
Play the critically acclaimed masterpiece. Embark on a new journey in a vast, exotic world where you’ll encounter towering enemies and challenging puzzles on your quest to unravel Ori’s destiny.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Czech, Danish, Dutch, Finnish, Hungarian, Japanese, Korean +9 more
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Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Hours played at review time, across 625 reviews with recorded playtime.
Reviews
Themes across 624 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
The first game made me happy. The sequel made me emotional, depressed and happy. Oh boy, time for some dose of coping and "it is what it is"! Thank you Ori. GG Edit: The only downside I have is that Ku didn't get much screentime and gameplay. I really wanted to get along with her character and play from side to side swaping with Ori in the first Act.
Bottom Line: This game is my favorite game of all time. End of story. I have never played a more enjoyable, impactful video game in my life. I feel it not an exaggeration to say that this game - along with Ori and the Blind Forest - has changed my life. Play this game, it will be worth it. Review: Everything about this game is phenomenal. If the first game was a perfect piece of art (which I would argue it is), then Ori and the Will of the Wisps has it cranked up to 11. It does things differently, absolutely, but it's exactly what a sequel should be. It takes what was great about the first game and does it even better. It adds new mechanics and features to keep itself distinct. It continues and finishes the story in a satisfying, impactful way. While playing this game, if I didn't have a constant stupid grin on my face, then I was holding back tears. To my point, this is literally the only game that I can't bring myself to make fun of while playing it (if you know me, then you know this is incredibly high praise). I love this game so much and expect many future playthroughs. Highly, highly recommended. Personal Note: As a Latter-day Saint Christian, the themes of love, loss, self-sacrifice, hope, family, and enduring to the end resonated with me so incredibly strongly. It's made me realize just how important my own family is, and how important it is to sacrifice for those I love most. I thank my God that I played these games on a whim, and that He could use this medium to hammer into my brain what matters most.
Muhtemelen öve öve bitiremeyeceğim bir inceleme olacak (: Ne yalan söyleyeyim Ori serisine bir ön yargım vardı. ŞUAN KENDİME HER TÜRLÜ HAKARETİ SÖYLEYEBİLİRİM! Muhtemelen oynadığım en iyi 1. veya 2. metroidvania... Aga oyunun sanat tasarımı açık ara bir oyunda deneyimlediğim en iyi sanat tasarımı. Hikaye aşırı duygusal, ağlayacaktım lan az kalsın. Karakterler İNANILMAZ! Her biriyle bağ kurabiliyorsunuz. Müzikler çok güzel, herkese hitap eder mi bilemem. Bazılarını dinlemeden uyuyamıyorum. Keşif hissi zaten çok iyi. Ve oyunun ana kötüsü... Tek kelimeyle EF-SA-NE. Gücünü hissedebiliyorsunuz ve bazen oyunu gerilim oyununa dönüştürüyor, ter attım bazen. Hikayesi hakkında çok konuşmayacağım çok iyi. Mekanikler aşırı keyifli, hızlı ve eğlenceli. Combat sisteminizi istediğiniz tarzda yapabiliyorsunuz. Oyunun sonu da herkesi tatmin eder diye düşünüyorum. Ben muhteşem buldum, olması gereken şekilde olmuş gerçekten. Son zamanlarda kaliteli bir son yazılamadığı için bu son bana ilaç gibi geldi. Oyun hakkında yazabileceğim TEK olumsuz şey bazı bugların bulunması, rahatsız edecek sayıda değil kesinlikle. Kısacası Ori and the Will of the Wisps herkesin deneyimlemesi gereken bir deneyim ve başyapıt. Asla ön yargı ile yaklaşmayın, inanın çok tatmin olacaksınız. Muhtemelen %100'leyeceğim. PUAN: 100/98
Ori and the Will of the Wisps великолепная игра, мастплей. Она может и не шатает границы жанра, но оставляет после себя сильные эмоции, которые ты запомнишь на долгие годы жизни. В игровой индустрии очень мало игр сделанных с такой любовью и заботой, игры которые могли бы в совокупности визуала, музыки и геймплея дарить столь сильные чувства. Дилогия Ori — одна из таких, и если вы ещё не знакомы с этими творениями, впереди вас ждёт незабываемое приключение. В первой части не было самостоятельной боевой механики, от того вместо боссов мы имели постановочные побеги, которые были одновременно жутко тяжелыми и эмоционально насыщенными – подобная комбинация ощущений хорошо