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Forspoken developers analyzed two PlayStation exclusives to find out which open world mistakes to avoid

Tired of open world games? Are you tired of chasing after collectibles, clearing icons on maps and completing filler content for nothing other than ‘the game told you to’? Are you tired of the Ubisoft-ification of world maps; groups of icons, traveling NPCs, go-here-do-this questline that repeats to the point? Well maybe, just maybe, abandoned to be for you.

Luminous Productions is confident enough in the finished product to release a big demo – does that count for anything?

Earlier this year, I spoke with Forspoken co-director Takefumi Terada through Square Enix’s translator, and he told me that Luminous Productions’ latest RPG experiment might be just what the doctor ordered when it comes to open-world fatigue. “Obviously, for our part, we’re monitoring what people are saying about open worlds and what the general sentiment is in the industry right now,” he explained in September. “And therefore we are aware of the feelings that people have towards [ao gênero]🇧🇷

Now, in a follow-up interview conducted by publisher Square Enix, I had the chance to ask Terada how exactly the studio plans to make up for the boredom many players feel with open-world games, and if the studio has learned anything concrete. with other titles in the world now that Luminous has learned how it should – or really shouldn’t – approach open world titles.

“When we were creating Forspoken, knowing that we wanted to create an open-world game, we did a lot of research on other titles,” says Terada. “For example, Insomniac’s Marvel’s Spider-Man and Sucker Punch’s Ghost of Tsushima and Rockstar’s GTA. But really, what sets Forspoken apart is the magical parkour: it’s the element that defines the game and the power at our disposal. So we focused a lot on this mechanic.

The developers hope that this open world will be a tonic for the sadness of gaming.

“That’s why the world of Athia is built around the speed and flexibility of magical parkour; the speed at which you move and how quickly you can cross the world affected the distances we placed content at and made us think about how we placed the world. As such, you can think of Athia as a playground for exploring full-scale magical parkour.”

This is evident while playing the game; there’s never more than a few seconds between hits in the open world – whether it’s an enemy to explode with your magic, a waypoint to explore, some collectibles to grab quickly, or some smaller player-controlled objective, there’s always something on hold. Forspoken actually avoided the slow minutes of walking between locations that you find in other open-world games, combining fun movement with highly customizable combat. And that’s really a boon to the title.

“We primarily work with RPGs,” adds Takeshi Aramaki, head of studio at Luminous Productions and director of Forspoken, “so we didn’t just want a lot of spells in this game, and that’s it. We wanted progression and traversal to be something that players can really adapt to their own playstyle as they get deeper into the game and progress down different paths.”

Can an RPG sensibility save Forspoken from mid-release?

That RPG skill is also present in some of the game’s biggest challenges. Speaking of open world tedium, I brought up something that is one of my favorites in big games like this; hidden megaboss. The idea that there’s something to fight after you’ve beaten everything else in the game; a secret entity more powerful than the actual final boss and something that acts like a carrot for the most dedicated players to hunt down and defeat.

“In terms of endgame content, I think the combination of being able to activate spells and finding your own playstyles really works with the open world setting of this game,” smiles Aramaki. “So yeah, if you’re exploring to the end of the world or digging deep into the deepest parts of the darkest dungeon so to speak, there will be challenging content and strong monsters to really dig into.”

I think this is a bit of an under-sell of what’s on offer. Later in the interview, I asked all three interviewees what they wanted most from a Forspoken release. Aramaki noted that he wanted the game to be the start of a new IP that would become as beloved as Final Fantasy, creative producer Raio Mitsuno noted Frey’s desire to find his audience and really connect with people, and Terada… well, Terada said exactly the kind of thing I wanted to hear.

Hopefully Forspoken won’t get in the way from minute to minute.

“So when I’m playing Forspoken by myself, what I find really fun is going to the end of the map and going ‘ah, there’s an enemy here – who knew!’ or go there and say ‘oh I found this magic, wow! “So that’s what I’m most looking forward to and seeing the players tackle it when the game comes out.”

Whether you enjoyed the long journey to fight Penance in Final Fantasy 10, battled Baal in any Disgae game, knew the pain of fighting a Demi-Fiend in SMT games, or spent the days of your life in a battle of attrition with Yiazmat in Final Fantasy 12 , you should probably pay attention to Forspoken… it might be the last entry on this niche (but very satisfying) list.

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