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I played Ori with both kb+mouse and xbox controller. I am not ashamed to say that it's more fun with controller as I can lean back on my chair for super comfy session.
I have a wall projector for stuff like that (and just for Ori alone wall projector would be well worth it), plus a small folding table for setting up my mouse at armrest height (had an extension added to the armrest itself but that was on my old chair). Beanbag chair is also an option with setup like that.
KB doesn't preclude comfy gaming.
<3sRichardSimmons Believe it or not, quite a lot of gamers aren't sex-starved teenagers. I don't care for sex stuff in games, especially if it does not serve any purpose but to attract people to the game. If you want boobs and butts, we have nice threads here for them. I also heard that there might be one or two sites on the internet that show nothing but butts and boobs.
Well, I was perhaps being overly flippant and pithy, but I think you're making a false equivalency here. The part of my brain that enjoys bouncing boobs and butts in videogames is the same part of my brain that enjoys seeing a beautiful woman on the street, hearing a robin's song in spring, or walking through a winter's first snowfall. It is not the part of my brain that pornography (which I have not consumed for several years) appeals to. Pornography is to my mind inarguably juvenile and immoral, especially when you look at it as an industry and not just as media for utilitarian consumption. In contrast bouncing boobs and butts in videogames are just aesthetically pleasing, especially compared to the alternative; I think Chris Farley is one of the funniest men who ever lived but I don't want to stare at his sagging cellulite-ridden buttocks for 20 hours.
I played Ori with both kb+mouse and xbox controller. I am not ashamed to say that it's more fun with controller as I can lean back on my chair for super comfy session. Also, can be farther away, so my kid has unobstructed view. I know most codexers probably don't care, but my little heart grows three times in size when she says that I'm good at this game after I made "the rabbit" beat a boss or just do a long, uninterrupted run (like traversing the glades in Ori 2). Seriously, it's such a nice game to share with a kid, I can't wait for her hands to be big enough to work the controller.
Even if you somehow miss the obvious inspiration (Ori games are just one, long, masterfully crafted loveletter to Ghibli stuff and there is no shame in that), this has been acknowledged multiple times by Mahler himself.
There is seriously no room for interpretation here, so I'm not sure what you're trying to argue here.
I am aware of this, and it doesn't mean anything. Ori is inspired by Ghibli in the same way that Call of Duty was influenced by Half-Life, or nuDoom was inspired by classic Doom: superficially. Just because it's where they got the idea doesn't mean they actually created something especially like it.
Count yourself lucky. After my eight year old beat the final escape sequence in the first Ori following my failure at it, she turned to me and said, "See, Daddy, it takes something called skill." Now she's cruising through Ori 2 like it's Pajama Sam.
Neuromancer, indeed I did try Half-Genie one, as it is not with hipster pseudo-nostaligia pixel graphics, and was on sale. Risky's Revenge I won't even try, it looks shit on screenshots and trailers. Seven Sirens does look nice from gameplay point of view, thouhg not at the price it is now. And I really, really, hate anime t&a. Monster Boy's children anime style was pretty easy to ignore, but crap like in shantae really annoys me (esp tits on snake ladies).
I guess then, that the Shantae games aren't for you.
I am also not too much into Anime T&A, but in the Shantae games I think the character design is kind of cute.
For me it is not pornographic at all (like you mentioned in another post). The design has a slightly sexy touch to it, but to be honest it is rather tame and there is not really much to see.
Also the game is self-aware, doesn't take itself too seriously and even occasionaly jokes about the "bikini armor".
All in all, it is just some light-hearted fun.
By the way, the graphics for Risky's Revenge are in lower resolution and have less sophisticated animation, because the game was first released on the Nintendo DSi. So the reason was the limitation of that system and not some "hipster pseudo-nostaligia pixel graphics". (just for information - no offense intended)
I mean, that's from what I read and saw on gameplay videos. You need precise control, including diagonal movement, which is better done with gamepad. That game's worst flaw though is that if you're unlucky you'll be unable to keep going due an enemy being in the way to progress for too long, and not having enough time to reach the next shelter in time before you're drowned. Worse, losing way too many lives can potentially block your progress.
I was exaggerating, but I found it hard to care about creatures I only met for like 5 minutes tops. If there was a longer sequence with more gameplay (letting you play as Ori grew, for example), it would make the impact of said sequence better IMO.
his is why I dropped Ori after starting it for the first time, I saw this shit and while it was very beautiful I assumed it was going to be a "story heavy" platformer that would consist of huge unskippable cutscenes/slow walking sequences.
