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Wait... Did Ori and the Will of the Wisps copy Hollow Knight?

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    On March 11th, 2020, Moon Studios released
    Ori and the Will of the Wisps on Windows and
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    Xbox One. Will of the Wisps is the follow
    up to Ori and the Blind Forest which released
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    five years earlier on March 11th, 2015. And
    while Ori and the Blind Forest is a great
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    game in its own right, Moon Studios pushed
    the Ori formula to its limit in Will of the
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    Wisps.
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    Moon Studios grew from a team of about fifteen
    employees in 2015 to over 80 as they worked
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    on the second Ori game. Since their inception
    in 2010, Moon Studios has allowed the majority
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    of its employees to work remotely from their
    homes, across what is now 43 different countries.
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    This flexibility lets them hire talent from
    all over the world. Artists and animators
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    from companies like Pixar, Disney and Blizzard
    joined in to help craft Ori’s world and
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    characters. Chris McEntee, who worked on the
    platformer Rayman Legends was scooped up to
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    work on level design. Moon Studios even hired
    Milton Guasti, the developer behind AM2R,
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    a popular Metroid 2 fangame. Well, popular
    with most people.
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    This larger crew helped make Ori and the Will
    of the Wisps even bigger and better than its
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    predecessor, with more characters, more features,
    monkeys, refined controls, and more levels
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    as well as an entirely new combat system.
    Ori can now beat the ever loving crap out
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    of enemies with a large arsenal of weapons,
    and the game sports huge, intricate boss battles
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    for the player to test their skills against.
    In the end, all of this work paid off. Reviewers
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    heaped praise all over Will of the Wisps,
    and outlets everywhere discussed how Moon
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    Studios had crafted a masterpiece. And that
    praise is well deserved. If you take nothing
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    else from this video, let it be that Ori and
    the Will of the Wisps is one of the most polished,
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    impressive Metroidvanias ever made.
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    But, there was another thing people were saying
    about Will of the Wisps, and it started well
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    before the game even released. After the Ori
    and the Will of the Wisps gameplay trailer
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    was revealed at E3 2018, one of the lead game
    directors at Moon Studios, Thomas Mahler,
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    gave an interview with the Daily Star, explaining
    that they were looking to make the perfect
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    Metroidvania. This involved studying and researching
    the games that came out since Ori and the
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    Blind Forest. Mahler mentioned by name two
    of these Metroidvanias specifically: Axiom
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    Verge and Hollow Knight.
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    This interview was shared on ResetEra, an
    internet forum dedicated to discussing video
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    games. The thread contained a variety of opinions
    surrounding the strengths and weaknesses of
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    both Ori and the Blind Forest and Hollow Knight.
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    Mahler, a regular on internet forums such
    as ResetEra and NeoGAF, posted in the thread
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    as well, responding to comments and questions
    about the upcoming game. One user, going by
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    the name “Jeffrey Guang” expressed concern
    about Ori and the Will of the Wisps copying
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    too much from Hollow Knight.
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    I hope Moon Studio doesn't lose sight on what
    makes the first game that extra special by
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    focusing too much on replayability.
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    ...Please don't be a Hollow Knight clone,
    which will be disappointingly hollow.
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    Thomas Mahler responded to this post as well,
    assuring “Jeffrey” that their concerns
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    were nothing to worry about:
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    ...don’t worry about us copying others too
    much - we always look at what happens outside
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    our team, but I don’t think people will
    make many connections to Hollow Knight and
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    the likes.
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    And well... Then the game came out.
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    Experience the new look and feel of the Ori
    series’ second outing. Where they took a
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    glance at Hollow Knight and said “I guess
    we could do that.”
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    In fact Ori and the Will of the Wisps takes
    plenty of cues from the other major metroidvanias
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    of the past few years. That’s right, I’m
    talking about Hollow Knight.
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    The first game had one original thought in
    the form of having you manually plonk down
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    your save points which was slightly wobbly
    in execution so naturally it’s been kicked
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    to the curb in favor of making a game more
    like Hollow Knight.
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    If you haven’t played these games, to be
    a little bit reductive for a second, this
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    might piss people off, but the base of it
    does feel a little bit like Hollow Knight...
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    Let’s start by going over all the Hollow
    Knight ideas they borrowed, which hey, I applaud
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    Moon Studios for doing. That’s a good model
    to borrow ideas from.
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    If I failed, I knew it was because of my own
    mistakes. Huh, that reminds me of another
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    game. Oh yeah!
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    I mentioned that Will of the Wisps not only
    features swordplay, but a shard system similar
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    to Hollow Knight's charms.
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    Will of the Wisps introduces a system that
    hues out much more closely to the charms in
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    Hollow Knight.
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    So it's got a similar badge system…
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    I think people have made this comparison,
    and it’s probably fair, to Hollow Knight’s
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    badge system. A little bit similar.
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    Very similar.
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    Speaking of exploration, there's a map maker
    that helps you chart each new area, in case
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    you're looking for another bit of Hollow Knight
    influence.
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    And there’s an NPC hidden around the world
    that sells you maps.
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    It's even got the one mapmaker dude you keep
    running into in the world who sells you a
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    map for the current area.
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    But that’s not the only Hollow Knight influence.
    One of the skills is basically the exact same
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    healing skill.
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    Moon Studios must have looked at Hollow Knight’s
    freakishly creepy Deepnest and were like “Hmm…
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    can we top that?” Well they didn’t, but
    they tried.
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    Because Hollow Knight was popular and did
    well and has therefore gained the favor of
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    the giant money machine, all praise its benevolent
    wisdom.
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    So it’s pretty clear the team enjoyed Hollow
    Knight. Not a bad thing, it’s a great game.
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    The comparisons to Hollow Knight came immediately,
    with several users on ResetEra mentioning
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    that they could see the clear inspirations
    from Hollow Knight. One user going by the
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    name “Mindsale” even created a thread
    titled “Is Ori & The Will O’ The Wisps
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    Pastiche or plagiarist?”. Thomas Mahler
    jumped into the thread clarifying that Hollow
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    Knight wasn’t really the inspiration for
    Will of the Wisps, instead citing games like
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    Final Fantasy VII, Dark Souls and The Legend
    of Zelda: A Link to the Past. The reaction
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    to Mahler’s posts were mixed, with a number
    of users actually disagreeing with him and
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    calling him a liar and a salty manbaby. In
    a surprising turn of events for an online
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    gaming forum, the entire thread turned into
    a complete dumpster fire. Things became so
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    heated that the thread was locked by a moderator
    just over three hours after it was created.
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    A few months later, the other lead developer
    at Moon Studios, Gennadiy Korol, addressed
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    the similarities during a Reddit AMA. Korol
    explained that while they expected some Hollow
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    Knight comparisons, a lot of the systems in
    Will of the Wisps that people compare to Hollow
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    Knight already existed in early prototypes
    dating back to 2015.
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    So what exactly is going on here? Mahler has
    said in a number of interviews that they studied
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    Hollow Knight and that the game inspired them.
    The comparisons have been pointed out numerous
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    times, by fans and reviewers all over the
    internet. But at the same time, both co-founders
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    of Moon Studios say that Hollow Knight wasn’t
    the inspiration for much of anything in Will
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    of the Wisps. What’s the cause of this discrepancy?
    How similar is Ori and the Will of the Wisps
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    to Hollow Knight?
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    Before we dive into the comparisons surrounding
    Will of the Wisps, there’s a whole other
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    issue that needs to be discussed. It seems
    when the discussion of inspiration and borrowing
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    ideas in gaming comes up, a lot of people
    immediately jump to words like “rip-off”
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    and “clone”. And discussions immediately
    becomes hostile. So let’s take a bit of
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    time to talk about what inspiration and imitation
    between games actually looks like.
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    The question of what constitutes a rip-off
    is hard to answer. That ResetEra thread I
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    mentioned earlier is a good testament to that.
    And it’s a question that has been brought
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    up many times before. In fact, the issue of
    rip-offs in the games industry has been discussed
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    by some of the greatest minds of this generation.
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    Alright, I gotta set the record straight.
    Something is really pissing me off… If we're
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    gonna call stuff a rip-off, let's call it
    what it is. Notch took another game, ripped
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    it off, created Minecraft.
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    This is Keemstar. Most well known for his
    entertainment and social news YouTube channel
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    DramaAlert, Keemstar is a very polarizing
    online celebrity. But before Keemstar became
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    the big YouTube star he is today, his first
    big break came from handling the PR and marketing
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    for the 2011 Xbox Live Arcade game, FortressCraft.
    If you were to take a quick glance at FortressCraft,
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    you might think it’s just a rip-off of another
    game that was popular around that same time:
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    Minecraft. But let’s take a closer look,
    and use this game as a case study for what
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    makes people perceive a game as a rip-off.
    So let’s hear the pitch for FortressCraft.
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    Here’s Keemstar explaining the game in an
    interview with MLDxGaming:
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    So just tell us exactly what is FortressCraft?
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    FortressCraft is a genre that was developed
    a long time ago. It was actually a genre that
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    doesn't have a name. A game was the inspiration
    for Minecraft which has been very very successful,
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    but it's only on the PC. In the same genre
    of block building, if you want to call it
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    that, we've developed the game FortressCraft,
    which is very similar but very unique and
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    different at the same time.
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    Keemstar’s first point here is that Minecraft
    didn’t create the block-building genre,
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    but itself took ideas from another game. This
    is absolutely true. Minecraft’s creator,
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    Markus Persson, or Notch, was heavily inspired
    by another game, called Infiniminer, when
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    creating Minecraft. Keemstar’s point was
    echoed by the lead developer of FortressCraft,
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    Adam Sawkins. According to Sawkins in an Ars
    Technica article, the similarities found between
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    FortressCraft and Minecraft are simply part
    of the voxel, sandbox genre both games belong
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    to. Sawkins, who had previously worked on
    games from the Formula 1 and Burnout series,
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    compared this to the racing game genre, saying:
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    All racing games have cars, tracks, tarmac,
    trees, armco, AI, overtaking, braking, chicanes,
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    and chevrons. To remove any of those things
    means it's no longer a racing game, apart
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    from maybe trees. If I were to remove voxel
    rendering, infinitely mutable worlds, perlin
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    generation, or—as one YouTube comment accused
    me of stealing from Minecraft—grass, then
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    I no longer have a 'Minecraft clone.' I also
    no longer have a game!
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    Notch didn’t see it that way. In that same
    Ars Technica article, he shared his thoughts
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    on games like FortressCraft and Terraria:
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    Both FortressCraft and Terraria appear to
    be inspired by Minecraft, which in turn was
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    inspired by many other games, including Infiniminer,
    Dwarf Fortress, and Dungeon Keeper. However,
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    I do not believe you can achieve something
    great or interesting by merely attempting
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    to emulate something successful. It becomes
    especially embarrassing if you publicly deny
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    any inspiration when it's painfully clear
    how much of a copy it is… FortressCraft
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    is an obvious attempt to just take something
    popular and clone it as closely as possible.
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    I still think it's important that people are
    allowed and able to do things like that, but
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    it's hardly graceful.
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    Accusations like this haunted Keemstar and
    Sawkins throughout FortressCraft’s relevance.
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    Keemstar tried his best to dispel these criticisms...
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    Don't fucking talk shit about me and my fucking
    game, or I'm gonna fucking talk shit about
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    your whole goddamn crew…
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    But Public Relations wasn’t really Keemstar’s
    forte back then. Sawkins directly responded
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    to Notch’s comments with an open letter
    detailing how FortressCraft had unique features
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    that separated it from Minecraft such as more
    detailed graphics with shaders and reflections,
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    rayguns... trampolines. Sawkins also said:
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    FortressCraft is ‘basically Minecraft’
    in the same way that Minecraft is ‘basically
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    Infiniminer’. It’s just that Minecraft
    has been out a hell of a lot longer, and I
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    have an enormous list of plans and ideas I
    want to put into FortressCraft as time goes
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    on.
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    It’s undeniable that both Minecraft and
    FortressCraft started out as clones. If you
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    look at the video description for the very
    first video of FortressCraft uploaded to YouTube,
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    Sawkins wrote in the description:
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    Minecraft clone, running on the Xbox...
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    If you look at the first Minecraft video Notch
    ever posted, the description reads:
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    This is a very early test of an Infiniminer
    clone I'm working on.
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    So what is the actual difference here? Why
    does Minecraft get away with cloning Infiniminer,
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    while FortressCraft gets flogged and crucified?
    Well, for one, Minecraft expanded new gameplay
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    mechanics not found in Infiniminer. Infiniminer
    was an abandoned team based competitive mining
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    game. Notch took those elements and added
    survival and RPG mechanics, to transcend beyond
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    Infiniminer and create something new. FortressCraft
    was pretty much just Minecraft’s creative
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    mode, with a few game modes like tag thrown
    in as well. But if you seriously look at these
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    games, it’s hard to believe that FortressCraft
    innovated on Minecraft anywhere near as much
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    as Minecraft innovated on Infiniminer. Sawkins'
    defense to this point was that FortressCraft
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    hasn’t been around as long as Minecraft,
    so many of the unique ideas Sawkins had planned
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    for the game hadn’t been added yet, stating
    that FortressCraft was just the first chapter.
