitter, but my tweets were perhaps a bit reactionary and ignorant to 511 00:38:10,000 --> 00:38:14,360 the greater context surrounding the situation. I hadn’t even played the Ori games when 512 00:38:14,360 --> 00:38:19,150 I made those tweets. But that was over a year ago. Since then I have taken the time to play 513 00:38:19,150 --> 00:38:23,800 both Ori and the Blind Forest and Ori and the Will of the Wisps. I also played through 514 00:38:23,800 --> 00:38:28,210 Pac-Man 2: The New Adventures a few times just for good measure. I also researched the 515 00:38:28,210 --> 00:38:31,619 development of the Ori games to better understand how they were made. 516 00:38:31,619 --> 00:38:37,720 So, have my thoughts changed? Well, yes, but it’s complicated. There really isn’t a 517 00:38:37,720 --> 00:38:42,100 clear cut answer here. So let me just answer this question in two parts. 518 00:38:42,100 --> 00:38:46,130 Was Ori and the Will of the Wisps influenced by Hollow Knight in some way? 519 00:38:46,130 --> 00:38:47,570 Most likely. 520 00:38:47,570 --> 00:38:52,780 Did Ori and the Will of the Wisps directly copy mechanics or ideas from Hollow Knight? 521 00:38:52,780 --> 00:38:54,270 Probably not. 522 00:38:54,270 --> 00:38:58,130 In order to get to the bottom of this, I’m going to be digging into a number of interviews 523 00:38:58,130 --> 00:39:02,080 Moon Studios has participated in, as well as looking through posts Thomas Mahler has 524 00:39:02,080 --> 00:39:07,349 made on the websites ResetEra and NeoGAF. Mahler has been open about sharing his opinions 525 00:39:07,349 --> 00:39:13,360 in gaming forums. And once we dig into his posts, we soon realize something. Thomas Mahler 526 00:39:13,360 --> 00:39:15,820 doesn’t really like Hollow Knight. 527 00:39:15,820 --> 00:39:20,240 Mahler first played Hollow Knight right as the game came out in February 2017. 528 00:39:20,240 --> 00:39:25,450 After playing the game for a few hours, Mahler posted in the NeoGAF thread dedicated to discussing 529 00:39:25,450 --> 00:39:30,300 Hollow Knight. Mahler criticized the game’s slow pacing, calling it too slow when compared 530 00:39:30,300 --> 00:39:36,330 to games like Super Metroid, Symphony of the Night and Blind Forest. In later posts, Mahler 531 00:39:36,330 --> 00:39:40,880 also said he isn’t a fan of Hollow Knight’s “simplistic combat”. And while he didn’t 532 00:39:40,880 --> 00:39:44,920 say this next point was criticism, Mahler also talked about how he thinks that games 533 00:39:44,920 --> 00:39:49,050 like Axiom Verge and Hollow Knight don’t really do anything new to push the Metroidvania 534 00:39:49,050 --> 00:39:53,650 genre forward, as opposed to the Ori games which blend the genre with the more fluid 535 00:39:53,650 --> 00:39:56,650 platforming found in games like Super Meat Boy. 536 00:39:56,650 --> 00:40:01,540 Mahler’s criticisms of Hollow Knight are certainly not unique. As much as I love Hollow 537 00:40:01,540 --> 00:40:05,730 Knight, it’s not a perfect game. There are aspects of it that just won’t do it for 538 00:40:05,730 --> 00:40:10,180 some people. One of Hollow Knight’s biggest stumbling points for a lot of players is its 539 00:40:10,180 --> 00:40:15,170 pacing. Hollow Knight is a massive game with a huge map and the movement upgrades are few 540 00:40:15,170 --> 00:40:20,800 and far between. As a result, some areas feel like they are missing content or satisfying 541 00:40:20,800 --> 00:40:25,190 moments to keep the player engaged. This can seriously affect the game's sense of pacing 542 00:40:25,190 --> 00:40:29,970 and progression if the hook of exploration doesn’t grab the player. This has been pointed 543 00:40:29,970 --> 00:40:32,030 out by a few reviewers here on YouTube. 544 00:40:32,030 --> 00:40:35,850 And even with every ability it can take a while to get where you need to because the 545 00:40:35,850 --> 00:40:42,400 map is absolutely massive. Massive and boring! 546 00:40:42,400 --> 00:40:45,609 And the world is fun to explore, but asks for a bit more than what these kinds of games 547 00:40:45,609 --> 00:40:47,440 usually entail given its sheer size. 548 00:40:47,440 --> 00:40:52,460 A building of tension in exploration, story, and gameplay complexity, that ends with nothing 549 00:40:52,460 --> 00:40:58,500 instead of a climax. I’d call this poor pacing. 550 00:40:58,500 --> 00:40:59,500 Boooooorriiinnnggg! 551 00:40:59,500 --> 00:41:03,790 Even people who praised Hollow Knight as the best Metroidvania ever made such as Game Maker’s 552 00:41:03,790 --> 00:41:06,990 Toolkit have issues with how long the game goes on. 553 00:41:06,990 --> 00:41:11,849 I felt finished and satisfied with the game after dispatching Hollow Knight for the first 554 00:41:11,849 --> 00:41:16,210 time, and when I discovered online that there was a lot more to do, I didn't really have 555 00:41:16,210 --> 00:41:19,829 the drive to carry on and seek out yet more secrets. 556 00:41:19,829 --> 00:41:24,070 In terms of combat, Hollow Knight’s combat is more simple on the surface when compared 557 00:41:24,070 --> 00:41:27,910 to what is featured in Ori and the Will of the Wisps, especially in the first half of 558 00:41:27,910 --> 00:41:32,440 the game, when the player doesn’t have a very complex moveset. This also spills over 559 00:41:32,440 --> 00:41:35,089 into affecting the games pacing as well. 560 00:41:35,089 --> 00:41:50,510 Up first is that it takes far too long to go from this… to this. 561 00:41:50,510 --> 00:41:54,270 This means that there is a long stretch of game time wherein the player has very few 562 00:41:54,270 --> 00:41:59,410 options during combat compared to the potential you have at the end. Things don’t stay quite 563 00:41:59,410 --> 00:42:03,140 as simple as they are right at the beginning, but they don’t get really interesting until 564 00:42:03,140 --> 00:42:04,500 you’re close to finished. 565 00:42:04,500 --> 00:42:09,020 And it is fair to say that Hollow Knight doesn’t really do anything unique. There were a number 566 00:42:09,020 --> 00:42:11,190 of reviewers pointing this out. 567 00:42:11,190 --> 00:42:14,839 Although Hollow Knight may have many of the same trappings we've seen countless times 568 00:42:14,839 --> 00:42:18,410 before, it stands above thanks to the strength of its artistry and execution. 569 00:42:18,410 --> 00:42:23,310 The mechanical aspects of the game aren't anything truly innovative or unique, but they're 570 00:42:23,310 --> 00:42:27,190 responsive, easy to learn and most of all completely fair. 571 00:42:27,190 --> 00:42:30,520 Hollow Knight maybe doesn't rewrite the book on the new abilities aspect, but it does make 572 00:42:30,520 --> 00:42:33,480 them feel meaningful and very important to your progression. 573 00:42:33,480 --> 00:42:38,240 I should point out that while Mahler has discussed his problems with Hollow Knight a number of 574 00:42:38,240 --> 00:42:42,290 times, he has still consistently said that he has a lot of respect for Team Cherry. And 575 00:42:42,290 --> 00:42:47,030 he has also constantly said he’s happy that more and more great Metroidvanias like Hollow 576 00:42:47,030 --> 00:42:51,310 Knight have released since Blind Forest. But he’s also made it very clear that the game 577 00:42:51,310 --> 00:42:53,339 just didn’t do it for him, saying: 578 00:42:53,339 --> 00:42:58,420 I get that fans might see similarities between the games, but I wasn't even a fan of the 579 00:42:58,420 --> 00:43:00,880 game when I played it, so… 580 00:43:00,880 --> 00:43:05,290 However, Mahler has done more than just talk about how he dislikes Hollow Knight. He’s 581 00:43:05,290 --> 00:43:09,240 also gone back and forth on whether or not he actually finished the game. He said he 582 00:43:09,240 --> 00:43:13,930 did finish it in a post from shortly before Will of the Wisps released, but then he said 583 00:43:13,930 --> 00:43:18,420 he didn’t finish it after everyone started comparing the two games a month later. At 584 00:43:18,420 --> 00:43:23,460 another point he compared the sales figures of the two games after another user said Blind 585 00:43:23,460 --> 00:43:29,170 Forest just came and went while Hollow Knight was extremely popular. And in general, Mahler 586 00:43:29,170 --> 00:43:33,520 has expressed a very competitive mindset whenever he talks about Hollow Knight. 