Forspoken Shows Promise, It Just Needs To Get Out of Its Own Way

Though I’ve never played Final Fantasy XV, I saw it just about everywhere in the nearly four hours I spent playing Forspoken, the upcoming action-RPG from Square Enix and Luminous Productions. From the movement to the game’s explicitly flashy combat, and yes, even its imperfections, Forspoken seems like a continuation of the foundation that team laid out all those years ago. The similarities were so apparent, the first question I asked the team behind Forspoken was more or less, “Why this instead of another shot at Final Fantasy?”
Takeshi Aramaki, Luminous Productions’ head and Forspoken’s director, called out that Final Fantasy XV, despite its complications, did speak to a large swath of people and regions that the series hadn’t traditionally had a tremendous space in. He attributed this success to developments in the game’s RPG and open-world elements that hadn’t previously been seen in the series and it seems like the team at Luminous Productions was keen on the idea of continuing that work. This meant untethering themselves from the property and striking out to make something new, though not entirely different. And so the company landed on Forspoken, a uniquely global production on the heels of corporate restructuring that saw Square Enix divest away from most of its western partners.
So what is Forspoken exactly? It’s countless things. For the most part, it is an open-world action RPG with an emphasis on magical parkour movement and an expansive combat system boasting hundreds of spells and four distinct elements. In my few hours, it even feels more specifically like a third-person shooter atop all of those things. It is also a “fish-out-of-water” story where a brusque New Yorker named Frey is transported to a dying magical world, talks to her cuff and does indeed fight “jacked-up beasts” and dragons. At times in my preview, it was somber, and at others, it was remarkably light. Sometimes I snuck around and at others I was knocking back waves of enemies with a giant vine. Suffice to say, it’s a lot, but kind of remarkably, it worked for me in bits and pieces.
Forspoken’s combat and movement took a lot of adjusting before it began to feel right, because neither quite felt fleshed out to begin with and doesn’t give an exemplary first impression. Frey’s magic is supposed to grow more powerful and useful over time, so when you first get your powers, they’re a bit rudimentary. For example, at the beginning of the game you can dash and bound like you’ve likely seen if you’re at all familiar with the game’s promotional material and Frey can scale small buildings and rock formations with relative ease. The problem here was just that her actual movement, as in the way she climbs over things or hurdles over tiny obstacles, came off kind of stiff. Despite the fact I should’ve been able to gracefully traipse over these things, my character kept getting hung up on them and committing far too many stops and/or flashy animations to get over anything. Tinier problems, like the camera failing to keep up, marred the experience even more, but with a few setting tweaks and time, I eventually warmed to Forspoken’s movement. Matters only improved when I received more movement tech, like a quick zip tied to a fiery grapple technique.
Combat felt a touch better and was at least intuitive in that your support (think turrets or vine traps) and attack abilities are tied to the trigger buttons, while radial menus that swap between spells are mapped to the accompanying triggers.What really helped me get better at combat was figuring out how movement factored in. Much like Sunset Overdrive years before it, staying still is the least exciting way to play Forspoken and the surest way to make certain you have a hard time with things. The thing was that holding the parkour button, moving my character, switching between abilities and then locking on to hurl rocks at enemies all becomes a lot really quick. I was overencumbered with inputs to make and it was frying my brain in the middle of encounters. That’s why I’d suggest making your parkour button a toggle the second you can, and switching your camera settings so that it repositions behind Frey at all times. This leaves your fingers free to engage in Forspoken’s admittedly frenetic dance. But the thing is that once it started clicking for me, my worries about how the game initially felt disappeared.