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Deconstructing Ori and the Blind Forest's Best Bit

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Game Maker's Toolkit8:49Open on YouTube
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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: aim anywhere, bullet one way, Ori the other
The slowdown gives you time to weigh both trajectories, and it makes the launch feel faster.

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

Same four challenges, transformed once Bash arrives
ChallengeFirst half (no Bash)Second half (with Bash)
PlatformingWall and double jumps through portalsLeapfrog over projectiles
Projectile puzzleCornered portals redirect the shotBash fires it straight at the tree
Combat arenaFlame attack destroys slugsSlugs' barf bombs become tools
Keys runPortals, spikes, four keysKeys again; lanterns change the route
The second half of the Ginso Tree repeats the first so you can feel how one move recasts every obstacle.

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

Instant retries keep the escape feeling like one take
The escape stays hard enough to fail without ever feeling like a ruined cinematic moment.

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.

More from Game Maker's Toolkit · The whole library, and ask it anything

Transcript129 lines
0:05

Pretty much everyone who has played Ori and Blind Forest, will give you the same answer when you ask them about their favourite part from the game. It’s the Ginso Tree. It's one of the three main levels in this gorgeous platforming Metroidvania, and it's kinda like the combination between a Zelda dungeon and a Super Meat Boy level, in that it introduces you to one of the game’s core abilities - but tests you on it through a gauntlet of tricky platforming challenges.

0:32

In this video, I want to break down the Ginso Tree, beat by beat, to reveal how this one area in the game shows off the power and adaptability of Ori’s best mechanic, before finishing off with a memorable set piece sequence that sidesteps a lot of the traps that these cinematic moments can fall into. I’m Mark Brown, this is Game Maker’s Toolkit, and here’s how the Ginso Tree works. Before we get to that new ability - the first half of the tree is there to really hammer home what Ori can do with his current set of moves - which include a double jump, a wall jump, and his spirit flame attack.

1:09

So we start with a tricky platforming section, with lots of wall-jumping and double-jumping between hanging platforms, and using these new - and rather disorienting - portals to whip around the screen. Then we have a section that involves some puzzle solving. We need to redirect this monster’s projectile to smash through these splintered trees, by using these cornered portals to change the direction of the bullet. Next, we shift to a combat arena, where we have to use Ori’s flame attack to destroy these gross slug things.

1:36

And finally, another platforming section where we’re jumping through portals and avoiding spikes - this time with four keys to collect. Now, with Ori’s current moveset thoroughly tested, it’s time to grab that new ability: Bash. This move lets Ori snap on to lanterns, projectiles and enemies, before choosing a direction and firing off like a rocket. It’s essentially the game’s signature move and - if you ask me - it belongs in the pantheon of great game mechanics, alongside reverts in Tony Hawk’s, High Time in Devil May Cry, and more.

2:11

Look, I’ve got video material for years. You’re never getting rid of me. Anyway. The move is great for so many reasons. For one, it gives you another way to stay in the air, which is when Ori is at its absolute best. The game’s floaty physics can make precision platforming tricky, but the game feels great when you’re chaining moves to stay airborne. But Bash is not some instantly accessible action, like a double jump, because you need to skilfully manoeuvre yourself into the right spot, to pull it off.

2:39

Bash also connects platforming and combat, so that might involve bashing an enemy into some spikes, or returning an enemy’s projectile right back into their squishy face. Either way, it’s a lot better than Ori’s standard combat. Unless you’re really into hitting the X button a lot. It also gives you two things to think about. When you bash off a projectile, the bullet will fire one way and Ori will jet off in the opposite direction.

3:04

So you need to consider both, or you might accidentally ping Ori into some spikes. And the way time slows down gives you a moment to think and pick the perfect direction. You can bash off in all 360 degrees, after all, which makes the ability so expressive. But this time-stop doesn’t break the flow of the game. In fact, that moment almost serves to emphasise the action. The contrast between the static build-up, and the resulting rush of speed, just makes it oh-so satisfying.