587 00:43:33,520 --> 00:43:38,440 So it’s clear that Mahler has a complicated relationship with Hollow Knight. For comparison’s 588 00:43:38,440 --> 00:43:41,661 sake, the only thing Team Cherry has ever said about the Ori games is that they’ve 589 00:43:41,661 --> 00:43:43,670 heard they are fantastic. 590 00:43:43,670 --> 00:43:47,599 Of course, Team Cherry are pretty tight lipped in general, and don’t have much of an online 591 00:43:47,599 --> 00:43:56,140 presence, either personally or professionally. Probably to a fault sometimes. 592 00:43:56,140 --> 00:44:00,800 Mahler has the opposite problem. He is just really open about sharing his opinions, and 593 00:44:00,800 --> 00:44:05,600 even he admits that it lands him in hot water sometimes. Back in March of this year, he 594 00:44:05,600 --> 00:44:09,960 posted a public apology on his Twitter account after calling the developers behind No Man’s 595 00:44:09,960 --> 00:44:16,640 Sky and Cyberpunk 2077 snake oil salesmen in a post he made to ResetEra. To be fair, 596 00:44:16,640 --> 00:44:21,060 Mahler made some interesting points in his post, and honestly, I kind of agree that hype 597 00:44:21,060 --> 00:44:26,360 culture in gaming incentivises studios to overpromise what their games will be. But 598 00:44:26,360 --> 00:44:31,400 he probably should have avoided calling specific people like Sean Murray “snake oil salesmen”. 599 00:44:31,400 --> 00:44:34,150 In his Twitter apology, Mahler said the following: 600 00:44:34,150 --> 00:44:38,540 I always really liked the idea of gamers and developers alike having an open discourse 601 00:44:38,540 --> 00:44:43,330 about games, so that we could all figure out together how to improve the artform. 602 00:44:43,330 --> 00:44:47,801 I think this is why Mahler is so open about sharing his opinions on Hollow Knight. He 603 00:44:47,801 --> 00:44:53,130 likes discussing game design with other gamers, and he isn’t afraid to share unpopular opinions. 604 00:44:53,130 --> 00:44:56,590 And I don’t think there’s any problem with him saying he doesn’t like Hollow Knight. 605 00:44:56,590 --> 00:45:00,670 But it’s the amalgamation of his attitude and statements surrounding Hollow Knight that 606 00:45:00,670 --> 00:45:05,560 make me think his feelings towards the game go deeper than just not liking it. I think 607 00:45:05,560 --> 00:45:10,079 Mahler has a competitive mindset when it comes to game development, and he viewed Hollow 608 00:45:10,079 --> 00:45:15,020 Knight’s massive success as a challenge to overcome with Will of the Wisps. 609 00:45:15,020 --> 00:45:19,260 Looking at the language used by Mahler and Korol to describe Will of the Wisps, it really 610 00:45:19,260 --> 00:45:23,470 seems like the goal for this game was for it to surpass Hollow Knight and become the 611 00:45:23,470 --> 00:45:29,690 “perfect Metroidvania.” In an interview with the Daily Star in July 2018, he said 612 00:45:29,690 --> 00:45:31,140 the following: 613 00:45:31,140 --> 00:45:35,521 A lot of what we’re doing with Will of the Wisps is trying to perfect the genre, perfect 614 00:45:35,521 --> 00:45:40,800 Metroidvania. We looked at a lot of games that have come out since the first Ori - Hollow 615 00:45:40,800 --> 00:45:45,520 Knight, Axiom Verge - and studied them and researched them. Now it’s our turn to take 616 00:45:45,520 --> 00:45:50,660 it to the next level. That’s how Ori evolves. We look at what’s been done since the last 617 00:45:50,660 --> 00:45:55,960 game, and we push it further. We take it further. It’s pretty bananas! 618 00:45:55,960 --> 00:45:57,579 Korol has said this as well: 619 00:45:57,579 --> 00:46:01,940 We really want to make sure that absolutely every single aspect of a Metroidvania can 620 00:46:01,940 --> 00:46:02,950 be perfected. 621 00:46:02,950 --> 00:46:07,670 And we can see this was the case before Will of the Wisps. With Ori and the Blind Forest, 622 00:46:07,670 --> 00:46:12,230 the goal was to push the platforming found in Metroidvania games further than ever before, 623 00:46:12,230 --> 00:46:16,720 bringing the fluid platforming of Super Meat Boy to the genre. They literally even put 624 00:46:16,720 --> 00:46:20,900 Meatboy’s rotting corpse in the game, in case you didn’t notice the inspiration. 625 00:46:20,900 --> 00:46:22,839 Thomas Mahler explains: 626 00:46:22,839 --> 00:46:30,920 We wanted to improve Metroidvanias by really focusing on the platforming component because 627 00:46:30,920 --> 00:46:36,390 honestly, if you look at your typical Metroidvania. If you look at Symphony of the Night and Super 628 00:46:36,390 --> 00:46:41,119 Metroid, yes they do have platforming but it’s very simple, right? It’s not on the 629 00:46:41,119 --> 00:46:42,650 level of Mario.... 630 00:46:42,650 --> 00:46:46,839 So that’s where we wanted to improve things. To me, it just made no sense that, hey if 631 00:46:46,839 --> 00:46:51,900 one of your core aspects, if one of the core hooks of the game is platforming like jumping 632 00:46:51,900 --> 00:46:57,680 around these levels, why wouldn’t the levels and the platforming component be as good as 633 00:46:57,680 --> 00:47:03,210 Mario? Like that should be the case. So that’s where we took it. 634 00:47:03,210 --> 00:47:07,280 After the release of Hollow Knight, however, Mahler and Moon Studios looked to push combat 635 00:47:07,280 --> 00:47:12,681 further as well, thus having both the best combat and the best platforming in the Metroidvania 636 00:47:12,681 --> 00:47:18,150 genre. And to do that, they seemed to compare themselves a lot to Hollow Knight: 637 00:47:18,150 --> 00:47:22,329 Then Team Cherry came in and did Hollow Knight and they did a much more traditional thing, 638 00:47:22,329 --> 00:47:27,310 right? Or Axiom Verge for example also did a much more traditional approach to Metroidvanias. 639 00:47:27,310 --> 00:47:34,700 And I think that’s fine, but in terms of the combat system, we wanted to kind of like… 640 00:47:34,700 --> 00:47:39,359 I always like that competition and the challenge and say. Okay you guys did that. Let’s see 641 00:47:39,359 --> 00:47:44,540 how you can follow up when we do this stuff. You know, like that kind of thing. 642 00:47:44,540 --> 00:47:48,430 The combat itself in Blind Forest was much more focused around the platforming, and then 643 00:47:48,430 --> 00:47:54,960 you have games like Hollow Knight coming out which focused a lot more on just precise hits 644 00:47:54,960 --> 00:48:00,490 and so on which just wasn’t the focus for Blind Forest and we thought “Hey, you know, 645 00:48:00,490 --> 00:48:05,680 we could do that as well, right?” And we could really create this perfect package that 646 00:48:05,680 --> 00:48:13,809 here’s what a metroidvania should look like in 2019 and 2020. 