While I appreciate the risk and reward element of the first game’s save system, it simply is not as intuitive or player-friendly as autosaves. The energy-based manual save system of Blind Forest is gone, and that’s a good thing overall. Will of the Wisps also features a typical autosaving system like you see in many other modern games. Completing Spirit Trials-time trial challenges that require you to speed through brief sections of the game world-will net large quantities of Spirit Light that are needed to unlock everything the game has to offer. In Blind Forest, the mystical Spirit Light that you receive from hidden capsules and fallen enemies would increase your character level, which granted new points for unlocking perks on the skill tree now it serves as the currency with which you purchase your skills and abilities from NPCs. All of this replaces the skill tree from the first game. Like with the face button abilities, these Shards provide advantages for both combat and traversal and can be switched at your discretion, so experimentation is encouraged. At first you can only equip three of them at a time, but locating and completing special combat challenges will reward you with additional slots, increasing your total as high as eight. Some Shards are scattered throughout the game world, while others must be purchased from an NPC. I typically stuck with a few select favorites and made brief changes whenever the situation required it, such as during certain boss fights-another previously absent feature that Will of the Wisps brings to the table, and which, along with the aforementioned chase sequences, serve as exciting and well-designed challenges/rewards for completing large stretches of the game.Įven more abilities can be accessed by acquiring and equipping Spirit Shards, which are reminiscent of Hollow Knight’s Charms. Those weapons, combined with your traversal abilities, must be mapped to the B, X, and Y face buttons in order to be used this means that only three of those weapons/abilities can be used at a time, although you can swap them out whenever you like. ![]() The versatility on display is far more interesting than Blind Forest’s almost one-note combat, as your new arsenal can hit enemies both up-close and at range. Ori does not have any powerful ball of light to auto-target enemies while you spam the X button this time around instead, you gradually gain access-either through finding them in the game world or receiving them from a particular NPC-to a series of combat skills and spirit weapons, such as a sword, hammer, and bow, forcing you to aim your attacks with a modicum of precision in order to inflict damage. Most significantly, Will of the Wisps has a proper combat system. Several core mechanics have been revamped for this sequel, however. This applies not only to the main quest, but also to some of the smaller stories told in the game’s side quests. This premise is just as simple as that of Blind Forest, but the plot reveals a few poignant twists that keep you interested and invested in the narrative. Ori must now seek out his friend, but he soon finds that this land of Niwen is facing the same kind of blight and decay that once threatened his own homeland, and his adventure takes on greater significance. ![]() But as they make their way across a large lake to a new land, a storm kicks in, the feather detaches from Ku’s wing, and the two of them are separated and stranded in unfamiliar territory. It works, and Ori hops onto Ku’s back as the two of them soar across the forest in celebration. Ori comes up with the idea to take the feather of Kuro that he has stored away and strap it to Ku’s wing. Ku starts to grow up and yearns to fly, but struggles to do so due to her damaged, underdeveloped wing. The game begins with a series of cutscenes, as Ori, Naru, and Gumo take care of the late Kuro’s baby owl daughter, who they have named Ku.
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