3:31

Like a catapult. And so, because it’s so adaptable, Bash recontextualises everything you’ve seen before. Projectiles and enemies, which one were once something to be avoided, are now a key part of your platforming, combat, and puzzle-solving skill set. And what better way to prove all this, than to take everything you did in the first half of the Ginso Tree - and repeat it, but now with the Bash move under your belt.

3:57

So we have another platforming section, but this time we can use Bash to leapfrog over projectiles. Then we get a repeat of that puzzle where we needed to redirect a projectile into a tree - but this time we can just use Bash to quickly fire it in the right direction. Also, the slug-like enemies from the combat arena return, but now we can see how their barf bombs can be used to our advantage. We next have another platforming section with keys, just like before.

4:26

But bashing off the lanterns significantly changes how the area plays out. And finally, there’s another combat arena, and this time the only way to win is to use bash to fire back projectiles. Also, here’s a perfect moment to learn about that whole catapulting Ori into spikes thing. When we move up to the top of the tree, we get two more tests. To the right, is a final puzzle challenge. We need to bring a projectile from here...

4:55

...to here, using both Bash and those cornered portals from earlier. You’ll need to observe the level layout, defeat enemies, and avoid getting hit by the projectile yourself. And on the left, we have a challenge that combines all of the bash uses. There’s some platforming, some combat, and some puzzle solving all in one room. And now it’s time for the grand finale. The Ginso Tree escape. This is a climactic, white knuckle, set-piece challenge.

5:23

It’s Ori‘s version of a boss battle and the real test of your new ability. You’ll need to use bash again and again to overcome a non-stop gauntlet of projectiles and enemies, all while a great jet of water is nipping at your heels. Now the problem with this sort of set-piece moment is that if you screw them up, it completely breaks the illusion. It’s like cut cut cut, let’s go again, places people, and action! You know, the cool moment just kinda gets ruined.

5:57

You can make them very easy so the player is unlikely to screw it up, but then it’s all spectacle, no substance. That’s not the case here - the escape from the Ginso Tree is tough and you will likely fail more than once. But Ori does a few clever things to stop the sequence from breaking apart. One is that restarting is instant, with no loading screens or cutscenes. If you fail, you just go again. Two, is that the music, which is incredible by the way, doesn’t reset, it just keeps going which makes failed attempts flow together as part of the set piece.

6:28

And three is that there are no checkpoints. Which means when you do succeed, you will have successfully done about a minute of unbroken platforming challenges. This wasn’t a war of attrition though checkpoints, or some flashy pseudo cutscene, or some low stakes smoke and mirrors. It was real gameplay with the threat of death at your back and you nailed it! Ori is never really better than during the Ginso Tree. Sure, the later dungeons - Forlorn Ruins and Mount Horu - are also well designed.

7:02

And you’ll get to use your new Bash ability throughout the adventure in even more difficult and exciting scenarios. But, the game has its issues. The Metroidvania structure mostly just leads to backtracking and confusion, rather than navigational joy. The challenge is all over the place with frustrating difficulty spikes. And because Moon Studios keeps chucking new mechanics on top of old ones, the game starts to lose some of the elegance found in the moveset you had during the Ginso Tree.

7:28

By the end of the game you can charge jump, triple jump, wall jump, climb up walls and then fire off them, stomp, bash, attack, do a charge burst, and float with a feather. And if you’ve got the Definitive Edition, you can also dash and throw out a ball of light. It gets to the point where almost every button on the controller does something new, resulting in a finger-fumbling exercise in frustration as half the challenge is just remembering which button does what.

7:49

But still, Ori is a great game and I would recommend it. 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. Who knows what Moon Studios has cooked up for the sequel to Ori and the Blind Forest, but I know I’ll be checking it out.

8:20

Hey there, thanks for watching. GMTK is powered by Patreon, and these are my top tier supporters. Also if the stuff about Zelda dungeons and keys in this video made you think about Boss Keys, don't worry. It's coming back soon.