It doesn’t take a lot to create a decent roleplaying game. All you need is a fish-out-of-water character, a vast open map, and a seemingly endless list of objectives. Though it has all three, Forspoken struggles to keep up with its pretenses as a Western roleplaying game.
First, the good
Credit to where it’s due, Forspoken is a fun game for the first few sections. Exploring the incredibly huge map with magical parkour is enjoyable. Eclipsed only by Elden Ring’s Torrent, magic parkour is one of the most innovative ways to quickly traverse large distances, especially after learning more advanced techniques.
Likewise, fighting balanced enemies with limited powers provides enough of a challenge to keep players on their toes in Athia. Neither the player nor the first enemies feel overpowered.
Unfortunately, the game’s novelty quickly evaporates after you figure out that you have to repeat the same motions dozens upon dozens of times. Forspoken’s map is much larger than it ever should have been. Though abundant in number, every point of interest is separated by large distances, some platforming challenges, and a battle sequence. The greater map is empty. Do this over and over, and the game gets stale quick. With adequate rewards, this shouldn’t be a problem, but Forspoken also suffers from a communication issue.
A communication issue
For most roleplaying games, completing an objective on the map usually nets palpable rewards for the player: a significant experience boost, new skills, new gear, or a bag of loot. An open-world game necessitates a lot of exploring. Even if a game is repetitive, earning substantial rewards is satisfying, at least. Forspoken does not have this — not in an easily discernible way, at least.
Treasure chests, which account for most of the points of interest on the map, reward players with a litany of crafting materials. Most of which will go unused because the game doesn’t easily tell players how to use them. After a dozen hours of collecting materials, I had a wealthy cache of each ingredient to make practically anything. Even then, I had little idea where each one went.
The map’s major rewards — new cloaks, new nail arts, and experience — also do little to explain how Frey improves with each completed objective. Clearing out an enemy camp, for example, rewards players with +1 magic. The game does not tell you how much damage that conveys. Certainly, after completing a few of these, Frey feels stronger, but it’s not easy to see how much stronger, especially when most enemies are bullet sponges with absurd health pools anyway.
Plus, these don’t even scratch the surface of objectives wherein the main reward is literally just a lore dump you have to read from a menu.
Difficulty shouldn’t always mean more enemies
Another issue with clearing out Athia’s large map is how Forspoken handles difficulty. Though there are options to adjust difficulty, the game relies on a limited bag of tricks to make it more difficult for players: increasing enemy health and quantity. In moderation, relying on this strategy works. However, Forspoken does this to an obnoxious level.
Prepare to fight five mini-bosses in one encounter for a lore entry. What compounds this issue more is an insane enemy health pool which causes encounters to last a lot longer than they should. One mini-boss encounter took me 15 minutes, even with appropriately leveled gear and the right spells.
Because of the sheer number of enemies, an encounter can stun-lock Frey for an absurd amount of time. The player can hardly prevent this since it relies on chance. Despite offering a wide array of moves, the risk of knockbacks shoehorn players into a slow run-and-gun tactic (which might not even play into an enemy’s weaknesses), instead of using each ability to the max.
On paper, Forspoken’s combat offers a fluid way to take down enemies by seamlessly switching between spells and moving through the battlefield with magic parkour. Unfortunately, an imbalance in enemy strategies bogs the game down in prolonged sequences that often reward players with only middling boosts.
A lack of optimization
For a game released on modern hardware, Forspoken took a while to launch. The game was delayed a few times. Given how delays often work, you’d think that it would release in a fairly optimized state. It’s not.
Though I haven’t hit major game-breaking bugs, there were a number of performance dips throughout the game. Even on performance-focused settings, framerates dropped to a standstill when there were high particle effects on screen. Frey constantly clipped through the terrain and found herself stuck on finnicky edges (which sometimes required reloading from previous saves).
The game is also dragged down by numerous cutscenes. Though not a bug per se, it’s not a great sign of optimization that the game has to pause for a cutscene just to show enemies arriving. For a game featuring fluid movement and combat, Forspoken often takes players out of the action by pausing for unnecessary cutscenes.
