“Even the highest of Ori‘s high notes—the enchanting beauty of its scenery, score, and story—all feel as if they’re trying to play it safe, lest the game edge too far out of the ‘looks sort of like a Miyazaki movie’ rulebook. And while the platforming is certainly solid, it doesn’t bring the same level of wonky creativity to the table as, say, Rayman Legends did back in 2013.” –Kotaku
The idea for this piece was planted in my head by this review. Well, not only this one, but also the reviews and hype that were built for games such as Evolve and Destiny. I feel there’s this notion in the gaming industry that innovation is inherently superior to rehashing treaded ground. That a novel idea alone has value, even when the execution is… shall we say… less than stellar.
But then we had a 2D platformer release and become easily the best reviewed game of 2015 at the time of its release (it’s since been surpassed by GTA V, but come on… GTA V guys!). Then, a short month and a half later, we have a Kickstarter for a 3D platformer (a genre pronounced long dead by the mainstream games industry) hit all of its stretch goals within 36 hours. Why is it these old ideas can thrive in this marketplace that preaches only “forward?”
Let’s start by taking care of a little baggage: I love Ori and the Blind Forest. More than any one person should love a 2D platformer I think, especially someone who has never had an affinity with the genre. I’ve been raving about it to anyone who will listen. I think my friends are starting to get tired of it…
To put things in perspective, between this and Yooka-Laylee’s Kickstarter bid, I haven’t been this excited as a gamer, this into gaming, since Pokemon Soul Silver and Dragon Age: Origins. That was the winter of 2009-2010 for those keeping track.
Now I know that some people don’t like 2D platformers, and even the best of the genre (Castlevania, Metroid, etc.) won’t change their minds. That’s perfectly reasonable. I myself have an aversion to first person shooters for some reason. Halo is alright I guess, but military shooters? You lose me.
Keep doing what you do and don’t let anyone try and tell you what you should or shouldn’t like. Don’t feel like I’m trying to impose my love of a game on you, because I’m not. I’ve got bigger fish to fry.
So with civility out of the way, let’s talk about originality. Feels like a bit of a violent change of course for this piece doesn’t it? Ori may be a fine example of a 2D platformer, but it’s anything but original. Or is it? Pardon that cliffhanger for just a bit, and I’ll explain.
In conversations with those same friends who are sick of me bringing up Ori, we began to talk about “innovation” in the last year of gaming, and potential innovation to come. Not in terms of consoles (is the Oculus ready for release yet?), but in terms of games and game design. Three came to mind from the past year: Titanfall, Destiny, and Evolve. Please pardon that list if it feels brief or incomplete to you, it was based off games branded (by marketing campaigns) as “innovative” or “revolutionary.” And since those three stuck in our heads, I guess the marketing worked. Please note marketing advisors that we either didn’t buy those games or disliked the ones we did buy. Take that extremely limited data as you will.
The games industry feels like a beast constantly pushing itself forward. Innovating, recreating, and improving. Because that’s what the spokespeople of the industry tell us. As much as gamers love the indie game love letters to the classics and as much as some of us feel like a AAA crash is coming, that crash isn’t here yet. There are still the GTAs that inspire publishers to push for bigger, shinier, blockbuster-ier games.
So let’s take stock of innovation in this games marketplace of 2015. Titanfall, Destiny, and Evolve were all first person shooters that tried to fuse with other genres in ways that hadn’t been done before… or had they? Titanfall borrowed elements from DOTA-style games and mixed in a bit of the kill-streak, escalation style of COD. Destiny took the gunplay of Halo and grafted it to an MMO-RPG. And Evolve took the survivors from Left 4 Dead and pitted them against a singular monster that spikes in power throughout a match.
All of these games received solid-to-good review scores from the major outlets. All of them sold pretty well on launch. And all of them have lost vast swathes of their Day One player bases. While not everyone has branded these games as such, many have thrown around words like ‘disappointment.’ And that might not be entirely fair, but that’s what happens when AAA games get a marketing campaign to match.
Metacritic scores for the games above are as follows: Titanfall currently has a 86, Destiny sits at 76, and Evolve is at 74.
