Fuser Fuses Rock Band, DropMix Into One Rocking Time

Harmonix, which kicked off the music gaming renaissance via Guitar Hero and Rock Band that filled our homes with rock music, and our closets with plastic instruments, is back with another appealing attempt at keeping the beat alive. Fuser, set for launch on PS4, Xbox One, PC, and Nintendo Switch this fall, shows the clear DNA of the studio’s older games like the original Guitar Hero, while blending in some of the music mixing innovation of its recent board game DropMix, for a unique experience that looks to emphasize player choice in every aspect.

Fuser’s campaign will put players in the position of a DJ headlining a series of rocking festivals, but this is not about Harmonix finally offering up a competitor to Activision’s DJ Hero. Instead, Fuser is about, well, players fusing together tracks from the promised library of over 100 songs to keep the crowd entertained, satisfy mid-set requests, and achieve new high scores.

[ignvideo url=”https://www.ign.com/videos/2020/02/26/fuser-announcement-trailer-from-the-makers-of-rock-band”]

You do that by mixing together different strands of each particular track on four different disc plates. Start off by choosing, say, the drumline to Lady Gaga’s “Born This Way,” mix in the bassline to Billie Eilish’s “Bad Guy,” throw in the guitar line of Blue Oyster Cult’s “(Don’t Fear) the Reaper,” and layer on top the vocals of….Smash Mouth’s “All Star,” if you’re me at least.

We Got the Beat

Each track featured in the game has four different stems (some mix of vocals, guitar, bass, keyboard, percussion, etc.) you can choose from, and outside of early tutorial-lite suggestions and requests (which I’ll get to in a bit), it’s up to you to mix and match to taste. Harmonix’s music mixing tech – something it showed off so well in the board game DropMix – is kind enough to all the artists involved to make everything sound cohesive, even in a weird mix like the one I described above. There’s an incredible joy in testing different track parts together to find a mix I really grooved with.

Though Fuser’s full launch includes a freestyle mode so you can experiment to your heart’s content, while playing a show in the campaign, as I did in the tutorial level, there are some rules to adhere to if you’re interested in scoring well. Throughout the level – which is playable at PAX East 2020 – the audience shouts for specific elements to be thrown into the mix, and completing these timed objectives contributes to your overall score.

[widget path=”global/article/imagegallery” parameters=”albumSlug=fuser-screenshot-gallery&captions=true”]

Requests pop up as you’re playing, with requests for an ‘80s track, or a hip-hop song, or the vocals of Lizzo’s “Good as Hell.” You can ignore them and a little text will pop up expressing their disappointment, but if you’re a score chaser like myself or any long-playing Rock Band fan, you’ll want to satisfy those requests ASAP.

Smartly, Harmonix has found plenty of little touches to evoke the key elements of music into the gameplay, since you’re not just trying to beat match a guitar riff or drum pattern anymore. For example, above your virtual DJ plates is a beat counter, measuring out the beat and tempo of the song. Dropping a new track on a beat can earn you more points, even though dropping a track on an offbeat could occasionally be an objective.

[ignvideo url=”https://www.ign.com/videos/2020/02/26/fuser-3-minutes-of-gameplay”]

Things get increasingly more complex, and evocative of musicality, in more difficult levels. I was shown a hands-off demo of a much later level, in which objectives included things like changing the key and BPM of a song, hitting on specific beats, satisfying a freshness meter, and more. Watching this level was like watching someone play Guitar Hero on expert for the first time — I knew pretty instantly if I took the controller I’d be fumbling requests, mixing, and more. But I could easily understand the natural progression from what I played to what I was shown, and it had me eager to train up to get there.

Your Song, Your Artist

One of Harmonix’s most intriguing selling points that I only saw a sliver of in the demo was the extrapolation of self-expression at the core of the music mixing. Harmonix really wants to emphasize the player’s power in bringing this DJ fantasy to life through a host of customizable elements. The DJ themselves is entirely customizable, including hair, tattoos, and more. Even the venue can be adjusted to your preferences, from what’s projected onto stage screens to the beach balls being bounced around the audience.

(When asked about future DLC content, Harmonix declined to state post-launch plans, instead emphasizing how fully-featured the developers are planning for the launch game to be.)

There will even be the option for players to custom-make their own loops that can be implemented as tracks instead of the officially licensed music. I only saw a brief inclusion of it in the hands-off level, but I appreciate Harmonix’s ambition to have its latest music experience revolve around player creativity, not just the creativity of the musicians included.

