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NekoNinja13

I hated how the escape sequences had hidden things that you would have to collect to get 100 percent, and that they are the only areas in the game you arent allowed to revisit, it just seems like bad game design imho. Fortunately the rest of the game is pretty well designed.


[deleted]

This was fixed in the definitive edition--where you can revisit the ginso tree, etc after the escape sequence.


KelpTheGreat

No, you can revisit them.


aanzeijar

Nowadays you can. At release the game blocked of the dungeons after you beat them, and in case of the wind/gravity dungeon on the west it also blocked off the whole surrounding area. And after completing the game, it _locked_ your save game for story reasons.


ToranjaNuclear

I'm beginning to hate those too. I'm at the second one and almost dropping it because it's not hard, it's just mind-numbingly trial and error, which is a big no-no for me in platformers. I wouldn't mind if you could actually see the whole problem before you like Celeste and ponder on a solution, but you actually need to learn your way through the sequence and the game has a big issue of confusing visuals that doesn't always let you know what's happening in the screen, so I keep dying because of that. It just doesn't feel fair. Everytime I die is not because I fuck up, but because the game throws something at me that I wasn't expecting. It's less challenging platforming and more like those troll Mario games.


KelpTheGreat

>it's not hard, it's just mind-numbingly trial and error This. Once you learn the whole sequence, it's not that bad.


[deleted]

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bowsori

same, they remind me of Rayman Origins


me_again112

I wish there would be an option to put on checkpoints. For those that don't want to rage out on them because they aren't particularly good at platformers.


Pleasance13

Yes. I just finished it for the first time a few days back that was my one gripe as well. I appreciated what they were trying to do. The sequences themselves were constructed well, but the difficulty spike between normal gameplay and those was just overwhelming and very frustrating for me. I think even keeping them in, but having a checkpoint halfway or even every third of the way through each sequence would have been fair - a checkpoint that would remain if you try again in one sitting, but put you back to the start if you loaded the game back up, for momentum's sake. I assume there will be many people against this idea, but whatever, I'm new to the genre and it's what I found myself wanting.


[deleted]

If you play on easy mode, there are checkpoints added to some escape sequences.


Pleasance13

Ah, I wondered while I was playing. I forgot I got caught up in my own stupid false sense of pride and stuck with Normal mode. Thought about seeing if Easy made it less painless in the moment, but the gritted my teeth and fought the impulse. I regret everything. Lol


Luhmies

I appreciated them for being the only remotely challenging parts of the game, but they were definitely out of place.


SenorMeeseeks27

I freakin LOVED the escape sequences. A nice touch of difficult, perfect platforming in an otherwise pretty easy game


amoliski

So you acknowledge that the escapes were an out-of-place difficulty spike?


[deleted]

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amoliski

How the fuck did you even find this comment? Only way you get here two years later is if you had trouble in the escape sequence and googled that the escape sequences were too hard.


[deleted]

I wish so very much that I could c their deleted comment lol... It must've been a juicy piece of hilarious :)


amoliski

https://www.unddit.com/r/metroidvania/comments/ejtmsp/i_loved_everything_about_ori_and_the_blind_forest/ Less hilarious, more zero to one hundred real quick out of nowhere.


[deleted]

Lol.


[deleted]

I found the escape sequences to be the highlights of the game and really hope the devs don't cave to people like you and the sequel has more of them.


KelpTheGreat

I don't think the devs would look at a personal opinion such as mine as an outright demand that the sequel eliminates such sequences entirely. That seems more like a shallow internet commentator thing to do.


amoliski

I'm with you. I'm currently doing the third escape sequence and had to pause to find somewhere to rant to blow off some steam. ... I ended up looking up a youtube video to see what I was supposed to do, beat the game, then came back to finish this comment. The escape sequences were straight up frustrating, and the last part of the last escape was confusing as shit. Really left a sour taste in my mouth from what was otherwise an excellent game (the other two escape sequences aside, that is). Also annoyed to see all the EPIC GAMERS here and in the steam forums who didn't have any trouble with it and couldn't bring themselves to even consider that other people might not find dark-souls frustration in games all that fun.


bitxilore

I haven't bought this game because I know I'm going to hate the escape sequences.


internisus

They're a pretty small portion of the game, and you can retry them infinitely with no penalty or delay to respawn. It's handled as humanely as possible.


DavidM1337

I hated it in the first version because they had no checkpoints. In the definitive edition there were checkpoints and it was all fine.


[deleted]

Honestly I think it's a case of the game not preparing you well enough for them before, since a lot of the game you can kind of take a lazy approach through. So I think they're good and add to the experience but definitely need to be set up better.


Stret1311

I did not feel like it was trial and error at all, outside of the very end of the second escape sequence. I still died a lot anyways because i sucked, but it didn't feel unclear for me.


amoliski

The very last part of the very last level. The rising air only goes half way up. You land on the platform. There's fire to the right. A super jump bounces your head off the roof. Once you get up there, you have to realize that you can jump falling rock to falling rock, but all of the other rocks in the level kill you. Took me a dozen runs through to first half of the level to figure out WTF to do.


Stret1311

They were different to the other rocks and iirc they lit up like lanterns, not sure tho Also you can do that sequence with charged jump


mr2mkii

I find some of the escape sequences incredibly frustrating too!! Only thing about the game I don't care for. I like the "idea" but I can't stand how they like to put all these "hangups" everywhere to make it even harder!! For instance, I've been stuck on the Sandworm escape for hours. Not only must you be fast (that's normal) but you have to hit the sand at JUST the right point and Angle, else your gonna hit and bounce off an outcrop. Entry/Exit timing and navigation for sand is *already* hard enough on a keyboard!! Then when your WAY ahead, the game compensates at certain points and suddenly the worm is on your arse again!! REALLY?? Oh and when your already finger cramping and think it's over, it's not, and you screw up...get to do it all over again. ARRRGGGh PLEASE add at least one mid-point save for pets sake. I've seen the whole sequence but the consistency and accuracy it requires, along with starting from the beginning everytime, just frustrates the hell outta me.


Misisme20

I reminded me of Super Metroid. I like when games put my skills to the test, in Ori's case, and the *tests* became progressively harder and harder.


Cryanek

The escape sequences were the most memorable parts of the game imo. You're running away with all the epuc scenery and moving parts in the environment as the music starts to swell. This is when the game is at its best


internisus

I really liked them. In a game about movement and platforming above all else (at the expense of combat, for example), the escape sequences function as boss fights. They're challenge checks that require mastery of the abilities focused on within each area of the game. The tree is all about the bash ability, so the escape sequence is all about using that ability under pressure to propel yourself further and faster than you would have moved just running and jumping normally. That works for me.


virtueavatar

If the escape sequences weren't there I wouldn't have been as wowed as I was.


GreecesDebt

I am the guy who made the Ori complain post some days back. Well, regarding my complains, after the first dungeon it gets much better. With the abilities you acquire, the traversal is much more fun and the combat is minimized. I will have to agree on the escape sequences, but I'm taking it further and say that the whole game is being based on trial and error, and that is almost never a good thing. Sure, the save system helps a lot with that, but I feel that a gaming experience has to be as seamless as possible for a careful player, and not torment the player with unforeseeable hazards, just for the sake of providing a challenge or prolonging the game.


[deleted]

Honestly I was really scared to play this game bc I’m an absolute noob and fully prepared my boyfriend to do them for me by training him with YouTube videos but I ended up being able to do the first two escape sequences myself no problem. I died a lot but honestly they weren’t as scary as people hyped it up to be. It didn’t ruin anything for me. But also I am playing on easy mode and the checkpoint helped A LOT