Thursday, February 4, 2016

The Art of Ori: My Gaming Moment of the Young Year



By most accounts, Ori and the Blind Forest was a standout title on the Xbox One in 2015. I downloaded the game fairly early on, but the game did not grab me immediately. Sure, Ori is a pretty game -- detailed, colorful animation reminiscent of the recent Rayman platformers that I love but with even greater depth. I found Ori's soundtrack and story to be mysterious and eerie and wonderfully complementary to the visual style. But the self-described "Metroidvania" characteristics of mixed genres proved an early barrier for me. I usually prefer linear action so I don't "waste" time not doing anything but wandering. Knowing there were inaccessible areas brought more frustration than determination to return.

But after seeing Ori make as many Games of the Year lists as it did, I decided to revisit the title. What happened was nothing short of reaffirming my convictions that games can be art.

WARNING: MINOR GAMEPLAY AND STORY SPOILERS TO FOLLOW


Some context is appropriate to understand and appreciate fully the video sequence. Ori, as best I understand (having not yet completed the game), is the player's character, a forest spirit tasked with survival and saving the Blind Forest. Here, Ori has cleansed the waters that will once again refill the Ginso Tree. In the process, Ori must escape the quickly filling tree.

While I think the controls are not as tight as Rayman, the platforming elements of Ori require fairly precise manipulation. At this point in the game, Ori can double jump, wall climb, and more recently, bash. The bash move was one that I have not had much (if any experience with). The bash ("Y") features prominently in the escape from Ginso Tree, from the earliest moments to the last of action. Finding an enemy or light to "latch" to, the gamer presses "Y" and a directional arrow appears. Manipulating the left stick opposite the direction you want to go determines the arrow's direction. For example, to bash upwards and towards the right, the gamer presses "Y", aims the left stick downwards and towards the left to the desired direction, and releases "Y."

The section is tricky. It took me over an hour to complete the 90-second or so sequence. A quick search for Ginso Tree and Ori will return a number of hits about rage quitting. While I appreciate the challenge, and again compare Ori to Rayman and what I have always described as the very visceral learning curve of improvement, the greatest drawback to the challenge during this part of the game is its dampening effect to the enthusiasm of the moment.

But the moment itself is awesome. The music excites and escalates the tension. The raging waters, though refreshing in its vitality, churn and increase as silhouetted detritus vanishes under the water's dangerous power. I gripped the controller that much tighter because of the pressure of limited time and tricky maneuvering. I sensed well after completion not only sheer joy at the accomplishment but also the still-increased heart rate from what Ori made me feel. Ori is a pretty special game and stands as a great example of why I love playing.

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