описывает всю серию. Визуально выдающаяся игра с музыкой от которой перехватывает дух и трогательным сюжетом, который покоряет своей добротой. И если первая часть была самобытным суровым платформером, с цельной структурой, где у каждой способности было свое применение и под конец игры ты буквально жонглировал разными акробатическими трюками превращая красочный геймплей в несущийся поток. Не смотря на то, что Will of the Wisps практически во всех аспектах превосходит первую часть, от живой анимации карабканья до неприлично красивой картинки и ощущения леса, который дышит, колышется и звучит. Сиквел потерял в самом главном – оригинальности проекта. С появлением самостоятельной боевки немного сместился жанр в сторону боевого платформера и если мы будем критически анализировать, то заметим множество заимствований, заурядных решений и самоповторов. Можно сколько угодно ругать эту игру за отсутствие хотя бы попытки в смелый эксперимент или незаурядных решений в дизайне, но факт остается неизменным – это великая игра, сильнейшее эмоциональное приключение с грамотным артдизайном, который не ломает устои но работает на отлично. Касательно заимствований из полого, как те же амулеты, которые здесь не имеют никаких качественных (не количественных!) синергий – Полый рыцарь получился таким каков он есть, потому что основы жанра были определены несколько десятилетий назад и мало подверглись изменениям. Если оценивать игры только по наличию общих механик, то любую метроидванию можно свести к копии Metroid. Вопрос не в том, кто первым использовал определённые элементы, а в том, как разработчики переосмысливают их и создают собственный опыт. Полый это мрачное исследование умирающего мира, построенное вокруг одиночества и преодоления, тогда как Ори больше про светлое сказочное приключение, построенное вокруг связи с природой, горечью потери и надежду на лучшее будущее. Инструментально они похожи, но делают разные акценты и дарую диагонально противоположный опыт. С самоповторами спорить тяжелее, поскольку они есть не только в платформенных механиках относительно первой части, что логично, но даже в нарративных моментах и музыкальных темах, которые порой звучат до неприличия похоже и давят на ту же ноту души из раза в раз. Дистанция между моим прохождением The Blind Forest пять лет, но даже так это видно невооруженным взглядом. Мне не особо понравилась боевая система, я считаю ее размытой и неприятной с точки зрения считывания информации с экрана. Красочные, сочные сражения, где хорошо проработан импакт от удара и каждое нажатие создает целую цепочку эффектов, но порой найти Ори среди них крайне тяжело. Урон от касания, несоизмеримые габариты в сражениях с боссами (что определяет их медлительность!) и трудно читаемые сражения – это отталкивает меня как зaдр0та, который любит играть красиво и изящно. И все же, сражений здесь не много, а дальность атаки до неприличия длинная, поэтому боевка скорей красочная, чем четкая и глубокая. Заметно просела сложность и требовательность к игроку. Даже на высокой сложности игра едва ли могла мне что-то противопоставить, а основная причина этого – смерть ничего не значит. Вы буквально возрождаетесь где-то рядом как в каком-то мит бое или селесте, нету никакого штрафа или причины избегать ее. Против фейсролла платформенных сегментов сделано правило, где после 3 ошибок ты неизбежно умираешь, но какая разница, если я появляюсь здесь же? Штрафы и наказания также важны как и награды. Удовольствие от идеального пройденного сегмента будет больше, если я буду знать цену ошибки. Они добавили картографа, как уход в сторону самостоятельного исследования и тут же карта подсвечивает все ключи на своем пути - зачем? эксплоринг на пол шишечки, видимо поэтому здесь нету маркеров. Отдельным нововведением является квестовая система и из всей кучи заданий, лишь одно смогло пробить меня на сочувствие. Все остальное это однотипное подай принеси в которых тебе дается награда в виде предмета задания для другого квеста – вау! но хотя бы фин награда за них достойная. Ну то есть, что бы критиковать Ori and the Will of the Wisps мне приходиться уходить совсем в детали, как тот же ущербный автотаргет под песочный дэш. Это свидетельствует об высоком качестве игры с крутыми постановочными боссами, где сражения переплетается с платформингом под великолепную музыку. Мало что может дарить столько мандража и воодушевления одновременно – подобный игровой опыт ни в коем разе нельзя пропускать.
