Forspoken is a lot more fun than I expected. It’s arguable its marketing campaign so far has actually done Forspoken a disservice by focusing on campy dialogue instead of what it’s doing best. Forspoken is actually an RPG lite with a very heavy emphasis on big, bombastic combat sequences that have an optional bonus challenge for try-hards like myself in a Devil May Cry-like combat rating system. Because of this misdirection, Forspoken surprised me with this focus on combat, roaming bosses to challenge, and a map filled with objectives to complete. I finished my demo excited to get better ratings in fights, and to see how this all ties into lead character Frey’s experiences in her fish out of water story.
The majority of this demo was focused around world exploration, controls, and combat. However, the little bit of banter we got between Cuff and Frey did give some insight as to how the dynamic between Forspoken’s star and her magical, talking bracelet will work. Cuff will often give you the details about a person, place, or thing, while Frey continues playing her role as an unacquainted stranger asking a plethora of questions. Nothing seemed particularly forced or campy, which you’d think would be oozing out of every corner given how the team was lambasted on social media for their marketing campaign. So I was especially glad to not find any grating filler conversations as the two explored the world. The only hint of worry was when I heard Frey would spew out the same string of cuss words for the third time as things got heated during combat. Repetitive dialogue is never fun unless you’re laughing at it; isn’t that right, Mass Effect “I will destroy you” person?
Otherwise, the world we explored was quite interesting. The
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