< Return to Video

Deconstructing Ori and the Blind Forest's Best Bit | Game Maker's Toolkit

  • 0:06 - 0:11
    Pretty much everyone who has played Ori and
    Blind Forest, will give you the same answer
  • 0:11 - 0:14
    when you ask them about their favourite part
    from the game.
  • 0:14 - 0:16
    It’s the Ginso Tree.
  • 0:16 - 0:21
    It's one of the three main levels in this
    gorgeous platforming Metroidvania, and it's
  • 0:21 - 0:26
    kinda like the combination between a Zelda
    dungeon and a Super Meat Boy level, in that
  • 0:26 - 0:30
    it introduces you to one of the game’s core
    abilities - but tests you on it through a
  • 0:30 - 0:33
    gauntlet of tricky platforming challenges.
  • 0:33 - 0:38
    In this video, I want to break down the Ginso
    Tree, beat by beat, to reveal how this one
  • 0:38 - 0:44
    area in the game shows off the power and adaptability
    of Ori’s best mechanic, before finishing
  • 0:44 - 0:48
    off with a memorable set piece sequence that
    sidesteps a lot of the traps that these cinematic
  • 0:48 - 0:50
    moments can fall into.
  • 0:50 - 0:55
    I’m Mark Brown, this is Game Maker’s Toolkit,
    and here’s how the Ginso Tree works.
  • 0:57 - 1:01
    Before we get to that new ability - the first
    half of the tree is there to really hammer
  • 1:01 - 1:07
    home what Ori can do with his current set
    of moves - which include a double jump, a wall
  • 1:07 - 1:09
    jump, and his spirit flame attack.
  • 1:09 - 1:14
    So we start with a tricky platforming section,
    with lots of wall-jumping and double-jumping
  • 1:14 - 1:18
    between hanging platforms, and using these
    new - and rather disorienting - portals to
  • 1:18 - 1:20
    whip around the screen.
  • 1:20 - 1:22
    Then we have a section that involves some
    puzzle solving.
  • 1:22 - 1:26
    We need to redirect this monster’s projectile
    to smash through these splintered trees, by
  • 1:26 - 1:30
    using these cornered portals to change the
    direction of the bullet.
  • 1:30 - 1:35
    Next, we shift to a combat arena, where we
    have to use Ori’s flame attack to destroy
  • 1:35 - 1:37
    these gross slug things.
  • 1:37 - 1:41
    And finally, another platforming section where
    we’re jumping through portals and avoiding
  • 1:41 - 1:44
    spikes - this time with four keys to collect.
  • 1:44 - 1:51
    Now, with Ori’s current moveset thoroughly
    tested, it’s time to grab that new ability:
  • 1:51 - 1:52
    Bash.
  • 1:52 - 1:59
    This move lets Ori snap on to lanterns, projectiles
    and enemies, before choosing a direction and
  • 1:59 - 2:00
    firing off like a rocket.
  • 2:00 - 2:04
    It’s essentially the game’s signature
    move and - if you ask me - it belongs in the
  • 2:04 - 2:10
    pantheon of great game mechanics, alongside
    reverts in Tony Hawk’s, High Time in Devil
  • 2:10 - 2:11
    May Cry, and more.
  • 2:11 - 2:15
    Look, I’ve got video material for years. You’re never getting rid of me.
  • 2:15 - 2:18
    Anyway. The move is great for so many reasons.
  • 2:18 - 2:23
    For one, it gives you another way to stay
    in the air, which is when Ori is at its absolute best.
  • 2:23 - 2:28
    The game’s floaty physics can make precision
    platforming tricky, but the game feels great
  • 2:28 - 2:31
    when you’re chaining moves to stay airborne.
  • 2:31 - 2:36
    But Bash is not some instantly accessible action, like a double jump, because you need to skilfully
  • 2:36 - 2:39
    manoeuvre yourself into the right spot, to
    pull it off.
  • 2:39 - 2:42
    Bash also connects platforming and combat,
  • 2:42 - 2:47
    so that might involve bashing an enemy into
    some spikes, or returning an enemy’s projectile
  • 2:47 - 2:49
    right back into their squishy face.
  • 2:49 - 2:53
