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Pretty much everyone who has played Ori and
Blind Forest, will give you the same answer
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when you ask them about their favourite part
from the game.
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It’s the Ginso Tree.
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It's one of the three main levels in this
gorgeous platforming Metroidvania, and it's
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kinda like the combination between a Zelda
dungeon and a Super Meat Boy level, in that
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it introduces you to one of the game’s core
abilities - but tests you on it through a
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gauntlet of tricky platforming challenges.
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In this video, I want to break down the Ginso
Tree, beat by beat, to reveal how this one
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area in the game shows off the power and adaptability
of Ori’s best mechanic, before finishing
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off with a memorable set piece sequence that
sidesteps a lot of the traps that these cinematic
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moments can fall into.
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I’m Mark Brown, this is Game Maker’s Toolkit,
and here’s how the Ginso Tree works.
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Before we get to that new ability - the first
half of the tree is there to really hammer
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home what Ori can do with his current set
of moves - which include a double jump, a wall
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jump, and his spirit flame attack.
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So we start with a tricky platforming section,
with lots of wall-jumping and double-jumping
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between hanging platforms, and using these
new - and rather disorienting - portals to
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whip around the screen.
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Then we have a section that involves some
puzzle solving.
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We need to redirect this monster’s projectile
to smash through these splintered trees, by
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using these cornered portals to change the
direction of the bullet.
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Next, we shift to a combat arena, where we
have to use Ori’s flame attack to destroy
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these gross slug things.
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And finally, another platforming section where
we’re jumping through portals and avoiding
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spikes - this time with four keys to collect.
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Now, with Ori’s current moveset thoroughly
tested, it’s time to grab that new ability:
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Bash.
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This move lets Ori snap on to lanterns, projectiles
and enemies, before choosing a direction and
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firing off like a rocket.
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It’s essentially the game’s signature
move and - if you ask me - it belongs in the
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pantheon of great game mechanics, alongside
reverts in Tony Hawk’s, High Time in Devil
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May Cry, and more.
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Look, I’ve got video material for years. You’re never getting rid of me.
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Anyway. The move is great for so many reasons.
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For one, it gives you another way to stay
in the air, which is when Ori is at its absolute best.
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The game’s floaty physics can make precision
platforming tricky, but the game feels great
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when you’re chaining moves to stay airborne.
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But Bash is not some instantly accessible action, like a double jump, because you need to skilfully
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manoeuvre yourself into the right spot, to
pull it off.
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Bash also connects platforming and combat,
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so that might involve bashing an enemy into
some spikes, or returning an enemy’s projectile
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right back into their squishy face.
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Either way, it’s a lot better than Ori’s
standard combat.
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Unless you’re really into hitting the X
button a lot.
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It also gives you two things to think about.
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When you bash off a projectile, the bullet
will fire one way and Ori will jet off in
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the opposite direction.
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So you need to consider both, or you might accidentally
ping Ori into some spikes.
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And the way time slows down gives you a moment
to think and pick the perfect direction.
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You can bash off in all 360 degrees, after
all, which makes the ability so expressive.
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But this time-stop doesn’t break the flow
of the game.
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In fact, that moment almost serves to emphasise
the action.
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The contrast between the static build-up,
and the resulting rush of speed, just makes
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it oh-so satisfying.
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Like a catapult.
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And so, because it’s so adaptable, Bash
recontextualises everything you’ve seen before.
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Projectiles and enemies, which one were once
something to be avoided, are now a key part
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of your platforming, combat, and puzzle-solving
skill set.
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And what better way to prove all this, than
to take everything you did in the first half
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of the Ginso Tree - and repeat it, but now
with the Bash move under your belt.
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So we have another platforming section, but
this time we can use Bash to leapfrog over projectiles.
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Then we get a repeat of that puzzle where
we needed to redirect a projectile into a
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tree - but this time we can just use Bash
to quickly fire it in the right direction.