Better on sale
Overall, Forspoken is persistently flawed. However, amid the game’s shortcomings, the title still has an exciting combat and movement system. Plus, if you disregard the tedious open world, Forspoken’s linear story, featuring the wide range of abilities, are enjoyable. My interest always bounces back after beating one of the game’s main bosses.
Still, it’s hard to call Forspoken a game worthy of its AAA price tag. It might be better to wait for a discount.
Gaming
Gangstar Mirage City launches on August 20 with SEA localization
Join a faction now for a chance to win rewards
Gangstar Mirage City is set for a full regional launch on August 20, with localization for the Southeast Asia region.
Published by Level Infinite, the free-to-play multiplayer, urban, open-world action game is available for download on iOS and Android.
The full regional release features an expanded open world, a new PvP Arena mode, and local languages.
In Gangstar Mirage City, players can team up for up to 4-man co-op heists, drive powerful vehicles, customize their arsenal, build an empire, and fight for control of Rooklyn City.
Players can register on gangstarmiragecity.com for in-game rewards.
In Southeast Asia, players can also register as a member of their respective local faction and get an exclusive in-game Avatar to represent their loyalty:
- Philippines: Manila Brigade
- Indonesia: War Kanda
- Malaysia: Taiko Tedung
- Thailand: SIAM APEX
Factions will be ranked based on how many players join and support them. The winning faction will enable all members to get 300 Diamonds, sent directly to their accounts.
Meanwhile, all players, including those who already began their journey in Rooklyn City with the soft launch last July, are invited to join the Global Vault Heist.
Reaching the final Registration Milestone will unlock the Full Tilt Vehicle Pack. These are the rewards up for grabs per milestone:
- 5 million players: 100 Diamonds
- 10 million players: 200 Diamonds
- 20 million players: Vehicle Upgrade Vouchers x5
- 30 million players: Full Tilt Vehicle Pack
All Global Vault Heist and Faction rewards can be claimed via the in-game mail system on August 20.
Gaming
Call of Duty: Modern Warfare 4 clip shows Losing Ground 1st look
Pre-order now for Campaign Early Access
A short new Call of Duty: Modern Warfare 4 teaser shows a quick look at the Losing Ground mission for the first time.
It is one of the big war missions from the title’s Campaign mode, following the Korean grunt squad through chaos on the ground.
The brief clip is a pre-order promotional material, wherein gamers can place pre-orders now on any platform for Campaign Early Access.
This shall allow players to dive into the full single-player campaign a week ahead of the official worldwide release date on October 16.
In the vignette, soldiers can be seen advancing through a burning urban environment while under intense enemy fire.
The squad pushes through a breached storefront into a local cafe to clear enemy strongpoints.
Laster on, out in the open on the bridge, squad members realize they are heavily exposed and call out incoming enemy air support. This was right before an explosion rocks the area.
AMD has launched the new AMD Radeon RX 9050 graphics card, expanding the Radeon RX 9000 series with an affordable option.
This brings AMD RDNA 4 gaming technologies to mainstream gamers with a retail price of US$ 279.
The particular GPU is designed for responsive gameplay at 1080p. That’s for esports and modern AAA titles.
Some popular titles it can run at high frame rates on a 1080p resolution include: Cyberpunk 2077, Forza Horizon 6, Pragmata, Call of Duty: Black Ops 7, Valorant, and Tom Clancy’s Rainbow Six Siege, to name a few.
This highly efficient, drop-in upgrade features a 92W TBP and fully supports the latest AMD FSR technologies, next-gen raytracing, and high-quality AV1 video streaming.
Key specs:
- Architecture: AMD RDNA 4
- Compute Units: 16
- VRAM: 8GB GDDR6
- Game Clock / Boost Clock: 1.92 GHz / Up to 2.60 GHz
- TBP: 92W
In line with the Radeon RX 9050 launch, AMD has also released AMD Software: Adrenalin Edition 26.7.1.
This driver introduces official day-one support for Radeon RX 9050, alongside early multiplayer access for Gears of War: E-Day.
Users can download the software here.
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