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    FortressCraft is a novel with chapters unwritten.
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    But this point leads into the bigger reason
    why I think so many people called FortressCraft
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    a rip-off. For whatever new ideas and mechanics
    it might have added to the voxel survival
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    sandbox genre, it was clearly overshadowed
    by the perception that FortressCraft was rushed
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    and unpolished, banking its success entirely
    on its similarity to Minecraft.
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    It seems like FortressCraft’s actual main
    selling point was that it would be like Minecraft,
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    except unlike Minecraft, it was on the Xbox
    Live Arcade. You have to remember this was
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    2011, which was like a million years ago.
    Minecraft wasn’t running on every device
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    known to man yet. There were a lot of young
    kids out there who couldn’t play Minecraft,
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    and there were YouTubers like Keemstar who
    had built their entire fanbases around this
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    identity of playing Xbox Live and being a
    hardcore console gamer. So FortressCraft was
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    the perfect game for people like Keemstar
    to market to their primarily console gamer
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    audience. Just watch the official FortressCraft
    launch trailer and you’ll see what I mean.
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    This ain't about me. This is about the console
    gamer. This is about Xbox.
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    I am not a PC gamer. I have not been a PC
    gamer and never will be. I am a console gamer.
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    That is a reality. That's the way it is.
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    But when I looked into it, I found out it's
    not exactly Minecraft. But this... I've been
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    waiting as long as everybody else for this
    to come out; checking every day. I stayed
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    up till 12 when I heard that it was supposed
    to c-
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    It’s also clear that they knew people were
    going to call it a rip-off so they tried to
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    deflect as much as possible. Even the game’s
    trailer brings up how this game technically
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    isn’t ripping off Minecraft.
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    Getting kinda worked up over FortressCraft
    being like Minecraft. I haven't like, looked
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    into it or anything, but I think Minecraft
    is based on another game itself.
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    In the end, FortressCraft performed incredibly
    well, selling over 2 million copies. It was
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    clear that the game did well financially.
    But as time has passed, Keemstar has spoken
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    a bit more candidly about his real thoughts
    on FortressCraft in terms of its design and
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    quality, saying in 2020:
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    That was my first big, big break. Not a good
    game, shitty game, but people bought it.
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    It was a Minecraft clone but it was the only
    one available on Xbox, so of course fucking
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    kids are gonna buy it.
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    Brilliant, brilliant move.
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    As for Sawkins, he actually continued development
    on FortressCraft, creating a sequel called
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    FortressCraft Evolved, which blended the standard
    Minecraft-type gameplay with Factorio, mixing
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    in logistics and tower defense mechanics to
    make something more unique. So it seems like
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    Sawkins was honest when he said he had a lot
    of ideas to make FortressCraft different from
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    Minecraft. As for FortressCraft: Chapter 1,
    I don’t think people will ever view it as
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    all that innovative or unique, and it will
    go down in history as one of the many video
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    game clones created to cash in on what was
    popular at the time. Sawkins actually re-released
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    the original FortressCraft on Steam to celebrate
    the game’s 10th anniversary. So you can
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    check it out if you want, if you have a PC
    that is...
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    So what can we take away from that little
    example? First, games take ideas from other
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    games all of the time. It’s perfectly natural
    and it’s even responsible for the creation
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    of one of the greatest video games ever made.
    Second, video games that exist within the
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    same genre are bound to have similarities.
    Racing games all have cars. First Person Shooters
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    are all in first person. Roguelike are all
    fucking bullshit. But a game needs to do at
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    least something unique and different from
    other entries in the genre, otherwise, it
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    might be called a rip-off.
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    Finally, the single biggest part to what makes
    a game seem like a rip-off is if it feels
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    rushed, poorly made, and is released shortly
    after another specific, popular game in the
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    same genre. Even if a lot of the comparisons
    between those games might boil down to conventions
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    in said genre. This is especially true when
    the genre itself is very young and undefined.
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    This is why early FPS games were called Doom-clones
    and early third-person open world games were
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    called GTA-clones.
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    But what if the genre is old? Minecraft and
    FortressCraft were very fresh experiences
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    when they first came out, so what about the
    genres that have been around a long time?
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    How does that impact our ability to talk about
    rip-offs and inspiration? Since Ori and the
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    Will of the Wisps and Hollow Knight are both
    Metroidvanias, let’s talk about the Metroidvania
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    genre as a whole.
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    The word “Metroidvania” is a portmanteau
    of the words “Metroid” and “Castlevania”
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    which themselves are portmanteaus of the words
    “Metro”, “Android”, “Castle” and
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    “Transylvania”. And somehow this portmanteau
    of a portmanteau, a portmantwo, if you will,
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    now describes an entire genre of 2D action-adventure
    platform games which feature open worlds and
  • 17:53 - 17:55
    power up based progression systems.
  • 17:55 - 18:00
    It’s safe to say that Metroid, released
    in 1986 in Japan, was one of the earliest
  • 18:00 - 18:06
    proper “Metroidvania” games. Metroid featured
    a non-linear side-scrolling world that the
  • 18:06 - 18:11
    player primarily progressed through by collecting
    permanent upgrades such as the morph ball,
  • 18:11 - 18:15
    high jump and missiles. This set it apart
    from other adventure platform games at the
  • 18:15 - 18:21
    time like Zelda 2 and Castlevania 2, which
    relied more on finding key items and solving
  • 18:21 - 18:23
    cryptic puzzles.
  • 18:23 - 18:28
    Other games such as Blaster Master and Wonder
    Boy also used this Metroidvania formula, but
  • 18:28 - 18:33
    it wasn’t until Super Metroid released in
    1994 that the genre really had its founding.
  • 18:33 - 18:37
    Super Metroid set the stage for what a modern
    Metroidvania game would look like, with a
  • 18:37 - 18:44
    giant map and ability upgrades. Three years
    later, Konami released Castlevania: Symphony
  • 18:44 - 18:50
    of the Night. The previous Castlevania games
    were straightforward level-based romps, with
  • 18:50 - 18:55
    Castlevania 2 experimenting a bit with an
    open world and RPG elements. In general, these
  • 18:55 - 18:57
    games were also hard as balls.
  • 18:57 - 19:02
    According to the assistant director for Symphony
    of the Night, Koji Igarashi, they wanted to
  • 19:02 - 19:08
    keep the length of previous Castlevania games
    without making this game as difficult. So
  • 19:08 - 19:12
    they looked to a different game as inspiration.
    Igarashi explains this in a GDC talk back
  • 19:12 - 19:17
    from 2014. Well, a translator explains:
  • 19:17 - 19:22
    We really wanted to extend the life of the
    game and the one game that popped up in our
  • 19:22 - 19:27
    heads was Legend of Zelda, an exploration
    filled action game. Pretty much our entire
  • 19:27 - 19:33
    team, including myself, were huge fans of
    the game and wanted to make something very
  • 19:33 - 19:40
    similar. So now you know, the origin of inspiration
    actually wasn’t metroid. … and of course
  • 19:40 - 19:44
    I have the utmost respect for that game, and
    the folks behind it.
  • 19:44 - 19:50
    So as it turns out, Symphony of the Night
    naturally created a Metroid-like game just
  • 19:50 - 19:54
    by trying to make a side-scroller that progressed
    like The Legend of Zelda. But people who played
  • 19:54 - 19:59
    Symphony of the Night and the games that followed
    it like Circle of the Moon and Aria of Sorrow
  • 19:59 - 20:05
    saw similarities to Metroid. People started
    calling these Metroid-like Castlevania games
  • 20:05 - 20:10
    “Metroidvanias” with the earliest instance
    I could find of someone using the phrase dating
  • 20:10 - 20:13
    all the way back to the pre-civilized world
    of 2001.
  • 20:13 - 20:19
    And thus the grandparents of the genre were
    born, and the term Metroidvania was eventually
  • 20:19 - 20:24
    co-opted to mean any game that follows the
    design philosophies of the Metroid and Castlevania
  • 20:24 - 20:29
    games. And… There's a lot of debate about
    whether or not it’s a good term to even
  • 20:29 - 20:36
    use, with people suggesting alternatives like
    Mapformers, Platform-Adventures. Platform-RPGS,
  • 20:36 - 20:44
    non-linear 2D action platformers, action adventure
    2D platformer adventure-like non-linear action-RPG-like
  • 20:44 - 20:49
    non-closed-world side-scrollers, and open-world
    Mario games.
  • 20:49 - 20:52
    Regardless of if you like the term or not,
    one thing the phrase “Metroidvania” does
  • 20:52 - 20:58
    do well is demonstrate how much these games
    are influenced by those two franchises. But
  • 20:58 - 21:03
    at the same time, they will mix other games
    in as well. Axiom Verge drew ideas from other
  • 21:03 - 21:10
    NES classics such as Contra, Bionic Commando,
    Rygar and Blaster Master. Guacamelee, originally
  • 21:10 - 21:16
    inspired by another indie game, Castle Crashers,
    combined the Metroidvania genre with brawler
  • 21:16 - 21:20
    elements. Ori and the Blind Forest mixed the
    Metroidvania genre with the more fluid platforming
  • 21:20 - 21:27
    found in Super Meat Boy. Want to play a Metroidvania
    but with Pokemon? There’s Monster Sanctuary.
  • 21:27 - 21:33
    Maybe a Metroid pinball game? There’s Yoku’s
    Island Express. Metroidvania with anime girls?
  • 21:33 - 21:36
    Actually, I don’t think any of those exist.
  • 21:36 - 21:40
    And then, of course, there’s Hollow Knight.
    Developed by Team Cherry, most of what we
  • 21:40 - 21:45
    see in Hollow Knight comes from the minds
    of William Pellen and Ari Gibson. Aside from
  • 21:45 - 21:49
    the Metroid and Castlevania games, Hollow
    Knight took inspiration from a lot of old
  • 21:49 - 21:56
    school NES and Super Nintendo games like Mega
    Man X and Zelda II. William Pellen explains:
  • 21:56 - 21:58
    We’ve stolen a lot of ideas.
  • 21:58 - 22:04
    But there was one game in particular that
    people saw a lot in Hollow Knight
  • 22:04 - 22:07
    Hollow Knight is a metroidvania souls-like
    game.
  • 22:07 - 22:10
    This is more of a metroidvania souls-like.
  • 22:10 - 22:12
    Hollow Knight takes a lot of cues from the
    Dark Souls series...
  • 22:12 - 22:17
    It’s really the Dark Souls of games that
    are trying to be the Dark Souls of Dark Souls
  • 22:17 - 22:19
    without actually being Dark Souls...
  • 22:19 - 22:20
    Dark Souls…
  • 22:20 - 22:21
    Dark Souls…
  • 22:21 - 22:22
    Dark Souls…
  • 22:22 - 22:23
    Mario…
  • 22:23 - 22:24
    Hollow Knight is pretty much just Dark Souls.
  • 22:24 - 22:28
    Of course, there was a certain craze back
    in the day of comparing everything to Dark
  • 22:28 - 22:33
    Souls. But the comparisons to Hollow Knight
    are probably more apt verses something like
  • 22:33 - 22:39
    Cuphead. After all, a lot of people seem to
    consider Dark Souls a Metroidvania as well,
  • 22:39 - 22:41
    at least in some vague sense.
  • 22:41 - 22:47
    The original Dark Souls game is also a Metroidvania
    game, just in 3 dimensions instead of 2.
  • 22:47 - 22:49
    Dark Souls, itself a cousin of the Metroidvania…
  • 22:49 - 22:53
    And I love Symphony of the Night, but no non-2D
    games have captured the essence of Metroidvania,
  • 22:53 - 22:57
    I'd argue since Metroid Prime, and then I
    knew where we all were and was free hereafter
  • 22:57 - 22:59
    to happily halberd hellspawn.
  • 22:59 - 23:03
    This just shows how vague and malleable terms
    like “souls-like” and “Metroidvania”
  • 23:03 - 23:09
    are to a lot of people. It’s this vague
    definition of difficulty and exploration.
  • 23:09 - 23:13
    Is trying to find the bathroom in a crowded
    mall after eating Chipotle a “Metroidvania
  • 23:13 - 23:18
    souls-like” experience? Team Cherry has
    never really championed Dark Souls as one
  • 23:18 - 23:22
    of their main inspirations, but they do acknowledge
    it.
  • 23:22 - 23:25
    Maybe a bit of Dark Souls in there as well.
    That type of stuff.
  • 23:25 - 23:30
    When pressed, they usually downplay the comparisons
    a lot of people tend to make, saying that
  • 23:30 - 23:34
    Hollow Knight feels similar to Dark Souls
    because both games draw on early Nintendo
  • 23:34 - 23:35
    games.
  • 23:35 - 23:39
    You have a new generation of people who haven't
    played Nintendo games, who haven't played
  • 23:39 - 23:45
    those early games. So they don't have the
    touchstones like Zelda 2 to talk about and
  • 23:45 - 23:52
    it's much easier to say "like Souls" as a
    capsule, as a modern game, that emphasises
  • 23:52 - 23:59
    all of those qualities of the unknown, and
    discovery and challenge and overcoming challenge
  • 23:59 - 24:01
    to access new areas.