Now Metacritic should not be the end-all-be-all for evaluating whether a game is good or not. And by no means are any of those scores bad. As I tried to express in the intro, everyone has their own tastes in games and a single number can’t cover all the nuances and intricacies of why individuals like certain games. But just for comparison, let’s take a look at some of the games currently atop the Metacritic charts.
GTA V: 96, Bloodborne: 92, Shovel Knight: 92, Dark Souls II and Mario Kart 8 DLCs sit at 91, Pillars of Eternity: 90, Legend of Zelda: Majora’s Mask 3D: 89, Bastion: 89, Ori and the Blind Forest: 88.
A bunch of sequels, tweaks to successful models, revisions of old-school RPGs and platformers. Refined ideas.
The games industry walks a fine line between innovating and perfecting. Innovation (at this point) has become taking elements from different existing genres or games and fusing them together in ways that aren’t seen very often. Even Star Citizen, the most hyped ‘revolutionary’ game currently on the horizon sounds as if it will borrow elements from flight simulators and MMOs, particularly EVE. Elements we have seen before.
At the end of the day, the gaming community seems to have spoken: they’re fine with innovation but not at the expense of everything that has come before. We want the same tight mechanics and amazing stories we’ve experienced before with a bit of innovation mixed in. At least if you’re going to charge $60+ for it.
And this is where I find Ori surprisingly refreshing. While the individual elements themselves may not be unique, the combination of those elements is something I’ve never quite experienced before. The gorgeous and layered visuals, the tight controls, the smoothness of the difficulty curve, the amazing soundtrack, and a solid, touching story to tie the whole experience together.
Amazing art and visuals: we’ve seen that in gaming before. It feels like we see it every other day. But regarding the style of Ori, the first game that came to mind for me was actually The Prince of Persia (2008) or (for film) Hayao Miyazaki’s Princess Mononoke.
For tight controls in a platformer: look no further than the current Beard Bros play-through of Super Meat Boy (check it out here). Same example flies for the smoothness of the difficulty curve.
“The progression from powerless sprite-child to nimble engine of destruction is elegantly smooth, with so many opportunities to use each skill that, by the time you’ve discovered the next one, using the previous ability will have become second nature.” –IGN
But as for Metroidvanias, I’m not sure of an example that equals Ori’s progression system (this could just be my inexperience in the genre). Sure Metroid and Castlevania offer new tools and weapons, but they are much more combat focused, and therefore aren’t as consistently used. Ori constantly forces the player to use their entire arsenal. The bigger your bag of tricks becomes, the more complex the challenges. Off the top of my head, Shovel Knight comes closest as a comparison for a progression/arsenal model as the items in that game weren’t just for combat, but also to improve the protagonist’s platforming ability.
“Other genres have borrowed Metroid‘s name and smashed it into other games to try to make something new, but I’ve never played a game so determined to take and develop those ideas and augment them with incredibly refined, responsive mechanics the way Ori does.” –Polygon
As a composer, Gareth Coker was a complete unknown to me going in, but his score was invocative of Inon Zur’s work for The Prince of Persia (2008) and James Newton Howard’s Atlantis: The Lost Empire.
In terms of story, I dare say that if one were to take the first half of The Lion King and add in the typical ‘cleansing-the-land/coming-of-age’ archetypal fairytale you’d be in the ballpark.
So we’ve seen all of these elements before. And the same goes for most modern games. What happens when you take Left 4 Dead and throw in a monster from Citizen Kabuto? Evolve. Fuse Halo, World of Warcraft, and Peter Dinklage? Destiny. Add DOTA-style minions to COD where your kill-streak reward is a mech fighter? Titanfall.
Borrow the look and sound of Prince of Persia (2008), mix it with a little Miyazaki, give it the tightness of Super Meat Boy controls, the progression and curve of Shovel Knight, and a dash of The Lion King for good measure? Ori and the Blind Forest.
So novelty is a vastly overrated quality in games, because nothing comes from a vacuum. Everything stands on the shoulders of what came before. In terms of game design, innovation comes from tweaking and borrowing from what already exists. When you combine enough elements in just the right way and provide a complete experience sans-DLC, in today’s game industry, then you have created something singularly unique.