647 00:48:13,809 --> 00:48:17,480 So it’s clear that Moon Studios was very aware of Hollow Knight while making Will of 648 00:48:17,480 --> 00:48:23,170 the Wisps, and I think part of the whole “perfect Metroidvania” mentality really just meant 649 00:48:23,170 --> 00:48:27,819 “better than Hollow Knight”. So does Mahler’s feelings towards Hollow Knight, mixed with 650 00:48:27,819 --> 00:48:33,410 Moon Studios’ philosophy of perfection prove Ori copied ideas from Hollow Knight. Well 651 00:48:33,410 --> 00:48:38,130 no, but I think it shows that Hollow Knight likely had some influence over them as they 652 00:48:38,130 --> 00:48:39,510 made the game. 653 00:48:39,510 --> 00:48:43,390 But if we ignore the Hollow Knight stuff for a minute, the basic philosophy of perfecting 654 00:48:43,390 --> 00:48:48,880 the Metroidvania genre is an interesting approach from Moon Studios. It’s also very different 655 00:48:48,880 --> 00:48:54,190 from what Team Cherry did. William Pellen and Ari Gibson actively avoided even calling 656 00:48:54,190 --> 00:48:56,290 their game a Metroidvania at all. 657 00:48:56,290 --> 00:49:00,400 So when we were making the game, obviously the blueprint for it was a lot of those games 658 00:49:00,400 --> 00:49:05,480 like Metroid and Castlevania, but we weren’t super conscious of staying true to the genre 659 00:49:05,480 --> 00:49:10,880 or anything like that, you know? It was just what we thought would be fun or what made 660 00:49:10,880 --> 00:49:12,700 sense, what we wanted to make... 661 00:49:12,700 --> 00:49:17,340 In another interview, Leth confirms that they consciously chose to avoid using the word 662 00:49:17,340 --> 00:49:18,990 Metroidvania: 663 00:49:18,990 --> 00:49:22,990 Team Cherry was the same way. They didn't want to use the word Metroidvania either. 664 00:49:22,990 --> 00:49:28,330 They were calling it "action platformer" or something like that. 665 00:49:28,330 --> 00:49:33,650 In fact, Team Cherry has even said that Hollow Knight is actually most like Faxanadu: 666 00:49:33,650 --> 00:49:38,190 Everytime we say Faxanadu, which is probably the one that it is most closely alined to, 667 00:49:38,190 --> 00:49:41,130 everyone just goes. “Ah what?” 668 00:49:41,130 --> 00:49:46,730 Faxanadu is another one of those early 2D Metroidvania games from the 1980s, before 669 00:49:46,730 --> 00:49:51,860 Super Metroid truly defined the genre. Faxanadu sticks out with its impressive atmosphere 670 00:49:51,860 --> 00:49:57,650 for an NES game and cohesive world design. Faxanadu starts with a lone traveller arriving 671 00:49:57,650 --> 00:50:03,550 at a ruined kingdom in despair, with some inhabitants under the curse of an evil force. 672 00:50:03,550 --> 00:50:07,859 This is very similar to Hollow Knight’s general story, a lonely warrior arriving at 673 00:50:07,859 --> 00:50:11,109 a civilization wrought by an infection. 674 00:50:11,109 --> 00:50:14,960 So you have one developer working to push the conventions of the genre to their limit 675 00:50:14,960 --> 00:50:19,320 by crafting the best platforming and combat mechanics of any Metroidvania game, using 676 00:50:19,320 --> 00:50:23,920 Super Metroid and Symphony of the Night as references. And you have another developer 677 00:50:23,920 --> 00:50:28,319 that isn’t really worried about sticking true to the conventions of the genre and instead 678 00:50:28,319 --> 00:50:32,680 taking inspiration from other old school open world games. 679 00:50:32,680 --> 00:50:36,460 Both Hollow Knight and Ori and the Will of the Wisps have their own unique strengths, 680 00:50:36,460 --> 00:50:42,080 ideals and weaknesses that may stem from their design philosophies. And these games do differ 681 00:50:42,080 --> 00:50:46,550 quite a bit, mainly in their level design and storytelling. 682 00:50:46,550 --> 00:50:50,790 Hollow Knight’s level design prioritizes exploration, with lots of diverging paths 683 00:50:50,790 --> 00:50:55,510 and an insane amount of secret areas to explore. You can beat the game without even seeing 684 00:50:55,510 --> 00:50:59,860 the majority of the content Team Cherry created. And your path through the game will likely 685 00:50:59,860 --> 00:51:02,480 look very different from someone else's. 686 00:51:02,480 --> 00:51:07,200 In contrast, pretty much every area in the Ori games is entered through one intended 687 00:51:07,200 --> 00:51:12,200 path. Because Moon Studio does this, it allows them to carefully craft platforming challenges 688 00:51:12,200 --> 00:51:16,619 around what abilities the player has obtained so far. While there are some hidden areas 689 00:51:16,619 --> 00:51:20,980 here and there, you will be seeing most of what each Ori game has to offer just by following 690 00:51:20,980 --> 00:51:22,680 the critical path. 691 00:51:22,680 --> 00:51:27,470 In terms of storytelling, Moon Studios uses swelling orchestral music and the detailed 692 00:51:27,470 --> 00:51:31,840 character animations to convey the plot of the game. All of this is done to achieve a 693 00:51:31,840 --> 00:51:35,890 more universally recognizable story that doesn’t rely too heavily on dialogue. 694 00:51:35,890 --> 00:51:41,329 There's still a certain tone to Ori where we try to tell our stories with as little 695 00:51:41,329 --> 00:51:46,720 dialogue as possible, because I want people from India who don't necessarily speak English 696 00:51:46,720 --> 00:51:52,720 or something to get as much out of the games as Americans and Europeans and so on. I want 697 00:51:52,720 --> 00:51:55,150 this to be a global thing. 698 00:51:55,150 --> 00:51:59,170 Hollow Knight, on the other hand, has tens of thousands of words for the player to read 699 00:51:59,170 --> 00:52:05,460 and analyze, if they can even find those words that is. And even then, the story isn’t 700 00:52:05,460 --> 00:52:09,680 exactly clear on a lot of the details. To fully grasp Hollow Knight’s plot, you’re 701 00:52:09,680 --> 00:52:14,290 going to need to go online and discuss it with other people or watch YouTube videos 702 00:52:14,290 --> 00:52:19,180 about it by people who constantly remind you to like the video and subscribe. God, I hate 703 00:52:19,180 --> 00:52:23,990 it when YouTubers ask you to like the video and subscribe. It really kills the whole pacing 704 00:52:23,990 --> 00:52:27,650 of the video. 705 00:52:27,650 --> 00:52:33,020 So those are two very different approaches, indeed. Ori is a much more guided experience. 706 00:52:33,020 --> 00:52:36,890 Whereas Hollow Knight is much more open ended. And I think this is part of why the Hollow 707 00:52:36,890 --> 00:52:41,640 Knight fandom is so big compared to other great indie titles. People have to talk to 708 00:52:41,640 --> 00:52:47,200 one another online to find out about that one hidden boss in Deepnest, or that one segment 709 00:52:47,200 --> 00:52:50,911 where the game turns into Super Meat Boy, or to even figure out what the hell is even 710 00:52:50,911 --> 00:52:54,660 happening in half the cutscenes of the game. But does Hollow Knight’s approach make it 711 00:52:54,660 --> 00:53:00,200 a better Metroidvania? Can we even know what a perfect Metroidvania looks like? 712 00:53:00,200 --> 00:53:04,730 Personally, and I might be a little biased here, Hollow Knight better encompasses what 713 00:53:04,730 --> 00:53:10,940 I value most in Metroidvanias. Why is it that so many gamers connect Dark Souls with the 714 00:53:10,940 --> 00:53:14,829 Metroidvania genre? It’s because Dark Souls nails the biggest part of what I think people 715 00:53:14,829 --> 00:53:19,700 like about Metroidvanias: the interconnected world. It doesn’t matter that there aren’t 716 00:53:19,700 --> 00:53:24,740 movement upgrades in Dark Souls. It’s still satisfying to explore the kingdom of Lordran. 717 00:53:24,740 --> 00:53:28,750 And I think Team Cherry kinda stumbled into the realization that the strict upgrade progression 718 00:53:28,750 --> 00:53:33,920 system that’s found in games like Castlevania and Metroid isn’t necessary. When making 719 00:53:33,920 --> 00:53:38,030 their game, they weren’t afraid to strip Hollow Knight of its rigid Metroidvania structure 720 00:53:38,030 --> 00:53:41,339 to create a more freeform experience: 721 00:53:41,339 --> 00:53:44,320 The basic outline of the game at the start, especially because it was really small, was 722 00:53:44,320 --> 00:53:48,480 a much more rigid kind of traditional “this power up first then this power up then this 723 00:53:48,480 --> 00:53:53,810 power up” and you follow that through the game. As the game expanded and as we kept 724 00:53:53,810 --> 00:53:57,849 working on it, we kept finding interesting connections between areas that didn't exist, 725 00:53:57,849 --> 00:54:03,040 so we kinda chipped away at the floor or the ceiling to allow you to move between areas 726 00:54:03,040 --> 00:54:04,290 a little more freely. 