  • 24:01 - 24:05
    Although they do admit that the corpse running
    mechanic in Dark Souls directly inspired what
  • 24:05 - 24:09
    they did in Hollow Knight. They’ve also
    cited the Rally mechanic from Bloodborne as
  • 24:09 - 24:12
    a loose inspiration for Hollow Knight’s
    soul and focus system.
  • 24:12 - 24:17
    When you hit an enemy in Bloodborne, you regain
    a bit of health... There's a parallel there
  • 24:17 - 24:22
    with our soul system which is just that you
    hit, and you stock the soul, which you then
  • 24:22 - 24:24
    use to heal at your own rate.
  • 24:24 - 24:29
    However, there was another comparison some
    people made during the game’s early days.
  • 24:29 - 24:33
    A game that appears to have had no influence
    over Team Cherry: Ori and the Blind Forest.
  • 24:33 - 24:37
    Again, Hollow Knight's cartoony, slightly
    Ori and the Blind Forest, esc style...
  • 24:37 - 24:42
    The atmosphere created in this Ori and the
    Blind Forest meets Salt and Sanctuary artstyle...
  • 24:42 - 24:47
    The comparisons to Ori were not quite as prevalent
    as the comparisons to Dark Souls, but they
  • 24:47 - 24:50
    happened enough to warrant a comment from
    Team Cherry themselves.
  • 24:50 - 24:55
    When you're coming out as an unknown developer
    and you have no game, people have no touchstones.
  • 24:55 - 24:59
    Everyone who saw this game, or I’m not going
    to say everyone, but certainly, there was
  • 24:59 - 25:04
    a lot of sentiment which was “Oh, it looks
    like that game Ori.” Which we’ve never
  • 25:04 - 25:08
    played. But it looks fantastic and apparently
    it is fantastic by all accounts and I’m
  • 25:08 - 25:11
    sure we’ll be able to get some time once
    we…
  • 25:11 - 25:13
    There’s a sequel soon so we’ll just wait
    ‘till then
  • 25:13 - 25:16
    We’ll wait till the sequel and buy a bundle
    pack or something.
  • 25:16 - 25:20
    So even before Ori and the Will of the Wisps
    was being compared to Hollow Knight, Hocllow
  • 25:20 - 25:25
    Knight was being compared to Ori and the Blind
    Forest. Which begs the question. Why have
  • 25:25 - 25:29
    the claims surrounding Will of the Wisps been
    so much louder? There’s certainly a case
  • 25:29 - 25:33
    to be made that Will of the Wisps shares more
    design elements with Hollow Knight than that
  • 25:33 - 25:37
    game did with Blind Forest. But I think another
    big factor in all this is the fact that the
  • 25:37 - 25:43
    Hollow Knight fanbase is much bigger than
    the Ori fanbase. For example, the Hollow Knight
  • 25:43 - 25:48
    subreddit and Discord server are both over
    10 times larger than the Ori counterparts.
  • 25:48 - 25:53
    That’s not to say that Hollow Knight is
    a better game than either Ori 1 or 2. But
  • 25:53 - 25:57
    I think it contributes to why so many more
    people are seeing similarities between Hollow
  • 25:57 - 26:02
    Knight and other games. And I’m not just
    talking about Will of the Wisps.
  • 26:02 - 26:07
    In December of 2019, Nintendo showed off the
    trailer for a game called Gleamlight. This
  • 26:07 - 26:13
    game was developed by a Japanese company called
    DICO. The company is a decent sized publisher
  • 26:13 - 26:17
    who even helped with the development of another
    recent Metroidvania game, Bloodstained: Ritual
  • 26:17 - 26:23
    of the Night: Koji Igarasha’s spiritual
    successor to Symphony of the Night.
  • 26:23 - 26:27
    The immediate reaction to Gleamlight’s trailer
    was that it was a cheap knock off of Hollow
  • 26:27 - 26:33
    Knight. The game’s publisher, D3, addressed
    these accusations in a Polygon article saying:
  • 26:33 - 26:37
    Gleamlight is still in development and it’s
    not final at this moment… The dev team is
  • 26:37 - 26:41
    aware of Hollow Knight but the game has nothing
    to do with that title.
  • 26:41 - 26:47
    Very few seemed to actually believe this statement.
    In his review of the game, NintendoLife reviewer
  • 26:47 - 26:49
    Stuart Gipp said the following:
  • 26:49 - 26:53
    Gleamlight's developers have claimed that
    their game isn't a rip-off of Hollow Knight.
  • 26:53 - 26:59
    They're right. If it was a rip-off, then it'd
    share some kind of inspiration, some mechanical
  • 26:59 - 27:05
    flair. The creativity, the baseline of enjoyable
    moments, some solid fundamentals. It's all
  • 27:05 - 27:11
    missing. It's not a rip-off of Hollow Knight,
    it's a stupid child's drawing of it.
  • 27:11 - 27:15
    So what exactly is it about Gleamlight that
    makes people call it a rip-off? Much like
  • 27:15 - 27:20
    FortressCraft, the game looks very rushed
    and unpolished, and it was released somewhat
  • 27:20 - 27:26
    recently after Hollow Knight’s huge success.
    On top of that, the game shares a number of
  • 27:26 - 27:31
    similarities. They are both platformers with
    somewhat dark atmospheres and enigmatic protagonists.
  • 27:31 - 27:36
    They both feature a melee combat system where
    the primary method of attack is a short range
  • 27:36 - 27:42
    sword swipe. And some of the areas bear a
    resemblance to the areas found in Hollow Knight…
  • 27:42 - 27:45
    but is any of this really all that unique?
  • 27:45 - 27:49
    With FortressCraft it was a lot easier to
    notice, because there were very few games
  • 27:49 - 27:53
    that looked like Minecraft in terms of game
    design. But the things that Gleamlight has
  • 27:53 - 27:58
    in common with Hollow Knight are not very
    new ideas. For example, Hollow Knight’s
  • 27:58 - 28:04
    moody atmosphere is not particularly original,
    with some early impressions calling the game
  • 28:04 - 28:05
    Tim-Burton-like.
  • 28:05 - 28:07
    It brings to mind "The Nightmare Before Christmas"
    almost.
  • 28:07 - 28:10
    It's a little bit "Tim Burton".
  • 28:10 - 28:12
    There’s definitely going to be a connection
    to that.
  • 28:12 - 28:18
    It’s got that like “Tim Burton”, or
    gothic vibe to it. That type of thing.
  • 28:18 - 28:21
    And remember how people compared Hollow Knight
    to Ori and the Blind Forest when it was coming
  • 28:21 - 28:26
    out? A lot of that was probably due to the
    fact that both games were non-pixel art based
  • 28:26 - 28:31
    metroidvanias featuring small-sized protagonists.
  • 28:31 - 28:37
    As for combat, melee combat in a Metroidvania
    isn’t particularly unique either. The Castlevania
  • 28:37 - 28:42
    games have primarily used melee combat as
    well. Hollow Knight’s combat seems to draw
  • 28:42 - 28:47
    somewhat from the side scrolling combat of
    Zelda 2, which in case you didn’t know,
  • 28:47 - 28:48
    is really old.
  • 28:48 - 28:53
    As for areas… Well forests in real life
    are green, so I don’t think that’s fair
  • 28:53 - 28:58
    to say that’s a rip off. And there are purple
    crystals in the real world called Amethyst
  • 28:58 - 29:03
    crystals. So that’s not really that unique
    of a concept to Hollow Knight either. I mean,
  • 29:03 - 29:06
    come on, have people not been playing 1.17?
  • 29:06 - 29:12
    On top of all of this, Gleamlight is barely
    even a Metroidvania. I know that term is vague,
  • 29:12 - 29:16
    but Gleamlight doesn’t really emphasize
    exploration in any way. You travel through
  • 29:16 - 29:21
    each room linearly, and there’s no map at
    all. There are power ups that you gain but
  • 29:21 - 29:24
    it really is the bare minimum.
  • 29:24 - 29:28
    All that being said, it’s certainly possible
    that Gleamlight was just an attempt to cash
  • 29:28 - 29:32
    in on Hollow Knight’s popularity. But if
    that’s the case, then the developers really
  • 29:32 - 29:37
    had no idea what it was that made Hollow Knight
    such a good game. Honestly, I think this is
  • 29:37 - 29:42
    less to do with developer intentions and more
    to do with how we as gamers discuss video
  • 29:42 - 29:43
    games.
  • 29:43 - 29:48
    One of Hollow Knight’s first exposures to
    a wide audience came in 2015. On November
  • 29:48 - 29:53
    19th, a friend of the dev team and the voice
    of Sly, Graig, posted about Hollow Knight
  • 29:53 - 29:59
    on Reddit, linking to the Ferocious Foes trailer
    on YouTube. This post received over 25,000
  • 29:59 - 30:05
    upvotes, and hundreds of comments came flooding
    in. And what were people saying? Well, they
  • 30:05 - 30:10
    were comparing Hollow Knight to other games.
    Dark Souls. Super Metroid. Bloodborne. Symphony
  • 30:10 - 30:17
    of the Night. Ori and the Blind Forest. Dust
    Elysian. Castle Crashers. Shovel Knight. Child
  • 30:17 - 30:22
    of Light. Mario. Uhh… Bleach.
  • 30:22 - 30:28
    How many of these games did Team Cherry actually
    take inspiration from? Like 3. Whenever we
  • 30:28 - 30:34
    see a new video game, our brains immediately
    try to find some kind of analogy, other games
  • 30:34 - 30:38
    that resemble it, to help us get an idea of
    what the game is like. Our brains are pattern
  • 30:38 - 30:43
    recognition machines, seeing things even if
    they aren’t even there. Anyone who’s been
  • 30:43 - 30:48
    online in the last year should know this painfully
    well. So it’s pretty much impossible for
  • 30:48 - 30:52
    new games to not be compared to old ones.
  • 30:52 - 30:56
    Gleamlight was dropped into the limelight
    in the middle of an Indie World direct, and
  • 30:56 - 31:00
    I can tell you, a large chunk of the Hollow
    Knight fanbase watches Indie World directs
  • 31:00 - 31:05
    in the futile hope that there might be even
    just a monochrome of Silksong news presented.
  • 31:05 - 31:10
    So when Gleamlight popped up, and shared a
    few superficial similarities with Hollow Knight,
  • 31:10 - 31:12
    the comparisons happened immediately.
  • 31:12 - 31:17
    Now those comments on Hollow Knight from 2015
    were mostly positive. There were still a few
  • 31:17 - 31:22
    people calling Hollow Knight a rip-off, but
    in general people were kind to the game. And
  • 31:22 - 31:27
    that was probably because Hollow Knight looked
    like a pretty good game. As for Gleamlight,
  • 31:27 - 31:31
    well… I’m gonna have to say something
    mean here, so if there are any developers
  • 31:31 - 31:37
    at the Japanese company DICO watching this
    video, please plug your ears. Gleamlight’s
  • 31:37 - 31:40
    trailer looked really shitty. Like the game
    just looks bad.
  • 31:40 - 31:45
    So when a whole bunch of Hollow Knight fans
    saw this game, and saw how bad it looked,
  • 31:45 - 31:49
    it was inevitable that everyone would start
    calling Gleamlight a rip-off. But if you actually
  • 31:49 - 31:54
    played Gleamlight, it doesn’t seem much
    like Hollow Knight at all. I mean, it’s
  • 31:54 - 31:58
    still a bad game. I got every achievement
    after four hours of playtime and I can confirm
  • 31:58 - 32:04
    it’s a bad game. But I think that has more
    to do with DICO being primarily a publisher
  • 32:04 - 32:09
    and having very little experience with game
    development than them trying to quickly cash
  • 32:09 - 32:11
    in on Hollow Knight’s success.
  • 32:11 - 32:14
    Of course, that’s not to say that Hollow
    Knight hasn’t inspired other developers.
  • 32:14 - 32:21
    There have been quite a few games to pop up
    such as Haiku the Robot, Lone Fungus, Chiaroscuro,
  • 32:21 - 32:28
    Curse of the Sea Rats, Ender Lilies, Unbound:
    Worlds Apart, and Zapling Bygone, which all
  • 32:28 - 32:33
    claim Hollow Knight as an inspiration in some
    way. But one Hollow Knight inspired game in
  • 32:33 - 32:38
    particular, Crowsworn, ended up getting some
    heat for looking too much like Hollow Knight.
  • 32:38 - 32:43
    When they posted their pre-Kickstarter trailer
    on Twitter, a number of tweets were posted
  • 32:43 - 32:46
    calling the game a rip-off of Hollow Knight.
  • 32:46 - 32:49
    Once the game was brought to the attention
    of the wider Hollow Knight fanbase, partly
  • 32:49 - 32:55
    due to me tweeting about it over on my twitter
    at twitter.com/mossbag69, discussion became
  • 32:55 - 32:57
    a lot more positive.
