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Foretold preview

Foretold preview

Exploring Athia’s world in The Forerunner comes with its fair share of dangers. I came across a polar bear-like creature that stood out from the crowd of dark animals that roamed the land. I figured I’d be able to kick its butt pretty quickly, and charged in. I was wrong. I ended up walking away with a sliver of health left, and it wouldn’t be the last time I got out of a fight during my time with the Forerunner.


What makes Athia particularly enjoyable to explore is the magical parkour and combat system that the Forerunner allows players to use. Dashing across terrain, vaulting over walls and scaling buildings has never been more satisfying. It’s all so easy and fluid, and despite being completely magically related, it feels so natural. Of course, you have limits to your stamina, but later upgrades can help you maximize your abilities even further.

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Combat feels just as fast-paced and exciting when you’re casting spells and running out of the way of flapping dragon limbs, but it’s also all too easy to feel overwhelmed. The first little boss fight that tested my mettle was manageable enough with the few spells I had to choose from, but when I tried to take down the fearsome Tanta Sila, I was lost in the vast repertoire of spells I had in my time. disposal. The team promised that over 100 spells would be available, and the thought of that scares me.

The Foreteller - Frey in front of a dragon

The core mechanics of combat felt fun, if you can get your head around (or ignore) the extensive ability list. You can charge your spells to pack a bigger punch, but it feels more natural to fire them quickly while constantly moving to avoid getting hit yourself, and it’s really the fast-paced nature of the combat that makes it feel satisfying.

To experience the Tanta Sila boss fight, I was thrown into a later part of the game with a series of spells I hadn’t earned myself or had the time to learn properly. I imagine going natural and learning the ropes bit by bit will help, but the extensive list of spells was intimidating and unfamiliar to me. I found the match challenging, which isn’t a bad thing. Who doesn’t love a challenge? There are difficulty options for a reason if you want to change it, and when I had to face Tanta Sila, I wished I had.

Admittedly, I didn’t help myself. Since we had limited time with the game, I ran to the boss fight in the last part, thereby neglecting to stock up on any potions. As a result, I found myself scrambling to grab my arsenal of spells and was unable to gain the upper hand in a battle where I was low on resources.

Forsaken - Tanta Sila and her guards

Hacking away at a large HP bar is monotonous, but there are a number of stages to mix it up as well. Luckily for me, should you fall in battle, you restart from the last stage checkpoint you reached. I didn’t want to load my last proper save and go back to the beginning of the whole area just to get potions when I ran out of time, but unfortunately you can’t change the difficulty mid-match either.

I turned on almost every useful config I could, auto-dodge, enemies do less damage, everything. I still failed completely, and embarrassingly had to ask for help. The first thing they did was go into the menu and change the equipped spells. I guess that’s the beauty of knowing the game a lot better than I did.

The game looks great, there’s no doubt about that, and the characters and premise are certainly intriguing. Mostly. Frey and her story feel like a tired trope, the typical misguided young woman who has found herself on the wrong side of the law and then has that ‘I don’t care about anyone else because no one cares about me’ attitude. She is not immediately likable and often comes across as too hard on the characters she meets.She does grow on you a bit but mainly due to her comedy duo setup with Cuff and I can already foresee her character softening as you progress , as the people of Athia will make her care about things again and she will stop being selfish.

The Foreteller - Tanta Sila and Frey

Despite some cheesy lines and moments, the friendship between Frey and Cuff was affectionate at times. It is Cuff who makes Frey better. Without him, the game would have much less personality. A reluctant, brooding hero teams up with an inanimate object character who specializes in dry humor, sparring witty words and jokes as they travel through a world battling a dark corruption. It’s Nier and Grimoire Weiss – not the most original, but we’ve seen it work before.

Frey and Cuff’s quippy back-and-forth was good (despite the trailer controversy), as I rambled from story point to story point. Since I spent a lot of my time watching cutscenes, the supplemental character dialogue that occurs during combat and exploration wasn’t overkill for me. Although I wonder if their chatter will be especially tiresome at launch when I’m not racing through cutscenes breaking up the commentary.

Athia’s world suffers from a strange force known as Break, while the four powerful magical matriarch Tantas who once protected the land and the people are now seemingly destroyed. Things are grim, to say the least. The juxtaposition of Frey and Cuff’s humor with the world around them isn’t as jarring as I first thought it would be, but it’s still very noticeable. I’ll reserve final judgment once I play the game properly, as it’s only limited to seeing certain parts of the game.

The harbinger - Frey runs

I wish I hadn’t just shot for progression just to get to the final boss scene, as the part I enjoyed the most about the Forerunner was the side content. There seemed to be a wealth of it, but I barely scratched the surface. In addition to side quests and optional maze hunters, for those who really go out of their way to explore, there’s also plenty more to find. Since the world building was part of what intrigued me the most, I wish I had dug deeper into it.

I also had some time to dabble with the crafting system, but not as much as I should have. Between the spells, the crafting, and the nail fitting, there was a lot to wrap one’s head around in a short amount of time. Despite initially cringing at the idea of ​​the female protagonist changing some of her stats by changing her nail polish, it’s not quite as terrible as it sounds. You learn that it’s a trait the Tantas use to enhance their magic, and given their unique appearance, it feels right to them. Frey is only adopting this for her own needs, but let’s face it, this would never happen to a male protagonist.

The magical parkour in Forspoken is a delight, and the world and the premises are quite captivating. I worry that the oversaturation of spells might be too much to handle, and I’m still not completely sold on Frey. My time with the game certainly left me wanting to find out more, at least about Athia and the Break, and I definitely just want to let loose in a world where I can run like the wind. Whether the other aspects of the game will deliver at launch to make The Forerunner as groundbreaking as the team wants it to be remains to be seen.

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