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