That's what I thought basically. Thankfully, this is a legit videogame, unlike 2D walking simulators like Gris and Inmost. Ori is a proper game luckily.
Editing config files is cheating, since it's not part of the game itself. I guess that's a "no" regarding modifying controls.
2020 and letting you edit your controls is still too complex for indie console devs.
I have a wall projector for stuff like that (and just for Ori alone wall projector would be well worth it), plus a small folding table for setting up my mouse at armrest height (had an extension added to the armrest itself but that was on my old chair). Beanbag chair is also an option with setup like that.
KB doesn't preclude comfy gaming.
What about dialog encounters with hostile characters that still end in combat even if you pas the check?
Unrelated, I believe it was mentioned somewhere that Hollow Knight's fanbase is quite toxic. I've seen some examples that confirm this. No idea about Ori's fanbase, if any.
Played only a bit of Rain World. The game really felt like an open ended version of those older cinematic platformers (think Another World, Heart of Darkness etc).
Played only a bit a Rain World. The game really felt like an open ended version of those older cinematic platformers (think Another World, Heart of Darkness etc).
Man, it's such a pity people just drop it without giving it a proper chance. Imho a work of genius that should be studied in game design schools.
Shill mode on:
These are some excerpts from Steam reviews for Rain World:
Incredibly fun game, an hybrid of platforming and survival with a difficoulty on par with souls games. Randomized enemy behaviour and location makes for an ever surprising experience, where everything is always unpredictable.
The Rain World is a beautiful, unforgiving and incredibly rich ecosystem. The only thing stopping you from conquering it is the sheer will and effort you put into it.
I am aware of this, and it doesn't mean anything. Ori is inspired by Ghibli in the same way that Call of Duty was influenced by Half-Life, or nuDoom was inspired by classic Doom: superficially. Just because it's where they got the idea doesn't mean they actually created something especially like it.
I was exaggerating, but I found it hard to care about creatures I only met for like 5 minutes tops. If there was a longer sequence with more gameplay (letting you play as Ori grew, for example), it would make the impact of said sequence better IMO.
Actually I would peg Ori as one of maybe two exceptions to the hard rule that trying to make player care about any of the characters at the very beginning of the game is doomed to inevitable, if often worthy, failure.
Also, it's about 10' and in those 10' they managed to work hard and smart enough to make me care already.
Generally it just doesn't happen - in the first 10', 20', half an hour the player just doesn't know enough about any of the characters and haven't invested themselves in any of them to give a flying shit about anything, so color me impressed.
Editing config files is cheating, since it's not part of the game itself.
Besides, my KB isn't part of the game either, even though I use them to control the game - is using input devices cheating?
The bottom line is that the file is clearly meant to be edited - it contains information for user doing so, and the game displays correct prompts/tooltips for your actual control setup.
Editing files and writing code is THE Master Race's way of interacting with the machine and making it do your bidding. Pushing pretend buttons might be convenient and there is value in that sometimes, but in the end is just making the machine do the bidding of someone who coded the pretty pretend buttons, not you.
I guess that's a "no" regarding modifying controls.
You need some sort of big screen solution (and a comfy couch/beanbag chair/comfy old armchair/whatever) to seriously consider couch gaming.
The rest can easily be improvised and/or jerry-rigged - without significant expenses too (a pair of USB extension cables isn't much).
What about dialog encounters with hostile characters that still end in combat even if you pas the check?
Played only a bit of Rain World. The game really felt like an open ended version of those older cinematic platformers (think Another World, Heart of Darkness etc).
I am aware of this, and it doesn't mean anything. Ori is inspired by Ghibli in the same way that Call of Duty was influenced by Half-Life, or nuDoom was inspired by classic Doom: superficially. Just because it's where they got the idea doesn't mean they actually created something especially like it.
No, you Quake 2 hating dipshit, taking inspiration from just one element of some of Ghibli's does not at all make it the video game equivalent of said films. They both have pretty forests and nature spirits, but otherwise? The style is completely and utterly different. It feels more like some kind of western animated film than anything anime, and it especially has little to do with the actual focus of any Ghibli film.