I’m excited by the potential of Fuser from what I saw in my demo, even if many of Harmonix’s plans were more tell than show. Still, the escalation from the tutorial to the advanced stage demonstrates a clear attempt to recapture the magic of jumping from Easy to Expert on the plastic guitar. I’m eager to chase that loop again.

Coupled with the customization options, and the joy of mixing music in an environment meant to encourage choices, and Fuser is setting the stage for a comeback I’m eager to take part in. As a longtime music gaming fan, I’m all for seeing a resurgence of it, especially if the barrier to entry doesn’t involve a lot of plastic instruments. And I can’t imagine anyone better suited for the task than Harmonix.

[poilib element=”accentDivider”]

Jonathon Dornbush is IGN’s Senior Editor, Podcast Beyond! Host, and The Beatles: Rock Band is one of his favorite gaming experiences ever. Talk to him on Twitter about your favorite music gaming setlists on Twitter @jmdornbush.

Harmonix Returns To Its Roots With Fuser, A Music Rhythm DJ Game

Over the years, Harmonix has become one of the premier rhythm game developers with its focus on experimenting with ways players can connect with music. Often times, this has been through the use of sophisticated peripherals and other unusual concepts, but with the upcoming Fuser, we see the developer return to their roots with a more approachable take on rhythm-action, focusing on honing your ability to read the crowd, and mastering your selection of songs.

Releasing Fall 2020 for PC, PS4, Xbox One, and the Nintendo Switch, Fuser is a music rhythm-action game focusing on the career and challenges of being a DJ. Instead of using a fancy controller resembling an instrument, you’ll stick with your controller or keyboard and mouse as you perform in front of massive crowds at a music festival. We had the chance to go hands-on with the game, and it felt like a different flavor compared to more traditional music rhythm games.

While it follows the same flow of games like Rock Band or Guitar Hero, it also injects some puzzles elements where you’ll need to figure out which piece meshes well with your current tracks. During our hands-on, we spoke with Harmonix product manager Daniel Sussman about the evolution of the game.

“We’ve been working on this for a long time, and this game has been the result of a long road,” said Sussman. “A lot of the games we’ve made have been ‘beat-match’ games, very directed, and [Fuser] is all about player expressivity and agency. We feel the world is ready for a new kind of music game.”

Looking back on the history of Harmonix, Fuser wears its influences from the developer’s past games on its sleeve. In addition to its musical style and the eclectic line-up of songs, it even has some influences from the developer’s efforts on DropMix–their table-top music game which focuses on creating mixes with cards. It was a bit daunting to lean Fuser’s mechanics at first, but I found myself getting into the game’s flow.

No Caption Provided
Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

On your DJ’s table, you have different slots focusing on various musical arrangements like vocals, tempo, and beat. For instance, when you place Old Town Road on the vocals slot, Lil Nas X’s lyrics will kick in and splice with the other tracks placed on the table. While you can freely put your songs on the table, it’s in your best interest to time it with the set’s beat to keep the flow and maximize your score. Throughout your set, you’ll get requests from the crowd to add in music from specific genres or from a particular era, which will keep you on your toes. Sticking with one mix for too long will cause crowd interest to drop, and if it falls too low, your DJ’s set is considered a wash.

To stay in the game, you’ll need to keep the audience’s energy alive as you create mixes on the fly from a pool of over 100 different songs. Some of these tracks include the following:

  • 50 Cent – In Da Club
  • Smash Mouth – All-Star
  • Lil Nas X – Old Town Road
  • Blue Oyster Cult – (Don’t Fear) The Reaper
  • Post-Malone – Better Now
  • Warren G and Nate Dog – Regulate
  • Lady Gaga – Born This Way
  • Lizzo – Good as Hell
  • Billie Ellish – bad guy
  • The Clash – Rock The Casbah

In addition to the single-player campaign, there’s also an online multiplayer where you can face off or team-up with other players in DJ competitions. One of the game’s most exciting online mechanics is the ability to share custom mixes online. Not only can these mixes be shared on the game’s online network, but you can work in mixes from other players into your set.

As of this time, there’s no set date for when Fuser will see a release this fall, but we’ll be seeing more of the game in the coming months. The game will also drop on the Nintendo Switch, letting you take the game on the go. During PAX East 2020, Harmonix will be showing off even more of Fuser on the show floor, which will give long-time fans of the developer a first look at the game in-action.