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Also, the slug-like enemies from the combat
arena return, but now we can see how their
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barf bombs can be used to our advantage.
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We next have another platforming section with
keys, just like before.
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But bashing off the lanterns significantly
changes how the area plays out.
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And finally, there’s another combat arena,
and this time the only way to win is to use
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bash to fire back projectiles.
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Also, here’s a perfect moment to learn about
that whole catapulting Ori into spikes thing.
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When we move up to the top of the tree, we
get two more tests.
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To the right, is a final puzzle challenge.
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We need to bring a projectile from here...
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...to here, using both Bash and those cornered portals from earlier.
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You’ll need to observe the level layout,
defeat enemies, and avoid getting hit by the
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projectile yourself.
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And on the left, we have a challenge that combines
all of the bash uses.
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There’s some platforming, some combat, and some puzzle solving all in one room.
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And now it’s time for the grand finale.
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The Ginso Tree escape.
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This is a climactic, white knuckle, set-piece
challenge.
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It’s Ori‘s version of a boss battle and
the real test of your new ability.
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You’ll need to use bash again and again
to overcome a non-stop gauntlet of projectiles
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and enemies, all while a great jet of water
is nipping at your heels.
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Now the problem with this sort of set-piece
moment is that if you screw them up, it completely
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breaks the illusion.
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It’s like cut cut cut, let’s go again,
places people, and action!
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You know, the cool moment just kinda gets ruined.
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You can make them very easy so the player
is unlikely to screw it up, but then it’s
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all spectacle, no substance.
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That’s not the case here - the escape from
the Ginso Tree is tough and you will likely
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fail more than once.
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But Ori does a few clever things to stop the
sequence from breaking apart.
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One is that restarting is instant, with no
loading screens or cutscenes.
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If you fail, you just go again.
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Two, is that the music, which is incredible
by the way, doesn’t reset, it just keeps
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going which makes failed attempts flow together
as part of the set piece.
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And three is that there are no checkpoints.
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Which means when you do succeed, you will
have successfully done about a minute of unbroken
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platforming challenges.
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This wasn’t a war of attrition though checkpoints,
or some flashy pseudo cutscene, or some low
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stakes smoke and mirrors.
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It was real gameplay with the threat of death
at your back and you nailed it!
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Ori is never really better than during the Ginso
Tree.
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Sure, the later dungeons - Forlorn Ruins and
Mount Horu - are also well designed.
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And you’ll get to use your new Bash ability
throughout the adventure in even more difficult
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and exciting scenarios.
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But, the game has its issues.
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The Metroidvania structure mostly just leads
to backtracking and confusion, rather than
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navigational joy.
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The challenge is all over the place with frustrating
difficulty spikes.
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And because Moon Studios keeps chucking new
mechanics on top of old ones, the game starts
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to lose some of the elegance found in the
moveset you had during the Ginso Tree.
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By the end of the game you can charge jump,
triple jump, wall jump, climb up walls and
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then fire off them, stomp, bash, attack, do
a charge burst, and float with a feather.
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And if you’ve got the Definitive Edition,
you can also dash and throw out a ball of light.
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It gets to the point where almost every button
on the controller does something new, resulting
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in a finger-fumbling exercise in frustration
as half the challenge is just remembering
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which button does what.
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But still, Ori is a great game and I would recommend
it.
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Especially for the Ginso Tree which confidently
shows off the brilliance of the Bash move
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by showing you what you can do without it,
what you can do with it, and then putting
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your new-found skills to the ultimate test
in a memorable set-piece moment.
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Who knows what Moon Studios has cooked up
for the sequel to Ori and the Blind Forest,
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but I know I’ll be checking it out.
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Hey there, thanks for watching.
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GMTK is powered by Patreon, and these are
my top tier supporters.
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Also if the stuff about Zelda dungeons and keys in this video made you think about Boss Keys,
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don't worry. It's coming back soon.