Using the Tanta’s elemental magic as a theme, the open-world of Athia is broken up into different areas littered with numerous side activities and landmarks. When it all “works,” the combat is a lot of fun, but there are a lot of caveats preventing it from working. Not to mention, the game has a scoring system for each encounter that rewards avoiding damage. However, the timing is inconsistent and attacks from off-screen can completely kill the momentum. Enemies will telegraph either a dodgeable or un-dodgeable attack and players need to press circle at the right moment or parkour away to clear the danger zone. Dodging is equally finnicky despite seeming so simple. On top of that, the game’s lock-on system struggles to give players a consistent target and will oftentimes jump between enemies at random. It’s only once players accept that the power fantasy has some serious limitations that they will find the fun in Forspoken ’s combat. However, there is simply no way to do that with the systems created. That likely was Luminous Productions’ goal and to the studio’s credit, it made sure that everything looks very cool on-screen. Rather, it’s best to focus on the one that seems the most effective and stick with that.Īt a glance, it might seem like players would be mixing and matching elements, switching between tons of different spells, and making quick work of the foes around Athia. With typically three charge attacks for each offensive elemental magic and at least 5 support magics for each element, there is just so much to jump between and no elegant way to do so. However, making full use of Frey’s powers requires a lot of radial menu management to the point the action screeches to a halt. For the most part, players will stick with the elemental magic that their target(s) is weak to and toss out support when it comes off cooldown. Packaged all together, the magic and the parkour make for a unique combo that is part third-person shooter, part melee action, and some of Final Fantasy 7 Remake’s active combat mixed in.īut just like the combat system is complicated to explain, it’s also complicated to manage. Holding circle sends Frey “skating” around or tapping circle will dodge a telegraphed attack from an enemy, which is necessary to avoid any formidable foe or foes. Discovering that the vambrace (called Cuff), in addition to giving Frey all the exposition, quips, and comedic relief she could possibly need, also gives her the ability to wield element-based magic, Frey seeks to help the people of Athia by defeating the Tantas and eliminating The Break.Īs Frey is throwing out small rocks to do damage or charging up big balls of water, she will be zipping around the open world with a fast-paced parkour moveset. The Break’s source is believed to be the four Tantas of Athia, once-noble rulers that have been corrupted. Once a prosperous land that has all the trappings of a Final Fantasy-esque medieval setting, Athia has decayed after a mysterious airborne containment called “The Break” took over and transformed any living things it touched into horrible monsters. But as the initial prologue continues, it becomes clear that Frey is a victim of her circumstances, having been abandoned as a baby by the Holland Tunnel and left to fend for herself.Īfter finding a mysterious vambrace, Frey is magically transported from modern-day New York to the world of Athia. She has a bit of a foul mouth and when players first meet her, Frey is on trial for larceny. A lot has been said about the writing in Forspoken and the characterization of its heroine, Frey Holland.
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