![]() Her fire sword and ability to bring flames from the ground an a large inferno makes for a fun time, and even later on you’ll unlock a water based skill tree (where you can summon a watery vortex to suck enemies into) and then electric based abilities that have you shooting lightning arrows before detonating them in satisfying fashion. It’s fun for a bit, but it isn’t until a good five hours in when you unlock a melee attack, through her unlocked fire abilities. Her core “earth”-based abilities allow her to fire rocks as projectiles and summon large rock spikes in the ground to disable foes. Blitzing through Athia is enjoyable, and fast-travel is everywhere if you really want to skip the traversal entirely.įrey’s abilities take a bit too long to get fun, which is a shame. There isn’t much to do on the map itself between all the various waypoints of activities, but I think that’s a design choice given you really wouldn’t want to have to slow down and stop constantly. Parkour is free-flowing and fun, simply holding a button and moving in a direction to have Frey easily zipping across the map at high speeds. Where Forspoken has moments of brilliance is within its various parkour and combat systems, which improve and become more satisfying the deeper into the game you go. It often slows things to a crawl, particularly when spending time in the main hub town, which takes away from the fun you could be having parkouring around the map like a badass. Long cut-scenes with heavy exposition dumps, lore with lots of writing that has to be read, conversations between Frey and Cuff (that literally force you to stand there and listen, rather than have them take place while exploring). The story hits a lot of the familiar beats that you’d expect, which isn’t egregiously bad in and of itself, but the way it’s presented is quite slow and meandering throughout. She loves her cat and cats in general (relatable), and before you know it she is whisked away to the cruel world of Athia, forced to bond with a sentient speaking cuff wrapped around her arm (that she calls… Cuff), and save the world. ![]() "It was just so much fun to get input from minds that are so successful in their own areas, for them to put their best ideas into our game and for us to work alongside them to build it out and develop it.Forspoken is a classic Alice in Wonderland story, featuring Frey Holland, a young New Yorker who is consistently finding herself on the wrong side of the law, running with the wrong people and doing whatever she can to “get by” in the harsh city. We have this unique world that's not just had Japanese minds on it, but we have this international background on this story and in this project we've created. It was something that we thought was going to be a challenge, but I think we're reaping a lot of benefits from it now. From Mitsuno's perspective, he believes it will ultimately help set this action-RPG apart from the pack. The development of Forspoken has been somewhat unconventional for Square Enix. "Because this is a story that we've put so much effort into creating and telling, the main narrative isn't something that you can actually change the outcome of, based on your decisions, but there are lots of side quests and things that you can discover as you're venturing out into the world and off the main path." Mitsuno says that the result is a clear and strong narrative arc for Frey Holland, one we won't be able to influence or change throughout Forspoken. Mitsuno explains that the pair are "behind the actual story, the ones writing the script and the details of it." ![]() The pair are relative newcomers to the video game industry but have experience elsewhere, Rymer has a background in writing and production for TV series, while Stashwick is a film actor who co-wrote Visceral's unreleased Star Wars game alongside Hennig. Once Forspoken entered pre-production – as Luminous began work refining its magically-enhanced combat and parkour systems and everything else around them – the concept was handed over to Allison Rymer and Todd Stashwick. Once Luminous had that in place, the studio began looking to writers from a variety of backgrounds and genres, in an effort to "throw more ideas on the table to create this vast scope of ideas that we could draw from." The next step was collaborating with Amy Hennig, who Mitsuno describes as a "mastermind" for her ability to "create a great story and put it into a game package." The former Naughty Dog and Visceral Games luminary took the big picture that Whitta sketched out and started detailing to it, formulating an original story that could properly slot into the broad open-world the studio was engineering. "We didn't want to make a game for a certain audience, but one for all players out there" Raio Mitsuno, creative producer ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |