Gareth: A lot of decisions like this are dependent on the story, however one thing that was very clear is that we would need to re-use and continue to put into new compositions. How did you carry that emotional core into Will of the Wisps while adding something fresh? Was there a lot of trial and error, or did you have a clear idea of what you wanted to achieve from the start? Gamasutra: The score for the Ori and the Blind Forest clearly resonated with a lot of people. Speaking to us during an Q&A, Coker recounted the five year journey from Blind Forest to Will of the Wisps in extraordinary detail, and much like the game itself, it was an adventure filled with lofty challenges and rich rewards. While that success is undoubtedly down to the collective efforts of Moon Studios and its collaborators, we were particularly curious to hear how composer Gareth Coker - who was tasked with creating the enchanting score for Blind Forest and then building on those sonic foundations for Will of the Wisps - managed to pull the franchise forward while preserving its musical soul. This is more of a mild disappointment than a problem, but many players will probably want to jump back in after finishing the main game, and it would have been nice to have some more to dig into.The acclaimed franchise has quite rightly won plaudits for refining and iterating on the metroidvania formula while using stunning painterly visuals and an emphatic score to create an emotionally resonant experience that feels wholly unique. There aren't a huge amount of either of them, and neither are really necessary to conquer some major challenge. Besides the obligatory hard mode and a limited number of competitive time trials, you'll have done everything there is to do in the game once the relatively simple sidequests and collectibles are complete. On the more long-term side, Will of the Wisps doesn't have much in the way of replay value. A day one patch is forthcoming and will supposedly fix these issues, though it isn't clear when. Over the course of this review, the game stuttered when entering new areas, had a number of audio and movement bugs, and needed to be reinstalled twice when it wouldn't load a save. There isn't much to dislike about Will of the Wisps itself, but the game does have noticeable technical problems at the time of writing. Gameplay in Will of the Wisps is consistently exhilarating, and the revamped combat brings it up to speed with the best modern Metroidvanias like Hollow Knight and Dead Cells. ![]() Platforming and puzzles incorporate a wide variety of mobility options for an excellent sense of challenge, demanding that the player actively think about their next move at all times. ![]() Bosses are also designed with this in mind, and they're much more enjoyable (and much more deadly) as a result. ![]() Rapid blade attacks combine with Ori's graceful platforming abilities to create dance-like battles, and collectable skill shards open the door to different builds and attack patterns. While Blind Forest had passive, boring combat that mostly involved getting just close enough to mash out homing shots at enemies, Will of the Wisps is built around acrobatic melee combat and interchangeable skills. Combat has been completely overhauled for the sequel, and it is a massive improvement. The greatest difference between Will of the Wisps and Blind Forest lies in the new combat system.
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