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Ori and the Blind Forest

A hand-painted forest sprite bounds through a dying woodland in a Metroidvania its makers spent 18 months polishing before the art ever came together.

The stylized title logo of the game *Ori and the Blind Forest*
Logo of *Ori and the Blind Forest*Fair use (used under fair use), via Wikipedia

Ori and the Blind Forest is a platform-adventure Metroidvania video game developed by Moon Studios and published by Microsoft Studios, released for Windows and Xbox One on March 11, 2015.15 Players control Ori, a small white forest spirit, aided by Sein, a floating orb that represents the light and energy of the Spirit Tree and serves as Ori’s means of attack.4 Set in the dying forest of Nibel, the game combines exploration, light puzzle-solving, and precise platforming as Ori grows stronger, unlocks new abilities, and works to restore light to the ruined world.1314

The narrative follows Ori, a young orphan spirit fostered by the rotund, bear-like Naru, whose idyllic life is shattered when a storm ravages the forest and all but destroys the Spirit Tree.13 Stranded and alone, Ori is hunted by Kuro, a colossal owl, and guided by Sein to restore the three elements of Waters, Winds, and Warmth.13 The story is told largely without spoken dialogue, and reviewers repeatedly singled out the wordless, emotionally affecting prologue depicting Ori mourning the death of the mother figure who raised them.61316 Moon Studios programmer Phisamoe stated the developers did not intend Ori to be specifically a boy or a girl, leaving the character’s gender open to interpretation, and confirmed that Kuro is a mother, with the name taken from the Japanese word for “black”.9

Development

Ori and the Blind Forest is the first game from Moon Studios, an unusually distributed developer whose team members work remotely from Sweden, Vienna, Israel, Germany, Australia, the United States, and elsewhere; some had never met in person until the game’s reveal at E3 2014.511 The studio was founded by Thomas Mahler, a former cinematic artist at Blizzard Entertainment.6 The game spent four years in development, with Microsoft signing on to publish roughly three years before release, at a point when the visuals were still bare-bones placeholder art.511 Mahler has said the team spent 18 months polishing the gameplay before the art came together, invoking his training in traditional sculpture: “You don’t work on detail until the base is made up”.5 The game runs on the Unity engine and was shown at E3 running in 1080p at 60 frames per second with no loading screens.2

Mahler described a core goal of making “the game feel better than it looks,” aiming for “completely pixel-perfect platforming”.5 What convinced Microsoft to publish was not the art but the controls; publishing producer Dan Smith recalled the movement felt “so superb” and praised the “special care and thoughtfulness around the puzzle design”.5 The art followed a strict philosophy against tiled or repeated textures, with programmer David Clark stating the team wanted “each and every screen in the game to look uniquely hand-drawn”; Smith said the eight-to-ten-hour adventure contains unique assets in nearly every locale, with “no tiling whatsoever”.75 The lighting and shadows have individual behaviors for different flora and fauna, and reviewers described the world of Nibel as hand-drawn and lovingly crafted.13

Gameplay

As a Metroidvania, the game presents a large, fundamentally nonlinear world that is progressively unlocked as Ori acquires abilities such as wall jump, double jump, and a charge flame to blast through barriers.18 Players revisit earlier areas with new powers to uncover secrets, collectibles, and hidden regions, while the map tracks completion for players seeking 100 percent.418 The signature power, “bash,” unlocked around a third of the way through, lets Ori slingshot through enemies, projectiles, and light sources to stay airborne or smash through obstacles.13

Combat centers on Sein, a ranged attacker who slashes enemies without the need for targeting; defeating monsters earns Spirit Lights, a form of experience that feeds a skill tree divided into combat, traversal, and Soul Link branches.411 Reviewers widely judged the combat the weakest element, describing the basic attack as spamming a ranged orb.1620 The game deliberately avoids conventional boss fights; Mahler said he wanted to avoid the “obligatory nature of bossfights,” which can break the rhythm of platforming, in favor of significant, sparingly encountered character moments.2

