![]() Some players might enjoy the movement-centric fights that Ori provides more than the combat-focused ones in Hollow Knight, but now I’m drifting into combat territory. This isn’t necessarily bad, though, because when I say lackluster, that’s entirely subjective. The result is a unique movement system that stands as the best in the entire genre, but lackluster bosses that rely more on you mastering said movement system rather than dynamic combat. Moon Studios, on the other hand, especially with the first story game, focused much more on movement than combat, and they continued that trend just to less of an extent and will of the wisps. Team Cherry decided to focus on combat, building the game around challenging dynamic bosses more than platforming. Ori takes this category because of how the developers approach each game’s genre. That said, Hollow Knight’s also a competent competitor in this category.īoth games are responsive, fast, and fluid. Game Wars: Hollow Night versus Ori and the Will of the Wisps Movementīased on what I said in the intro, the first category should be obvious. So without further ado, let’s get into it. Welcome back to my rapidly deteriorating mind, where we compare two similar games based on categories important to their design and give each a percentage rating out of a hundred at the end. ![]() The other is a movement masterpiece with an art style to rival the best in the entire industry with a story that 100% didn’t make me want to cry at all. One is a brilliant take on the Metroidvania genre, taking inspiration from the God games themselves and pulling it off instead of feeling like a lackluster attempt with a story that 100% didn’t make me want to cry. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |