The bottom line
The Ginso Tree is the best part of Ori because it tests the game's cleanest moveset, introduces Bash, and then proves Bash's range in a tough, unbroken escape. It shows how to teach a mechanic and then stage a set piece without breaking the illusion.
Key takeaways
- The first half tests the moves Ori already has. 0:57
- Four sections cover platforming with portals, a projectile puzzle, a combat arena and a platforming run with four keys.
- Bash is a signature move because it is expressive and ties the game together. 1:52
- Time slows so you can pick any of 360 degrees, and the pause makes the rush of speed feel better.
- You must think about both the projectile's direction and Ori's opposite one, or you may launch into spikes.
- Bash recasts enemies and projectiles as tools instead of threats. 3:34
- The second half repeats the same platforming, puzzle, key and combat sections, now played with Bash.
- The final combat arena can only be won by firing projectiles back.
- The escape stays a real challenge that never breaks the illusion. 5:08
- Restarts are instant, the music never resets and there are no checkpoints.
- Success means about a minute of unbroken platforming under threat of death.
- Later Ori loses this elegance as new mechanics pile up. 6:58
- By the end Ori has charge jump, triple jump, stomp, charge burst, feather float and more.
- Almost every button does something, so remembering which one is half the challenge.
Especially for the Ginso Tree which confidently shows off the brilliance of the Bash move by showing you what you can do without it, what you can do with it, and then putting your new-found skills to the ultimate test in a memorable set-piece moment.
Mark Brown
Chapter summaries
0:00 The Ginso Tree and its first half
The Ginso Tree is the game's most loved level because it pairs a new ability with a gauntlet that tests it.
- Players name the Ginso Tree as their favourite part. 0:05
- It works like a Zelda dungeon crossed with a Super Meat Boy level.
- It teaches a core ability, then tests it with tricky platforming.
- It ends with a set piece that avoids the traps of cinematic moments.
- It is one of three main levels in this Metroidvania.
- The first half drills the moves Ori already has. 0:57
- Ori has a double jump, a wall jump and the spirit flame attack.
- New portals whip Ori around the screen and are rather disorienting.
- Cornered portals redirect a monster's projectile to smash splintered trees.
- The combat arena has slug creatures that the flame attack destroys.
1:52 Why Bash works
Bash is a great mechanic because it keeps Ori airborne, demands skill and joins platforming with combat.
- Bash needs positioning, so it is more than a double jump. 2:17
- Staying airborne is when Ori is at its best.
- Floaty physics make precision hard, but chaining moves feels great.
- It sits beside Tony Hawk's reverts and Devil May Cry's High Time as a great mechanic.
- Bash links combat and platforming. 2:39
- You can bash an enemy into spikes or return a projectile to its sender.
- It beats Ori's standard combat of hitting the X button a lot.
- The slowdown makes Bash expressive without breaking the flow. 3:14
- The static build-up against the rush of speed feels like a catapult.
- The pause emphasises the action instead of interrupting it.
3:34 The second half repeats the first
| Challenge | First half (no Bash) | Second half (with Bash) |
|---|---|---|
| Platforming | Wall and double jumps through portals | Leapfrog over projectiles |
| Projectile puzzle | Cornered portals redirect the shot | Bash fires it straight at the tree |
| Combat arena | Flame attack destroys slugs | Slugs' barf bombs become tools |
| Keys run | Portals, spikes, four keys | Keys again; lanterns change the route |
Replaying the first half's challenges with Bash shows how it changes each one.
- Each repeated challenge now has a new solution. 3:48
- Bash lets you leapfrog over projectiles in the platforming section.
- The projectile puzzle is solved by bashing it toward the tree.
- The slugs return, and their barf bombs now work in your favour.
- A keys platforming section follows, just like before.
4:25 The last tests and the escape
The top of the tree tests every use of Bash, then the escape demands them all under pressure.
- Two final rooms combine everything Bash can do. 4:43
- On the right, a projectile must travel from one spot to another using Bash and the cornered portals.
- On the left, one room mixes platforming, combat and puzzle solving.
- The puzzle needs you to read the layout, defeat enemies and dodge the projectile yourself.
- Bashing off the lanterns changes how the earlier area plays out.
- The escape is Ori's boss battle. 5:16
- You bash again and again through non-stop projectiles and enemies while a jet of water chases you.
- A failed set piece breaks the illusion, like cut cut cut, let's go again.
- Making it easy avoids that, but leaves all spectacle, no substance.
- It is tough enough that you will likely fail more than once.
6:54 Where the rest of Ori falls short
Ori is never better than at the Ginso Tree, because the rest of the game has flaws it avoids.
- Later parts of the game are good but uneven. 7:08
- The Metroidvania structure mostly brings backtracking and confusion, not navigational joy.
- Frustrating difficulty spikes make the challenge uneven.
- Forlorn Ruins and Mount Horu are well designed and use Bash in harder scenarios.
- The Definitive Edition adds a dash and a thrown ball of light.
- It still gets a recommendation, mainly for the Ginso Tree.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Breaks down the Ginso Tree level in Ori and the Blind Forest beat by beat to show how a level can introduce a new ability, retest everything with it, and end on a set piece that stays real gameplay. The worth-watching part is the escape sequence, where instant restarts, continuous music and no checkpoints keep a cinematic moment from falling apart.
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