Frey's billowing locks react to both player movement and external forces such as wind, lending everything a more realistic appearance when in motion. Quality animation extends to characters too, and even hair rendering. Basic locomotion is satisfying and fluid. Given the intricate terrain, the quality of the animation feels even more impressive, with each step connecting and seamlessly feeding into the next. The artists responsible for the animation in Forspoken have delivered exceptionally impressive results with a wide range of expressive animations all blended seamlessly together as you chain parkour and combat moves together. Towering structures, sheer cliff faces and gnarled rock formations create an Athia that is fun to explore and impressive to behold.Ī big plus point of the game is the detail, scale and consistency of the open world - which is not packed with pointless busywork.Ĭharacter rendering in terms of details and materials is excellent, while animation fluidity is also impressive. See that distant, towering obelisk in the far distance? It remains in view as you make your way across the landscape right up until your arrival at its base. A hallmark of Japanese developed open world games lies in building a visual bridge between scenery both distant and near. Secondly, the sense of scale in the environments is remarkable, with a map design that embraces its athletic traversal system. This is a key pillar of the next-gen 'dream' and here it is, fully realised. Let's discuss the positives first - and there are many! For starters, loading is extremely fast - usually less than a second and masked by a fade to black, followed by a fade-in that sets up the game. Whether discussing the themes, gameplay or visuals, this is a game of two halves. Aspects of the game, such as traversal, seemed excellent while others, including the sometimes-stilted cutscenes, left me scratching my head. You're tasked with taking down the once benevolent Tantas ruling over the land while exploring each of their ruined kingdoms in turn.īy this point, I was still unsure what to think of Forspoken. Athia is largely deserted, inhabited only by the corrupted and the end result is a game built around a hub and spoke design, with Cipal acting as a main hub between outings into the corrupted lands. It's here that the bulk of the gameplay takes place. Frey, however, is seemingly immune to The Break, allowing you to explore the vast worlds surrounding Cipal. Survivors have built their home within the grand city of Cipal while keeping The Break at bay. Upon arrival, it becomes clear that Athia is slowly succumbing to something known as 'The Break' - a cataclysmic event that distorts and corrupts anything caught within its grasp. What works and what doesn't? See it all play out here. It's a lot to process but shortly after, she finds herself whisked away to a new world - Athia.įorspoken: the Digital Foundry tech review in video form. The game opens with a rather hamfisted introduction sequence that has Frey narrowly avoiding prison time, running from gun-toting gang members and escaping an abandoned building she calls home as it burns to the ground. Taking control of lead character Frey, equipped with her initially unwanted companion, Cuff, you'll explore the world of Athia, engaging with its countless characters and creatures as you'll begin to uncover the nature of this world and your connection to it. As such, I went into the game filled with uncertainty - pre-release media never managed to perfectly convey what the game is about and the demo raised more questions than answers.Īt its core, Forspoken is an open world action RPG with a focus on magic and high-speed traversal. The trailer showcased impressive visuals and imaginative gameplay scenarios but it also raised many questions, and the hype leading up to release has remained somewhat tepid. In that sense, Forspoken melds Japanese design with Western sensibilities to create a unique fusion.ĭeveloped by Luminous Productions - including many of the same people that worked on Final Fantasy 15 - Forspoken is only the second game in 10 years to be powered by Luminous Engine. Powered by Luminous Engine and inspired by the world of Agni's Philosophy, Forspoken channels a different era of Square-Enix, when new concepts flowed freely, bound not by the Finality of its most popular Fantasy series. Now, more than ten years later, this convergence of technology and world building come together in a shipping game: Forspoken. A second demo, known as Witch Chapter 0, was created and shown three years later, focusing on the same lead character while expanding its technology. The demo was called Agni's Philosophy and it was our first taste of the Luminous Engine which would go on to power the gorgeous Final Fantasy 15. In 2012, Square-Enix unveiled a tech demo designed to showcase what the then next-generation of consoles might be able to deliver from a visual perspective.
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