727 00:54:04,290 --> 00:54:09,000 While I think Hollow Knight better captures what it is I like about Metroidvanias, I wouldn’t 728 00:54:09,000 --> 00:54:13,250 say Hollow Knight is a better Metroidvania than Ori. Both games are trying to do their 729 00:54:13,250 --> 00:54:17,150 own thing within the genre, and they both do them so well it’s not really reasonable 730 00:54:17,150 --> 00:54:22,010 to even compare them. Oddly enough, Thomas Mahler has even said this too: 731 00:54:22,010 --> 00:54:25,970 I think Hollow Knight and Ori honestly both have their own thing going on, I don't really 732 00:54:25,970 --> 00:54:30,540 see all that much overlap apart from them being both Metroidvanias... It's like comparing 733 00:54:30,540 --> 00:54:36,069 Mario and Sonic to me - Sure, both are platformers, but that's where the similarities end. I'm 734 00:54:36,069 --> 00:54:39,220 just glad we're seeing more amazing Metroidvanias finally again… 735 00:54:39,220 --> 00:54:43,840 So while Mahler does talk a lot about wanting to perfect the genre, he still understands 736 00:54:43,840 --> 00:54:48,770 that there is room for variety within that genre, at least sometimes. Thomas Mahler is 737 00:54:48,770 --> 00:54:54,790 a very complex man, in case you couldn’t tell. He’s like an onion. He’s got layers. 738 00:54:54,790 --> 00:54:59,610 The whole notion of figuring out what constitutes a good or perfect Metroidvania is a bit silly 739 00:54:59,610 --> 00:55:05,010 to me. We would need to set up a rubric and strictly define all the components of a Metroidvania 740 00:55:05,010 --> 00:55:10,440 and methods for evaluating those components. And you probably could do that, at least to 741 00:55:10,440 --> 00:55:15,130 some degree. But this system would be worthless because a lot of what makes new Metroidvanias 742 00:55:15,130 --> 00:55:19,849 interesting and worth playing is that they mix the Metroidvania genre with something 743 00:55:19,849 --> 00:55:24,359 new. And a lot of times, when people make these mental checklists in their head about 744 00:55:24,359 --> 00:55:29,660 what makes a perfect Metroidvania, they use older games as reference, like Super Metroid 745 00:55:29,660 --> 00:55:33,960 and Symphony of the Night. But there’s no guarantee that the specific mechanics and 746 00:55:33,960 --> 00:55:38,589 design choices that worked well in those games are going to work well in other games. Would 747 00:55:38,589 --> 00:55:44,069 the pinball Metroidvania Yoku’s Island Express be better if it had the Shine Spark? Or Form 748 00:55:44,069 --> 00:55:45,550 of Mist? 749 00:55:45,550 --> 00:55:49,130 While it’s certainly possible to compare and contrast games and argue which ones did 750 00:55:49,130 --> 00:55:53,190 certain mechanics better, it’s important to remember that each game is unique and we 751 00:55:53,190 --> 00:55:57,589 should judge them based on how well they execute their own ideas and not pigeonhole them with 752 00:55:57,589 --> 00:56:00,520 comparisons to 20 year old games. 753 00:56:00,520 --> 00:56:05,309 Anyway, now that I’m done talking about how we shouldn't compare games all the time, 754 00:56:05,309 --> 00:56:11,940 let’s compare these games. 755 00:56:11,940 --> 00:56:15,480 Earlier in the video, I mentioned that a lot of Hollow Knight’s ideas that Gleamlight 756 00:56:15,480 --> 00:56:20,550 apparently stole weren’t all that original in the first place. Some of that applies here 757 00:56:20,550 --> 00:56:25,349 as well, but luckily Moon Studios has provided us with more info on Will of the Wisps’ 758 00:56:25,349 --> 00:56:29,869 development than DICO ever did. So let’s start off the comparisons with the biggest 759 00:56:29,869 --> 00:56:33,430 new addition to Will of the Wisps: combat. 760 00:56:33,430 --> 00:56:37,880 If we look back to Ori and the Blind Forest, one of the largest and most common criticisms 761 00:56:37,880 --> 00:56:40,609 of that game was the combat. 762 00:56:40,609 --> 00:56:44,170 As fun as exploration is, combat is a little more uneven. 763 00:56:44,170 --> 00:56:46,339 Combat isn't one of Ori's strengths. 764 00:56:46,339 --> 00:56:50,059 Basically the combat in Blind Forest consisted of standing near an enemy and button mashing 765 00:56:50,059 --> 00:56:55,190 a homing energy attack until they died. So about as interactive as watching YouTube ads. 766 00:56:55,190 --> 00:56:59,670 A big part of Will of the Wisps' reason for even existing is to improve upon the combat 767 00:56:59,670 --> 00:57:01,150 from Blind Forest. 768 00:57:01,150 --> 00:57:06,869 When we started really working on the game we immediately looked at all the feedback 769 00:57:06,869 --> 00:57:11,240 that people gave us. And one of the big things was the combat system. We completely refined 770 00:57:11,240 --> 00:57:15,450 the combat system and made it crazy in terms of what you've ever seen in a Metroidvania. 771 00:57:15,450 --> 00:57:20,309 That's the first big thing about Ori 2 is that we really wanted to take the combat and 772 00:57:20,309 --> 00:57:24,460 completely revamp it. Make it absolutely awesome in a way that we believe maybe wasn't done 773 00:57:24,460 --> 00:57:25,819 in a Metroidvania before. 774 00:57:25,819 --> 00:57:29,520 When people point out the similarities between Hollow Knight and Ori’s combat, they usually 775 00:57:29,520 --> 00:57:34,150 just point out that the Knight’s nail and Ori’s Shard Sword are similar. Or they are 776 00:57:34,150 --> 00:57:39,650 just pointing out that Will of the Wisps has more combat now. But in reality, Will of the 777 00:57:39,650 --> 00:57:44,160 Wisps probably would have had more refined combat regardless of if Hollow Knight existed, 778 00:57:44,160 --> 00:57:47,390 since combat was the weakest aspect of Blind Forest. 779 00:57:47,390 --> 00:57:52,140 As it turns out, a prototype version of the sword weapon in Will of the Wisps was created 780 00:57:52,140 --> 00:57:56,030 during the development of Blind Forest. According to Korol: 781 00:57:56,030 --> 00:58:00,300 We had a working version of sword fighting in Blind Forest, but it was very hard to make 782 00:58:00,300 --> 00:58:04,450 it work. It was such a big game and we needed to ship a game at some point. 783 00:58:04,450 --> 00:58:08,740 Due to Moon Studios’ small size and the complexity of combat systems in general, Blind 784 00:58:08,740 --> 00:58:13,870 Forest ended up letting combat take a backseat so the developers could focus on platforming. 785 00:58:13,870 --> 00:58:17,990 For the sequel, Moon Studios wanted to create a combat system unlike what has been done 786 00:58:17,990 --> 00:58:20,210 in a Metroidvania before. 787 00:58:20,210 --> 00:58:24,329 We saw earlier that Thomas Mahler looked at Hollow Knight and wanted to one-up what Team 788 00:58:24,329 --> 00:58:28,161 Cherry did with that game’s combat, while also saying that he doesn’t really like 789 00:58:28,161 --> 00:58:32,410 Hollow Knight’s simplistic combat system. So it seems like Moon Studios looked at Hollow 790 00:58:32,410 --> 00:58:36,751 Knight’s combat just so they could try and up the ante with Will of the Wisps. Apparently 791 00:58:36,751 --> 00:58:42,190 they even reached out to one of the developers on Killer Instinct, Ken Lobb, to discuss designing 792 00:58:42,190 --> 00:58:47,540 combat for Ori. And looking at the final products, the combat system between Ori and Hollow Knight 793 00:58:47,540 --> 00:58:49,600 are noticeably different. 