OMG TOTORO WAS SOME KIND OF FOREST ENTITY THING but it's about little girls playing, not very Ori-like, is it
SPIRITED WAY BEST FILM EVAR but it's about a little girl who gets lost. There are strange creatures, but they aren't much like Ori and the setting is completely different.
BUT...!! PRINCESS MONONOKE HAD... FOREST SPIRISTS RITE??? It's the closest one to Ori, perhaps, but it's still a different kind of story with a different kind of feeling. The inspiration is obvious, but inspiration =/= ACTSHULLY TEH SAMEZ.
A film like Kiki's Delivery Service has much more of the actual essence of Ghibli, and it doesn't have anything that relates to Ori at all. The things you're seeing in Ori as omg teh ghibli were only secondary or even tertiary in those films to begin with.
Of course, not that DraQ could ever understand this...
I think many people do not appreciate cycles and their completion. It could also be that people got so conditioned on the recent movie/games endless open endings, and heroes never "really" dying, that seeing Ori
turn into a big, immobile tree
would make them cry. It's hard to do fanart/shipping stuff with him being like that, unless you're a
a dendrophile (how about some Treebeard/Ori-as-spirit-tree bumsex)
Also, it's about 10' and in those 10' they managed to work hard and smart enough to make me care already.
Generally it just doesn't happen - in the first 10', 20', half an hour the player just doesn't know enough about any of the characters and haven't invested themselves in any of them to give a flying shit about anything, so color me impressed.
Then you must have a softer/weaker skin than me. I found it luzly how try-hard they were. Perhaps if they let you play a little more as Ori, trying to find food and failing, only to discover something but to be for naught, and so on, it would have been more emotive. Then again doing so risks ending up in a "Press 'F' to cry" situation, which would have been much worse.
Editing files and writing code is THE Master Race's way of interacting with the machine and making it do your bidding. Pushing pretend buttons might be convenient and there is value in that sometimes, but in the end is just making the machine do the bidding of someone who coded the pretty pretend buttons, not you.
ou need some sort of big screen solution (and a comfy couch/beanbag chair/comfy old armchair/whatever) to seriously consider couch gaming.
The rest can easily be improvised and/or jerry-rigged - without significant expenses too (a pair of USB extension cables isn't much).
As expected. As for the ending...
*Checks*
Wow, they had the guts to make a much darker story and make an ending that fits. It's been a while since game devs pulled off that kind of stunt. Either way, not really a spoiler for me, since that kind of thing is what happens to forest spirits, even in older cartoons. I guess some Polish indie game studios can still do good stories. See Be-A-Walker in comparison.
Thankfully, in the end of Ori 1 his race was restored, so there's plenty of material to do sequels/spin-offs with albino light spirits if necessary.
Also, it's about 10' and in those 10' they managed to work hard and smart enough to make me care already.
Generally it just doesn't happen - in the first 10', 20', half an hour the player just doesn't know enough about any of the characters and haven't invested themselves in any of them to give a flying shit about anything, so color me impressed.
Why? If I'm trying to embark on a narrative experience that aims for certain tone, I try to cooperate, otherwise, why would I start?
Whether it succeeds at selling it to me is another matter but I don't resist just for macho creds - it might be you who is being try-hard here.
Of course, most games that try for intro feels/engagement fail spectacularly and lulzily (even if they are good otherwise) - take Dishonored, for a striking example (another game with very fun movement, curiously enough).
Perhaps if they let you play a little more as Ori, trying to find food and failing, only to discover something but to be for naught, and so on, it would have been more emotive.
Precisely. Ori's (atBF) intro is pretty much perfect as it is. It just shows you what's happening with minimal narration and the amount of interactivity to make you a participant rather than just spectator, and sets you up for the impact the devs aimed for.
Then you're off the leash.
Easier to say than to do, especially depending on your living accommodations.
Funny thing is that I first adopted that because of my living acommodations at the time were not best suited for traditional PC use.
Anyway, the bottom line is that the limiting factors are having something couch-like and something large enough to watch from there.
If you have that, arranging for sufficiently comfortable way to use KBM is the easy and cheap part.
If you don't, you won't be couch gaming with a pad either.
As expected. As for the ending...
*Checks*
Wow, they had the guts to make a much darker story and make an ending that fits. It's been a while since game devs pulled off that kind of stunt. Either way, not really a spoiler for me, since that kind of thing is what happens to forest spirits, even in older cartoons.