Now Playing: Fuser – Official Announcement Trailer

Save $300 on a New Apple MacBook Air With Amazon’s Deal of the Day

If your tax refund just came in, or you’ve been saving up to buy a new laptop, your patience and thrift are about to pay off. Amazon has a new, 256GB Apple MacBook Air on sale today for its Deal of the Day.

Apple MacBook Air Deal

[poilib element=”commerceDeal” parameters=”slug=macbook-air-sale-february-26-2020″]

It should be noted, only the Silver 256GB variant is marked down 23%, and the smaller capacity 128GB versions aren’t part of the deal. In fact, thanks to the Deal of the Day, the Silver 256GB MacBook Air is actually the cheapest option right now, beating out the 128GB Space Gray and Gold versions by 99-cents.

[widget path=”ign/modules/recirc” parameters=”title=&type=articles%2Cvideos&tags=us-shopping&count=3&columnCount=3&theme=article”]

[poilib element=”accentDivider”]

Seth Macy is IGN’s tech and commerce editor and just wants to be your friend. Find him on Twitter @sethmacy, or see him at PAX East.

Phil Spencer Talks About His Vision for Consoles Beyond Xbox Series X

Xbox boss Phil Spencer recently talked about where he thinks Microsoft will take gaming in the future, beyond the next-gen Xbox Series X, specifically when it comes to business models, monetisation, and cloud streaming services.

Spencer joined Insomniac Games CEO Ted Price for an hour-long episode of the AIAS Game Maker’s Notebook podcast to discuss “what lies ahead for Xbox and Project xCloud, thoughts on monetization,” among other topics.

One major topic centred around whether he thinks the industry will move from console wars to cloud wars in the future. “I hope not,” was his immediate reply. “I think I’m going to have a game console plugged into my television for the next decade plus,” he added. “I think the best way for me to play on my television is going to be having a device that downloads the games I want to play, but sometimes I’m not going to be in front of my television, sometimes I’m not in front of a device that has a native capability to play. That’s our bet on cloud.”

[ignvideo url=”https://www.ign.com/videos/2020/01/31/ps5-xbox-series-x-power-increase-is-substantial”]

Microsoft, Google, PlayStation, Nvidia, and the rest of the competitors moving towards game streaming services still have a lot to learn when it comes to monetisation and input, according to Spencer. But his hope is that it will encourage game developers to be more creative with their games in the future.

“Once you get through the pragmatics of making [a game] playable on [multiple screen sizes] then you get to the promise,” Spencer said. “You start talking about ‘well wait a minute, now if my game isn’t just dependent on this one piece of hardware that someone maybe bought five years ago in the home, but actually something that a large cloud provider is updating on the back end and is scalable, then what can I do with our games?’. That is a very cool future up and down. How do we scale the cloud computer to the creative experience that somebody wants to deliver?”

Spencer also thinks that rather than having one machine that plays games, in the future, we’ll have multiple devices in the home that we play games on. He looks at how he can listen to music and watch TV on a number of devices these days, whereas in the past it was just one. This is why Spencer thinks you’ll have many game-playing machines under your TV and across multiple rooms going forward.

[ignvideo url=”https://www.ign.com/videos/2019/04/16/phil-spencer-talks-e3-project-xcloud-and-the-future-of-xbox”]

“One of the things that’s always bummed me out about consoles is I usually have one TV in my house that a console is plugged into… The idea that I can’t go to any TV in my house and sit down and play the games I wanna go play – we should have that ability.”

That is, apparently, what Spencer is already seeing people do with the Microsoft xCloud preview. “The number of people that send me pictures of their Android tablets that they’ve mounted in certain places and have certain controls set up,” he said. “People going out and buying specific devices so they can use remote play, or different streaming scenarios from their console to different screens. I think we’re early on in that journey. It’s gonna be fun.”

Another important part of that journey for Spencer is coming up with new business models. “Our point of view, as Xbox and Microsoft, is that there’s not one business model to rule them all. We actually think it’s healthy not only for our industry from a monetisation standpoint, but also from a creative standpoint, if multiple business models will work,” Spencer said. “I think for us as an industry we should embrace monetisation dexterity because I think it leads to the best creativity.”