794 00:58:49,600 --> 00:58:54,089 According to Korol and Mahler, the combat system for Ori drew more from Dark Souls and 795 00:58:54,089 --> 00:58:59,490 Symphony of the Night as opposed to Hollow Knight. Mahler said in a ResetEra post: 796 00:58:59,490 --> 00:59:03,770 The Melee stuff is inspired by Symphony of the Night and Dark Souls, mostly, those are 797 00:59:03,770 --> 00:59:08,530 games we looked at when it came to how to make the combat feel satisfying and crunchy… 798 00:59:08,530 --> 00:59:11,089 Korol also mentioned Dark Souls in another interview: 799 00:59:11,089 --> 00:59:15,550 We were almost inspired by games like Dark Souls... we're really creating really interesting 800 00:59:15,550 --> 00:59:17,050 dances with the enemies… 801 00:59:17,050 --> 00:59:20,440 Dark Souls and Symphony of the Night differ from Hollow Knight in that you can equip a 802 00:59:20,440 --> 00:59:26,030 wide variety of weapons aside from just a sword. You can use shields, spears, rods, 803 00:59:26,030 --> 00:59:32,040 your goddamn fists, it’s really up to you. In Hollow Knight, all you ever get is the 804 00:59:32,040 --> 00:59:36,569 nail. There are still different playstyles thanks to charms and spells, but you’ll 805 00:59:36,569 --> 00:59:41,020 be whacking off with this thing from the very start to the very end. 806 00:59:41,020 --> 00:59:45,369 In Will of the Wisps, Ori has a variety of skills, which allow it to use energy to create 807 00:59:45,369 --> 00:59:53,589 a sword, a bow, a giant hammer, a giant spear, a shuriken/boomerang thing, and most devastating 808 00:59:53,589 --> 00:59:59,260 of all, a feather. These attacks, and a few more, can be quickly set to face buttons, 809 00:59:59,260 --> 01:00:02,580 allowing the player to change weapons on the fly. 810 01:00:02,580 --> 01:00:06,460 Another major difference with Ori’s combat is how attacks actually happen when you press 811 01:00:06,460 --> 01:00:11,339 the button. In Hollow Knight, you press a button and the Knight swings its sword. It’s 812 01:00:11,339 --> 01:00:15,780 very straightforward. Mahler didn’t like how simplistic this was, saying: 813 01:00:15,780 --> 01:00:20,200 We really wanted to take it to that level where it’s like, ‘No, it’s actually 814 01:00:20,200 --> 01:00:24,309 an animation-based combat system.’ My idea for Ori is always that you have to feel like 815 01:00:24,309 --> 01:00:26,720 a super fucking cool ninja. 816 01:00:26,720 --> 01:00:30,859 That being said, I think Hollow Knight still gets better use of its combat. It may not 817 01:00:30,859 --> 01:00:35,310 be as complex, but the game gets a lot of depth out of it. The combat in Will of the 818 01:00:35,310 --> 01:00:39,120 Wisps is certainly an improvement from Blind Forest, but it’s still not as satisfying 819 01:00:39,120 --> 01:00:42,410 or enjoyable to me as the platforming. 820 01:00:42,410 --> 01:00:46,510 The YouTube channel Ingeniousclown Gaming did a really thoughtful critique of Ori and 821 01:00:46,510 --> 01:00:51,500 the Will of the Wisps. And I pretty much 100% agree with his critique on Ori’s combat: 822 01:00:51,500 --> 01:00:56,430 Granted, Ori's combat is significantly more complex than what Hollow Knight offers, but 823 01:00:56,430 --> 01:01:01,730 the inspiration can be seen regardless. Hollow Knight had over 40 bosses to explore the game's 824 01:01:01,730 --> 01:01:05,620 combat with, while Ori has a measly six. 825 01:01:05,620 --> 01:01:09,089 But keep in mind, I’m definitely biased here. I’ve played through Hollow Knight’s 826 01:01:09,089 --> 01:01:13,630 boss rush mode several times. If I didn’t think Hollow Knight’s combat was fantastic, 827 01:01:13,630 --> 01:01:17,020 then I’d be an absolute lunatic for doing this. And I haven’t put anywhere near as 828 01:01:17,020 --> 01:01:19,920 much time into fighting the bosses in Ori. 829 01:01:19,920 --> 01:01:24,460 So did Ori copy Hollow Knight’s combat? Well, they were aware of Hollow Knight, and 830 01:01:24,460 --> 01:01:28,210 they seemed to take it as a challenge of sorts to push their combat further than what Team 831 01:01:28,210 --> 01:01:33,859 Cherry did. But in reality, Moon Studios was always going to revamp the combat system because 832 01:01:33,859 --> 01:01:38,319 it was Blind Forest’s biggest stumbling point. And the combat system they did implement 833 01:01:38,319 --> 01:01:42,590 into the game is very different from Hollow Knight’s in a number of ways. 834 01:01:42,590 --> 01:01:49,330 So… yes?... but actually no. 835 01:01:49,330 --> 01:01:54,250 The healing system is another comparison I’ve seen thrown around. In Blind Forest, Ori could 836 01:01:54,250 --> 01:01:58,440 heal either by finding health drops in the world, or by unlocking an ability that healed 837 01:01:58,440 --> 01:02:03,230 Ori whenever it created a save point. In Will of the Wisps, Moon Studios wanted to use the 838 01:02:03,230 --> 01:02:08,461 face buttons for equipping skills, leaving no place to put the manual save ability. Due 839 01:02:08,461 --> 01:02:13,020 to this, they decided to replace that feature with an autosave system, and the healing ability 840 01:02:13,020 --> 01:02:15,970 was turned into one of the equippable skills. 841 01:02:15,970 --> 01:02:20,940 On the face of it, expending a resource in order to heal isn’t all that unique, which 842 01:02:20,940 --> 01:02:24,570 is pretty much what Mahler said when people brought this up as being similar to Hollow 843 01:02:24,570 --> 01:02:28,799 Knight. But it’s the way this healing plays out during gameplay that I think makes it 844 01:02:28,799 --> 01:02:33,839 feel similar to some people. Healing can now be performed in the middle of combat, and 845 01:02:33,839 --> 01:02:38,430 requires Ori to stand still and avoid taking damage for a short period of time. This is 846 01:02:38,430 --> 01:02:44,490 very similar to Hollow Knight. On the other hand, it’s also very similar to Dark Souls. 847 01:02:44,490 --> 01:02:48,700 Both Team Cherry and Moon Studios have cited Dark Souls as inspiration for their games. 848 01:02:48,700 --> 01:02:53,660 And we know that Moon Studios wanted to replicate the “interesting dances” the player has 849 01:02:53,660 --> 01:02:58,030 with enemies in Dark Souls. Part of that dance involves finding the right time in between 850 01:02:58,030 --> 01:03:02,790 enemy attacks to use an Estus Flask to heal. And I think it’s reasonable to say that 851 01:03:02,790 --> 01:03:06,730 Hollow Knight’s focus mechanic took cues from the Soulsborne series in this regard 852 01:03:06,730 --> 01:03:08,079 as well. 853 01:03:08,079 --> 01:03:11,611 So did Ori construct their healing spell to act more like Hollow Knight’s because they 854 01:03:11,611 --> 01:03:16,109 wanted to replicate Hollow Knight’s gameplay, or did they go back to Hollow Knight’s source, 855 01:03:16,109 --> 01:03:21,130 Dark Souls, and replicate that? Did Ori copy Hollow Knight’s idea to copy Dark Souls? 856 01:03:21,130 --> 01:03:25,200 Or did Ori just copy Dark Souls? It’s at this point where even trying to figure out 857 01:03:25,200 --> 01:03:30,080 where an idea came from or how it migrated to other games becomes pointless to even talk 858 01:03:30,080 --> 01:03:35,559 about. It’s like jumping. Does every game draw direct influence from Donkey Kong because 859 01:03:35,559 --> 01:03:38,140 it popularized the jumping mechanic? 