Moon Studios did something weird back in 2020. They took a masterpiece—Ori and the Blind Forest—and basically admitted it wasn't quite enough. Most developers would have just given us more of the same, maybe a few new power-ups and a bigger map. But Ori and the Will of the Wisps wasn't just a sequel; it was a total mechanical overhaul that borrowed the best parts of Hollow Knight while keeping that tear-jerking, Ghibli-esque soul that made us fall in love with the spirit tree in the first place. Honestly, if you haven't played it lately, you're missing out on what is arguably the most polished platformer in existence.
It’s gorgeous. Obviously. But the beauty of Niwen isn't just skin deep. Every shimmering pool of water in Luma Pools or the oppressive, suffocating darkness of Mouldwood Depths serves a mechanical purpose. You aren't just looking at a painting; you’re surviving inside one.
The Combat Pivot That Changed Everything
The biggest shock for returning fans was the combat. Remember the first game? You basically mashed a button while a floating spark did the work for you. It was... fine. But Ori and the Will of the Wisps tossed that out for a dedicated sword—the Spirit Edge—and a customisable wheel of abilities. Suddenly, Ori was a tiny, glowing John Wick. You could bash off a projectile, slash an enemy mid-air, use a grappling hook to pull yourself toward a hanging lantern, and then smash down with a Spirit Smash hammer.
It’s fast. Like, really fast.
🔗 Read more: Amy Rose Sex Doll: What Most People Get Wrong
The inclusion of the Shard system was the real game-changer here. Borrowing from the "Charms" in Hollow Knight, these shards let you break the game in fun ways. Want to stick to walls? There’s a shard for that. Want to deal more damage but take more in return? Grab the Reckless shard. It turned a linear progression into a sandbox where you actually had to think about your build before heading into a boss fight.
Bosses That Actually Scare You
We need to talk about Kwolok. And Shriek. The first game didn't really have "bosses" in the traditional sense; it had escape sequences. Those escapes are back in Ori and the Will of the Wisps, and they’re still heart-pounding, but the actual combat encounters are where the sequel finds its teeth. Fighting Mora the Spider in the pitch black isn't just a test of reflexes—it's a test of how well you’ve mastered the light mechanics.
Why the Movement Feels Like Magic
There is this concept in game design called "game feel." It’s hard to define but you know it when you feel it. In this game, movement is rhythmic. By the time you unlock the "Bash" ability, you stop touching the ground. You become a pinball. You’re leaping off enemies, dashing through sand in the Windswept Wastes, and launching yourself out of water like a dolphin.
💡 You might also like: A Little to the Left Calendar: Why the Daily Tidy is Actually Genius
Moon Studios used a 3D pipeline for the characters despite the 2D plane. This means the animations are fluid in a way that hand-drawn sprites rarely achieve. When Ori turns or lands, there’s weight. There’s momentum. If you mess up a jump, it’s your fault, not the game’s. That’s a rare feat in a genre where "clunky" is often the default setting.
Dealing With the Sadness
It’s a heavy game. Let’s be real. The story follows Ori trying to find Ku, the little owl with the broken wing. It explores themes of loss, displacement, and the idea that nature is both beautiful and utterly indifferent to your survival. Shriek, the main antagonist, isn't just a "bad guy." She’s a tragic figure, a product of neglect and a dying world. It’s rare for a game to make you feel bad for the thing trying to kill you, but here we are.
Technical Mastery and the 120 FPS Dream
If you’re playing this on an Xbox Series X or a high-end PC, you’re seeing 4K at 120 frames per second. It’s buttery. The developers actually rebuilt the engine to support this, ensuring that the input lag is virtually non-existent. For a game that requires pixel-perfect precision during the late-game escape runs, that frame rate isn't just a luxury; it’s a gameplay mechanic.
📖 Related: Why This Link to the Past GBA Walkthrough Still Hits Different Decades Later
Many people don't realize that Gareth Coker’s soundtrack is actually reactive. The music shifts layers depending on what you’re doing. If you’re standing still, it’s a lonely piano. If you start a chase, the orchestra swells with terrifying intensity. It’s an invisible thread that pulls you through the experience.
Common Misconceptions About Niwen
- It’s just a kids' game: Nope. The difficulty spikes in the late game—especially the optional Combat Shrines—will make seasoned Dark Souls players sweat.
- You need to play the first one first: It helps, but honestly, the recap at the start is enough. The mechanics in the second game are so much better that some people actually find it hard to go back to Blind Forest after playing Will of the Wisps.
- The map is too big: It’s bigger than the first, for sure. But the fast-travel system (Spirit Wells) is way more generous this time around. You're never more than a minute away from where you need to be.
How to Master Ori and the Will of the Wisps Today
If you're jumping back in or starting fresh, don't ignore the side quests. The Moki (those weird little cat-lemur things) offer quests that actually reward you with meaningful upgrades, like map reveals or permanent stat boosts. Also, get the Triple Jump shard as soon as humanly possible. It breaks the platforming in the best way.
Focus on upgrading your "Bash" and "Dash" first. Combat is great, but in Niwen, movement is your best weapon. If you can stay in the air, you can't be hit. Experiment with the "Compass" shard early on to find hidden Spirit Light containers—you’ll need the currency to buy the high-tier abilities from Opher.
The most effective way to experience the game right now:
- Play with Headphones: The spatial audio is crucial for finding hidden walls.
- Remap the Dash: If the default controls feel crowded, move Dash to a trigger. Your thumbs will thank you.
- Don't Rush the Hub: Spend time in Wellspring Glades. Talk to the NPCs. They change as you restore the forest, and it’s one of the most rewarding "base-building" elements in any Metroidvania.
- Use the Bow for Puzzles: A lot of players forget the Spirit Bolt has a massive range. It can trigger switches from across the screen, saving you from unnecessary backtracking.
The game is a masterclass in how to iterate on a sequel. It took the emotional core of the original and wrapped it in a mechanical shell that rivals the best of Nintendo or Team Cherry. It’s a complete package that doesn't overstay its welcome but stays in your head long after the final, bittersweet credits roll.