[widget path=”global/article/imagegallery” parameters=”albumSlug=xbox-console-power-levels-compared&captions=true”]

Thinking on how business models need to diversify in the future, Spencer explained that he recently went to Africa, where they have a business model based on earning credit. His example was that you watch an advert on a bus or taxi, and that earns you five minutes of time on the internet, which he called “pay to earn, or play to earn.” As to how this kind of model would work in gaming, Spencer isn’t exactly sure, but he says it could definitely work.

“Could that be a model that works in games? Well absolutely. I think it could,” Spencer said. “I dunno if it’s gonna completely mirror the business models that we have today. It’s not necessarily free-to-play, it’s not necessarily ad-funded, it’s something different.”

However, Spencer also said that he thinks game developers need to be careful when looking into new business models. He warns against finding new ways to get money out of existing players – the 200 million console owners that currently exist – as that’s not actually growing the business and is “dangerous” for the industry. Instead, he urges towards attracting new players. “I think we need to find new players and new forms of monetisation to open up those new player bases, and new ways to build games, new creativity, and that’s a great path to growth,” he said.

The more immediate plan for Microsoft is get the Xbox Series X into the world as it launches in holiday 2020. So far, Microsoft has revealed features that prove the Xbox Series X will be a powerful machine with 12 teraflops of GPU power, making it capable of supporting 120fps. It’s also got a small but enticing lineup of launch games which will be supplemented by the system’s backwards compatibility. But what makes this generation of consoles different to previous ones are features like Play Anywhere and Project xCloud which, as Spencer said in the podcast, are future visions of gaming beyond the Xbox Series X.

[poilib element=”accentDivider”]

Chris Priestman is a freelancer who writes news for IGN. Follow him on Twitter.

Platinum Games Is Working On A New Hero-Based Action Game It Hopes Will Be The Studio’s Ultraman

The next title from Platnium Games has been revealed in the Japanese gaming magazine Famitsu, and details are now coming to light. The title, which is currently known as Project GG, will be directed by Hideki Kamiya (director of Bayonetta).

Prominent tweeter Wario64 has given an overview, based on information posted to Japanese website Ryokutya2089. Kamiya has said that the game is the third and final entry in his “hero” trilogy, following Viewtiful Joe and The Wonderful 101.

In the interview, Kamiya and producer Atsushi Inaba talk about the project in relation to their previous works; they describe Viewtiful Joe as being like their Kamen Rider, while saying that this new game will be more like their Ultraman. There are two different ways one could interpret this in translation: either the game takes some inspiration from Japanese hero Ultraman and the tokusatsu genre, or they intend for the work to be as impactful as Ultraman, which is beloved in Japan and has been hugely influential on pop-culture as a whole.

The game, which will be the first title published independently by Platnium Games, is targeting all platforms. Kamiya and Inaba indicate that there are 15 people currently working on it, but the studio hopes to scale up the project considerably to have more developers on it. The game also seems to be quite early in development, so it could be some time before it’s shown off publicly.

It’s part of the Platinum 4, following on from The Wonderful 101 Remastered, but the other projects have not been announced yet. The last project of the four is being kept top secret.

Unfortunately, we do not have screenshots or video of the game as of yet. This news is still developing, and hopefully more details will come to light soon.

On top of this, Platnium Games is also currently working on Bayonetta 3, which will be a Nintendo Switch exclusive.

Now Playing: Astral Chain Is Unlike Anything From Platinum Games

Super Smash Bros. Gets An Unusual Spirit Crossover With This Shooter RPG

In the year since Super Smash Bros. Ultimate released, it’s paid tribute to many games that aren’t represented with a character through its assist trophies, music, Mii costumes, and spirits. Still, even as the game expands out, it’s still capable of surprising us with the games that end up getting represented. Such is the case with addition of Lotus, a character from free-to-play shooter RPG Warframe, as a Spirit.

The character’s appearance was announced on the game’s Japanese Twitter account, and she’ll appear in a Spirit Board event from February 23 through to March 3.

The Spirit Board event is called “Strength not Dyed! Black Spirits,” and will feature characters–including Pokemon, a Bullet Bill, and Game and Watch characters–that are colored black all over. It’s arguably a somewhat tone-deaf theme, considering how overwhelmingly white the game’s (human) fighters are, but there you go.

Lotus will be able to supercharge at level 99, and to claim her, you’ll need to fight Bayonetta as part of the Spirit Board event.

