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Forspoken might turn out better than many expected

II have the impression Speak Already fighting an uphill battle when it comes to public opinion, even though the game is still months away from launch. There are a lot of factors that contributed to this – Square Enix itself certainly didn’t help matters. The game’s marketing campaign was poorly thought out to say the least, with its writing and dialogue in particular drawing heavy criticism from all quarters. Of course, these aren’t things that can be fully judged until we’ve actually played the game, but that only bodes well in all that we’ve seen. Speak so far, there have been more than a few instances of forced banter and a one-liner to make you cringe.

Maybe it’s because it’s a game made by Japanese developers trying to align with Western mass-market tastes, maybe it’s because Square Enix has done a spectacularly poor job of somehow highlighting moments in the game that show him in the most unflattering light possible, from a writing perspective – anyway, Forspoken’s the dialogue, characterization, and character interactions were the subject of much criticism and even mockery. Then there’s the fact that first hands-on impressions of the game weren’t the brightest, with reviews reserved for an empty and barren open world. And of course, the fact that the game was delayed several times didn’t help matters.

This kind of bad pre-launch press is not good for any game, but this is doubly true when the game in question is a new IP. But while the skepticism surrounding Speak hasn’t been unwarranted based on what we’ve seen of the game so far, it may have overshadowed other aspects of the game that, upon closer inspection, look quite promising. The upcoming open-world action-RPG from Luminous Productions and Square Enix certainly seems to have its rough edges, but there’s no denying that some parts of the game look really, really appealing.

Chief among them has to be combat, of course. From the moment it was first unveiled, Speak leaned heavily on its magic-infused combat, which seems to have the potential to be a very unique and layered combat system. Set in the fantasy world of Athia, Speak gives its protagonist, Frey, a slew of flashy and explosive magic abilities, from tying enemies with vines to blasting elemental projectiles to buzzing enemies with electricity and much more . Visually, it’s a treat – it looks busy, it looks dynamic and it looks explosive.

And if the latest round of hands-on previews of the game are any indication, combat in Speak going to play as well as it looks. The game will apparently feature over a hundred magic spells in total for players to use, which is a staggering number. What’s really tongue-twisting, however, is the fact that the game seems to emphasize the actual variety of these abilities rather than just looking to add minor variations to add to the total. Combat certainly seems to be the star of the show here, and combining spells, switching between moves, targeting enemy weaknesses, and traversing the battlefield while unleashing magical attacks can form the backbone of a loop. very intense and enjoyable, if done correctly.

What is also exciting Forspoken’s combat is that it seems to heavily emphasize skill and experimentation. The game rewards you for your performance in battle, which is sure to pique the curiosity of anyone who has enjoyed character action games over the years, while juggling different abilities and attacks against a variety of enemies. enemies in hectic battlefields. an impressive level of flexibility. Of course, the veracity of this will greatly depend on how Speak structure and pace his progression mechanic – but if he keeps landing in that area, it can only mean good things for the fight.

In addition to combat and the variety of constructions, it seems that parkour is going to be another of the Forspoken’s main axes. Much like the combat, it’s something the game has emphasized since its first reveal, and we can’t help but watch with growing curiosity and excitement each time we see the traversal mechanics of the game in action. Sprints, jumps, boosts, and what do you seem all rolled into what looks like a flashy fast traversal system, while those movement abilities are apparently also going to be a crucial part of the fight itself. Square Enix and developer Luminous Productions are definitely playing the power fantasy element here, and while parkour mechanics can strike the right balance between being fun and easy to use and requiring a certain level of skill and precision from the player, Speak may very well end up making just moving around its open world a blast in itself.

Beyond the gameplay, it must be said that, on paper, Forspoken’s the world and history showed many glimpses of potential. Yes, the writing and dialogue haven’t made the best impression so far, but the narrative premise of an ordinary real-world girl transported to a fantasy land full of monstrous beasts and larger-than-life enemies is intriguing, to say the least. With the right worldbuilding and storytelling, Forspoken’s story may very well end up surprising people.

Admittedly, there are many caveats to this. A lot of Forspoken’s potential strengths lie in the proper implementation of game mechanics, and there is obviously no guarantee of that with any game. Meanwhile, its rough edges can also potentially slow down the experience significantly — and we’re not just talking about the boring jokes that seem to try too hard to be sharp and witty. Even from a gameplay perspective, criticisms surrounding Forspoken’s the world being a bit too empty and sterile hasn’t inspired much confidence, not least because there have been a bunch of examples of poorly designed open worlds over the years. What can we expect from the environmental diversity of Athia? How responsive and dynamic will it be? How varied will his side activities and side quests be? How engaging will the actual exploration be? These are all unanswered questions, and it goes without saying that, for an open world game, it is crucial to master these elements well.

It is worth considering, of course, that with Forspoken’s significant delays, developer Luminous Productions has given itself nearly an extra year of development time, which it can use to sand out many of the rough edges in the experience. We’re not expecting a difference between night and day, of course – basically it’s unlikely the game has changed in many significant ways – but we still hope the devs are able to at least minimize the problems of the game. extent to which the strengths of the game can shine more.

Yes, we’re still a little skeptical – it’s hard not to be, given the tumultuous cycle of marketing and hype Speak lasted – but as we learned and saw more of the game, some of our initial excitement since its announcement began to return. Here’s hoping we won’t be disappointed when the game finally launches in January next year, unless, you know, it gets delayed again.

Note: The views expressed in this article are those of the author and do not necessarily represent the views of, and should not be attributed to, Fun Academy as an organization.