Of the many artistic triumphs that define the modern "Metroidvania" genre, few resonate as deeply or linger in the memory as long as the auditory and visual experience of Ori and the Will of the Wisps. While its predecessor, Ori and the Blind Forest, was rightfully lauded for its breathtaking beauty and emotional score, the sequel did not merely iterate; it evolved, expanded, and perfected, creating a holistic masterpiece where platforming, art, and music are not separate components but a singular, pulsating life force. To analyze its score and art is to understand how a game can transcend entertainment and become a profound piece of synesthetic art.
The Symphony of Niwen: Gareth Coker's Masterpiece
Composer Gareth Coker returned to score Will of the Wisps, and with it, he crafted what is arguably one of the greatest video game soundtracks of all time. The score of Blind Forest was poignant and beautiful, often acting as a sweeping, emotional backdrop. In Will of the Wisps, the music becomes an active, dynamic participant in the gameplay and storytelling.

Coker’s genius lies in his thematic scoring. Each major area of the new land, Niwen, is gifted with a unique musical identity that perfectly encapsulates its environment and mood. The lush, sun-dappled harmonies of the "Inkwater Marsh" evoke a sense of cautious wonder, with gentle woodwinds and strings suggesting life regaining its foothold. This contrasts sharply with the haunting, desolate choir and cold piano of "Baur's Reach," a frozen wasteland that feels both majestic and mournful. The "Silent Woods" employs eerie, atmospheric sounds and a distant, echoing music box, creating an unparalleled sense of loneliness and dread.
Beyond ambiance, the score is masterfully integrated into the platforming itself. This is most evident in the legendary chase sequences, a hallmark of the series. Where Blind Forest set the standard, Will of the Wisps shatters it. Tracks like "Mora the Spider" and "Escaping the Sandworm" are not just music to run to; they are meticulously composed to match the rhythm and pacing of the escape. Crescendos sync with leaps of faith, rhythmic pulses align with enemy attacks, and the overwhelming orchestral swells mirror the player's rising panic and eventual triumph. The music is no longer a soundtrack; it is the very heartbeat of the challenge, a driving force that pulls the player through the chaos by an emotional thread.
Furthermore, character themes are imbued with profound narrative weight. The melancholy lullaby of Ku the owl, "Ku's First Flight," is a track of breathtaking beauty and soaring hope, making every subsequent story beat involving the character land with immense emotional impact. The theme for the antagonist-turned-ally, Shriek, is a devastating orchestral piece filled with dissonance and sorrow, telling a story of pain and isolation without a single word of dialogue. Coker’s score doesn’t accompany the story—it completes it, providing emotional depth and narrative context that visuals alone could not achieve.
A Living Canvas: The Pinnacle of Visual Artistry
If the score is the soul of Will of the Wisps, then its art is the magnificent body. Developed on a new engine, the game presents a staggering leap in visual fidelity and animation. The term "living painting" is often used hyperbolically, but here it is a literal, breathtaking reality. Every frame is a work of art, bursting with an inconceivable level of detail.
The art direction, led by a visionary team at Moon Studios, operates on a principle of vibrant contrast. Environments are not just backdrops; they are characters. The oppressive, inky blacks and violent reds of the "Mouldwood Depths" are physically palpable, heightened by the skittering sounds of unseen horrors and Coker’s chilling score. Transitioning from this to the warm, golden hues and serene waterfalls of the "Luma Pools" is a visceral relief. This use of color psychology expertly guides the player’s emotions, making exploration a constant visual reward.
The animation is where the game truly separates itself from all peers. Ori’s movement is a fluid ballet of light and motion. Every new ability, unlocked through the game’s superb progression system, feels as good as it looks. The "Burrow" ability turns Ori into a streak of blazing light tunneling through sand, while the "Launch" ability sends them catapulting upward with a satisfying burst of energy. These aren’t just mechanical functions; they are animated with such fluidity and kinetic grace that the simple act of moving through the world is an unending joy.
This attention to detail extends to every creature and character. From the gentle, lumbering gait of a friendly miner to the terrifying, jerky movements of a decaying enemy, each is animated with purpose and personality. The boss fights are visual spectacles, colossal set pieces that feel less like combat and more like dancing with a force of nature. The showdown with the giant sandworm is a dizzying, explosive panorama of desert sands and mortal peril, a sequence that showcases the perfect marriage of art, music, and gameplay.
The Inseparable Whole: Platforming as an Art Form
Ultimately, the supreme achievement of Ori and the Will of the Wisps is the seamless fusion of these elements. The platforming is not just a vehicle for the art and music; it is the medium through which they are experienced. A well-timed triple jump isn’t just a test of skill; it’s a brushstroke on the canvas of the sky, synchronized to a swell of strings. Navigating the windswept sands of the "Windswept Wastes" is challenging, but the challenge is elevated by the howling wind in the soundtrack and the particle effects obscuring your vision.
The game understands that interactivity is its greatest strength. A painting can be observed, and a symphony can be heard, but only a game can make you feel the harmony of jumping through a cascade of glowing leaves in a silent forest, the only sound being the rustle of your own movement and a faint, haunting melody. It’s a feeling unique to the medium, and Will of the Wisps perfects it.
In conclusion, Ori and the Will of the Wisps is a landmark title not for what it does well, but for how it blends what it does into a singular, transcendent experience. Gareth Coker’s score is a narrative and emotional tour de force, and the art direction sets a new, almost unreachable bar for the industry. Yet, their true power is unlocked through the game’s exquisite platforming, which transforms the player from a passive observer into the conductor of this magnificent orchestra, the artist completing this living masterpiece. It is a testament to the potential of video games as art, a perfect storm of sight, sound, and interaction that continues to echo long after the final note has faded.