The game’s distinctive save mechanic is the Soul Link, which lets players spend a resource called Spirit Energy to create a checkpoint and level-up shrine almost anywhere, provided they have enough energy — energy that can also be used offensively, making each save a tactical decision.45 One reviewer likened Soul Links to “a mix between Resident Evil’s typewriter ribbons and Dark Souls’ bonfires”.5 The game is difficult, with fixed save points supplemented by player-placed links; the escape sequences following the acquisition of each element, which lack checkpoints, drew particular note for their punishing difficulty — one reviewer finished at 98 percent completion in about ten hours having died 604 times.13

Influences and lineage

The developers cited a wide range of antecedents. Mahler credited Super Mario Bros. 3 as “perfect platforming” and named Super Meat Boy as the first game in 15 to 20 years whose controls he thought could rival Mario, the two games that drove the team’s pursuit of precise, weighty jumping.522 The wall-jump mechanic was compared to Mega Man X, and Mahler cited the Nintendo classic Metroid as a prime influence on the game’s exploration structure.46 Clark and other developers pointed to modern Rayman games and the UbiArt Framework as inspiration for the hand-drawn look, though Moon rejected Rayman’s repeated textures and built on Unity instead.72 The atmosphere and watercolor art were widely compared to the films of Hayao Miyazaki and Studio Ghibli, and the game drew on animated films including The Iron Giant and The Lion King for its coming-of-age, allegorical story of self-discovery.5616 Reviewers also linked the checkpoint tension to Dark Souls, whose speed-run ethos Mahler cited when envisioning how players might race through the game.2

The game is often placed alongside later Metroidvanias; one reviewer compared its pure sense of motion to Hollow Knight by Team Cherry, and to the Mario games, as fellow works achieving a comparable joy of movement.19

Editions and reception

Ori and the Blind Forest: Definitive Edition added new areas and abilities, multiple difficulty levels — including an easy mode, a hard mode, and a one-life mode — and an improved fast-travel system.16 The game came to Nintendo Switch on September 27, 2019, ending its console exclusivity to Xbox four years after its debut; a planned Xbox 360 version was cancelled.1618 It was later bundled with its sequel, Ori and the Will of the Wisps, as Ori: The Collection, a single cartridge released October 12, 2021, published by iam8bit with Moon Studios and Xbox Game Studios.12

The game was widely acclaimed, with reviewers praising its art, orchestral score, movement, and story while noting inconsistent difficulty pacing and weak combat.1316 Nintendo World Report called it “one of the modern classics of the Metroid-esque genre,” and Nintendo Life scored the Switch version 9 out of 10, calling the port flawless.1618 As of the Switch storefront listing retrieved in 2026, the digital Switch version was priced at US$19.99.14 On Steam, 95 percent of the game’s 13,472 user reviews were positive as of July 2026.15

Gareth Coker performing at a music festival
Composer Gareth Coker at the Game Music Festival in 2019YouTube: https://www.youtube.com/watch?v=NT1wuvWkkbU – View/save archived versions on archive.org / CC BY 3.0, via Wikimedia Commons

Sources

2www.highdefdigest.com

E3 2014 hands-on preview highlighting Ori's pixel-perfect platforming, visual art style, and Metroidvania design inspired by Super Mario Bros 3 and Super Meat Boy.

highdefdigest.com · retrieved Jul 11, 2026
4web.archive.org

E3 2014 demo coverage describing Ori's watercolor aesthetics, Metroidvania mechanics, Soul Link checkpoint system, and challenging platforming inspired by classic titles.

web.archive.org · retrieved Jul 11, 2026
5web.archive.org

Interview with Moon Studios developers about Ori's development, control precision, puzzle design philosophy, and commitment to gameplay feeling better than its beautiful visuals.

