Forspoken
An exceptionally middling experience
The much-delayed Forspoken is here, but unfortunately, it makes for a rough adventure.
© SQUARE ENIX
ACTION ROLE-PL AYING GAME
UNFORTUNATELY, THE much-delayed Forspoken might have needed more time in development, as the delivered experience makes for a rough adventure. There are some impressive mechanics buried deep within Forspoken, but they’re too often swallowed up by classic openworld chaff, a lackluster narrative, and some dreadful animation. The promise of effor tlessly juggling several different spells, all while jumping around an attractive fantasy landscape, is held back by the unfor tunate reality of what that’s actually like—a lovely dream that isn’t quite held up by its implementation.
While much has been said about Forspoken’s narrative, which includes contributions from Gary Whitta (screenwriter of Rogue One: A Star Wars Stor y), and Amy Hennig (creative director of the Unchar ted franchise), the game is underpinned by many standard RPG tropes. Protagonist Frey Holland, an orphan from New York, is whisked away to the fantasy land of Athia through a magical por tal af ter unintentionally finding herself as the bearer of a sentient bracelet, Cuff, that will not shut up. Upon arrival, she discovers that the world is in a bad way, with the corruptive Break spreading throughout, and the last remnants of humanit y living in the single Break-free city of Cipal.