There are certain types that can’t be attacked head-on while others require certain elemental abilities to take them down. This all plays a role with the enemies as well. These are assigned to each set of triggers and can be combined for some truly interesting encounters. There are also multiple types for each one that can be earned and upgraded throughout the game. Frey has two types of magic attack and support. Moving across the world feels great and intuitive and makes traversing this absurdly large world less of a chore.Ĭombat is where Forspoken shines through. It is also immensely fun, especially when I started upgrading it with timing based moves. Frey can move around with speed and dexterity thanks to this mechanic. Thankfully traversing across the world is made fun by the magic parkour. These are interesting side missions with unique bosses that I always enjoyed fighting. The exception to this are the Labyrinths. I was much more interested in pushing the story forward and diving into the main questline. Sure there are some items to collect and upgrades to find, but a lot of them feel arbitrary. It isn’t helped by the fact that the side stuff scattered throughout is just not that interesting or worth doing. There is so much ground to cover and very little of it is interesting to explore. Every open world game has plenty of space to cover but what brings down this one is its lack of memorable landmarks and terrain. Forspoken’s main 15-20 hour campaign is interesting enough on its own, I did not need an extra 20 hours of mindless chores. Games don’t have to pad boring quests to be interesting. The side missions are the kind of open world fodder I just don’t care to engage in such as chasing cats or collecting items. The dialogue is interesting but jarring due to weird cuts in the scenes. Sadly this part of the game also feels drab. Each mission sets Frey out on a journey across Athia, while in between missions she can move around the city of Cipal talking to NPCs and taking on side quests. The game is sort of broken into two parts. There is just something off about it that I can’t quite put my finger on, and it takes me out of it just enough to be noticeable. Cut scenes come across awkward more often than not and the dialogue just doesn’t gel well with the theme. There is a lot of assumed chemistry and cohesion in this world that is never displayed onscreen. Instead my issues are derived from the fact that the characters just never feel connected. I would most likely be using a lot of profanity if I somehow got whisked away to a land with dragons and magic. To be fair it never really bothered me all that much. Now there has been a lot of conversation surrounding the “cringe” dialogue found in Forspoken. The big difference here is that Fray is not shy about voicing her displeasure about the whole situation. Once the exposition is out of the way though the game devolves into the classic fish out of water tale that so many fantasy stories have relied on over the years. The story is familiar and the opening sequence is far longer than it truly needs to be. Players take on the role of Frey Holland, an orphan whose name is derived from the fact that she was left by her parents under the Holland Tunnel. Still there is just something missing in the stew known as Forspoken. This game can be a blast when hitting on all of its cylinders. This is most likely because while it is touted as a next generation game it retains all the same trappings open world games have been delivering for years. The game has been talked about for what feels like forever, but the final product feels like a game I have been playing for years. Forspoken is a game that hits a lot of familiar notes while not really giving itself an identity.
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