Lotus, then, is unlikely to be one of the six DLC characters still coming to Super Smash Bros. Ultimate as part of the Fighters Pass Volume 2.

Now Playing: Warframe – Nintendo Switch Launch Trailer

GameSpot may get a commission from retail offers.

Ori And The Will Of The Wisps Connects You To Its World In A Way Its Predecessor Didn’t

2015’s Ori and the Blind Forest was a stellar and imaginative Metroidvania that focused heavily on an element of the sub-genre often left unexpressed: isolation. Following its tragic opening that set the stage for a lone forest spirit’s journey into a dangerous world, the game connected you with its beautiful melancholic world and pushed you to face its hidden dangers head-on.

With the upcoming follow-up from Moon Studios, that lush world and humbling sense of scale from the original is expanding in scope. Ori and the Will of the Wisps leans further into the titular character’s introspective journey, yet it feels much less lonely this time around. Instead of a small cast of characters struggling to survive in a crumbling world, Will of the Wisps has you connecting with inhabitants outside of Nibel forest and learning how Ori fits into the larger world. I got to spend some time playing the opening hours of Ori’s next adventure while also speaking with Moon Studio about how the surprise success of the original game paved the way for the next adventure.

Picking up almost immediately after the original game, Will of the Wisps sees Ori and friends, including the guardian Naru and the spider-like scavenger Gumo, come together to raise Kuro’s owl hatchling–the previous antagonist’s sole heir. As their collective bond grows, Ori and the young owl are unexpectedly separated from their home and find themselves in a new land beyond the Nibel forest. Lost in a foreign land, Ori will have to gain new powers and friends to help them defeat a growing evil force, and reunite with their family.

From Will of the Wisps’ opening hours, it was clear that the sequel sticks close to the original’s style and tone. That sense of whimsy and wanderlust that’s akin to animated films like The Secret of NIMH and Princess Mononoke is back in full force in Will of the Wisps, and its atmosphere feels much more pronounced with more varied and colorful environments to explore. There’s also a more significant attention to detail when it comes to establishing lore and introducing new characters, including the monkey-like Moki tribe that help Ori along the way. The original game took a subdued approach to its storytelling, but with the sequel, there’s more time spent on introducing new allies and establishing the larger world, of which Nibel forest is only a small part.

No Caption Provided

According to Moon Studios senior producer Daniel Smith, the team wanted to stick close to what worked, while also gradually getting players ready for the larger adventure ahead.

“It’s really interesting that we were able to capture so much emotion in the first game with just four characters,” said Smith. “We decided to go much deeper in terms of the cast of characters. Not only are there a lot more in the game that also have more context, but they also have their own stories to tell. In every way we can think of possible, we’re trying to expand and give people much more of Ori. Will of the Wisps, in particular, is three times the size and scale compared to the original. It’s a much bigger game, and I think that’s one of the things people will be excited about.”

In familiar Metroidvania-fashion, you’ll start with a limited skill-set. This lack of power, or the removal of said power, is a common trope associated with the sub-genre, wherein the ascension of strength is what ultimately makes exploring the world so satisfying. Will of the Wisps quickly gets you back up to speed, and within the first hour, I acquired the double jump, several combat skills, and even the original game’s most iconic skill–the Bash–relatively quickly. Will of the Wisps maintains that familiar loop of combat, platforming, and exploration that the original possessed. Still, the sequel now places more emphasis on letting you form your own playstyle with Ori, especially when it comes to combat.

With the sequel, the core combat has been entirely overhauled, which now feels less repetitive and more satisfying. Instead of a single dedicated attack and a set of support moves, the sequel gives you a larger ability pool to outfit the forest spirit. With the larger scope of Will of the Wisps, there are additional ways to develop and tinker with your own power growth, which includes a variety of shops to purchase new skills and upgrades to boost Ori’s abilities. You’ll eventually acquire skills that let you conjure up energy swords, a bow, guardian sentries that attack nearby enemies, and other support moves that can be customized at any time. Alongside this is a Hollow Knight-style upgrade system that focuses on equippable perks and stat-boosting charms, which complement Ori’s cornerstone abilities focusing on combat, traversal, and exploration.

