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
Switch 2 now lets you play old games in 1080p
It tricks old games into thinking that the console is docked.
The Switch 2’s popularity is astonishing, to say the least. Just recently, a single game, Pokémon Pokopia, was responsible for taking the free times of over two million players on the Switch 2. Now, Nintendo has released a new feature which should make the console much more playable, especially for those who already had the original Switch.
Today, the Switch 2 received the 22.0.0 system update. Though the update is mostly a variety of smaller updates, one feature, called the Handheld Mode Boost, stands out among the rest. As per the patch notes, “Handheld Mode Boost will cause compatible Nintendo Switch software to run as if the console is being played in TV mode.” Put simply, the feature will unlock 1080p resolution for older games.
For gamers who had the original Switch, game resolution was a huge problem. The first console lived on a 720p screen, so the early games supported only lower resolutions. The only exception is when the console was docked, which allows 1080p resolution.
Now, the Switch 2 supports backwards compatibility. Players can access their older Switch games on the new console. The catch, however, is that these games are still stuck in 720p. Some titles, at least, have released an update to increase resolution on the new console.
Handheld Mode Boost tricks the console into thinking that it’s hooked up to the dock. In effect, the game will play in 1080p. The catch, however, is that it also thinks that the Joy-Cons are a single Pro controller, so players might lose some game features. It’s still a decent price to pay, though.
In other news, the update has also updated the naming of the “Hong Kong/Taiwan/South Korea” to “Hong Kong/Taiwan/South Korea/Southeast Asia,” potentially hinting that Southeast Asia might finally get an online store.
SEE ALSO: Now Playing: Yakuza 0 on Switch 2
Gaming
NVIDIA’s DLSS 5 can turn your favorite AAA game into AI slop
DLSS 5 will launch on select games.
Have you ever wondered why RAM prices are going up this year? Everyone is rightfully saying that AI is the reason for the price hike, but it’s hard to palpably see why. Today, NVIDIA is showing off where its hard-earned profits are going by revealing DLSS 5.
For gamers who don’t have a particularly strong machine, NVIDIA’s DLSS technology upscales a game’s graphics quality and frame rate to artificially keep up with newer hardware. A few months ago, the company unveiled DLSS 4.5, which marks the latest step to help games sparkle. Today, with DLSS 5, the technology is going all-in on AI.
In a tech demo, NVIDIA showcased the latest version of the technology. This time, the feature will use photoreal lighting and materials to alter graphics. It can allegedly analyze a scene’s elements — including hair, fabric, and translucent skin — based simply on a single frame.
The demo’s most prominent example is Resident Evil Requiem. Grace Ashcroft, the gamer’s protagonist, evolves from her doll-like appearance into… well, something you might see on an AI-generated mobile game ad.
NVIDIA claims that the new version will make games look closer to real life. The jury is still out, especially with such a low sample size. However, in this writer’s humble opinion, it’s gonna be a no for me, dawg. I’d rather play with what the developer originally intended for their game than with yet another generic AI filter.
The new feature is rolling out to some of the biggest games today including Assassin’s Creed Shadows, Hogwarts Legacy, Resident Evil Requiem, and Where Winds Meet.
Gaming
Honkai: Star Rail Version 4.1: Dark secrets within the Phantasmoon Games
Ashveil becomes playable character
The Version 4.1 update for Honkai: Star Rail will be available on March 25. Called “Unraveled for Daybreak”, the update will continue to revolve around the story of Planarcadia.
Here, the Astral Express Crew is invited to attend the grand Star Rail FEST, a fan festival inspired by their past interstellar journeys.
In the process, they will join a new 5-Star Character, Ashveil, as they uncover the dark secrets lurking during the Phantasmoon Games.
Star Rail FEST
This festival features three major open zones: the Belobog Zone, Xianzhou Luofu Zone, and Penacony Zone.
The festival is set-up after the Trailblazer has successfully obtained the mask of the supplicant to participate in the Phantasmoon Games. Pearl, the CEO of Planarcadia, then collaborates with the Astral Experss Crew to hold a grand exposition.
Citizens of Planarcadia can board a special Pom-Pom front shuttle express through Interplanar Jump to enjoy the highlights of their trailblaze journey.
Trailblazers can witness giant balloon figures, immerse themselves in a duel against the Lord Ravager Phantylia, and charge headlong at The Great Septimus.
Meanwhile, the festival’s organizer, Pearluxe Corp, will also have an area unlocked: Pearluxe Tower. Inside is a newly ultra-poseable model, “Alloy King Pom-Pom” and a variety of mechatron-themed interactive activities.
However, beneath the revelry, conspiracies are abound, and various crises will soon follow.
Ashveil joins the list of playable characters
This marks the start of a new adventure for the Trailblazers, to be joined by famous detective, Ashveil.
This 5-star Lightning-Type (Path of The Hunt) “detective unreliable” will showcase his serious and dependable side as a playable character.
Ashveil uses his Technique to inflict a Stunned state on enemies within a certain range. After entering combat, he can increase the CRIT DMG of all allies and selects one enemy to be the Bait.
As long as the Bait is on the field, the DEF of all enemies will be reduced. And when Ashveil uses his Skill on the Bait again, he will deal extra DMG and recover Skill Points for the entire team.
Moreover, when a teammate attacks the same Bait, Ashveil unleashes a Follow-Up ATK and gradually accumulates Gluttony in combat. Consuming this can further enhance the unit’s Follow-Up capabilities.
At the end of the last story stage, he will enter the Phantasmoon Games and begin investigating the murder case that occurred in the Dovebrook District.
He will work alongside the Astral Express Crew to uncover the conspiracy hidden beneath the surface of the elation feast to deliver justice for the fallen.
More features
In addition, Honkai: Star Rail Version 4.1 will launch with the Wispae War Saga. The Trailblazer can lead various types of wispae soldiers to battle in the Graphia Academy.
Here, they can defeat powerful champions by employing different strategies, upgrading wispae, and using spell cards and capsules with different effects.
Players can acquire both rewards and engage in even more challenging matches against outsider adversaries.
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