860 01:03:38,140 --> 01:03:43,940 I think the healing spell change in Will of the Wisps ties into Moon Studios’ more combat-focused 861 01:03:43,940 --> 01:03:48,599 design philosophy, and might just be an extension of Dark Souls’ influence over them. Is it 862 01:03:48,599 --> 01:03:53,420 possible Hollow Knight influenced them in some regard as well? Maybe, but leaving Dark 863 01:03:53,420 --> 01:03:56,520 Souls out of the equation and saying they are just copying Hollow Knight leaves a lot 864 01:03:56,520 --> 01:04:01,380 of details out of the picture. And that goes for the entire combat system in general. Both 865 01:04:01,380 --> 01:04:06,099 Ori and Hollow Knight draw from that series, and that might be a big part of why the combat 866 01:04:06,099 --> 01:04:10,970 in these games “feels similar” to a lot of players, when in reality, they are quite 867 01:04:10,970 --> 01:04:15,380 different. 868 01:04:15,380 --> 01:04:19,720 The concept of Metroidvania games using RPG elements has been around at least since Symphony 869 01:04:19,720 --> 01:04:24,431 of the Night, which boasted an experience system as well as equipment management. And 870 01:04:24,431 --> 01:04:29,160 both Moon Studios and Team Cherry also put RPG elements into their games. 871 01:04:29,160 --> 01:04:33,400 Ori and the Blind Forest features an ability tree, which allows Ori to gain different abilities 872 01:04:33,400 --> 01:04:38,770 and perks, such as breathing underwater, better resource drop, showing things on the map, 873 01:04:38,770 --> 01:04:44,130 and making attacks more powerful. The tree has three separate, linear branches, so a 874 01:04:44,130 --> 01:04:49,280 lot of the later power ups are locked behind a bunch you might not even want. Korol explains 875 01:04:49,280 --> 01:04:50,280 this issue: 876 01:04:50,280 --> 01:04:54,720 With Ori 1 we kinda had a tree system, so if you wanted to get an upgrade you gotta 877 01:04:54,720 --> 01:04:58,130 get all the upgrades before it on a certain path so it kinda locks you in. 878 01:04:58,130 --> 01:05:02,930 The shard system introduced in the sequel offers a lot more flexibility. On top of not 879 01:05:02,930 --> 01:05:07,020 having to spend resources on abilities you don’t want, the player can also switch out 880 01:05:07,020 --> 01:05:11,180 shards depending on what they are struggling with currently in the game. It’s also very 881 01:05:11,180 --> 01:05:15,860 similar to Hollow Knight’s charm system, with only a few minor differences. Each shard 882 01:05:15,860 --> 01:05:20,500 in Ori is worth exactly one shard slot, whereas notches in Hollow Knight have different costs 883 01:05:20,500 --> 01:05:25,990 depending on how powerful the charm is. Shards can be upgraded to become more powerful, which 884 01:05:25,990 --> 01:05:30,600 was a planned idea for Hollow Knight’s Godmaster update, but was ultimately cut. 885 01:05:30,600 --> 01:05:35,530 Both Moon Studios and Team Cherry cite different RPGs for their systems. Team Cherry says they 886 01:05:35,530 --> 01:05:40,359 looked at the badge system from Paper Mario. In that game, you had Badge Points which could 887 01:05:40,359 --> 01:05:45,490 be spent to equip badges, with some badges having different cost requirements, very similar 888 01:05:45,490 --> 01:05:50,240 to what we see in Hollow Knight. The developers at Moon Studios, on the other hand, originally 889 01:05:50,240 --> 01:05:55,600 based their shard system on the Materia system in Final Fantasy VII. In that game, weapons 890 01:05:55,600 --> 01:06:00,799 and armor have a certain number of Materia slots. If you equip a Materia to a character, 891 01:06:00,799 --> 01:06:06,030 they gain the Materia’s power, and the Materia itself can be leveled up by gaining AP points 892 01:06:06,030 --> 01:06:07,650 through combat. 893 01:06:07,650 --> 01:06:12,200 According to Mahler, the shard system in Ori was going to work a lot more similarly to 894 01:06:12,200 --> 01:06:13,220 that, saying: 895 01:06:13,220 --> 01:06:17,260 … at some point in the game we literally had slots in all the skills that you inserted 896 01:06:17,260 --> 01:06:21,900 shards into - that became too cumbersome, so we turned it into a global system. 897 01:06:21,900 --> 01:06:24,180 Gennadiy Korol echoed this inspiration, saying: 898 01:06:24,180 --> 01:06:28,440 We looked at the materia system from Final Fantasy and the shard modifier system where 899 01:06:28,440 --> 01:06:31,849 you can customize your character and have more choice… 900 01:06:31,849 --> 01:06:37,059 Korol also mentioned that the shard system existed in prototype form since early 2015, 901 01:06:37,059 --> 01:06:41,080 long before Team Cherry ever showed off Hollow Knight’s charm mechanic. 902 01:06:41,080 --> 01:06:46,270 The ability to level up shards is probably a remnant from this original idea. So while 903 01:06:46,270 --> 01:06:50,869 the final implementation of the shard system looks a lot like Hollow Knight’s, Moon Studios 904 01:06:50,869 --> 01:06:58,570 didn’t just rip that system straight out of that game and cram it in Will of the Wisps. 905 01:06:58,570 --> 01:07:02,670 Ori and the Will of the Wisps features a much larger cast than the first game. And some 906 01:07:02,670 --> 01:07:06,420 people have compared this to Hollow Knight’s large cast of characters. But there’s a 907 01:07:06,420 --> 01:07:10,460 good reason why Ori and the Blind Forest didn’t have many characters: budget. 908 01:07:10,460 --> 01:07:15,980 Ori and the Blind Forest had a very unique pipeline for the creation of its characters. 909 01:07:15,980 --> 01:07:20,481 First the developers would create and rig a 3D model of the character. But this 3D model 910 01:07:20,481 --> 01:07:25,450 wasn’t actually used in game. Instead the 3D model was then rendered into individual 911 01:07:25,450 --> 01:07:31,180 2D sprites. These 2D sprites were then modified to add in details like motion blur and depth 912 01:07:31,180 --> 01:07:35,280 of field effects. Then a whole bunch of ingame effects are used to make the sprite match 913 01:07:35,280 --> 01:07:39,920 the surrounding lighting. This was done for all the characters, including the gigantic 914 01:07:39,920 --> 01:07:45,100 owl Kuro. So when you look at Ori in Blind Forest, you are actually looking at a 3D model 915 01:07:45,100 --> 01:07:50,110 that has been rendered as a bunch of 2D sprites. It’s an interesting process, and if you 916 01:07:50,110 --> 01:07:54,079 want to learn more about how it was done then I’d recommend this GDC talk by animator 917 01:07:54,079 --> 01:07:55,990 James Benson. 918 01:07:55,990 --> 01:08:00,370 In Hollow Knight, Ari animated each character in Photoshop… and yeah, that was pretty 919 01:08:00,370 --> 01:08:01,740 much it. 920 01:08:01,740 --> 01:08:05,910 Moon Studios’ involved process for creating characters kept them from creating more than 921 01:08:05,910 --> 01:08:10,589 just the barebones cast we see in Blind Forest. But with the larger team and budget for Will 922 01:08:10,589 --> 01:08:15,079 of the Wisps, the developers were able to add in way more characters for Ori to interact 923 01:08:15,079 --> 01:08:19,940 with. They also just ended up using 3D models as well. Mahler says the inspiration for this 924 01:08:19,940 --> 01:08:25,089 larger cast comes from A Link to the Past, which had way more NPCs than the first Zelda 925 01:08:25,089 --> 01:08:29,199 game. And honestly, I think saying Will of the Wisps copied Hollow Knight just by the 926 01:08:29,199 --> 01:08:34,130 virtue of having more NPCs is pretty dumb. The same thing happened with Hollow Knight 927 01:08:34,130 --> 01:08:38,779 and Dark Souls, with people saying Hollow Knight’s system of recurring NPCs was taken 928 01:08:38,779 --> 01:08:40,130 from Dark Souls. 929 01:08:40,130 --> 01:08:44,689 However, there is one specific NPC that a lot of people hone in on when comparing the 930 01:08:44,689 --> 01:08:50,650 two games: Lupo. Lupo is a cartographer who shows up all over the world, selling maps 931 01:08:50,650 --> 01:08:54,949 of each area. This function is similar to that of Cornifer. 