No Caption Provided

While Ori and the Blind Forest featured a smattering of auto-saves at critical moments, saving your progress was left mainly in the player’s hands at the few dedicated save points or with Soul Link. Forgetting to leave a Soul Link after extended play could often result in a lengthy trip back to a previous save. It was an unusually Souls-like approach to checkpointing that added to the ethereal tone of the original, but in my experiences, it left me feeling frustrated with how easy it was to forget about saving given the game’s pace and scale. Will of the Wisps, however, features a more traditional save and auto-save system, which removes the worry of having to keep track of saves and Ori’s precious energy.

What I enjoyed so much from the original game was getting to know its colorful and exotic world. That feels especially present in Will of the Wisps’ greater diversity of locales to visit and events to uncover. One of my favorite moments from the opening hours was exploring the Wellspring, a large tower-like dungeon that rotates from the inside–reaching the top requires you dodge projectiles and complete its treacherous, constantly shifting platforming. It was an exciting set-piece, and a lot of what made it so fun to take part in was the game’s presentation. According to Will of the Wisps composer Gareth Coker, the visuals and music had a hand in conveying the sense of growth you’ll experience throughout the adventure.

“The challenge of doing a soundtrack for something this large is that you don’t want to have the music feel like it’s repeating itself,” said Coker. “In a game this big, you need to make sure that the player constantly feels like they’re making progress. We’ve given you new abilities and new things to look at, cut scenes to make you feel like you’re progressing–so why can’t music do that too? A tendency in these kinds of games is to have one track per environment, maybe two if you’re lucky. All across the game, there are these little things that help the player feel like they’re making progress. You never feel like the music is just completely random, there’s a familiarity to it. What I would say is each environment is like a suite of different music tracks that all feel like they are together.”

No Caption Provided

While there is still an element of loneliness to the game, which is inherent to the Metroidvania-design, I was surprised and pleased to see that you are, in fact, not alone in your journey. As Ori is more capable of facing off with the new world’s threats, he’ll come to know and rely upon the forest’s tribes. This storybook approach to unraveling its story and the world was such a delight to see, and I’m excited to see where it goes after its fantastic opening hours.

Ori and the Will of the Wisps is set for release on March 11 for Xbox One and PC.

Now Playing: Ori And The Will Of The Wisps – First 20 Minutes Of Gameplay

Ori and the Will of the Wisps: The Final Preview

Imagine: Ori… but with a sword. Weapons are one of the many new features in Ori and the Will Wisps, a sequel designed to cater to multiple playstyles. But when I first started swinging my light sword (officially called Spirit Edge) I felt powerful and a little concerned that Ori and the Will of the Wisps may have strayed too far from the first game’s light. Fortunately, as I unlocked more abilities, experimented with this new combat, and strategically leapt across the forest, all those fears vanished. After two hours of hands-on gameplay, it’s clear Ori and the Will of the Wisps is aiming to improve on its established formula with more freedom, experimentation, and a fun new set of weapons and abilities. But in the process, it’s picked up a few new weaknesses as well.

From a story perspective, Ori and the Will of the Wisps continues where Ori and the Blind Forest left off: with a new family member. As we’ve come to expect from Moon Studios, the animations, music, and dynamic lighting evoke a sense of wonder as we’re re-introduced to these adorable characters and their obvious kinship. By the end of the opening scene I was immediately protective of them.

[widget path=”global/article/imagegallery” parameters=”albumSlug=ori-and-the-will-of-the-wisps-screenshot-gallery&captions=true”]

The charm from the first game is there but the catalyst of this story isn’t nearly as sad. Instead, it’s a childish misstep – an Icarus-like moment of recklessness. But instead of demise, this blunder leads straight into an adventure. Don’t worry though,  “You’ve got to get your tissues ready,” says Daniel Smith, Senior Producer at Xbox Game Studios. “It’s a sad story once again [but] a joyful story as well.” After all, tragedy is nothing without catharsis.

Familiar Yet Foreign

As the adventure began I was happy to see that, unlike the first game, I wasn’t undulated with information about system after system. Will of the Wisps feels far more streamlined in that regard. And even when an explanation was needed, having that information delivered through non-player characters – new to the Ori series – felt so much more authentic and helped accomplish Moon Studio’s goal of making the forest feel alive.

It’s immediately apparent that Will of the Wisps is a marriage of old and new. Objectives were similar: scour the forest for keystones, find and unlock doors, and proceed into the next area. But this time around I was given a torch I could use to attack enemies (the precursor to Spirit Edge, which you get about 20 minutes in) and burn down bramble walls to progress.