  • 32:57 - 33:02
    Since then, Team Cherry’s marketing director,
    Leth, has even joined the Crowsworn team.
  • 33:02 - 33:06
    In an interview with the The Indie Gamer,
    Leth made it pretty clear that Team Cherry
  • 33:06 - 33:07
    has no issues with Crowsworn:
  • 33:07 - 33:13
    Look, this game looks cool. We don’t mind
    if people look at Hollow Knight and go “I
  • 33:13 - 33:14
    want to do that too”.
  • 33:14 - 33:18
    Leth also pointed out how it just makes sense
    that small-team indie studios working in the
  • 33:18 - 33:22
    Unity game engine would make games that look
    similar to Hollow Knight.
  • 33:22 - 33:31
    There’s only so much you can do with Unity
    for a 2D game. And the fact is that Team Cherry
  • 33:31 - 33:39
    and Ari were very clever with how they developed
    Hollow Knight in a way to make it super efficient
  • 33:39 - 33:46
    and it’s also very good. So if you depart
    from that to a great degree you risk making
  • 33:46 - 33:48
    something bad.
  • 33:48 - 33:53
    And when Crowsworn went live on Kickstarter,
    it hit its $100,000 goal in less than three
  • 33:53 - 33:59
    hours. So the game clearly has value to a
    lot of people. Even Team Cherry left a comment
  • 33:59 - 34:01
    on their Kickstarter saying their game looks
    great.
  • 34:01 - 34:06
    Now to be fair, I understand why some people
    making these comparisons are so negative about
  • 34:06 - 34:11
    Crowsworn. Crowsworn does wear its Hollow
    Knight inspiration on its sleeve. But from
  • 34:11 - 34:15
    what we have seen of Crowsworn, it appears
    that they do have ideas of their own, and
  • 34:15 - 34:20
    are putting work into making their game stand
    out as a unique Metroidvania. The developers
  • 34:20 - 34:24
    reference the Donkey Kong Country games as
    an inspiration, and yeah, these things are
  • 34:24 - 34:30
    basically barrel cannons. They’ve American,
    or I guess Canadianized, the game quite a
  • 34:30 - 34:35
    bit with the inclusion of guns, which I thought
    was a pretty glaring omission from Hollow
  • 34:35 - 34:36
    Knight, to be honest.
  • 34:36 - 34:40
    In reality the vast majority of the games
    within the Metroidvania genre draw direct
  • 34:40 - 34:45
    inspiration from Metroid and Castlevania,
    combining elements from those games with other
  • 34:45 - 34:50
    games like Super Meat Boy and Dark Souls to
    try to create something new. This isn’t
  • 34:50 - 34:55
    controversial and those games are seldom called
    rip offs. Then Hollow Knight came along and
  • 34:55 - 35:00
    became extremely popular, resulting in both
    a lot of people inspired to make games similar
  • 35:00 - 35:04
    to Hollow Knight, and a lot of people seeing
    Hollow Knight’s mechanics in other games,
  • 35:04 - 35:07
    whether or not that was actually intentional
    on the developers’ part.
  • 35:07 - 35:12
    So what makes it okay to draw ideas from Metroid,
    like Axiom Verge does, but not draw ideas
  • 35:12 - 35:17
    from Hollow Knight, like Crowsworn does? I
    think a lot of people think it’s fine to
  • 35:17 - 35:23
    copy Metroid and Castlevania because those
    games are old, and Hollow Knight is new. But
  • 35:23 - 35:27
    keep in mind, the gaming industry is very
    different now than it was in the 80s and 90s.
  • 35:27 - 35:32
    There are now thousands upon thousands of
    indie games being released every single year,
  • 35:32 - 35:37
    so we are likely going to see iterations of
    game ideas and designs happen faster and more
  • 35:37 - 35:43
    frequently. It took so long for games to take
    from Metroid because indie developers weren’t
  • 35:43 - 35:48
    really a thing until Cave Story came out in
    2004, which is a Metroidvania by the way.
  • 35:48 - 35:51
    Well, depending on who you ask.
  • 35:51 - 35:55
    At the end of the day, as long as a game does
    enough to set itself apart from the games
  • 35:55 - 36:00
    that inspired it, we really shouldn’t be
    upset about clones or rip-off or however old
  • 36:00 - 36:04
    the games it takes from are. And just watching
    the trailer for a game sometimes isn’t enough
  • 36:04 - 36:08
    to know if that’s the case. Seriously, the
    amount of people saying that Hollow Knight
  • 36:08 - 36:12
    looked like Ori after watching the Ferocious
    Foes trailer is kinda crazy considering how
  • 36:12 - 36:19
    different those two games are.
  • 36:19 - 36:25
    Enter Ori and the Will of the Wisps. You know,
    the game this video is supposed to be about.
  • 36:25 - 36:29
    After the completion of Ori and the Blind
    Forest, it wasn’t a done deal that Moon
  • 36:29 - 36:35
    Studios was going to make a sequel. The co-founders,
    Thomas Mahler and Gennadiy Korol, weren’t
  • 36:35 - 36:39
    exactly onboard with making a sequel, until
    they started thinking about the ways a sequel
  • 36:39 - 36:45
    could improve on Blind Forest’s weaker parts,
    comparing it to how Super Mario Bros. 3 improved
  • 36:45 - 36:46
    on the original game.
  • 36:46 - 36:52
    If you would see Ori and the Blind Forest
    as the original Super Mario Bros... The sequel
  • 36:52 - 36:54
    could actually become like Super Mario Bros.
    3.
  • 36:54 - 36:58
    Sort of like what Super Mario Bros 3 was to
    Super Mario Bros.
  • 36:58 - 37:04
    We want Ori and the Will of the Wisps to become
    to Blind Forest what Super Marios 3 was to
  • 37:04 - 37:05
    the original Super Mario Bros.
  • 37:05 - 37:13
    My next guests say this game will be the best
    Ori and will be to Ori what Mario 3 was to
  • 37:13 - 37:18
    Super Mario Brothers. I guess that's a quote.
    That's impressive.
  • 37:18 - 37:22
    And part of that process of refining the sequel
    was to look at the other Metroidvanias that
  • 37:22 - 37:24
    were released since the first game.
  • 37:24 - 37:28
    In terms of the gameplay we really just wanted
    to push it a step further so we looked at
  • 37:28 - 37:32
    all the Metroidvanias that also came out after
    Blind Forest. We just basically wanted to
  • 37:32 - 37:36
    say "How can we even take it a level further
    than that?"
  • 37:36 - 37:39
    Like we saw earlier in this video, Hollow
    Knight was one of the games that Moon Studios
  • 37:39 - 37:44
    looked at when creating Will of the Wisps.
    But since the game has come out, Mahler and
  • 37:44 - 37:49
    Korol have both denied taking any inspiration
    from Hollow Knight. When I first caught wind
  • 37:49 - 37:54
    of all this back in March 2020, I went on
    a bit of a rant. I posted to my twitter account
  • 37:54 - 38:00
    over at twitter.com/mossbag69 claiming that
    Moon Studios had obviously taken several elements
  • 38:00 - 38:05
    from Hollow Knight, and were now blatantly
    denying it. Now I know this is a really rare
  • 38:05 - 38:10
    occurrence for Twitter, but my tweets were
    perhaps a bit reactionary and ignorant to
  • 38:10 - 38:14
    the greater context surrounding the situation.
    I hadn’t even played the Ori games when
  • 38:14 - 38:19
    I made those tweets. But that was over a year
    ago. Since then I have taken the time to play
  • 38:19 - 38:24
    both Ori and the Blind Forest and Ori and
    the Will of the Wisps. I also played through
  • 38:24 - 38:28
    Pac-Man 2: The New Adventures a few times
    just for good measure. I also researched the
  • 38:28 - 38:32
    development of the Ori games to better understand
    how they were made.
  • 38:32 - 38:38
    So, have my thoughts changed? Well, yes, but
    it’s complicated. There really isn’t a
  • 38:38 - 38:42
    clear cut answer here. So let me just answer
    this question in two parts.
  • 38:42 - 38:46
    Was Ori and the Will of the Wisps influenced
    by Hollow Knight in some way?
  • 38:46 - 38:48
    Most likely.
  • 38:48 - 38:53
    Did Ori and the Will of the Wisps directly
    copy mechanics or ideas from Hollow Knight?
  • 38:53 - 38:54
    Probably not.
  • 38:54 - 38:58
    In order to get to the bottom of this, I’m
    going to be digging into a number of interviews
  • 38:58 - 39:02
    Moon Studios has participated in, as well
    as looking through posts Thomas Mahler has
  • 39:02 - 39:07
    made on the websites ResetEra and NeoGAF.
    Mahler has been open about sharing his opinions
  • 39:07 - 39:13
    in gaming forums. And once we dig into his
    posts, we soon realize something. Thomas Mahler
  • 39:13 - 39:16
    doesn’t really like Hollow Knight.
  • 39:16 - 39:20
    Mahler first played Hollow Knight right as
    the game came out in February 2017.
  • 39:20 - 39:25
    After playing the game for a few hours, Mahler
    posted in the NeoGAF thread dedicated to discussing
  • 39:25 - 39:30
    Hollow Knight. Mahler criticized the game’s
    slow pacing, calling it too slow when compared
  • 39:30 - 39:36
    to games like Super Metroid, Symphony of the
    Night and Blind Forest. In later posts, Mahler
  • 39:36 - 39:41
    also said he isn’t a fan of Hollow Knight’s
    “simplistic combat”. And while he didn’t
  • 39:41 - 39:45
    say this next point was criticism, Mahler
    also talked about how he thinks that games
  • 39:45 - 39:49
    like Axiom Verge and Hollow Knight don’t
    really do anything new to push the Metroidvania
  • 39:49 - 39:54
    genre forward, as opposed to the Ori games
    which blend the genre with the more fluid
  • 39:54 - 39:57
    platforming found in games like Super Meat
    Boy.
  • 39:57 - 40:02
    Mahler’s criticisms of Hollow Knight are
    certainly not unique. As much as I love Hollow
  • 40:02 - 40:06
    Knight, it’s not a perfect game. There are
    aspects of it that just won’t do it for
  • 40:06 - 40:10
    some people. One of Hollow Knight’s biggest
    stumbling points for a lot of players is its
  • 40:10 - 40:15
    pacing. Hollow Knight is a massive game with
    a huge map and the movement upgrades are few
  • 40:15 - 40:21
    and far between. As a result, some areas feel
    like they are missing content or satisfying
  • 40:21 - 40:25
    moments to keep the player engaged. This can
    seriously affect the game's sense of pacing
  • 40:25 - 40:30
    and progression if the hook of exploration
    doesn’t grab the player. This has been pointed
  • 40:30 - 40:32
    out by a few reviewers here on YouTube.
  • 40:32 - 40:36
    And even with every ability it can take a
    while to get where you need to because the
  • 40:36 - 40:42
    map is absolutely massive. Massive and boring!
  • 40:42 - 40:46
    And the world is fun to explore, but asks
    for a bit more than what these kinds of games
  • 40:46 - 40:47
    usually entail given its sheer size.
  • 40:47 - 40:52
    A building of tension in exploration, story,
    and gameplay complexity, that ends with nothing
  • 40:52 - 40:58
    instead of a climax. I’d call this poor
    pacing.
  • 40:58 - 41:00
    Boooooorriiinnnggg!
  • 41:00 - 41:04
    Even people who praised Hollow Knight as the
    best Metroidvania ever made such as Game Maker’s
  • 41:04 - 41:07
    Toolkit have issues with how long the game
    goes on.
  • 41:07 - 41:12
    I felt finished and satisfied with the game
    after dispatching Hollow Knight for the first
  • 41:12 - 41:16
    time, and when I discovered online that there
    was a lot more to do, I didn't really have
  • 41:16 - 41:20
    the drive to carry on and seek out yet more
    secrets.
  • 41:20 - 41:24
    In terms of combat, Hollow Knight’s combat
    is more simple on the surface when compared
  • 41:24 - 41:28
    to what is featured in Ori and the Will of
    the Wisps, especially in the first half of
  • 41:28 - 41:32
    the game, when the player doesn’t have a
    very complex moveset. This also spills over
  • 41:32 - 41:35
    into affecting the games pacing as well.
  • 41:35 - 41:51
    Up first is that it takes far too long to
    go from this… to this.
  • 41:51 - 41:54
    This means that there is a long stretch of
    game time wherein the player has very few
  • 41:54 - 41:59
    options during combat compared to the potential
    you have at the end. Things don’t stay quite
  • 41:59 - 42:03
    as simple as they are right at the beginning,
    but they don’t get really interesting until
  • 42:03 - 42:04
    you’re close to finished.
  • 42:04 - 42:09
    And it is fair to say that Hollow Knight doesn’t
    really do anything unique. There were a number
  • 42:09 - 42:11
    of reviewers pointing this out.
  • 42:11 - 42:15
    Although Hollow Knight may have many of the
    same trappings we've seen countless times
  • 42:15 - 42:18
    before, it stands above thanks to the strength
    of its artistry and execution.