932 01:08:54,949 --> 01:08:59,359 When people on ResetEra brought up the comparisons between Lupo and Cornifer, Mahler mentioned 933 01:08:59,359 --> 01:09:03,469 that the Castlevania games have merchants who sell maps, so Hollow Knight didn’t invent 934 01:09:03,469 --> 01:09:08,659 the concept. And that’s true. In Symphony of the Night, Alucard can purchase a castle 935 01:09:08,659 --> 01:09:12,929 map from the Master Librarian, among many other things. But that’s not really the 936 01:09:12,929 --> 01:09:19,489 same as Cornifer and Lupo. The Castlevania NPCs are shopkeepers, not cartographers. The 937 01:09:19,489 --> 01:09:24,679 concept of a cartographer NPC wasn’t present in those games, which does make Cornifer more 938 01:09:24,679 --> 01:09:25,809 unique. 939 01:09:25,809 --> 01:09:31,269 That being said, the idea of a map making cartographer NPC seems pretty logical for 940 01:09:31,269 --> 01:09:35,509 a Metroidvania. Honestly, it’s weird that Hollow Knight’s the first well known example 941 01:09:35,509 --> 01:09:41,400 of one. And there are memorable cartographer NPCs outside of the Metroidvania genre. It’s 942 01:09:41,400 --> 01:09:43,339 really not that unique of an idea. 943 01:09:43,339 --> 01:09:47,940 Regardless, Lupo’s implementation is nothing compared to Cornifer’s. In Hollow Knight, 944 01:09:47,940 --> 01:09:52,089 you need to find Cornifer to even get a map. You also have to buy the quill to update your 945 01:09:52,089 --> 01:09:56,869 map, which only happens when you sit at a bench. And you have to buy and equip the Wayward 946 01:09:56,869 --> 01:09:59,639 Compass to even see where you are on the map. 947 01:09:59,639 --> 01:10:04,760 In Ori, your map still fills in without talking to Lupo, but his maps help reveal large chunks 948 01:10:04,760 --> 01:10:09,909 of each area. And the player icon and map updating all happens automatically. It’s 949 01:10:09,909 --> 01:10:14,820 way less involved, which makes sense because Ori is less about exploring a large interconnected 950 01:10:14,820 --> 01:10:20,090 world, and more about moving through areas sequentially. Also Lupo doesn’t have a smoking 951 01:10:20,090 --> 01:10:24,289 hot trophy wife. So that’s a pretty big game changing difference. 952 01:10:24,289 --> 01:10:29,150 On top of that, there are other parallels we can draw between NPCs. Tokk is a wandering 953 01:10:29,150 --> 01:10:34,729 traveller who drops random bits of lore and advice, similar to Quirrel. Opher teaches 954 01:10:34,729 --> 01:10:40,050 new attacks, similar to the Nailmasters. At the end of the day, there’s only so many 955 01:10:40,050 --> 01:10:44,429 different archetypes of characters you can make that would be relevant to a Metroidvania 956 01:10:44,429 --> 01:10:49,900 game. And Cornifer and Lupo just happen to overlap the most. 957 01:10:49,900 --> 01:10:57,020 Okay, this one is pretty damning. Did Moon Studios really think people wouldn’t notice 958 01:10:57,020 --> 01:11:02,349 the fact that both Will of the Wisps and Hollow Knight both had spiders in them? Thomas Mahler 959 01:11:02,349 --> 01:11:07,739 has never commented on this blatant rip-off, and honestly, I don’t blame him. It’s 960 01:11:07,739 --> 01:11:11,059 undeniable that they stole this idea from Team Cherry. 961 01:11:11,059 --> 01:11:16,159 But it goes a bit deeper than that. As it turns out, before Hollow Knight popularized 962 01:11:16,159 --> 01:11:21,800 the concept of putting spiders in games, there was another game to do it. A game that was 963 01:11:21,800 --> 01:11:35,209 truly ahead of its time. 964 01:11:35,209 --> 01:11:39,829 Another minor comparison people make is that one of the spirit shards Ori can obtain is 965 01:11:39,829 --> 01:11:45,671 called “Thorn”, which is obviously a rip-off of Thorns of Agony from Hollow Knight. Except 966 01:11:45,671 --> 01:11:50,579 the concept of thorns dealing damage like this has shown up in plenty of games before, 967 01:11:50,579 --> 01:11:55,630 such as Diablo 2 and FortressCraft. 968 01:11:55,630 --> 01:12:00,400 Those are the main notable comparisons I have seen floating around online. Hopefully you 969 01:12:00,400 --> 01:12:05,159 can see that on an individual level, these similarities aren’t that deep and often 970 01:12:05,159 --> 01:12:11,329 have alternative explanations. A combination of drawing from similar sources and pure coincidence 971 01:12:11,329 --> 01:12:15,949 can explain a great deal of Hollow Knight and Ori’s overlapping features. All that 972 01:12:15,949 --> 01:12:20,010 being said, when you take a step back and look at how Ori incorporated these elements 973 01:12:20,010 --> 01:12:25,869 together, what elements they chose to include, and how they differentiate it from Blind Forest, 974 01:12:25,869 --> 01:12:30,389 the final product does end up barring some resemblance to Hollow Knight. It’s the totality 975 01:12:30,389 --> 01:12:34,469 of these baseline similarities that seems to be driving the claims here. 976 01:12:34,469 --> 01:12:38,210 And from looking at the developers’ claims about wanting to “perfect” the Metroidvania 977 01:12:38,210 --> 01:12:43,559 genre, it’s possible that Moon Studios was trying to “out-Hollow-Knight” Hollow Knight 978 01:12:43,559 --> 01:12:48,510 in some way, and this lead to a game that feels like Hollow Knight to a lot of people, 979 01:12:48,510 --> 01:12:51,889 even if when put under a microscope, those similarities disappear. 980 01:12:51,889 --> 01:12:56,640 That’s why I prefer to say Hollow Knight influenced Will of the Wisps, especially in 981 01:12:56,640 --> 01:13:01,030 terms of combat. I think while the combat in Will of the Wisps is very different from 982 01:13:01,030 --> 01:13:04,669 the combat in Hollow Knight, the developers still looked at Hollow Knight as a reference 983 01:13:04,669 --> 01:13:08,900 for them to compare themselves against. So it would sort of be like how they referenced 984 01:13:08,900 --> 01:13:13,909 the platforming of Super Metroid and Castlevania as something they wanted to improve on. Even 985 01:13:13,909 --> 01:13:18,639 if the final product isn’t much like the reference, the reference is still there and 986 01:13:18,639 --> 01:13:20,580 still visible to a lot of people. 987 01:13:20,580 --> 01:13:24,659 I personally think Moon Studios should have acknowledged Hollow Knight’s influence over 988 01:13:24,659 --> 01:13:29,289 Will of the Wisps’ development once everyone started making the comparisons. They seemed 989 01:13:29,289 --> 01:13:34,479 to acknowledge some influence before launch, but have downplayed it since then. Although 990 01:13:34,479 --> 01:13:39,760 I can understand why they did so. Team Cherry did something very similar with Dark Souls. 991 01:13:39,760 --> 01:13:44,349 They did take some inspiration from Dark Souls, that’s undeniable, but they preferred to 992 01:13:44,349 --> 01:13:48,570 play that down in interviews because a lot of the connections people were making to Dark 993 01:13:48,570 --> 01:13:51,300 Souls weren’t intentional on Team Cherry’s part. 994 01:13:51,300 --> 01:13:56,030 That being said, Team Cherry never contradicted themselves on if they ever played Dark Souls, 995 01:13:56,030 --> 01:14:00,790 and they’ve never compared the sales figures of their game to that of FromSoftware’s. 996 01:14:00,790 --> 01:14:02,949 And that does set them apart from Mahler. 