![]() Of course, trouble finds our saved cat and we get a glimpse of all the reasons Frey needs an immediate ‘out’ of her situation. She’s also acutely aware of her Good Will Hunting condition and the nice judge lady gives her a break, sending her on her way with the sternest of warnings: stay out of trouble. We kick things off as Frey in the most on-the-nose of ways - a troubled delinquent facing court for the umteenth time on the cusp of turning 21, she is a smart kid who can’t seem to cut a break. ![]() ![]() It’s a harsh intro, but stacked against the game’s own stellarly awkward opening sequence it doesn’t feel out of place. Moments so few and far between we’d be surprised you made it there at all, let alone enough to even notice. The game is a mess of design ideas that don’t gel, a world bereft of life (even when there are people to converse with) and a heavily-touted traversal system that rarely inspires, let alone feels good to use.įorspoken is a game that consistently fails to deliver, despite some lofty ideas, and manages only to impress in the most obscure moments. And while many other reviews and reviewers - at this written point - might have a classic bait and switch like “but its redeemable qualities make it worthwhile to look past any such awkwardness” or “still, it’s a visual marvel to behold, so we can forgive some of that awkwardness” or maybe, “when you see past the awkward elements at play, the lore and world here is really great” there’s no such out for Forspoken. And it takes some time before you feel comfortable living and playing amongst all of this… awkwardness. ![]() Its movement is awkward, its combat is awkward, its level design is awkward, its exploration is awkward and even its dialogue is awkward. Forspoken is best described as an awkward experience. ![]()
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