  • 42:18 - 42:23
    The mechanical aspects of the game aren't
    anything truly innovative or unique, but they're
  • 42:23 - 42:27
    responsive, easy to learn and most of all
    completely fair.
  • 42:27 - 42:31
    Hollow Knight maybe doesn't rewrite the book
    on the new abilities aspect, but it does make
  • 42:31 - 42:33
    them feel meaningful and very important to
    your progression.
  • 42:33 - 42:38
    I should point out that while Mahler has discussed
    his problems with Hollow Knight a number of
  • 42:38 - 42:42
    times, he has still consistently said that
    he has a lot of respect for Team Cherry. And
  • 42:42 - 42:47
    he has also constantly said he’s happy that
    more and more great Metroidvanias like Hollow
  • 42:47 - 42:51
    Knight have released since Blind Forest. But
    he’s also made it very clear that the game
  • 42:51 - 42:53
    just didn’t do it for him, saying:
  • 42:53 - 42:58
    I get that fans might see similarities between
    the games, but I wasn't even a fan of the
  • 42:58 - 43:01
    game when I played it, so…
  • 43:01 - 43:05
    However, Mahler has done more than just talk
    about how he dislikes Hollow Knight. He’s
  • 43:05 - 43:09
    also gone back and forth on whether or not
    he actually finished the game. He said he
  • 43:09 - 43:14
    did finish it in a post from shortly before
    Will of the Wisps released, but then he said
  • 43:14 - 43:18
    he didn’t finish it after everyone started
    comparing the two games a month later. At
  • 43:18 - 43:23
    another point he compared the sales figures
    of the two games after another user said Blind
  • 43:23 - 43:29
    Forest just came and went while Hollow Knight
    was extremely popular. And in general, Mahler
  • 43:29 - 43:34
    has expressed a very competitive mindset whenever
    he talks about Hollow Knight.
  • 43:34 - 43:38
    So it’s clear that Mahler has a complicated
    relationship with Hollow Knight. For comparison’s
  • 43:38 - 43:42
    sake, the only thing Team Cherry has ever
    said about the Ori games is that they’ve
  • 43:42 - 43:44
    heard they are fantastic.
  • 43:44 - 43:48
    Of course, Team Cherry are pretty tight lipped
    in general, and don’t have much of an online
  • 43:48 - 43:56
    presence, either personally or professionally.
    Probably to a fault sometimes.
  • 43:56 - 44:01
    Mahler has the opposite problem. He is just
    really open about sharing his opinions, and
  • 44:01 - 44:06
    even he admits that it lands him in hot water
    sometimes. Back in March of this year, he
  • 44:06 - 44:10
    posted a public apology on his Twitter account
    after calling the developers behind No Man’s
  • 44:10 - 44:17
    Sky and Cyberpunk 2077 snake oil salesmen
    in a post he made to ResetEra. To be fair,
  • 44:17 - 44:21
    Mahler made some interesting points in his
    post, and honestly, I kind of agree that hype
  • 44:21 - 44:26
    culture in gaming incentivises studios to
    overpromise what their games will be. But
  • 44:26 - 44:31
    he probably should have avoided calling specific
    people like Sean Murray “snake oil salesmen”.
  • 44:31 - 44:34
    In his Twitter apology, Mahler said the following:
  • 44:34 - 44:39
    I always really liked the idea of gamers and
    developers alike having an open discourse
  • 44:39 - 44:43
    about games, so that we could all figure out
    together how to improve the artform.
  • 44:43 - 44:48
    I think this is why Mahler is so open about
    sharing his opinions on Hollow Knight. He
  • 44:48 - 44:53
    likes discussing game design with other gamers,
    and he isn’t afraid to share unpopular opinions.
  • 44:53 - 44:57
    And I don’t think there’s any problem
    with him saying he doesn’t like Hollow Knight.
  • 44:57 - 45:01
    But it’s the amalgamation of his attitude
    and statements surrounding Hollow Knight that
  • 45:01 - 45:06
    make me think his feelings towards the game
    go deeper than just not liking it. I think
  • 45:06 - 45:10
    Mahler has a competitive mindset when it comes
    to game development, and he viewed Hollow
  • 45:10 - 45:15
    Knight’s massive success as a challenge
    to overcome with Will of the Wisps.
  • 45:15 - 45:19
    Looking at the language used by Mahler and
    Korol to describe Will of the Wisps, it really
  • 45:19 - 45:23
    seems like the goal for this game was for
    it to surpass Hollow Knight and become the
  • 45:23 - 45:30
    “perfect Metroidvania.” In an interview
    with the Daily Star in July 2018, he said
  • 45:30 - 45:31
    the following:
  • 45:31 - 45:36
    A lot of what we’re doing with Will of the
    Wisps is trying to perfect the genre, perfect
  • 45:36 - 45:41
    Metroidvania. We looked at a lot of games
    that have come out since the first Ori - Hollow
  • 45:41 - 45:46
    Knight, Axiom Verge - and studied them and
    researched them. Now it’s our turn to take
  • 45:46 - 45:51
    it to the next level. That’s how Ori evolves.
    We look at what’s been done since the last
  • 45:51 - 45:56
    game, and we push it further. We take it further.
    It’s pretty bananas!
  • 45:56 - 45:58
    Korol has said this as well:
  • 45:58 - 46:02
    We really want to make sure that absolutely
    every single aspect of a Metroidvania can
  • 46:02 - 46:03
    be perfected.
  • 46:03 - 46:08
    And we can see this was the case before Will
    of the Wisps. With Ori and the Blind Forest,
  • 46:08 - 46:12
    the goal was to push the platforming found
    in Metroidvania games further than ever before,
  • 46:12 - 46:17
    bringing the fluid platforming of Super Meat
    Boy to the genre. They literally even put
  • 46:17 - 46:21
    Meatboy’s rotting corpse in the game, in
    case you didn’t notice the inspiration.
  • 46:21 - 46:23
    Thomas Mahler explains:
  • 46:23 - 46:31
    We wanted to improve Metroidvanias by really
    focusing on the platforming component because
  • 46:31 - 46:36
    honestly, if you look at your typical Metroidvania.
    If you look at Symphony of the Night and Super
  • 46:36 - 46:41
    Metroid, yes they do have platforming but
    it’s very simple, right? It’s not on the
  • 46:41 - 46:43
    level of Mario....
  • 46:43 - 46:47
    So that’s where we wanted to improve things.
    To me, it just made no sense that, hey if
  • 46:47 - 46:52
    one of your core aspects, if one of the core
    hooks of the game is platforming like jumping
  • 46:52 - 46:58
    around these levels, why wouldn’t the levels
    and the platforming component be as good as
  • 46:58 - 47:03
    Mario? Like that should be the case. So that’s
    where we took it.
  • 47:03 - 47:07
    After the release of Hollow Knight, however,
    Mahler and Moon Studios looked to push combat
  • 47:07 - 47:13
    further as well, thus having both the best
    combat and the best platforming in the Metroidvania
  • 47:13 - 47:18
    genre. And to do that, they seemed to compare
    themselves a lot to Hollow Knight:
  • 47:18 - 47:22
    Then Team Cherry came in and did Hollow Knight
    and they did a much more traditional thing,
  • 47:22 - 47:27
    right? Or Axiom Verge for example also did
    a much more traditional approach to Metroidvanias.
  • 47:27 - 47:35
    And I think that’s fine, but in terms of
    the combat system, we wanted to kind of like…
  • 47:35 - 47:39
    I always like that competition and the challenge
    and say. Okay you guys did that. Let’s see
  • 47:39 - 47:45
    how you can follow up when we do this stuff.
    You know, like that kind of thing.
  • 47:45 - 47:48
    The combat itself in Blind Forest was much
    more focused around the platforming, and then
  • 47:48 - 47:55
    you have games like Hollow Knight coming out
    which focused a lot more on just precise hits
  • 47:55 - 48:00
    and so on which just wasn’t the focus for
    Blind Forest and we thought “Hey, you know,
  • 48:00 - 48:06
    we could do that as well, right?” And we
    could really create this perfect package that
  • 48:06 - 48:14
    here’s what a metroidvania should look like
    in 2019 and 2020.
  • 48:14 - 48:17
    So it’s clear that Moon Studios was very
    aware of Hollow Knight while making Will of
  • 48:17 - 48:23
    the Wisps, and I think part of the whole “perfect
    Metroidvania” mentality really just meant
  • 48:23 - 48:28
    “better than Hollow Knight”. So does Mahler’s
    feelings towards Hollow Knight, mixed with
  • 48:28 - 48:33
    Moon Studios’ philosophy of perfection prove
    Ori copied ideas from Hollow Knight. Well
  • 48:33 - 48:38
    no, but I think it shows that Hollow Knight
    likely had some influence over them as they
  • 48:38 - 48:40
    made the game.
  • 48:40 - 48:43
    But if we ignore the Hollow Knight stuff for
    a minute, the basic philosophy of perfecting
  • 48:43 - 48:49
    the Metroidvania genre is an interesting approach
    from Moon Studios. It’s also very different
  • 48:49 - 48:54
    from what Team Cherry did. William Pellen
    and Ari Gibson actively avoided even calling
  • 48:54 - 48:56
    their game a Metroidvania at all.
  • 48:56 - 49:00
    So when we were making the game, obviously
    the blueprint for it was a lot of those games
  • 49:00 - 49:05
    like Metroid and Castlevania, but we weren’t
    super conscious of staying true to the genre
  • 49:05 - 49:11
    or anything like that, you know? It was just
    what we thought would be fun or what made
  • 49:11 - 49:13
    sense, what we wanted to make...
  • 49:13 - 49:17
    In another interview, Leth confirms that they
    consciously chose to avoid using the word
  • 49:17 - 49:19
    Metroidvania:
  • 49:19 - 49:23
    Team Cherry was the same way. They didn't
    want to use the word Metroidvania either.
  • 49:23 - 49:28
    They were calling it "action platformer" or
    something like that.
  • 49:28 - 49:34
    In fact, Team Cherry has even said that Hollow
    Knight is actually most like Faxanadu:
  • 49:34 - 49:38
    Everytime we say Faxanadu, which is probably
    the one that it is most closely alined to,
  • 49:38 - 49:41
    everyone just goes. “Ah what?”
  • 49:41 - 49:47
    Faxanadu is another one of those early 2D
    Metroidvania games from the 1980s, before
  • 49:47 - 49:52
    Super Metroid truly defined the genre. Faxanadu
    sticks out with its impressive atmosphere
  • 49:52 - 49:58
    for an NES game and cohesive world design.
    Faxanadu starts with a lone traveller arriving
  • 49:58 - 50:04
    at a ruined kingdom in despair, with some
    inhabitants under the curse of an evil force.
  • 50:04 - 50:08
    This is very similar to Hollow Knight’s
    general story, a lonely warrior arriving at
  • 50:08 - 50:11
    a civilization wrought by an infection.
  • 50:11 - 50:15
    So you have one developer working to push
    the conventions of the genre to their limit
  • 50:15 - 50:19
    by crafting the best platforming and combat
    mechanics of any Metroidvania game, using
  • 50:19 - 50:24
    Super Metroid and Symphony of the Night as
    references. And you have another developer
  • 50:24 - 50:28
    that isn’t really worried about sticking
    true to the conventions of the genre and instead
  • 50:28 - 50:33
    taking inspiration from other old school open
    world games.
  • 50:33 - 50:36
    Both Hollow Knight and Ori and the Will of
    the Wisps have their own unique strengths,
  • 50:36 - 50:42
    ideals and weaknesses that may stem from their
    design philosophies. And these games do differ
  • 50:42 - 50:47
    quite a bit, mainly in their level design
    and storytelling.
  • 50:47 - 50:51
    Hollow Knight’s level design prioritizes
    exploration, with lots of diverging paths
  • 50:51 - 50:56
    and an insane amount of secret areas to explore.
    You can beat the game without even seeing
  • 50:56 - 51:00
    the majority of the content Team Cherry created.
    And your path through the game will likely
  • 51:00 - 51:02
    look very different from someone else's.
  • 51:02 - 51:07
    In contrast, pretty much every area in the
    Ori games is entered through one intended
  • 51:07 - 51:12
    path. Because Moon Studio does this, it allows
    them to carefully craft platforming challenges
  • 51:12 - 51:17
    around what abilities the player has obtained
    so far. While there are some hidden areas
  • 51:17 - 51:21
    here and there, you will be seeing most of
    what each Ori game has to offer just by following
  • 51:21 - 51:23
    the critical path.
  • 51:23 - 51:27
    In terms of storytelling, Moon Studios uses
    swelling orchestral music and the detailed
  • 51:27 - 51:32
    character animations to convey the plot of
    the game. All of this is done to achieve a
  • 51:32 - 51:36
    more universally recognizable story that doesn’t
    rely too heavily on dialogue.
  • 51:36 - 51:41
    There's still a certain tone to Ori where
    we try to tell our stories with as little
  • 51:41 - 51:47
    dialogue as possible, because I want people
    from India who don't necessarily speak English
  • 51:47 - 51:53
    or something to get as much out of the games
    as Americans and Europeans and so on. I want
  • 51:53 - 51:55
    this to be a global thing.