I was kind of spoiled by steam thread preview being retarded, but I already expected the ending to be what it was thanks to Mahler hinting that they used the ending they originally planned for the first game and me not being a retard so I could piece things together and also see what that ending was based on first game's narrative structure.
Anyway, the second game is weaker than the first narratively, but, barring a few jarring points - you'll know them when you get there, the ending stands strong.
I've seen some vids and liked what I've seen (mostly, I'm not fan of this shitty pixelated "lol, so retro" style, although this game seems to make it work), but OTOH I'm not going to waste my time on something that is going to soft-lock me for teh randumbz.
I've seen some vids and liked what I've seen (mostly, I'm not fan of this shitty pixelated "lol, so retro" style, although this game seems to make it work), but OTOH I'm not going to waste my time on something that is going to soft-lock me for teh randumbz
If you think systems interacting with each other organically to create unpredictable and exiting scenarios sounds fun, then you should definitely check it out.
You know how all these immersive sim devs were going on about emergent gameplay, systems etc etc? With all due respect their games have nothing on Rain World when it comes to this
Precisely. Ori's (atBF) intro is pretty much perfect as it is. It just shows you what's happening with minimal narration and the amount of interactivity to make you a participant rather than just spectator, and sets you up for the impact the devs aimed for.
Then you're off the leash.
The "interactivity" was a few jumps and moving left to right during said sequence and little else, IIRC.
Perhaps a compromise and letting you skip the whole intro by pressing ESC could work.
That was the original idea? Interesting.
Spoilers just in case:
While it would have been extra bleak for "kid Ori" to sacrifice himself to save the Forest and/or his species, how would that work exactly? Unless Kuro was taken care off at some point during the procedure, she wouldn't let Ori do that, a point she demonstrates during the end of the first game when she defeats Ori right before he could complete the mission, and then waits to watch him burn.
Perhaps someone else was meant to distract her (and thus likely die) so that Ori could become the sacrifice for the tree instead of Kuro herself?
Yeah, it basically just keeps you a participant while still being just a cutscene.
Pretty much the same idea as QTE, except not retarded (unless you count the entire idea of a cutscene inherently retarded) as you can actually pay attention to the cinematic rather than watching for arbitrary prompts at arbitrary moments.
It also does a pretty effective job conveying some things - when the input that would normally send Ori rocketing across the better portion of the screen is barely enough for him to pull himself half way up a knag sticking out of a fallen log he's walking along, you get to "feel" physically just how weakened he is now.
Perhaps a compromise and letting you skip the whole intro by pressing ESC could work.
I think they might have added some scene selection/skipping stuff in WoTW.
Generally I tend to rewatch intros as they are a part of experience for me, even though I strongly advocate for non-interactive (or token-interactive) stuff being skippable.
I said that, not sure why you said the same or if your quote was borked.
That was the original idea? Interesting.
Spoilers just in case:
While it would have been extra bleak for "kid Ori" to sacrifice himself to save the Forest and/or his species, how would that work exactly? Unless Kuro was taken care off at some point during the procedure, she wouldn't let Ori do that, a point she demonstrates during the end of the first game when she defeats Ori right before he could complete the mission, and then waits to watch him burn.
Perhaps someone else was meant to distract her (and thus likely die) so that Ori could become the sacrifice for the tree instead of Kuro herself?
Basically the forest burning to the ground along with the Spirit Tree, then Ori accepting Sein amidst the bleak, burned out landscape then growing as the new Spirit Tree, allowing forest of Nibel to regrow and thrive again.
I'm not sure what the role of Kuro was in the original version of the story (or if she was there originally at all), but the new idea came up and was judged as too good to pass up.
So effectively the ending of the second game is
what the conclusion of Ori's story has always been.
Still I wouldn't mind another game - perhaps following one of Ori's own offspring, or maybe one of other creatures - to clear up some stuff and tie up some loose ends.
It could even still feature Ori in a way as
I assume you didn't play (much) games in the DOS era?
While some games allowed you to change configuration settings inside the game, most had a separate Setup program for this purpose.
But there were a few games, where you had to edit a separate Config file (and/or use command line parameters) and even the game manual explained the options.
So: no cheating and yes, it is part of the game.
(It would be different, if you could for example change the health of units. I think Warcraft II allowed this.)
I am pretty sure, there is a way to skip the initial cutscene also in the first game.
I listened to a discussions by the devlopers regarding speedrunning where they talked about this.
I think, once you have started the game, you can skip the scene in the ingame menu.