I didn't get the opportunity to actually test and time this, but going from the capital city to a stronghold held by Tanta Silas (one of the first major bosses) will take a good 15 minutes if you travel as the crow flies and ignore Detours and collectibles and the like. As Frey is the main way to traverse it (bar fast travelling to certain locations you've already visited), it will seemingly take quite a bit of time to get from one side of the world to the other. I've brought up Athia a lot already, and while you've no doubt been piecing together the world with the titbits I've already spoken about, let me add that this seems to be a very, very big open world. Add to these countless bosses that are either baked into the narrative or met out and about around Athia, all of which bring unique mechanics and attacks to overcome and tackle, and you get a game where there really are a lot of options to flaunt your skills and to challenge yourself. There are twisted versions of wildlife, be it bears or large badger-like foes, all to zombified humans, and even magical creatures that you would think were pulled right out of a fantasy novel. The combat is also made better by the broad list of foes that Frey encounters throughout the story. It's very straightforward and easy to get to grips with. As for crafting and improving Frey's gear, it's as simple as picking up resources dropped from enemies or found around Athia, and then taking them to crafting benches to simply acquire better items. You can use points for magical upgrades earned by defeating enemies around Athia and by walking over glowing pools of mana around the world, which can be used to unlock new spells and improve existing ones, all while accepting short challenges to further enhance spells - for example, using the Flow parkour to evade attacks in combat to make it less straining on stamina. It's clear that Luminous Productions has put a lot of effort into streamlining the upgrading and crafting suite, both when looking at enhancing spells and Frey's gear. It's a very intuitive system, with this being a similar case with the progression elements. You can go from casting rapid fire, generally weaker shots, to heavier slower spells with Frey's right hand, all while switching between a binding charm, a leeching spell, a knockback move, and more with Frey's left hand. The spellcasting is also handled in such a way where you can easily switch between a broad array of spells whenever you so choose, by using two unique quick select wheels, with one tied to the more supportive style of magic and the other for the offensive spells. ![]() ![]() ![]() This is all assuming you play on the 60fps Performance Mode (on PS5) however, as when favouring resolution and graphics with the two other modes, the gameplay starts to feel very sluggish and loses a lot of its brilliance. ![]() It's a very unique and interesting premise. Between leaping and flinging Frey around the open world of Athia, bounding up cliff faces and catapulting off ledges, all to using a combination of the 100 spell types against the broad list of hostile enemy types, with the two combining to make you feel like an athletic Doctor Strange. And, while it can be a little bit janky, this is generally a lot of fun, and handled in such a way that gives the player a lot of options, all while feeling incredibly cool at the same time. While the narrative is a key part, it's clear that the real draw of Forspoken is the magical gameplay: the spellcasting combat and the fluid parkour.
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