Shriek
Ori and the Will of the WispsShriek releases a visible spread whose diverging paths create routes for movement and Bash. The example shows how a fan can support more than one response verb without changing its geometry.
A projectile fan turns one release into several diverging lanes. It works when the complete spread is visible before launch, every projectile keeps its announced angle, and at least one gap fits the player's full collision shape at the intended crossing distance.
The complete spread is visible
Autoplay is disabled by the reduced-motion setting. Use the timeline slider to inspect the loop.
Tune the preview, projectile count, angular spacing, size, speed, crossing distance, and recovery as one geometric rule.
Show the center direction, both outer limits, and every occupied ray before release. The cue should explain the fan as one formation, not six unrelated shots.
Measure clearance perpendicular to the adjacent projectile paths at the intended crossing distance, including both projectile and player collision radii.
Let the final projectile leave the playable route before the boss aims again, so residual danger cannot contradict the next telegraph.
If the preview shows only the center, the true width of the attack arrives too late and edge escapes become guesses.
A corridor may look open while the combined player and projectile radii make it impossible. Test geometry at the actual crossing point.
Aim during the signal, then keep every ray fixed. Late homing changes the mechanic from spacing to pursuit and invalidates the chosen route.
Diverging lanes widen as they travel. The same fan can be dense near the boss and generous near the arena edge, so define where the decision should happen.
Projectile speed should preserve enough time to reach a declared gap after the formation becomes legible, including camera motion and animation latency.
Offset or rotate later fans only after the base spacing is learned. Keep the new center and outer limits visible before each release.
Keep the emitter and outer rays on camera, and reduce particles or floor detail where projectile silhouettes and gaps must be judged.
Verify that walking or the game's baseline dodge can reach at least one announced gap. Special defenses may add options, but should not hide an impossible base pattern.
A projectile fan creates angular lanes that widen from one origin. A gap volley moves a broader formation through the arena with a deliberately empty segment.
Shriek releases a visible spread whose diverging paths create routes for movement and Bash. The example shows how a fan can support more than one response verb without changing its geometry.
Radial spreads expose their lanes immediately and then preserve them while the bullets travel. The gaps widen with distance, so arena position changes the practical difficulty.
Phrike's luminous projectile spreads remain readable against the arena and camera perspective. Strong silhouettes make the fixed paths and spaces between them legible in 3D.
Found an inaccuracy or have a suggestion for this page? Propose an edit on GitHub