997 01:14:02,949 --> 01:14:07,959 So to sum this all up, Hollow Knight certainly had a vague influence over the development 998 01:14:07,959 --> 01:14:13,039 of Will of the Wisps, but I think people overstate how much Moon Studios directly copied Hollow 999 01:14:13,039 --> 01:14:17,880 Knight. I think the wise people over at Honest Game Trailers said it best: 1000 01:14:17,880 --> 01:14:24,079 Where they took a glance at Hollow Knight and said “I guess we could do that.” 1001 01:14:24,079 --> 01:14:29,760 There’s a strange irony to all of this. It’s pretty clear that Thomas Mahler doesn’t 1002 01:14:29,760 --> 01:14:34,119 like Hollow Knight. But at the same time he seems to have set out to create a game that 1003 01:14:34,119 --> 01:14:38,500 could surpass Hollow Knight in the public eye and become the pinnacle of the Metroidvania 1004 01:14:38,500 --> 01:14:43,309 genre. But in attempting to do so, he created a game that people just compare to Hollow 1005 01:14:43,309 --> 01:14:47,550 Knight anyway. Even if Mahler didn’t intend his game to look like Hollow Knight, the pieces 1006 01:14:47,550 --> 01:14:52,480 fell together to make a game that was arguably much better than Ori and the Blind Forest, 1007 01:14:52,480 --> 01:14:57,559 but also seemed more like Hollow Knight. It’s sort of like a greek tragedy, like Oedipus 1008 01:14:57,559 --> 01:14:59,949 Rex just without the eye gouging. 1009 01:14:59,949 --> 01:15:03,710 And I should say, while I have scrutinized Thomas Mahler’s words quite a bit in this 1010 01:15:03,710 --> 01:15:09,420 video, I still respect him. He’s clearly talented and has a strong creative vision. 1011 01:15:09,420 --> 01:15:14,179 The beauty and design of the Ori games are strong testaments to that. And he seems content 1012 01:15:14,179 --> 01:15:18,519 to take heat for what he says on the internet. When he posted his controversial thread calling 1013 01:15:18,519 --> 01:15:22,650 other game developers snake oil salesmen, Mahler said the following: 1014 01:15:22,650 --> 01:15:27,789 Trust me, me talking openly about games and sharing opinions and such has gotten me into 1015 01:15:27,789 --> 01:15:32,520 quite a bit of trouble before, I'm very aware of that :D I just still like the discourse 1016 01:15:32,520 --> 01:15:36,959 that happens and when I was younger, I loved when actual developers jumped into public 1017 01:15:36,959 --> 01:15:41,499 forums to explain this or that. It's great when the discourse happens from both sides, 1018 01:15:41,499 --> 01:15:43,459 at least I think so. 1019 01:15:43,459 --> 01:15:47,380 My goal with this video isn’t to make you hate anyone at Moon Studios or think Thomas 1020 01:15:47,380 --> 01:15:52,229 Mahler is a bad person, but to highlight how complicated talking about inspiration and 1021 01:15:52,229 --> 01:15:56,959 influence in the creation of any work of art can be. There’s a lot more going on behind 1022 01:15:56,959 --> 01:16:02,010 a game than people usually realize just watching the trailer or playing the game. 1023 01:16:02,010 --> 01:16:06,729 Also Thomas Mahler isn’t the only one working at Moon Studios. Dozens of people have worked 1024 01:16:06,729 --> 01:16:12,280 on these games, each bringing their own creative ideas, influences and skills to the table. 1025 01:16:12,280 --> 01:16:17,030 And like I’ve said 100 times by now, the Ori games are definitely quality games, and 1026 01:16:17,030 --> 01:16:22,219 totally worth picking up if you enjoy platformers or Metroidvanias. To simplify Will of the 1027 01:16:22,219 --> 01:16:26,139 Wisps down to just being “Ori but more like Hollow Knight” you’re underselling what 1028 01:16:26,139 --> 01:16:30,909 it is that makes both Ori and Hollow Knight such amazing and fun experiences. The last 1029 01:16:30,909 --> 01:16:34,739 thing I want from this video is to start some stupid flamewar between the Hollow Knight 1030 01:16:34,739 --> 01:16:39,869 and Ori fandoms over which games are better. They’re all great games. 1031 01:16:39,869 --> 01:16:45,369 I first played Hollow Knight back in April 2017. In those days, the Hollow Knight community 1032 01:16:45,369 --> 01:16:50,889 was small, and it felt like this undiscovered gem. I only heard about it because videogamedunkey 1033 01:16:50,889 --> 01:16:56,050 recommended it at the end of his video shitting all over Yooka-Laylee. And guess how he promoted 1034 01:16:56,050 --> 01:16:58,889 it? By comparing it to other video games. 1035 01:16:58,889 --> 01:17:04,579 Bam! Hollow Knight. It’s like “cute Castlevania” with some nods to Dark Souls and you can do 1036 01:17:04,579 --> 01:17:05,690 the DuckTales hop. 1037 01:17:05,690 --> 01:17:10,329 But now, Hollow Knight and its fandom loom large over the Metroidvania genre, with its 1038 01:17:10,329 --> 01:17:15,579 sequel, Hollow Knight Silksong being the third highest wishlisted game currently on Steam. 1039 01:17:15,579 --> 01:17:20,209 With such a successful title and large fanbase, I don’t think the comparisons of other games 1040 01:17:20,209 --> 01:17:24,389 to Hollow Knight will be ending soon. It’s certainly possible that Hollow Knight will 1041 01:17:24,389 --> 01:17:28,800 become like Dark Souls in that people will start comparing it to any and every game that 1042 01:17:28,800 --> 01:17:31,019 looks even slightly similar. 1043 01:17:31,019 --> 01:17:35,469 That’s not necessarily a bad thing, though. I think the comparisons of Hollow Knight to 1044 01:17:35,469 --> 01:17:40,519 Dark Souls probably helped convince people to pick it up. And like I said earlier, that’s 1045 01:17:40,519 --> 01:17:45,219 just how people describe new games to one another. But I hope that comparisons to Hollow 1046 01:17:45,219 --> 01:17:50,059 knight aren’t done just to put games down or insult them. Team Cherry is clearly okay 1047 01:17:50,059 --> 01:17:52,489 with games taking inspiration from them. 1048 01:17:52,489 --> 01:17:57,809 Look, this game looks cool. We don’t mind if people look at Hollow Knight and go “I 1049 01:17:57,809 --> 01:17:58,920 want to do that too”. 1050 01:17:58,920 --> 01:18:02,309 Just like how Team Cherry took a lot of their ideas from other games. 1051 01:18:02,309 --> 01:18:07,880 Zelda II, Metroid, Castlevania, Faxanadu, Bloodborne, maybe a bit of Dark Souls in there 1052 01:18:07,880 --> 01:18:14,729 as well, Megaman X, Megaman Zero as well, Pac-Man 2 The New Adventure 1053 01:18:14,729 --> 01:18:20,750 According to their website, Moon Studios “prides itself on an excessive 'iterative polish' 1054 01:18:20,750 --> 01:18:25,810 process”. And that’s how great games get made, through iteration and polish. Whether 1055 01:18:25,810 --> 01:18:29,809 that be through popularizing an entire genre through the clever use of disparate mechanics 1056 01:18:29,809 --> 01:18:34,019 [Minecraft]. Or by combining and executing on established mechanics to an insanely high 1057 01:18:34,019 --> 01:18:38,869 degree of polish [Hollow Knight]. Or by transferring ideas from one genre into another to create 1058 01:18:38,869 --> 01:18:41,002 something fresh and unique[Ori and the Blind Forest]. 1059 01:18:41,002 --> 01:18:44,869 And we as a community should try our best to be supportive of developers taking inspiration 1060 01:18:44,869 --> 01:18:49,789 from great games and finding new ways to build upon those ideas. Getting defensive about 1061 01:18:49,789 --> 01:18:55,039 developers taking mechanics or art styles from other games isn’t a great idea, especially 1062 01:18:55,039 --> 01:18:59,239 since it’s really easy to falsely attribute where a specific idea came from. That’s 1063 01:18:59,239 --> 01:19:03,199 not to say that some developers aren’t just trying to cash in on the success of another 1064 01:19:03,199 --> 01:19:09,519 game, but as long as the final product is something of quality and worth playing, I’m 1065 01:19:09,519 --> 01:19:11,909 not sure the other factors matter all that much. 1066 01:19:11,909 --> 01:19:16,369 I’m excited to see how the Metroidvania genre evolves, especially in the wake of such 1067 01:19:16,369 --> 01:19:21,269 amazing games as Hollow Knight and Will of the Wisps. As the barriers to entry for aspiring 1068 01:19:21,269 --> 01:19:26,479 game developers continue to drop, and the genre gets more and more amazing titles, who 1069 01:19:26,479 --> 01:19:30,790 knows what Metroidvanias will look like in a few years. Maybe by then we’ll have come 1070 01:19:30,790 --> 01:19:34,639 up with a better name for them. Eh, probably not.