I’m about to clock in 10 hours into the game, and I think it’s fantastic. That said, I do have a list of feedback that I hope can be insightful from a new player’s perspective. (Also, I played and finished every single Souls game multiple times so I’m not new to this type of game).
1. I really dislike how you only start with only one main/offhand slot.
It feels so arbitrarily limiting for little reason. I found a bow early on in the game, but I wanted to use a shield too. I kept swapping back and forth every time I wanted to use it which is very awkward. I also had two-handed daggers and a wooden sword. Why couldn’t I switch between them? Isn’t that the point of finding weapons? Not every weapon is good in every scenario. It felt demoralizing that I had to waste two important upgrade materials just to unlock something that should’ve been there from the start. Elden Ring even started you off with 3 slots rather than two.
2. Do negative enchantments need to exist?
I honestly don’t get why rare equipment have negative prefixes. So many times I felt punished for finding newer equipment because there had to be some drawback that stops me from using it. A lot of them don’t even make sense! For example, I found a purple Crestfallen Knight Helm that has this enchantment: Armor decreased by 24%
Yes, it’s purple armor that literally reduces the armor I have. I equipped it, and sure enough, it makes my armor rating worse. You might think to patch these negative prefixes to be less punishing, but I have to ask, is there any reason for them to exist at all? Shouldn’t rarer higher level equipment just be straight upgrades rather than draining my focus in combat or something similar? Sure, maybe I’ll unlock a way to get rid of them, but it makes loot so disappointing.
3. The game needs more super-light armor at the start
Vast majority of armor you find in the first section of the game is too heavy to wear without being in the heavy class. You’re faced with the choice of either being half-naked and not wearing a chestpiece, or being heavy. This issue fixes itself as you level up, but at the start there really should be at least some robes you can find so you aren’t naked. Stats be damned, I just don’t want to be in rags or topless for the first couple of hours.
4. Some paths are too obtuse
You probably heard this one before. I love exploration and I do enjoy the level design of the game, but there are some cases where main paths feel way more hidden than secret ones. Two examples stood out to me:
This path leading to the top left section out of town. I thought this was just decoration, but you have to climb these vines. I spent way too long wondering how to get up there. Maybe it’s obvious when looking at the screenshot, but considering how huge the town is and how I’m running from place to place, it’s too easy to miss.
The second example is the path to climb up in the nameless pass. I don’t have screenshots, but I somehow explored every nook and cranny in the area except the one place I needed to climb. I think it’s another issue of climbing vines not being easy to spot, and the camera obscuring the path upwards.
5. The game has a bias against two-handed weapons
I’ve seen people complain about strength weapons in general, but I think the problem is a bit more than that. The game has a bias against two-handers in general. Dark areas like the cave after nameless pass practically require a torch, which means people HAVE to abandon thier two-handers at that point of the game.
Aside from that, two-handed weapons aren’t as flexible. You can’t use a bow when using one for example, even if you have one equipped in the off-hand. This combined with my first issue meant I can’t use a bow with my daggers at the start of the game, I had to unequip my two-handed daggers to use it.
Two-handed weapons in general aren’t powerful enough to make up for the lack of flexibility. What’s the point of using daggers or a claymore when I can deal as much DPS with a sword, but also have the option to shield or use a bow or wand or whatever else? I think they need to be distinctly more powerful to make up for their drawbacks.
6. I’m not a fan of the torch running out over time
More of a nitpick really, but this bothers me a lot. I know it makes technical sense but there’s a reason most games don’t have the torch be a timer. Nobody likes being forced to explore quickly and not take their time. It feels like I have to teleport to sacrament every time I explore a cave to repair it.
Caves are already challenging enough. It’s bad enough I can barely see and have to use my off-hand to hold a torch, it doesn’t need to constantly stop working and need repairing.
7. Please make repairing equipment more streamlined
Repairing equipment is such a chore. I don’t like putting a pause on my adventure to travel back to sacrement and pay 30 copper to repair my stuff. It costs almost nothing which is great, but do I really have to go through loading screens and waste two minutes just to talk to an NPC every checkpoint or two?
I’m generally not sold on losing durability on death either. I’d rather lose XP, because then you wouldn’t punish people who are bad at the game by wasting even more time. Personally I’d get rid of durability entirely, it existed in Dark Souls and after lots of moaning, Elden Ring got rid of durability. Everybody was happier.
If not, then I at least hope you can consider auto-repairing equipment on checkpoints. Consider this: it’s virtually the same experience, except you don’t have to fast travel to fix your stuff. Durability doesn’t add much to the game rather than waste time.
Anyway, thanks for coming to my TED talk. Thanks for making a great game. Ori is one of my favorite games, hopefully No Rest for the Wicked can be as well with some tweaking.