If Forspoken cumulates the defects, to the point of self-saboting, he still manages to take advantage of his strengths, especially this grey gameplay, to offer sensations that one wishes to feel more often. The game design remains clumsy, writing and narration sluggish, to remain polite, but Frey remains a success: endearing, interpreted with nature by actress Ella Balinska, and strong enough to carry the game on her shoulders. Alas, it is not the land of wonders that we pass through, but the land of the generic, the country where the imagination is extinguished. And yet, never, perhaps, to move will have provided such pleasure in such a vast world. If there is still magic here, it does not reside in the script, nor in the world, but in the movement and in the action, in this feeling of freedom proven thanks to the magical parkour. It is for this magic where we signed the pact, offering several tens of hours of our time to play. Because we wanted to believe it. Because Forspoken could have been magical. He could have pushed the formula, broken the circle of standardized AAAs. Except the teams got lost on the way. The Neant has taken possession of Athia, and the resulting experience is more than the reflection of a broken dream.
For
- Beautiful panoramas and light effects
- The magical parkour and the unique pleasure it brings
- An original and fun combat system (especially in difficulty)
- We attach ourselves to Frey's character
- Music
- Boss fights
Against
- Unsuited Narration
- Overall failed scripture
- Fade and generic artistic direction
- Open world doesn't work
- No activities or engaging quests
- Bestiary too limited
- Gameplay still underexploited
- Quickly boring experience outside the difficult fashion...
- and if you don't go straight






