The Ori games take a page out of titles such as Metroidvania and Rayman. But why settle on a platformer?
Daniel: For starters, the Metroidvania concept was one of our primary foundations when we started making Blind Forest, although other fantasy titles such as The Legend of Zelda did play a part in shaping the creative angle as well. As for a specific “appeal”, I guess it would have to be those in-game “Eureka!” moments when you figure out how to get past a certain roadblock. We found that it’s something really hard to replicate outside of a platformer, so here we are!
What were some of the main inspirations behind Ori’s unique dreamlike art style and music?
Daniel: Design-wise, the team wanted to make something that was out-of-this-world fantastic, unique and memorable. Primarily, it was all about creating that “Wow!” factor and one of our main inspirations here was definitely Hayao Miyazaki and Studio Ghibli.
Diese Geschichte stammt aus der March 2020-Ausgabe von HWM Singapore.
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Diese Geschichte stammt aus der March 2020-Ausgabe von HWM Singapore.
Starten Sie Ihre 7-tägige kostenlose Testversion von Magzter GOLD, um auf Tausende kuratierte Premium-Storys sowie über 8.000 Zeitschriften und Zeitungen zuzugreifen.
Bereits Abonnent? Anmelden
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A HEAD-TURNING LOW-PROFILE MECHANICAL KEYBOARD
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