Posted on: September 9, 2025

felixdorer
Bestätigter BesitzerSpiele: 50 Rezensionen: 1
Fantastic!
Beautiful game, lots of fun, great soundtrack.
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© 2016 Microsoft. All rights reserved
Berechnung der Spiellänge durch HowLongToBeat
Posted on: September 9, 2025
felixdorer
Bestätigter BesitzerSpiele: 50 Rezensionen: 1
Fantastic!
Beautiful game, lots of fun, great soundtrack.
Hilft dir das weiter?
Posted on: September 11, 2025
masterwitold11
Bestätigter BesitzerSpiele: 24 Rezensionen: 1
Great game
Great visuals and mechanics and music
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Posted on: September 11, 2025
rexCaesar
Bestätigter BesitzerSpiele: 102 Rezensionen: 5
Fun Platformer
Combat is simple and platforming is engaging.
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Posted on: September 24, 2025
Zero0Core
Bestätigter BesitzerSpiele: 308 Rezensionen: 2
Love this game!
Great game with beautiful artwork, and some "EXTREMELY" Challenging levels!! <3
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Posted on: September 27, 2025
Andrei_Serban
Bestätigter BesitzerSpiele: 158 Rezensionen: 3
A Masterpiece Marred by Frustration
Note: This rating is given because 3.5 stars was not an available option Ori and the Blind Forest: Definitive Edition is, without question, a work of art. Its hand-painted visuals and Gareth Coker's iconic soundtrack deliver an emotional, unforgettable experience that sets a new bar for the Metroidvania genre. The movement, when fully realized, is perhaps the most fluid and satisfying platforming experience available. Yet, this near-perfect game is docked a full star due to critical design flaws in early-game progression that can lead to immense, unnecessary frustration. The game shines brightest when Ori has a full suite of abilities—Wall Jump, Double Jump, Dash, and especially Bash. The core problem lies in the sequence in which these abilities are acquired and the game’s tendency to gate critical progression behind an easily missed or seemingly inaccessible path. Like many dedicated players, I found myself thoroughly exploring the map with only the Wall Jump ability, hitting seemingly impenetrable walls, and correctly concluding I needed a new skill. This led me to the Black Root Burrows, a crucial but optional area. Instead of offering a clear path out to continue exploration, the game locks the entrance behind the player, forcing immediate engagement with a high-stakes, difficult boulder-chase escape sequence. Having only just acquired the Dash ability, and crucially lacking the fundamental Double Jump that makes platforming forgiving, this escape felt less like a test of skill and more like a baffling design oversight. It transforms an optional side path into a mandatory, brutally difficult gauntlet with no ability to simply "exit" and come back later. This progression structure punishes the player for exploring and forces a level of pixel-perfect precision that is inappropriate for such an early stage of the game. For a game so focused on flow and accessibility, having to load an old save or white-knuckle through a sequence designed for fully-kitted playe
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