Shriek
Ori and the Will of the WispsShriek demonstrates target lock in a 2D encounter. Use a persistent marker and a clear lock moment that distinguishes tracking before commitment from the fixed target after commitment.
The boss selects a player or position, communicates that selection, and commits a later attack to it, creating a window for deliberate placement.
Use a persistent marker and a clear lock moment that distinguishes tracking before commitment from the fixed target after commitment.
Autoplay is disabled by the reduced-motion setting. Use the timeline slider to inspect the loop.
Tune the signal, commitment, geometry, response, and recovery of a target lock as one rule.
Use a persistent marker and a clear lock moment that distinguishes tracking before commitment from the fixed target after commitment.
The marked player moves the attack away, shares or transfers responsibility if supported, or waits for commitment before leaving the area.
The marker is consumed at the committed location and cannot follow the player after lock; a short reset separates that resolution from the next selection.
Continuing to retarget after the lock cue teaches players that the marker has no dependable meaning.
If the visible target lock cue promises a different area or timing, the player cannot carry the learned rule into the next cycle.
Tune selection range, tracking duration, lock delay, attack delay, and multiplayer priority rules so responsibility remains legible.
Lock several targets, attach different outcomes to markers, or shorten the placement window while keeping commitment explicit.
The marker is consumed at the committed location and cannot follow the player after lock; a short reset separates that resolution from the next selection.
The boss selects a player or position, communicates that selection, and commits a later attack to it, creating a window for deliberate placement. The encounter uses that rule as a short promise: a visible signal, a committed action, and a result the player can verify.
The marked player moves the attack away, shares or transfers responsibility if supported, or waits for commitment before leaving the area. Tune selection range, tracking duration, lock delay, attack delay, and multiplayer priority rules so responsibility remains legible.
Continuing to retarget after the lock cue teaches players that the marker has no dependable meaning. Do not hide that distinction behind extra effects or tracking that the announced rule does not contain.
Shriek demonstrates target lock in a 2D encounter. Use a persistent marker and a clear lock moment that distinguishes tracking before commitment from the fixed target after commitment.
Absolute Radiance demonstrates target lock in a 2D encounter. The marked player moves the attack away, shares or transfers responsibility if supported, or waits for commitment before leaving the area.
Phrike demonstrates target lock in a 3D encounter. Tune selection range, tracking duration, lock delay, attack delay, and multiplayer priority rules so responsibility remains legible.
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