Після першої частини багато не очікував. Але, гра по хорошому здивувала. Була зроблена робота над помилками і тепер це вже дійсно метроідванія а не платформер з елементами метроідванії. Втечі (сугубо платформені активності) стали набагато менш душні. Світу добавили якої-не-якої глибини, Розвинули лор, добавили квестів, також є активності по типу гонок та арен. Є трінькети, є прокачка. Короче, гра на три голови вище за першу частину. Рекомендую. Хоча це не та гра, яку я б хотів проходити на всі ачівменти.
Ori and the Will of the Wisps takes everything the first game did great and does it to perfection. The atmosphere is engaging and gorgeous, the movement/abilities/combat are all insanely well done and feel so fluid and enjoyable, the music is insane, and the story doesn't pull any punches. Both the Ori games should be metroidvania games you check out because they are the definition of perfection!
I would really like to recommend this game, as I have enjoyed it a fair amount, but I cannot do so without caveats. As the review system requires me to choose between "yes" and "no", and there are plenty of positive reviews around, I've chosen to mark this one as negative. Good parts: - Pretty art and art style - Fairly enjoyable traversal - Great soundtrack - More variety compared to the previous game in the series Meh parts: - I would prefer that collectable/health/energy/etc achievements and all side-quests would be finishable before entering the last area. - Performance optimization felt a bit on the poorer side, but not by too much. - Buggy behavior around taking screenshots in cutscenes and some of the achievements. Bad parts: - Challenges were way too frustrating, as they felt less like a test of my understanding of concepts and ability to apply them, and more like a repition grindfest with some amount of luck sprinkled on top. Timings are way too tight, and the controls that feel all right during the normal gameplay can quickly become very awkward and frustrating once situation requires near-perfrect execution of fairly precise chains of moves under time pressure. I passed them all but did not enjoy them whatsoever. - No accessibility options whatsoever. - The last bossfight felt overcomplicated and I felt railroaded into a specific solution for the last segment. - Story resolution and the treatment of the main antagonist felt outright wrong and problematic - they are portrayed as a trauma victim and are given a sad backstory, but then that is used to justify both their atrocities, and the lack of attempts at reconciliation from the protagonists. Essenatially, the message the game sends is that trauma victims are irredeemable and cannot be helped, only eliminated.
第一 新手指引不够明确 第二 玩法单一 第三 游戏过程中指引不够 第四 剧情不够新颖 第五 对键盘玩家不够友好 第六 地图和道具对玩家而言导向性不够对少数玩家会进行错误指导而使玩家归咎于自身操作问题从而产生厌倦感 第七 玩家群体定位模糊
PROS - Outstanding movement and platforming. - Greatly improved combat compared to the first game. - Beautiful hand-crafted world with rewarding exploration. - Gorgeous visuals and one of the best soundtracks in gaming. - Emotional and unforgettable story. CONS - Difficulty spikes in a few optional challenge sections. - Players unfamiliar with metroidvanias may occasionally get lost. VERDICT Ori and the Will of the Wisps is a masterpiece. Nearly every aspect—from its fluid gameplay and breathtaking visuals to its heartfelt story and incredible soundtrack—is executed with exceptional quality. If you enjoy metroidvanias or simply appreciate beautifully crafted games, this is an experience you shouldn't miss. 10/10
Ori and the Will of the Wisps is everything a sequel and video game can be; it's pure perfection on almost every level, and, even though I tend to like sequels significantly less, it's my favorite game of all time. [h2] Every step is a painting[/h2] One of the core defining things about Ori is the art style; it's one of the best-looking 2D games I've ever laid my eyes on, and its sequel perfects it. They really struck gold and kept polishing it to the maximum; every single area, every single sub-area is worth a screenshot. It's a painting that almost never ends with so much love and care put into it, and what makes it even prettier than its predecessor is how much better the effects and lighting look. Flowing water is so beautiful I almost wanna drink it with all the undiscovered bacteria inside it. Weather effects and the different times of day create such drastically different moods. The music too is wonderful, almost magical, and this all creates an atmosphere like no other. Combine this all, and they still understand it's a game; you will always have enough clarity to understand what is part of the gameplay layer and what are background and foreground elements. [h2] Movement like no other[/h2] Luckily, this game doesn't just look superb; it plays great too. Platforming and the abilities are easily my favorite. Ori's movement is so fluid, so clean, it's a genuine joy to move around, do platforming challenges, or speedrun to the next area, especially because every area has some ability and design choice that changes the way you move, but never for the worse. This is where the abilities come into play. Ori doesn't waste your time; you get all your