[ignvideo url=”https://www.ign.com/videos/2018/06/10/ori-and-the-will-of-the-wisps-trailer-e3-2018″]

I was surprised to get sidelined by a boss so early in Will of the Wisps. What started as a short chase sequence quickly escalated into a one-on-one brawl against Howl, the giant, shadowy wolf that stalks the forest. While enemy encounters and chase sequences aren’t new to the series, legitimate boss fights are, and the gruesomeness of my bought with Howl was an early indication of just how much more combat will play a role in Will of the Wisps.

Though intimidating and gnarly in its own right, Howl was more of a fake-out boss than anything else. But it’s a tense moment that introduces a new way to engage with the darker side of the forest. The whole encounter succeeded in shocking me, but I never felt truly engaged from a gameplay standpoint. In that sense, it was a perfect precursor to the real first boss, which came about 90 minutes after Howl made his introduction.

While fighting with the sword-like Spirit Edge in Will of the Wisps initially took some getting used to, it didn’t take long for me to fall in love with it as a welcomed alternative to Blind Forest’s Spirit Flame. Instead of just firing, I was actively fighting and taking charge. It accomplishes Smith’s goal of adding “new things that feel like they’ve always belonged” in this world.

World-building

Everything feels more lived-in and alive in Will of the Wisps: branches shift as you walk across them, ancient stones activate at your touch, and structures shelter small societies of dainty woodland beings. Newly added side quests are meant to serve this purpose too.

The story is still centered on Ori and his family, but there’s much more going on in the world than just that main tale. Characters like the Moki (cute, woodland creatures who inhabit the forest) “add a lot of peripheral color and influence,” to both the world and the story, says Smith.

[ignvideo url=”https://www.ign.com/videos/2018/08/21/ori-and-the-will-of-the-wisps-spirit-trials-video”]

“People love the characters from the first game,” said Gareth Coker, Will of the Wisps Composer, “and we hope that players will like [these new] characters enough to want to do those side quests.”

There’s no question that Ori and the Blind Forest’s soundtrack played a role in building players’ emotional connection to the cast and, fortunately, Coker has returned to compose the music for Will of the Wisps as well. Much like the game in general, this time there’s a bigger budget and more resources to bring this soundtrack to life. Most notably, “a real choir used for scenes where [they] really need[ed] an emotional impact” and the opportunity to record with 72 musicians from the Philharmonia orchestra in what Coker referred to as “one of the best studios in the world,” Air Studios in London, where the soundtracks for popular films such as Inception and Interstellar were recorded.

In addition to new mechanics, players can look forward to a wider array of music than the previous game. “I’ve [played] thousands of hours… to learn the flow [of Ori and the Will of the Wisps], says Coker, “each environment has at least two [musical] loops [but] usually three or four and sometimes five… they’re not totally different pieces of music; they’re more like suites of music tracks [for each] environment so they’re all related but develop organically.”

Choice and Customization

What stuck out the most to me was just how many choices I had in how I wanted to experience the world. Following in the footsteps of Ori and the Blind Forest’s Definitive Edition, Ori and the Will of the Wisps has three difficulty settings to tailor the experience. This is just one of the many additions meant to cater to a wider range of players.

Don’t worry though, Will of the Wisps maintains its challenge while managing to remove some frustrations in the process. Chiefly, autosaves at checkpoints have replaced manual saves in which players had to remember to create a Soul Link. It’s a very welcomed quality of life improvement.

That change does a lot, like freeing up a facebutton that can now be mapped to a weapon from Ori’s extended arsenal. And you’re going to need that slot considering weapons can be purchased and upgraded with in-game currency, so there are more options than ever.

[poilib element=”quoteBox” parameters=”excerpt=Player%20choice%20goes%20a%20step%20further%20with%20the%20Spirit%20Shard%20system.”]

Player choice goes a step further with Wisps’ Spirit Shard system. Instead of a traditional skill tree you can select up to three Spirit Shards – more Shard slots can be unlocked in the future – that give you different perks or abilities. While exploring I found, earned, and used shards like Magnet to draw nearby items to me automatically, but I used Resilience to reduce incoming damage during the boss encounter by ten percent. Shards can even be used to raise the stakes. For instance, the Reckless shard increases damage dealt and taken by 15%, opening the door to a high risk/high reward playstyle.

