![]() Ori is greeted by new friends, and a new-found power, Spirit Edge. This opens up a new pathway below us, and our first spirit tree of the game. Using the torch and hopping between attacking and jumping back, we’ve easily defeated the creature and unlocked our first achievement of the game! (1) Close Call, Fended Off Howl. A feral dog-like creature begins to chase Ori until we reach a spot with a torch. Taking both keystones to the gate and opening it, lands us in our first “boss battle”. Grabbing the keystone to the west took a little time but there was nothing overly complicated. This is our first side quest of the game, another new element in Will of the Wisps. We come across a traveler named Tokk who says he’ll give us a keystone to help open the spirit gate, as long as we gather another keystone first. We don’t have the know-how to use them yet, so we’ll get there eventually. Now these light orbs seem to be used for something else, items and various upgrades. In the first game these orbs helped us level up and each level gave us a skill point. ![]() Killing enemies gains us Spirit Light Orbs. I was able to find a torch to attack monsters with until we find a more permanent weapon. Ori wakes up on top of a rock, and we can officially begin playing the game! We start off without a weapon and have to run past some monsters to get through to our first objective. The feather is now lost, and Ori and Ku are separated by the storm. They both fly into a really bad storm which takes them towards a large wooded area. Ku feels like a real bird, and is incredibly happy. There is a beautiful cutscene of Ori and Ku flying through the woods and seeing amazing things. They get Gomu to tie the feather onto Ku’s wing and attempt to fly once more. ![]() Ori has a brilliant idea to use the feather from his previous adventures. Ku was born with one wing that is badly damaged. Ku is the bird from the egg that was found at the end of Ori and The Blind Forest. We move left and right through the starter zone until we reach the real starting area. Will of the Wisps is a near-pitch-perfect sequel that delivers everything fans and newcomers could want.Ori and the Will of the Wisps begins the same as Ori and The Blind Forest. Despite the variability involved, players will find that the progression of challenges is manageable. Moon Studios does an excellent job of scaling the challenges in each themed dungeon. Each zone holds a special ability or introduces a new type of obstacle. Players can explore the Luma Pools, Midnight Burroughs, Mouldwood Depths, Windswept Wastes and Baur’s Reach. The game opens up in the second act, and players are free to venture through five themed areas with the goal of finding the wisps of Niwen. Players can sub in other weapons and abilities depending on their playing style and that gives each play-through a different feel. ![]() Players will notice an emphasis on combat as Ori uses a spirit sword to slash at foes and a bow and arrow to target them from a distance. That kicks off the first act, which focuses on Ori reuniting with Ku, and that sets up the basics of Will of the Wisps. With the keepsake tied to its wing, the two set off and explore the world outside Nibel, but a storm hits and the two end up separated. Ori fixes that with a gift of a feather from Ku’s late mother, Kuro. Ori, Naru and Gumo take care of the owlet and try to raise it, but Ku is saddened by her inability to fly. Will of the Wisps begins almost immediately after the end of Blind Forest with the birth of an owlet named Ku.
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