major abilities from the previous game back within the first 2 hours to immediately get things rolling. The bash makes a return once again, and it's as good as in the first game; it's one of Ori's defining abilities, but that's not all. The dash and light burst from the Definitive Edition make a return as well, and thanks to them being fully implemented and not just a bonus area thing, they never felt better. The way you can combine the bash with the burst is such a good decision and gives you so much player agency. However, the game doesn't only recycle. Burrowing through sand like the drill Wisp from Sonic Colors, swimming through water, and the grapple hook, almost every single ability has a use that will entertain you throughout your playthrough by enhancing your movement more and more to reach the ultimate flow state. [h2] Combat that finally understands the game it's a part of[/h2] Fortunately, they also finally improved the combat in a way that it reflects the rest of the game. Ori and the Blind Forest already had good enemy design, but the way you fight just wasn't it. Will of the Wisps fixes that by giving you a blade. This isn't extremely deep though; you got your typical launch and can attack both whilst airborne or on the ground. You also get a bow and a bunch of optional combat abilities by purchasing them. There's also the flash, but that one wastes your energy and is only useful in the dark, so don't even bother. Sure, this all does sound simple; however, thanks to Ori's movement, the combat is not really about extreme depth; it's more about how long I can style on the enemy until I get hit. The way the movement flows into the combat and vice versa makes every fight not feel like a pace breaker but like a test of your abilities and how much you understand them. Dodging multiple attacks isn't just going in a corner and waiting; you can bash, dash, double jump, grapple, glide, and wall jump to not just avoid the enemy but to keep fighting with no break. This also ensured that the game has a bit more variation, as you do not just flee from stuff like in the original, but you have actual boss fights, escape sequences, and sometimes even both combined. [h2] Improved exploration, and maybe some plagiarism[/h2] What's also perfect is how much exploration plays a role. As you explore, you find the usual stuff like NPCs, quests, life and energy cells, and money to purchase new or upgraded abilities, but the most important thing are the spirit shards. They killed off the skill tree for a system that makes much more sense because these spirit shards act as equippable upgrades, allowing you to cut down on mana use, give your grapple the ability to hook onto enemies, and more. Obviously, people who've played Hollow Knight will immediately say they stole that, and yeah, they did, and made it much better. Here it honestly feels like most of these upgrades are worth, at the very least, looking at and trying out. They are much better balanced as well and allow for a wide variety of builds that all have their strengths and weaknesses. Earning new slots to equip more spirit shards also feels like a genuine achievement, and you going "Ok I need another one though" to equip something that is actually useful. Sure, as a result this isn't revolutionary, but to me it matters more if they understood what they copied, understood why it works, and improve upon it, instead of simply nabbing stuff and it barely fitting in the game design. [h2] The end of a duology[/h2] The final big improvement is the story, and oh my lord, it's simple but great. Ori and the Blind Forest had a story that tried to tug on your heart but never fully managed to, because sacrifices felt questionable, and due to the show-don't-tell style, it often had stuff happen with no proper context or logical explanation as to why this made even the slightest bit of sense. Will of the Wisp instead goes for another simple story but understands that explaining and worldbuilding is equally as important to good writing as emotional moments. It's a story about family, those who lost one, found one, or never did. It's about decay and disability, getting bullied for being different for stuff that was never up to you. This, combined with finding out Ori's true purpose and what the children of the Spirit Tree really are for, makes for a story that understands itself better than anything, since it knows it doesn't need to have an ultra-epic narrative with 10 betrayals. It's a perfect ending to this duology of games. [h2] An issue that is barely worth pointing out[/h2] The only thing I can think of criticizing are the optional weapons you purchase. Most of them are quite bad, and since there are no spirit shards that improve them, they rest in your arsenal never to be used. [h2] Shoutout to the primordial soup...[/h2] ...and every atom that is part of the bodies of the team that made this game. Ori and the Will of the Wisps is a masterpiece in every way; it doesn't just fix things, it improves everything that was already present. 10/10.
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Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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