  • 51:55 - 51:59
    Hollow Knight, on the other hand, has tens
    of thousands of words for the player to read
  • 51:59 - 52:05
    and analyze, if they can even find those words
    that is. And even then, the story isn’t
  • 52:05 - 52:10
    exactly clear on a lot of the details. To
    fully grasp Hollow Knight’s plot, you’re
  • 52:10 - 52:14
    going to need to go online and discuss it
    with other people or watch YouTube videos
  • 52:14 - 52:19
    about it by people who constantly remind you
    to like the video and subscribe. God, I hate
  • 52:19 - 52:24
    it when YouTubers ask you to like the video
    and subscribe. It really kills the whole pacing
  • 52:24 - 52:28
    of the video.
  • 52:28 - 52:33
    So those are two very different approaches,
    indeed. Ori is a much more guided experience.
  • 52:33 - 52:37
    Whereas Hollow Knight is much more open ended.
    And I think this is part of why the Hollow
  • 52:37 - 52:42
    Knight fandom is so big compared to other
    great indie titles. People have to talk to
  • 52:42 - 52:47
    one another online to find out about that
    one hidden boss in Deepnest, or that one segment
  • 52:47 - 52:51
    where the game turns into Super Meat Boy,
    or to even figure out what the hell is even
  • 52:51 - 52:55
    happening in half the cutscenes of the game.
    But does Hollow Knight’s approach make it
  • 52:55 - 53:00
    a better Metroidvania? Can we even know what
    a perfect Metroidvania looks like?
  • 53:00 - 53:05
    Personally, and I might be a little biased
    here, Hollow Knight better encompasses what
  • 53:05 - 53:11
    I value most in Metroidvanias. Why is it that
    so many gamers connect Dark Souls with the
  • 53:11 - 53:15
    Metroidvania genre? It’s because Dark Souls
    nails the biggest part of what I think people
  • 53:15 - 53:20
    like about Metroidvanias: the interconnected
    world. It doesn’t matter that there aren’t
  • 53:20 - 53:25
    movement upgrades in Dark Souls. It’s still
    satisfying to explore the kingdom of Lordran.
  • 53:25 - 53:29
    And I think Team Cherry kinda stumbled into
    the realization that the strict upgrade progression
  • 53:29 - 53:34
    system that’s found in games like Castlevania
    and Metroid isn’t necessary. When making
  • 53:34 - 53:38
    their game, they weren’t afraid to strip
    Hollow Knight of its rigid Metroidvania structure
  • 53:38 - 53:41
    to create a more freeform experience:
  • 53:41 - 53:44
    The basic outline of the game at the start,
    especially because it was really small, was
  • 53:44 - 53:48
    a much more rigid kind of traditional “this
    power up first then this power up then this
  • 53:48 - 53:54
    power up” and you follow that through the
    game. As the game expanded and as we kept
  • 53:54 - 53:58
    working on it, we kept finding interesting
    connections between areas that didn't exist,
  • 53:58 - 54:03
    so we kinda chipped away at the floor or the
    ceiling to allow you to move between areas
  • 54:03 - 54:04
    a little more freely.
  • 54:04 - 54:09
    While I think Hollow Knight better captures
    what it is I like about Metroidvanias, I wouldn’t
  • 54:09 - 54:13
    say Hollow Knight is a better Metroidvania
    than Ori. Both games are trying to do their
  • 54:13 - 54:17
    own thing within the genre, and they both
    do them so well it’s not really reasonable
  • 54:17 - 54:22
    to even compare them. Oddly enough, Thomas
    Mahler has even said this too:
  • 54:22 - 54:26
    I think Hollow Knight and Ori honestly both
    have their own thing going on, I don't really
  • 54:26 - 54:31
    see all that much overlap apart from them
    being both Metroidvanias... It's like comparing
  • 54:31 - 54:36
    Mario and Sonic to me - Sure, both are platformers,
    but that's where the similarities end. I'm
  • 54:36 - 54:39
    just glad we're seeing more amazing Metroidvanias
    finally again…
  • 54:39 - 54:44
    So while Mahler does talk a lot about wanting
    to perfect the genre, he still understands
  • 54:44 - 54:49
    that there is room for variety within that
    genre, at least sometimes. Thomas Mahler is
  • 54:49 - 54:55
    a very complex man, in case you couldn’t
    tell. He’s like an onion. He’s got layers.
  • 54:55 - 55:00
    The whole notion of figuring out what constitutes
    a good or perfect Metroidvania is a bit silly
  • 55:00 - 55:05
    to me. We would need to set up a rubric and
    strictly define all the components of a Metroidvania
  • 55:05 - 55:10
    and methods for evaluating those components.
    And you probably could do that, at least to
  • 55:10 - 55:15
    some degree. But this system would be worthless
    because a lot of what makes new Metroidvanias
  • 55:15 - 55:20
    interesting and worth playing is that they
    mix the Metroidvania genre with something
  • 55:20 - 55:24
    new. And a lot of times, when people make
    these mental checklists in their head about
  • 55:24 - 55:30
    what makes a perfect Metroidvania, they use
    older games as reference, like Super Metroid
  • 55:30 - 55:34
    and Symphony of the Night. But there’s no
    guarantee that the specific mechanics and
  • 55:34 - 55:39
    design choices that worked well in those games
    are going to work well in other games. Would
  • 55:39 - 55:44
    the pinball Metroidvania Yoku’s Island Express
    be better if it had the Shine Spark? Or Form
  • 55:44 - 55:46
    of Mist?
  • 55:46 - 55:49
    While it’s certainly possible to compare
    and contrast games and argue which ones did
  • 55:49 - 55:53
    certain mechanics better, it’s important
    to remember that each game is unique and we
  • 55:53 - 55:58
    should judge them based on how well they execute
    their own ideas and not pigeonhole them with
  • 55:58 - 56:01
    comparisons to 20 year old games.
  • 56:01 - 56:05
    Anyway, now that I’m done talking about
    how we shouldn't compare games all the time,
  • 56:05 - 56:12
    let’s compare these games.
  • 56:12 - 56:15
    Earlier in the video, I mentioned that a lot
    of Hollow Knight’s ideas that Gleamlight
  • 56:15 - 56:21
    apparently stole weren’t all that original
    in the first place. Some of that applies here
  • 56:21 - 56:25
    as well, but luckily Moon Studios has provided
    us with more info on Will of the Wisps’
  • 56:25 - 56:30
    development than DICO ever did. So let’s
    start off the comparisons with the biggest
  • 56:30 - 56:33
    new addition to Will of the Wisps: combat.
  • 56:33 - 56:38
    If we look back to Ori and the Blind Forest,
    one of the largest and most common criticisms
  • 56:38 - 56:41
    of that game was the combat.
  • 56:41 - 56:44
    As fun as exploration is, combat is a little
    more uneven.
  • 56:44 - 56:46
    Combat isn't one of Ori's strengths.
  • 56:46 - 56:50
    Basically the combat in Blind Forest consisted
    of standing near an enemy and button mashing
  • 56:50 - 56:55
    a homing energy attack until they died. So
    about as interactive as watching YouTube ads.
  • 56:55 - 57:00
    A big part of Will of the Wisps' reason for
    even existing is to improve upon the combat
  • 57:00 - 57:01
    from Blind Forest.
  • 57:01 - 57:07
    When we started really working on the game
    we immediately looked at all the feedback
  • 57:07 - 57:11
    that people gave us. And one of the big things
    was the combat system. We completely refined
  • 57:11 - 57:15
    the combat system and made it crazy in terms
    of what you've ever seen in a Metroidvania.
  • 57:15 - 57:20
    That's the first big thing about Ori 2 is
    that we really wanted to take the combat and
  • 57:20 - 57:24
    completely revamp it. Make it absolutely awesome
    in a way that we believe maybe wasn't done
  • 57:24 - 57:26
    in a Metroidvania before.
  • 57:26 - 57:30
    When people point out the similarities between
    Hollow Knight and Ori’s combat, they usually
  • 57:30 - 57:34
    just point out that the Knight’s nail and
    Ori’s Shard Sword are similar. Or they are
  • 57:34 - 57:40
    just pointing out that Will of the Wisps has
    more combat now. But in reality, Will of the
  • 57:40 - 57:44
    Wisps probably would have had more refined
    combat regardless of if Hollow Knight existed,
  • 57:44 - 57:47
    since combat was the weakest aspect of Blind
    Forest.
  • 57:47 - 57:52
    As it turns out, a prototype version of the
    sword weapon in Will of the Wisps was created
  • 57:52 - 57:56
    during the development of Blind Forest. According
    to Korol:
  • 57:56 - 58:00
    We had a working version of sword fighting
    in Blind Forest, but it was very hard to make
  • 58:00 - 58:04
    it work. It was such a big game and we needed
    to ship a game at some point.
  • 58:04 - 58:09
    Due to Moon Studios’ small size and the
    complexity of combat systems in general, Blind
  • 58:09 - 58:14
    Forest ended up letting combat take a backseat
    so the developers could focus on platforming.
  • 58:14 - 58:18
    For the sequel, Moon Studios wanted to create
    a combat system unlike what has been done
  • 58:18 - 58:20
    in a Metroidvania before.
  • 58:20 - 58:24
    We saw earlier that Thomas Mahler looked at
    Hollow Knight and wanted to one-up what Team
  • 58:24 - 58:28
    Cherry did with that game’s combat, while
    also saying that he doesn’t really like
  • 58:28 - 58:32
    Hollow Knight’s simplistic combat system.
    So it seems like Moon Studios looked at Hollow
  • 58:32 - 58:37
    Knight’s combat just so they could try and
    up the ante with Will of the Wisps. Apparently
  • 58:37 - 58:42
    they even reached out to one of the developers
    on Killer Instinct, Ken Lobb, to discuss designing
  • 58:42 - 58:48
    combat for Ori. And looking at the final products,
    the combat system between Ori and Hollow Knight
  • 58:48 - 58:50
    are noticeably different.
  • 58:50 - 58:54
    According to Korol and Mahler, the combat
    system for Ori drew more from Dark Souls and
  • 58:54 - 58:59
    Symphony of the Night as opposed to Hollow
    Knight. Mahler said in a ResetEra post:
  • 58:59 - 59:04
    The Melee stuff is inspired by Symphony of
    the Night and Dark Souls, mostly, those are
  • 59:04 - 59:09
    games we looked at when it came to how to
    make the combat feel satisfying and crunchy…
  • 59:09 - 59:11
    Korol also mentioned Dark Souls in another
    interview:
  • 59:11 - 59:16
    We were almost inspired by games like Dark
    Souls... we're really creating really interesting
  • 59:16 - 59:17
    dances with the enemies…
  • 59:17 - 59:20
    Dark Souls and Symphony of the Night differ
    from Hollow Knight in that you can equip a
  • 59:20 - 59:26
    wide variety of weapons aside from just a
    sword. You can use shields, spears, rods,
  • 59:26 - 59:32
    your goddamn fists, it’s really up to you.
    In Hollow Knight, all you ever get is the
  • 59:32 - 59:37
    nail. There are still different playstyles
    thanks to charms and spells, but you’ll
  • 59:37 - 59:41
    be whacking off with this thing from the very
    start to the very end.
  • 59:41 - 59:45
    In Will of the Wisps, Ori has a variety of
    skills, which allow it to use energy to create
  • 59:45 - 59:54
    a sword, a bow, a giant hammer, a giant spear,
    a shuriken/boomerang thing, and most devastating
  • 59:54 - 59:59
    of all, a feather. These attacks, and a few
    more, can be quickly set to face buttons,
  • 59:59 - 60:03
    allowing the player to change weapons on the
    fly.
  • 60:03 - 60:06
    Another major difference with Ori’s combat
    is how attacks actually happen when you press
  • 60:06 - 60:11
    the button. In Hollow Knight, you press a
    button and the Knight swings its sword. It’s
  • 60:11 - 60:16
    very straightforward. Mahler didn’t like
    how simplistic this was, saying:
  • 60:16 - 60:20
    We really wanted to take it to that level
    where it’s like, ‘No, it’s actually
  • 60:20 - 60:24
    an animation-based combat system.’ My idea
    for Ori is always that you have to feel like
  • 60:24 - 60:27
    a super fucking cool ninja.
  • 60:27 - 60:31
    That being said, I think Hollow Knight still
    gets better use of its combat. It may not
  • 60:31 - 60:35
    be as complex, but the game gets a lot of
    depth out of it. The combat in Will of the
  • 60:35 - 60:39
    Wisps is certainly an improvement from Blind
    Forest, but it’s still not as satisfying
  • 60:39 - 60:42
    or enjoyable to me as the platforming.
  • 60:42 - 60:47
    The YouTube channel Ingeniousclown Gaming
    did a really thoughtful critique of Ori and
  • 60:47 - 60:52
    the Will of the Wisps. And I pretty much 100%
    agree with his critique on Ori’s combat:
  • 60:52 - 60:56
    Granted, Ori's combat is significantly more
    complex than what Hollow Knight offers, but
  • 60:56 - 61:02
    the inspiration can be seen regardless. Hollow
    Knight had over 40 bosses to explore the game's
  • 61:02 - 61:06
    combat with, while Ori has a measly six.