    Either way, it’s a lot better than Ori’s
    standard combat.
  • 2:53 - 2:55
    Unless you’re really into hitting the X
    button a lot.
  • 2:55 - 2:58
    It also gives you two things to think about.
  • 2:58 - 3:03
    When you bash off a projectile, the bullet
    will fire one way and Ori will jet off in
  • 3:03 - 3:04
    the opposite direction.
  • 3:04 - 3:09
    So you need to consider both, or you might accidentally
    ping Ori into some spikes.
  • 3:09 - 3:14
    And the way time slows down gives you a moment
    to think and pick the perfect direction.
  • 3:14 - 3:19
    You can bash off in all 360 degrees, after
    all, which makes the ability so expressive.
  • 3:19 - 3:22
    But this time-stop doesn’t break the flow
    of the game.
  • 3:22 - 3:26
    In fact, that moment almost serves to emphasise
    the action.
  • 3:26 - 3:30
    The contrast between the static build-up,
    and the resulting rush of speed, just makes
  • 3:30 - 3:32
    it oh-so satisfying.
  • 3:32 - 3:35
    Like a catapult.
  • 3:35 - 3:40
    And so, because it’s so adaptable, Bash
    recontextualises everything you’ve seen before.
  • 3:40 - 3:45
    Projectiles and enemies, which one were once
    something to be avoided, are now a key part
  • 3:45 - 3:49
    of your platforming, combat, and puzzle-solving
    skill set.
  • 3:49 - 3:53
    And what better way to prove all this, than
    to take everything you did in the first half
  • 3:53 - 3:57
    of the Ginso Tree - and repeat it, but now
    with the Bash move under your belt.
  • 3:57 - 4:03
    So we have another platforming section, but
    this time we can use Bash to leapfrog over projectiles.
  • 4:03 - 4:07
    Then we get a repeat of that puzzle where
    we needed to redirect a projectile into a
  • 4:07 - 4:12
    tree - but this time we can just use Bash
    to quickly fire it in the right direction.
  • 4:12 - 4:16
    Also, the slug-like enemies from the combat
    arena return, but now we can see how their
  • 4:16 - 4:19
    barf bombs can be used to our advantage.
  • 4:23 - 4:26
    We next have another platforming section with
    keys, just like before.
  • 4:26 - 4:30
    But bashing off the lanterns significantly
    changes how the area plays out.
  • 4:30 - 4:35
    And finally, there’s another combat arena,
    and this time the only way to win is to use
  • 4:35 - 4:37
    bash to fire back projectiles.
  • 4:39 - 4:43
    Also, here’s a perfect moment to learn about
    that whole catapulting Ori into spikes thing.
  • 4:43 - 4:47
    When we move up to the top of the tree, we
    get two more tests.
  • 4:47 - 4:50
    To the right, is a final puzzle challenge.
  • 4:50 - 4:52
    We need to bring a projectile from here...
  • 4:56 - 5:01
    ...to here, using both Bash and those cornered portals from earlier.
  • 5:01 - 5:06
    You’ll need to observe the level layout,
    defeat enemies, and avoid getting hit by the
  • 5:06 - 5:08
    projectile yourself.
  • 5:08 - 5:11
    And on the left, we have a challenge that combines
    all of the bash uses.
  • 5:11 - 5:16
    There’s some platforming, some combat, and some puzzle solving all in one room.
  • 5:16 - 5:19
    And now it’s time for the grand finale.
  • 5:19 - 5:21
    The Ginso Tree escape.
  • 5:21 - 5:24
    This is a climactic, white knuckle, set-piece
    challenge.
  • 5:24 - 5:29
    It’s Ori‘s version of a boss battle and
    the real test of your new ability.
  • 5:29 - 5:35
    You’ll need to use bash again and again
    to overcome a non-stop gauntlet of projectiles
  • 5:35 - 5:40
    and enemies, all while a great jet of water
    is nipping at your heels.
  • 5:40 - 5:44
    Now the problem with this sort of set-piece
    moment is that if you screw them up, it completely
  • 5:44 - 5:46
    breaks the illusion.
  • 5:47 - 5:52
    It’s like cut cut cut, let’s go again,