web.archive.org · retrieved Jul 11, 2026
6web.archive.org

Feature on Ori's melancholic story and emotional opening sequence, discussing developer Thomas Mahler's concerns about the game being perceived as purely artistic rather than mechanically…

web.archive.org · retrieved Jul 11, 2026
7web.archive.org

E3 2014 hands-on preview praising Ori's hand-drawn art style, responsive platforming mechanics, character progression system, and world design avoiding repeated assets.

web.archive.org · retrieved Jul 11, 2026
9web.archive.org

Reddit AMA with Moon Studios developers clarifying character names and design choices for Ori, Sein, and Kuro from various linguistic and creative sources.

web.archive.org · retrieved Jul 11, 2026
12web.archive.org

Announcement of Ori: The Collection, a physical Nintendo Switch bundle containing both Ori and the Blind Forest and Ori and the Will of the Wisps…

web.archive.org · retrieved Jul 11, 2026
13Ori and the Blind Forest Review | GodisaGeek.com

Full review praising Ori's emotionally resonant story, polished platforming mechanics, exploration design, and meticulously crafted abilities, noting difficulty spikes disrupt pacing.

godisageek.com · retrieved Jul 11, 2026
14Ori and the Blind Forest: Definitive Edition for Nintendo Switch - Nintendo Official Site

Nintendo eShop product page describing Ori and the Blind Forest: Definitive Edition for Switch, highlighting hand-painted art, orchestrated score, and emotional narrative about love and…

nintendo.com · retrieved Jul 11, 2026
15Ori and the Blind Forest on Steam

Steam store page for Ori and the Blind Forest describing it as a visually stunning action-platformer by Moon Studios, with overwhelmingly positive user reviews.

store.steampowered.com · retrieved Jul 11, 2026
16Ori and the Blind Forest Review - Review - Nintendo World Report

Nintendo Switch review discussing Ori's stunning presentation, fluid platforming, exploration-driven design, and how the game remains engaging years after its original Xbox release.

nintendoworldreport.com · retrieved Jul 11, 2026
18Ori 1 & 2 - The Collection Nintendo Switch Review - Are They Worth It?

YouTube video review of both Ori and the Blind Forest and Ori and the Will of the Wisps, comparing the two games' presentation, gameplay, and…

youtube.com · retrieved Jul 11, 2026
19Ori and the Blind Forest is a the Rare Near-Perfect Game

Essay arguing Ori and the Blind Forest achieves near-perfect game design through elegant storytelling, evolving abilities, tight level design, and an unmatched sense of motion…

medium.com · retrieved Jul 11, 2026
20What's your experience with Ori and the Blind Forest - Reddit

Beautiful game, touching story, very fun platforming and sense of progression. Just lacks a bit in combat but is still fun regardless, as that

reddit.com · retrieved Jul 11, 2026
22Ori And The Blind Forest Was Originally Developed As A Prototype ...

Brief note mentioning Super Meat Boy as a development inspiration for Ori and the Blind Forest's platforming design and mechanics.

thegamer.com · retrieved Jul 11, 2026

Lineage / Influences

Influenced by

shortMahler credited it as “perfect platforming” driving the pursuit of precise jumpingshortnamed as the first game in 15-20 years whose controls could rival Mario, driving weighty, precise jumpingshortone of the two games driving the team’s pursuit of precise, weighty jumpingshortthe wall-jump mechanic was compared to itshortcited by Mahler as a prime influence on the exploration structureshortmodern Rayman games and UbiArt Framework cited as inspiration for the hand-drawn look, though Moon rejected its repeated textureslongatmosphere and watercolor art widely compared to his filmslongatmosphere and watercolor art widely compared to its filmslongdrawn on for its coming-of-age, allegorical story of self-discoverylongdrawn on for its coming-of-age, allegorical story of self-discoveryshortcheckpoint tension linked to it, and Mahler cited its speed-run ethos

Influenced

shorta reviewer compared Ori’s pure sense of motion to Team Cherry’s game
Written by Lemma, an encyclopedia of art and inspiration. Every claim above is tied to a source in the margin — follow them wherever they lead. Generated reference text; check the sources before relying on it.