  • 61:06 - 61:09
    But keep in mind, I’m definitely biased
    here. I’ve played through Hollow Knight’s
  • 61:09 - 61:14
    boss rush mode several times. If I didn’t
    think Hollow Knight’s combat was fantastic,
  • 61:14 - 61:17
    then I’d be an absolute lunatic for doing
    this. And I haven’t put anywhere near as
  • 61:17 - 61:20
    much time into fighting the bosses in Ori.
  • 61:20 - 61:24
    So did Ori copy Hollow Knight’s combat?
    Well, they were aware of Hollow Knight, and
  • 61:24 - 61:28
    they seemed to take it as a challenge of sorts
    to push their combat further than what Team
  • 61:28 - 61:34
    Cherry did. But in reality, Moon Studios was
    always going to revamp the combat system because
  • 61:34 - 61:38
    it was Blind Forest’s biggest stumbling
    point. And the combat system they did implement
  • 61:38 - 61:43
    into the game is very different from Hollow
    Knight’s in a number of ways.
  • 61:43 - 61:49
    So… yes?... but actually no.
  • 61:49 - 61:54
    The healing system is another comparison I’ve
    seen thrown around. In Blind Forest, Ori could
  • 61:54 - 61:58
    heal either by finding health drops in the
    world, or by unlocking an ability that healed
  • 61:58 - 62:03
    Ori whenever it created a save point. In Will
    of the Wisps, Moon Studios wanted to use the
  • 62:03 - 62:08
    face buttons for equipping skills, leaving
    no place to put the manual save ability. Due
  • 62:08 - 62:13
    to this, they decided to replace that feature
    with an autosave system, and the healing ability
  • 62:13 - 62:16
    was turned into one of the equippable skills.
  • 62:16 - 62:21
    On the face of it, expending a resource in
    order to heal isn’t all that unique, which
  • 62:21 - 62:25
    is pretty much what Mahler said when people
    brought this up as being similar to Hollow
  • 62:25 - 62:29
    Knight. But it’s the way this healing plays
    out during gameplay that I think makes it
  • 62:29 - 62:34
    feel similar to some people. Healing can now
    be performed in the middle of combat, and
  • 62:34 - 62:38
    requires Ori to stand still and avoid taking
    damage for a short period of time. This is
  • 62:38 - 62:44
    very similar to Hollow Knight. On the other
    hand, it’s also very similar to Dark Souls.
  • 62:44 - 62:49
    Both Team Cherry and Moon Studios have cited
    Dark Souls as inspiration for their games.
  • 62:49 - 62:54
    And we know that Moon Studios wanted to replicate
    the “interesting dances” the player has
  • 62:54 - 62:58
    with enemies in Dark Souls. Part of that dance
    involves finding the right time in between
  • 62:58 - 63:03
    enemy attacks to use an Estus Flask to heal.
    And I think it’s reasonable to say that
  • 63:03 - 63:07
    Hollow Knight’s focus mechanic took cues
    from the Soulsborne series in this regard
  • 63:07 - 63:08
    as well.
  • 63:08 - 63:12
    So did Ori construct their healing spell to
    act more like Hollow Knight’s because they
  • 63:12 - 63:16
    wanted to replicate Hollow Knight’s gameplay,
    or did they go back to Hollow Knight’s source,
  • 63:16 - 63:21
    Dark Souls, and replicate that? Did Ori copy
    Hollow Knight’s idea to copy Dark Souls?
  • 63:21 - 63:25
    Or did Ori just copy Dark Souls? It’s at
    this point where even trying to figure out
  • 63:25 - 63:30
    where an idea came from or how it migrated
    to other games becomes pointless to even talk
  • 63:30 - 63:36
    about. It’s like jumping. Does every game
    draw direct influence from Donkey Kong because
  • 63:36 - 63:38
    it popularized the jumping mechanic?
  • 63:38 - 63:44
    I think the healing spell change in Will of
    the Wisps ties into Moon Studios’ more combat-focused
  • 63:44 - 63:49
    design philosophy, and might just be an extension
    of Dark Souls’ influence over them. Is it
  • 63:49 - 63:53
    possible Hollow Knight influenced them in
    some regard as well? Maybe, but leaving Dark
  • 63:53 - 63:57
    Souls out of the equation and saying they
    are just copying Hollow Knight leaves a lot
  • 63:57 - 64:01
    of details out of the picture. And that goes
    for the entire combat system in general. Both
  • 64:01 - 64:06
    Ori and Hollow Knight draw from that series,
    and that might be a big part of why the combat
  • 64:06 - 64:11
    in these games “feels similar” to a lot
    of players, when in reality, they are quite
  • 64:11 - 64:15
    different.
  • 64:15 - 64:20
    The concept of Metroidvania games using RPG
    elements has been around at least since Symphony
  • 64:20 - 64:24
    of the Night, which boasted an experience
    system as well as equipment management. And
  • 64:24 - 64:29
    both Moon Studios and Team Cherry also put
    RPG elements into their games.
  • 64:29 - 64:33
    Ori and the Blind Forest features an ability
    tree, which allows Ori to gain different abilities
  • 64:33 - 64:39
    and perks, such as breathing underwater, better
    resource drop, showing things on the map,
  • 64:39 - 64:44
    and making attacks more powerful. The tree
    has three separate, linear branches, so a
  • 64:44 - 64:49
    lot of the later power ups are locked behind
    a bunch you might not even want. Korol explains
  • 64:49 - 64:50
    this issue:
  • 64:50 - 64:55
    With Ori 1 we kinda had a tree system, so
    if you wanted to get an upgrade you gotta
  • 64:55 - 64:58
    get all the upgrades before it on a certain
    path so it kinda locks you in.
  • 64:58 - 65:03
    The shard system introduced in the sequel
    offers a lot more flexibility. On top of not
  • 65:03 - 65:07
    having to spend resources on abilities you
    don’t want, the player can also switch out
  • 65:07 - 65:11
    shards depending on what they are struggling
    with currently in the game. It’s also very
  • 65:11 - 65:16
    similar to Hollow Knight’s charm system,
    with only a few minor differences. Each shard
  • 65:16 - 65:20
    in Ori is worth exactly one shard slot, whereas
    notches in Hollow Knight have different costs
  • 65:20 - 65:26
    depending on how powerful the charm is. Shards
    can be upgraded to become more powerful, which
  • 65:26 - 65:31
    was a planned idea for Hollow Knight’s Godmaster
    update, but was ultimately cut.
  • 65:31 - 65:36
    Both Moon Studios and Team Cherry cite different
    RPGs for their systems. Team Cherry says they
  • 65:36 - 65:40
    looked at the badge system from Paper Mario.
    In that game, you had Badge Points which could
  • 65:40 - 65:45
    be spent to equip badges, with some badges
    having different cost requirements, very similar
  • 65:45 - 65:50
    to what we see in Hollow Knight. The developers
    at Moon Studios, on the other hand, originally
  • 65:50 - 65:56
    based their shard system on the Materia system
    in Final Fantasy VII. In that game, weapons
  • 65:56 - 66:01
    and armor have a certain number of Materia
    slots. If you equip a Materia to a character,
  • 66:01 - 66:06
    they gain the Materia’s power, and the Materia
    itself can be leveled up by gaining AP points
  • 66:06 - 66:08
    through combat.
  • 66:08 - 66:12
    According to Mahler, the shard system in Ori
    was going to work a lot more similarly to
  • 66:12 - 66:13
    that, saying:
  • 66:13 - 66:17
    … at some point in the game we literally
    had slots in all the skills that you inserted
  • 66:17 - 66:22
    shards into - that became too cumbersome,
    so we turned it into a global system.
  • 66:22 - 66:24
    Gennadiy Korol echoed this inspiration, saying:
  • 66:24 - 66:28
    We looked at the materia system from Final
    Fantasy and the shard modifier system where
  • 66:28 - 66:32
    you can customize your character and have
    more choice…
  • 66:32 - 66:37
    Korol also mentioned that the shard system
    existed in prototype form since early 2015,
  • 66:37 - 66:41
    long before Team Cherry ever showed off Hollow
    Knight’s charm mechanic.
  • 66:41 - 66:46
    The ability to level up shards is probably
    a remnant from this original idea. So while
  • 66:46 - 66:51
    the final implementation of the shard system
    looks a lot like Hollow Knight’s, Moon Studios
  • 66:51 - 66:59
    didn’t just rip that system straight out
    of that game and cram it in Will of the Wisps.
  • 66:59 - 67:03
    Ori and the Will of the Wisps features a much
    larger cast than the first game. And some
  • 67:03 - 67:06
    people have compared this to Hollow Knight’s
    large cast of characters. But there’s a
  • 67:06 - 67:10
    good reason why Ori and the Blind Forest didn’t
    have many characters: budget.
  • 67:10 - 67:16
    Ori and the Blind Forest had a very unique
    pipeline for the creation of its characters.
  • 67:16 - 67:20
    First the developers would create and rig
    a 3D model of the character. But this 3D model
  • 67:20 - 67:25
    wasn’t actually used in game. Instead the
    3D model was then rendered into individual
  • 67:25 - 67:31
    2D sprites. These 2D sprites were then modified
    to add in details like motion blur and depth
  • 67:31 - 67:35
    of field effects. Then a whole bunch of ingame
    effects are used to make the sprite match
  • 67:35 - 67:40
    the surrounding lighting. This was done for
    all the characters, including the gigantic
  • 67:40 - 67:45
    owl Kuro. So when you look at Ori in Blind
    Forest, you are actually looking at a 3D model
  • 67:45 - 67:50
    that has been rendered as a bunch of 2D sprites.
    It’s an interesting process, and if you
  • 67:50 - 67:54
    want to learn more about how it was done then
    I’d recommend this GDC talk by animator
  • 67:54 - 67:56
    James Benson.
  • 67:56 - 68:00
    In Hollow Knight, Ari animated each character
    in Photoshop… and yeah, that was pretty
  • 68:00 - 68:02
    much it.
  • 68:02 - 68:06
    Moon Studios’ involved process for creating
    characters kept them from creating more than
  • 68:06 - 68:11
    just the barebones cast we see in Blind Forest.
    But with the larger team and budget for Will
  • 68:11 - 68:15
    of the Wisps, the developers were able to
    add in way more characters for Ori to interact
  • 68:15 - 68:20
    with. They also just ended up using 3D models
    as well. Mahler says the inspiration for this
  • 68:20 - 68:25
    larger cast comes from A Link to the Past,
    which had way more NPCs than the first Zelda
  • 68:25 - 68:29
    game. And honestly, I think saying Will of
    the Wisps copied Hollow Knight just by the
  • 68:29 - 68:34
    virtue of having more NPCs is pretty dumb.
    The same thing happened with Hollow Knight
  • 68:34 - 68:39
    and Dark Souls, with people saying Hollow
    Knight’s system of recurring NPCs was taken
  • 68:39 - 68:40
    from Dark Souls.
  • 68:40 - 68:45
    However, there is one specific NPC that a
    lot of people hone in on when comparing the
  • 68:45 - 68:51
    two games: Lupo. Lupo is a cartographer who
    shows up all over the world, selling maps
  • 68:51 - 68:55
    of each area. This function is similar to
    that of Cornifer.
  • 68:55 - 68:59
    When people on ResetEra brought up the comparisons
    between Lupo and Cornifer, Mahler mentioned
  • 68:59 - 69:03
    that the Castlevania games have merchants
    who sell maps, so Hollow Knight didn’t invent
  • 69:03 - 69:09
    the concept. And that’s true. In Symphony
    of the Night, Alucard can purchase a castle
  • 69:09 - 69:13
    map from the Master Librarian, among many
    other things. But that’s not really the
  • 69:13 - 69:19
    same as Cornifer and Lupo. The Castlevania
    NPCs are shopkeepers, not cartographers. The
  • 69:19 - 69:25
    concept of a cartographer NPC wasn’t present
    in those games, which does make Cornifer more
  • 69:25 - 69:26
    unique.
  • 69:26 - 69:31
    That being said, the idea of a map making
    cartographer NPC seems pretty logical for
  • 69:31 - 69:36
    a Metroidvania. Honestly, it’s weird that
    Hollow Knight’s the first well known example
  • 69:36 - 69:41
    of one. And there are memorable cartographer
    NPCs outside of the Metroidvania genre. It’s
  • 69:41 - 69:43
    really not that unique of an idea.
  • 69:43 - 69:48
    Regardless, Lupo’s implementation is nothing
    compared to Cornifer’s. In Hollow Knight,
  • 69:48 - 69:52
    you need to find Cornifer to even get a map.
    You also have to buy the quill to update your
  • 69:52 - 69:57
    map, which only happens when you sit at a
    bench. And you have to buy and equip the Wayward
  • 69:57 - 70:00
    Compass to even see where you are on the map.
