Are you tired of open world games? Are you tired of chasing collectibles, clearing icons off the map, and completing stuff just for “the game told you” reasons? Are you tired of Ubisoftization of the world map? Groups of icons, roaming NPCs, and repeated advertisements for this quest line are disgusting? Then maybe, just maybe, prophetic is for you.
Earlier this year, I spoke with Forspoken co-director Takefumi Terada via Square Enix’s translator, and he told me that Luminous Productions’ latest RPG experiment might be just what the Doctor ordered when it came to open-world fatigue. “Obviously, from our perspective, we’re looking at what people think about the open world and how the industry feels in general right now,” he explained in September. “So we know that people are [the genre]”
Now, in a follow-up interview organized by publisher Square Enix, I had the opportunity to ask Terada Studios exactly how it plans to counteract the boredom many players have felt with open-world games, and whether the studio has learned anything concrete from it in the rest of the world right now. The game taught Luminous how – or, in fact, shouldn’t – approach open-world games.
“When we created Forspoken, knowing we wanted to create an open world game, we did a lot of research on other games,” Terada told me. “For example, Insomniac’s Marvel’s Spider-Man, Sucker Punch’s Ghost of Tsushima, and Rockstar’s GTA. But what really sets Forspoken apart is the amazing parkour: it’s the defining element of the game, and it’s at our disposal Power. So we’re very focused on that mechanic.
“Because of this, the world of Athia is built around the speed and agility of magic parkour; how fast you move and how fast you move through the world determines how far we place content and makes us think about how we build this world. So, You can think of Athia as a playground where you can explore magical parkour to the fullest.”
This is evident when actually playing the game; there are never more than a few seconds between beats in the open world – whether it’s enemies that need to be blasted with your magic, waypoints to explore, some collectibles to grab quickly, or Some smaller player-driven goals, there’s always something to do. Forspoken really avoids the lazy trudges between places you can find in other open world games by combining fun traversal with highly customizable combat, a few minutes at a time. That’s really good for the title.
Takeshi Aramaki, studio head at Luminous Productions and director of Forspoken, added: “We have a lot of experience making RPG games, so we didn’t just want to have 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 playstyle as they dive deeper into the game and follow different paths.”
This RPG craftsmanship also shows up in some of the game’s bigger challenges. When it comes to open world fatigue, I bring up something I particularly like in such massive games; hidden big bosses. Once you’ve done everything else in the game, there’s something you can work towards defeating; a secret entity that’s more powerful than the actual final boss, and acts as a carrot for the most dedicated players to hunt down and defeat.
“In terms of end game content, I think the combination of being able to empower spells and find your own playstyle really works for the open world setting of this game,” Aramaki says with a laugh. “So, yeah, if you do explore to the ends of the earth, or to the deepest depths of the darkest dungeons, so to speak, there’s challenging content and powerful monsters out there that you can literally grind your teeth on. “
However, I think that’s a bit of a sell off of what’s on offer. In later interviews, I asked all three respondents what they most wanted from the Forspoken launch. Aramaki noted that he wants the game to be the start of a new IP that will be as beloved as Final Fantasy, with creative producer Raio Mitsuno outlining Frey’s desire to find her audience and really connect with people, while Terada.. …well, Terada said that’s exactly the kind of thing I want to hear.
“So when I was playing Forspoken myself, I thought the really fun thing to do was go to the end of the map and say ‘oh here’s this enemy – who would have thought!’ or walk all the way out there and say ‘Oh, I found this Mantra, wow! “So that’s what I’m most looking forward to, seeing players get hold of the game when it launches.”
So if you like the long way to fight Penance in Final Fantasy 10, clash with Baal in any Disgaea game, know the pain of fighting Demi-Fiend in an SMT game, or spend your time in a war of attrition A few days in the life of Yiazmat in Final Fantasy 12, you should probably keep an eye on Forspoken…it might just be the latest entry on this niche (but very satisfying) list.