Moon Studios goes into all the Ori details of making a potential classic.
Moon Studios makes a point of sweating the small stuff. Its debut, Ori And The Blind Forest, proved this admirably: every hand-drawn mushroom and tree unique, every button press delivering total control over the titular guardian spirit. Alongside a heart-wrenching story, the Metroidvania platformer’s detail-oriented approach made it a critical and commercial hit. But a perfectionist’s work is never done.
So when, at a hotel during The Game Awards 2015, producer Mark Coates bemoaned the lack of a sequel to play with his young children, the idea niggled at game director Thomas Mahler. “He brought up the whole idea that it would be so great to finish the story, and look at it from a perspective of what Miyamoto did with Super Mario Bros 3, where you take what you have and try to perfect it,” he says. “And I think that struck a chord with us, because we are always very perfectionistic at Moon.” What fuelled Mahler was the chance to include some of the things that there weren’t enough resources for in Blind Forest. With a higher budget allocation from Microsoft – and a wealth of feedback from fans – Will Of The Wisps could be everything Moon always wanted Ori to be.
This story is from the {{IssueName}} edition of {{MagazineName}}.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.
Already a subscriber ? Sign In
This story is from the {{IssueName}} edition of {{MagazineName}}.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.
Already a subscriber? Sign In
NO MORE ROOM IN HELL 2
You're not alone in the dark
WINDBLOWN
Life after Dead Cells
COLLECTED WORKS - JOSH SAWYER
Journeying to the Forgotten Realms, Infinity and beyond with the RPG veteran
SCREENBOUND
Going deep in a mind-bending hybrid of perspectives
Trigger Happy
Shoot first, ask questions later
Grand strategist
Paradox's Mattias Lilja addresses the publisher's recent difficulties - and the plan to right the ship
Diablo IV
A progress report on the games we just can't quit
Ghosts 'n Goblins Resurrection
In Capcom's diabolical tribute, evil goes far deeper than the demons on the screen
SERENITY FORGE
How a near-death experience lit a fire in the Colorado-based developer and publisher
THE MAKING OF...ALIEN: ISOLATION
How a strategy-led studio built a survival horror masterpiece in Ridley Scott's image