  • 70:00 - 70:05
    In Ori, your map still fills in without talking
    to Lupo, but his maps help reveal large chunks
  • 70:05 - 70:10
    of each area. And the player icon and map
    updating all happens automatically. It’s
  • 70:10 - 70:15
    way less involved, which makes sense because
    Ori is less about exploring a large interconnected
  • 70:15 - 70:20
    world, and more about moving through areas
    sequentially. Also Lupo doesn’t have a smoking
  • 70:20 - 70:24
    hot trophy wife. So that’s a pretty big
    game changing difference.
  • 70:24 - 70:29
    On top of that, there are other parallels
    we can draw between NPCs. Tokk is a wandering
  • 70:29 - 70:35
    traveller who drops random bits of lore and
    advice, similar to Quirrel. Opher teaches
  • 70:35 - 70:40
    new attacks, similar to the Nailmasters. At
    the end of the day, there’s only so many
  • 70:40 - 70:44
    different archetypes of characters you can
    make that would be relevant to a Metroidvania
  • 70:44 - 70:50
    game. And Cornifer and Lupo just happen to
    overlap the most.
  • 70:50 - 70:57
    Okay, this one is pretty damning. Did Moon
    Studios really think people wouldn’t notice
  • 70:57 - 71:02
    the fact that both Will of the Wisps and Hollow
    Knight both had spiders in them? Thomas Mahler
  • 71:02 - 71:08
    has never commented on this blatant rip-off,
    and honestly, I don’t blame him. It’s
  • 71:08 - 71:11
    undeniable that they stole this idea from
    Team Cherry.
  • 71:11 - 71:16
    But it goes a bit deeper than that. As it
    turns out, before Hollow Knight popularized
  • 71:16 - 71:22
    the concept of putting spiders in games, there
    was another game to do it. A game that was
  • 71:22 - 71:35
    truly ahead of its time.
  • 71:35 - 71:40
    Another minor comparison people make is that
    one of the spirit shards Ori can obtain is
  • 71:40 - 71:46
    called “Thorn”, which is obviously a rip-off
    of Thorns of Agony from Hollow Knight. Except
  • 71:46 - 71:51
    the concept of thorns dealing damage like
    this has shown up in plenty of games before,
  • 71:51 - 71:56
    such as Diablo 2 and FortressCraft.
  • 71:56 - 72:00
    Those are the main notable comparisons I have
    seen floating around online. Hopefully you
  • 72:00 - 72:05
    can see that on an individual level, these
    similarities aren’t that deep and often
  • 72:05 - 72:11
    have alternative explanations. A combination
    of drawing from similar sources and pure coincidence
  • 72:11 - 72:16
    can explain a great deal of Hollow Knight
    and Ori’s overlapping features. All that
  • 72:16 - 72:20
    being said, when you take a step back and
    look at how Ori incorporated these elements
  • 72:20 - 72:26
    together, what elements they chose to include,
    and how they differentiate it from Blind Forest,
  • 72:26 - 72:30
    the final product does end up barring some
    resemblance to Hollow Knight. It’s the totality
  • 72:30 - 72:34
    of these baseline similarities that seems
    to be driving the claims here.
  • 72:34 - 72:38
    And from looking at the developers’ claims
    about wanting to “perfect” the Metroidvania
  • 72:38 - 72:44
    genre, it’s possible that Moon Studios was
    trying to “out-Hollow-Knight” Hollow Knight
  • 72:44 - 72:49
    in some way, and this lead to a game that
    feels like Hollow Knight to a lot of people,
  • 72:49 - 72:52
    even if when put under a microscope, those
    similarities disappear.
  • 72:52 - 72:57
    That’s why I prefer to say Hollow Knight
    influenced Will of the Wisps, especially in
  • 72:57 - 73:01
    terms of combat. I think while the combat
    in Will of the Wisps is very different from
  • 73:01 - 73:05
    the combat in Hollow Knight, the developers
    still looked at Hollow Knight as a reference
  • 73:05 - 73:09
    for them to compare themselves against. So
    it would sort of be like how they referenced
  • 73:09 - 73:14
    the platforming of Super Metroid and Castlevania
    as something they wanted to improve on. Even
  • 73:14 - 73:19
    if the final product isn’t much like the
    reference, the reference is still there and
  • 73:19 - 73:21
    still visible to a lot of people.
  • 73:21 - 73:25
    I personally think Moon Studios should have
    acknowledged Hollow Knight’s influence over
  • 73:25 - 73:29
    Will of the Wisps’ development once everyone
    started making the comparisons. They seemed
  • 73:29 - 73:34
    to acknowledge some influence before launch,
    but have downplayed it since then. Although
  • 73:34 - 73:40
    I can understand why they did so. Team Cherry
    did something very similar with Dark Souls.
  • 73:40 - 73:44
    They did take some inspiration from Dark Souls,
    that’s undeniable, but they preferred to
  • 73:44 - 73:49
    play that down in interviews because a lot
    of the connections people were making to Dark
  • 73:49 - 73:51
    Souls weren’t intentional on Team Cherry’s
    part.
  • 73:51 - 73:56
    That being said, Team Cherry never contradicted
    themselves on if they ever played Dark Souls,
  • 73:56 - 74:01
    and they’ve never compared the sales figures
    of their game to that of FromSoftware’s.
  • 74:01 - 74:03
    And that does set them apart from Mahler.
  • 74:03 - 74:08
    So to sum this all up, Hollow Knight certainly
    had a vague influence over the development
  • 74:08 - 74:13
    of Will of the Wisps, but I think people overstate
    how much Moon Studios directly copied Hollow
  • 74:13 - 74:18
    Knight. I think the wise people over at Honest
    Game Trailers said it best:
  • 74:18 - 74:24
    Where they took a glance at Hollow Knight
    and said “I guess we could do that.”
  • 74:24 - 74:30
    There’s a strange irony to all of this.
    It’s pretty clear that Thomas Mahler doesn’t
  • 74:30 - 74:34
    like Hollow Knight. But at the same time he
    seems to have set out to create a game that
  • 74:34 - 74:38
    could surpass Hollow Knight in the public
    eye and become the pinnacle of the Metroidvania
  • 74:38 - 74:43
    genre. But in attempting to do so, he created
    a game that people just compare to Hollow
  • 74:43 - 74:48
    Knight anyway. Even if Mahler didn’t intend
    his game to look like Hollow Knight, the pieces
  • 74:48 - 74:52
    fell together to make a game that was arguably
    much better than Ori and the Blind Forest,
  • 74:52 - 74:58
    but also seemed more like Hollow Knight. It’s
    sort of like a greek tragedy, like Oedipus
  • 74:58 - 75:00
    Rex just without the eye gouging.
  • 75:00 - 75:04
    And I should say, while I have scrutinized
    Thomas Mahler’s words quite a bit in this
  • 75:04 - 75:09
    video, I still respect him. He’s clearly
    talented and has a strong creative vision.
  • 75:09 - 75:14
    The beauty and design of the Ori games are
    strong testaments to that. And he seems content
  • 75:14 - 75:19
    to take heat for what he says on the internet.
    When he posted his controversial thread calling
  • 75:19 - 75:23
    other game developers snake oil salesmen,
    Mahler said the following:
  • 75:23 - 75:28
    Trust me, me talking openly about games and
    sharing opinions and such has gotten me into
  • 75:28 - 75:33
    quite a bit of trouble before, I'm very aware
    of that :D I just still like the discourse
  • 75:33 - 75:37
    that happens and when I was younger, I loved
    when actual developers jumped into public
  • 75:37 - 75:41
    forums to explain this or that. It's great
    when the discourse happens from both sides,
  • 75:41 - 75:43
    at least I think so.
  • 75:43 - 75:47
    My goal with this video isn’t to make you
    hate anyone at Moon Studios or think Thomas
  • 75:47 - 75:52
    Mahler is a bad person, but to highlight how
    complicated talking about inspiration and
  • 75:52 - 75:57
    influence in the creation of any work of art
    can be. There’s a lot more going on behind
  • 75:57 - 76:02
    a game than people usually realize just watching
    the trailer or playing the game.
  • 76:02 - 76:07
    Also Thomas Mahler isn’t the only one working
    at Moon Studios. Dozens of people have worked
  • 76:07 - 76:12
    on these games, each bringing their own creative
    ideas, influences and skills to the table.
  • 76:12 - 76:17
    And like I’ve said 100 times by now, the
    Ori games are definitely quality games, and
  • 76:17 - 76:22
    totally worth picking up if you enjoy platformers
    or Metroidvanias. To simplify Will of the
  • 76:22 - 76:26
    Wisps down to just being “Ori but more like
    Hollow Knight” you’re underselling what
  • 76:26 - 76:31
    it is that makes both Ori and Hollow Knight
    such amazing and fun experiences. The last
  • 76:31 - 76:35
    thing I want from this video is to start some
    stupid flamewar between the Hollow Knight
  • 76:35 - 76:40
    and Ori fandoms over which games are better.
    They’re all great games.
  • 76:40 - 76:45
    I first played Hollow Knight back in April
    2017. In those days, the Hollow Knight community
  • 76:45 - 76:51
    was small, and it felt like this undiscovered
    gem. I only heard about it because videogamedunkey
  • 76:51 - 76:56
    recommended it at the end of his video shitting
    all over Yooka-Laylee. And guess how he promoted
  • 76:56 - 76:59
    it? By comparing it to other video games.
  • 76:59 - 77:05
    Bam! Hollow Knight. It’s like “cute Castlevania”
    with some nods to Dark Souls and you can do
  • 77:05 - 77:06
    the DuckTales hop.
  • 77:06 - 77:10
    But now, Hollow Knight and its fandom loom
    large over the Metroidvania genre, with its
  • 77:10 - 77:16
    sequel, Hollow Knight Silksong being the third
    highest wishlisted game currently on Steam.
  • 77:16 - 77:20
    With such a successful title and large fanbase,
    I don’t think the comparisons of other games
  • 77:20 - 77:24
    to Hollow Knight will be ending soon. It’s
    certainly possible that Hollow Knight will
  • 77:24 - 77:29
    become like Dark Souls in that people will
    start comparing it to any and every game that
  • 77:29 - 77:31
    looks even slightly similar.
  • 77:31 - 77:35
    That’s not necessarily a bad thing, though.
    I think the comparisons of Hollow Knight to
  • 77:35 - 77:41
    Dark Souls probably helped convince people
    to pick it up. And like I said earlier, that’s
  • 77:41 - 77:45
    just how people describe new games to one
    another. But I hope that comparisons to Hollow
  • 77:45 - 77:50
    knight aren’t done just to put games down
    or insult them. Team Cherry is clearly okay
  • 77:50 - 77:52
    with games taking inspiration from them.
  • 77:52 - 77:58
    Look, this game looks cool. We don’t mind
    if people look at Hollow Knight and go “I
  • 77:58 - 77:59
    want to do that too”.
  • 77:59 - 78:02
    Just like how Team Cherry took a lot of their
    ideas from other games.
  • 78:02 - 78:08
    Zelda II, Metroid, Castlevania, Faxanadu,
    Bloodborne, maybe a bit of Dark Souls in there
  • 78:08 - 78:15
    as well, Megaman X, Megaman Zero as well,
    Pac-Man 2 The New Adventure
  • 78:15 - 78:21
    According to their website, Moon Studios “prides
    itself on an excessive 'iterative polish'
  • 78:21 - 78:26
    process”. And that’s how great games get
    made, through iteration and polish. Whether
  • 78:26 - 78:30
    that be through popularizing an entire genre
    through the clever use of disparate mechanics
  • 78:30 - 78:34
    [Minecraft]. Or by combining and executing
    on established mechanics to an insanely high
  • 78:34 - 78:39
    degree of polish [Hollow Knight]. Or by transferring
    ideas from one genre into another to create
  • 78:39 - 78:41
    something fresh and unique[Ori and the Blind
    Forest].
  • 78:41 - 78:45
    And we as a community should try our best
    to be supportive of developers taking inspiration
  • 78:45 - 78:50
    from great games and finding new ways to build
    upon those ideas. Getting defensive about
  • 78:50 - 78:55
    developers taking mechanics or art styles
    from other games isn’t a great idea, especially
  • 78:55 - 78:59
    since it’s really easy to falsely attribute
    where a specific idea came from. That’s
  • 78:59 - 79:03
    not to say that some developers aren’t just
    trying to cash in on the success of another
  • 79:03 - 79:10
    game, but as long as the final product is
    something of quality and worth playing, I’m
  • 79:10 - 79:12
    not sure the other factors matter all that
    much.
  • 79:12 - 79:16
    I’m excited to see how the Metroidvania
    genre evolves, especially in the wake of such
  • 79:16 - 79:21
    amazing games as Hollow Knight and Will of
    the Wisps. As the barriers to entry for aspiring
  • 79:21 - 79:26
    game developers continue to drop, and the
    genre gets more and more amazing titles, who
  • 79:26 - 79:31
    knows what Metroidvanias will look like in
    a few years. Maybe by then we’ll have come
  • 79:31 - 79:35
    up with a better name for them. Eh, probably
    not.
Title:
Wait... Did Ori and the Will of the Wisps copy Hollow Knight?
Description:

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Video Language:
English
Duration:
01:19:35

English subtitles

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