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Introduction
The long-awaited sequel from Ori and the blind forest finally arrived. The previous game had a great platformer action, a puzzle solving and in many cases it was very easy to access. With that precedent, I will analyze ORI and the will of Wisps for its accessibility advertisements for Lov Vision gamers from my personal experience.
Arrangement

In the graph we can change the resolution, fullscreen on / off, motion blur, v-sinc, brightness and contrast. I always deactivate motion blur to eliminate this effect, because this helps me focus my view. I feel that this game is darker than its predecessor, so I have to increase brightness and increase contrast to see better.


In our settings we have a sound effect and slider of music volume, analog stick deadzone, intensity slider vibration, damage value, map trail and language. The most interesting settings and those that have more impacts on my experience are traces of maps that allow me to see the new route I take. When I try to reach a certain location or look for items, the trail of the map prevents me from the repeated area that I believe will not take me to the destination I want.
Gameplay


I can see almost everything on the map. I need to use an enlarger to find a new search or when I have difficulty finding the right path but besides that I rarely need to use an enlargement. I really like a big circle that shows the current objective location. This allows me to find out where I have to go as soon as I open the map. I feel free when this information is shown to me very clearly. Even when there are some searches, it is very easy to choose or find out where to go.
We can filter the icon displayed on the map. We can switch between all, search, places where we can store games and restore all health and energy bars and only display collections. This helps hide information that is not necessary at any time. When your vision runs away and there are many icons, we finally cannot distinguish some icons from each other and this filter solves this problem. The most negative part of the map is the text of each icon, the text is very small and impossible to read.


The Spirit Fractioning menu is very easy to be navigated. Turning right / left will pass all rows in sequence, avoiding get lost easily when using a magnifying to read the description of each fraction on the right. Knowing the fraction currently applied at the top is also easily seen. When applying the fraction to be gray -gray and the available fractions become brighter.


As in the first game, Ori and Wisps will have their own fiction. It is impossible to read or understand the story during cutscene, I can’t read it once. The same thing happened when talking to several NPCs. Sometimes I have to press the button to change the line and read with a magnifying, but at another time the text takes place without the need for any action from the player. Therefore, most stories are gone.
This game presents new mechanics to access certain places. Sometimes we have to throw the ball to activate the platform to reach another platform. I have never had difficulty in taking this action because all the objects that we can interact with highlighted.


As I mentioned at the beginning of this review, the game is darker than the first game. This is partially resolved by increasing brightness and contrast but still seeing thorns more difficult. However, I was finally more accustomed to the form of thorns and I managed to avoid it better. In some parts, they are very easy to see when they have enough light.
This difficulty will be reduced drastically if the thorns are more in contrast to the right lighting in the vicinity.
Audio is very good! I easily know whether I have an enemy on the left or right of the screen. Also, the sound of each enemy is very different, making it easier to find it visually by knowing what I was trying to see. Like in the previous game, all attacks can be predicted through the sound they made before attacking. Thanks to that I know when to avoid it even before they try to hit me.
There are certain parts of the game where the sound is the only way to find out what to do, for example when I have to activate the lever. Passing the lever has an audio sign that tells me that I can interact with an object. Without this audio signal, I might spend hours trying to find out what I have to do. Items, NPCs or any object have an audio sign that is very helpful.
Conclusion
ORI as a whole and the will of Wisps is quite easily accessible. Control is very responsive and this helps when fixing the leap that is measured badly or avoiding attacks, for example by using a double jump to correct mistakes.
Although the game is darker than the previous original, it is no different. Some thorns are too dark and less visible but still have bright colors and visuals and extraordinary sounds throughout the world.
The map trail only adds something more to the game, this is very good. Maps can be accessed and we can change the filter from what is displayed because it is very useful for pressing LS on the controller and switching between ORI and the selected goals.
Although I did not understand most of the stories and felt frustrated because it was beaten by thorns all the time, I managed to do everything in the game and of course reached the end.


Victor is a gamer with very low vision who is eager about game accessibility. When he was not fixated on the PC, he spent his days with his dog walking in green and beautiful places. Trying to increase every day to contribute as much as possible with the accessibility community. You can contact him on Twitter at @Victorandre87
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