“Whatever your preference there will be a way to defeat [a] boss whether you only want to play with the sword or you only want to stick with a certain shard,” says Coker, “there’s even an achievement for completing the game with no shards at all.”

Combat

Some unfriendly faces have returned and using the environment and your enemies’ own strengths against them is still a big part of the battle and one of the most engaging aspects of any fight. Like the original Ori, I still love getting a foe to stun themselves by dodging at just the right time, or knocking them back so they fall to their death or directly into a pile of spikes… also to their death.

Maps can be purchased with in-game currency and even show your most recent path but there were still moments where I felt a little turned around. That nagging question occasionally crept up: Am I going back where I came from because I need to or because I messed up? Fast Travel points still exist but they’re better for general backtracking rather than first-time traversals.

[poilib element=”quoteBox” parameters=”excerpt=All%20the%20combat%20options%20may%20make%20for%20dull%20boss%20battles.”]

Though it’s too soon to say based on the first two hours of the game, but all the combat options afforded to you may make for some dull boss battles. Because every boss can be defeated using whatever tools a player wants there seems to be a bit less freedom there to design encounters that challenge all playstyles. For example, fighting the giant beetle boss toward the end of my playthrough was just a matter of patience and dodging some dull waves. There was some challenge, sure, but because every kind of player and every weapon needs to be able to take it down, it felt very straightforward and didn’t offer much in the way of intrigue.

Fortunately, Will of the Wisps’ environmental puzzle-solving remains promising and strikes that delicate balance of being easy enough not to bring the adventure to the halt while still giving you a feeling of accomplishment for figuring it out.

Platforming

Ori and the Will of the Wisps shines in making traversal a blast. I’m compelled to crawl up every wall (easy to do with the Sticky Spirit Shard), swing on every branch, and carefully comb over every section and that’s a crucial part of any good Metroidvania. The more I play the more enamored I become with the different acrobatics I can pull off by combining abilities and unlocking Spirit Shards.

Will of the Wisps’ is designed to give me just the platforming playground I want and I was constantly pushing myself to get every item in sight, especially if it required a little finesse to reach.

[poilib element=”quoteBox” parameters=”excerpt=Leaping%20through%20the%20air%20is%20a%20joy%20that’s%20downright%20beautiful%20to%20watch.”]

Double jumping through the air before dashing to a wall and kicking off to reach an even higher spot is a joy and downright beautiful to watch thanks to Ori’s graceful animations. Seeing Ori spin around a bamboo branch to gain momentum brought me back to the era of PS2 mascot platformers.

And while there are plenty of new things to enjoy in Will of the Wisps, some of the best parts are elements returning from Blind Forest – specifically Bash, which allows you to propel yourself in any direction and send whatever you’re propelling off of in the opposite direction (including enemy projectiles!).

While I have a few minor gripes with Ori’s new direction in Wills of the Wisps, the overall platforming looks as good as it feels and I can’t wait to see what else is waiting in this new forest when Ori and the Will of the Wisps leaps onto Xbox One and PC on March 11, 2020.

[poilib element=”accentDivider”]

Janet Garcia is IGN’s Associate Guides Editor. You can follow her on Twitter @Gameonysus as she tries to make her way through the Game Pass library. 

Ori And The Will Of The Wisps – First 20 Minutes Of Gameplay

Ori and the Will of the Wisps is the follow-up to the 2015 narrative-focused Metroidvania starring a forest spirit exploring a dangerous, yet beautiful world. Ori and the Blind Forest possessed an emotional story where the titular character would eventually find the strength within to overcome their dangerous foes and reunite with its closest allies. Blending fast-paced combat and travel mechanics, it made for an exciting and visually stunning journey to dive into, which culminated in a satisfying conclusion that pulled on the heartstrings.

With the sequel approaching its March 11 release on Xbox One and PC, we had the chance to get some hands-on time with the game. In this gameplay video, we show off the opening of Will of the Wisps, which sets up what’s to come in Ori’s next adventure. After being separated from their family, and finding them lost in a new world outside of Nibel Forest, Ori must reacquire their skills and take on new abilities to face off against the foreign land’s dangers. Along the way, Ori will connect with the Wellspring’s many inhabitants, who will come to be Ori’s closest allies in the adventure.

There was a lot to take in from the opening hours of Ori and the Will of the Wisps. If you’re interested in learning more about what we played from the opening hours of the game, check out GameSpot’s written impressions detailing what’s to come with the sequel.