    places people, and action!
  • 5:55 - 5:58
    You know, the cool moment just kinda gets ruined.
  • 5:58 - 6:01
    You can make them very easy so the player
    is unlikely to screw it up, but then it’s
  • 6:01 - 6:03
    all spectacle, no substance.
  • 6:03 - 6:07
    That’s not the case here - the escape from
    the Ginso Tree is tough and you will likely
  • 6:07 - 6:09
    fail more than once.
  • 6:09 - 6:13
    But Ori does a few clever things to stop the
    sequence from breaking apart.
  • 6:13 - 6:17
    One is that restarting is instant, with no
    loading screens or cutscenes.
  • 6:17 - 6:19
    If you fail, you just go again.
  • 6:19 - 6:24
    Two, is that the music, which is incredible
    by the way, doesn’t reset, it just keeps
  • 6:24 - 6:28
    going which makes failed attempts flow together
    as part of the set piece.
  • 6:28 - 6:30
    And three is that there are no checkpoints.
  • 6:30 - 6:35
    Which means when you do succeed, you will
    have successfully done about a minute of unbroken
  • 6:35 - 6:37
    platforming challenges.
  • 6:37 - 6:42
    This wasn’t a war of attrition though checkpoints,
    or some flashy pseudo cutscene, or some low
  • 6:42 - 6:44
    stakes smoke and mirrors.
  • 6:44 - 6:54
    It was real gameplay with the threat of death
    at your back and you nailed it!
  • 6:54 - 6:58
    Ori is never really better than during the Ginso
    Tree.
  • 6:58 - 7:03
    Sure, the later dungeons - Forlorn Ruins and
    Mount Horu - are also well designed.
  • 7:03 - 7:07
    And you’ll get to use your new Bash ability
    throughout the adventure in even more difficult
  • 7:07 - 7:08
    and exciting scenarios.
  • 7:08 - 7:10
    But, the game has its issues.
  • 7:10 - 7:15
    The Metroidvania structure mostly just leads
    to backtracking and confusion, rather than
  • 7:15 - 7:16
    navigational joy.
  • 7:16 - 7:20
    The challenge is all over the place with frustrating
    difficulty spikes.
  • 7:20 - 7:24
    And because Moon Studios keeps chucking new
    mechanics on top of old ones, the game starts
  • 7:24 - 7:28
    to lose some of the elegance found in the
    moveset you had during the Ginso Tree.
  • 7:28 - 7:32
    By the end of the game you can charge jump,
    triple jump, wall jump, climb up walls and
  • 7:32 - 7:36
    then fire off them, stomp, bash, attack, do
    a charge burst, and float with a feather.
  • 7:36 - 7:40
    And if you’ve got the Definitive Edition,
    you can also dash and throw out a ball of light.
  • 7:40 - 7:43
    It gets to the point where almost every button
    on the controller does something new, resulting
  • 7:43 - 7:48
    in a finger-fumbling exercise in frustration
    as half the challenge is just remembering
  • 7:48 - 7:50
    which button does what.
  • 7:50 - 7:53
    But still, Ori is a great game and I would recommend
    it.
  • 7:53 - 7:57
    Especially for the Ginso Tree which confidently
    shows off the brilliance of the Bash move
  • 7:57 - 8:01
    by showing you what you can do without it,
    what you can do with it, and then putting
  • 8:01 - 8:06
    your new-found skills to the ultimate test
    in a memorable set-piece moment.
  • 8:06 - 8:10
    Who knows what Moon Studios has cooked up
    for the sequel to Ori and the Blind Forest,
  • 8:10 - 8:13
    but I know I’ll be checking it out.
  • 8:20 - 8:21
    Hey there, thanks for watching.
  • 8:21 - 8:26
    GMTK is powered by Patreon, and these are
    my top tier supporters.
  • 8:26 - 8:31
    Also if the stuff about Zelda dungeons and keys in this video made you think about Boss Keys,
  • 8:31 - 8:33
    don't worry. It's coming back soon.
Title:
Deconstructing Ori and the Blind Forest's Best Bit | Game Maker's Toolkit
Description:

more » « less
Video Language:
English
Duration:
08:50

English subtitles

Revisions