Forspoken (Project Athia) [PS5, PC]

  • Thread starter Deleted member 7537
  • Start date
From what I've heard from a lot of people as long as you mute the game so that you can't ever hear what the characters are saying, the base game and mechanics can be fun, if you can get through the horrible slog that represents the early game.

The main thing I've seen a lot of people say is that they hate the dialog in this game and they hate the story, but that the gameplay is fine (again as long as you can get through the early game).

Regards,
SB
 
Btw the weird pause in dialogue, and the inability to move...

Maybe the game was originally designed to have text boxes like tales of the abyss or hi fi rush?
 
Btw the weird pause in dialogue, and the inability to move...

Maybe the game was originally designed to have text boxes like tales of the abyss or hi fi rush?

The game has been said to be in genuine development hell where the final result resembles nothing like the original design ideas.
 
I finished the main story - but I did explore a lot before hand so I was a bit overleveled for the first boss fight. Pretty enjoyable overall, the different sections of the game introduce a fairly wide variety of scenery and the different traversal skills you pick up make exploring really easy and, unlike some games, you aren't punished for doing so.

There are aome annoyances though, the dialogue is pretty poor, it's repetitive and non sensical for the most part. There's also a fair amount politcaly correct cheese in there as well, which is a bit cringe worthy at times. The moments where after a dialogue has taken place where you are frozen for a time are weird.

Combat is fun and pulling together all the various attack and support spells from each of the magic types makes for some stunning combos with a gloriously over the top amount of particle physics filling the screen. Some areas definitely have more polish than others, some are quite spectacular. But the 'dungeons' are bit of a let down, they are very cookie cut and lack variety. Which is a shame as they could have been a show piece with a little more thought.

But all in all it's actually a fun game to play and that's what counts.
 
You are too polite.

Seriously, how can they greenlit the dungeons...oh this is the same dev that green lit the FEED THE SHEEP quest

Actually you're probably right, the various tower dungeons areas are awful. But the actual bosses you fight are quite well designed.#

As for the feed the sheep side quest... It never happeened if no one ever talks about it :D
 
Last edited:
Luminous Productions, the team behind this year's powerfully middling Forspoken, is going quietly into that good night. In a tweet posted yesterday, the studio announced that, "Beginning on May 1," it would "join Square Enix to deliver new, innovative gaming experiences across the globe". In other words, it's being folded into its parent company and ceasing to exist as a separate entity.


 
Luminous Productions, the team behind this year's powerfully middling Forspoken, is going quietly into that good night. In a tweet posted yesterday, the studio announced that, "Beginning on May 1," it would "join Square Enix to deliver new, innovative gaming experiences across the globe". In other words, it's being folded into its parent company and ceasing to exist as a separate entity.



Yeah I dunno if this is just SE's PR talk to say they will break up people in the studio to put in various other studios within SE or if Luminous will be its own studio within the Creative Business Units, so basically they'll be Business Division 2 again like they were before SE made them a separate entity lol.

A pretty significant new patch is out, anyone tested? They also said there will be one more significant patch after this one.


Technical Issues:​
・Fixed an issue where the screen unintentionally flickers when AMD's Radeon RX570 or RX580 is used. (PC version)​
・Various minor fixes.​
Feature Updates:​
・Adjusted the explanatory text and default camera position for the tutorial of the Magic Parkour skill Zip.​
・Added an option where the players can choose to automatically switch to the last-viewed section when accessing a menu.​
・Added an option where the players can choose to automatically point the camera to the targeted enemy when locking on an enemy during charging spells.​
・Added an option where the players can choose to automatically switch the lock-on target to a nearby enemy after defeating a locked-on enemy.​
・Added an option that enables the players to lock on to off-screen enemies.​
・Added an option where the players can choose to prevent being staggered by the effects of Frey's own spells.​
・Adjusted certain enemies' motions and behaviors upon taking damage.​
・Adjusted Sila's Magic "Slice" to be unleashed to the direction Frey is facing.​
Graphical Adjustments:​
・Adjusted the lighting of certain areas in Cipal.​
・Adjusted the camera effects that occur when framing bright objects such as the sun.​
・Adjusted the texture and shading for certain objects.​
・Adjusted the number of polygons for certain background objects.​
・Improved the glare filter quality.​
・Updated the menu to display the required memory usage.​
・Updated the opening sequence to go through the Brightness Settings before starting the game for the first time.​
Miscellaneous:​
・Removed the VRS entry from the Graphics section of the menu.​
*The shader has been optimized to have the Variable Rate Shading (VRS) available for all hardware.​
・Updated the DirectX 12 version to 1.606.4 from 1.4.10.​
Optimization:​
・Reduced the processing load in certain areas. (The load has been reduced to approximately 70% in certain scenes.)​
・Reduced the VRAM usage.​
・Minor optimization for certain features.​
Optimization is another key area of focus for this update. While actual performance will vary depending on your PC hardware, if you’re running the Recommended specs or higher, you should be able to see as much as a 30% boost in performance. PS5 users fear not, as these under-the-hood tweaks provide the same performance increases for you as well.​
before​
cipal03_1.04_FORSPOKEN_20230302203450-toamrxdkq.jpeg
after​
cipal03_1.10_FORSPOKEN_20230302203530-urhy08nbd.jpeg
before​
cipal01_1.04_FORSPOKEN_20230302175237-9tscx40f5.jpeg
after​
cipal01_1.10_FORSPOKEN_20230228202037-pquo5n2lh.jpeg
 
Yeah, without any kind of advanced GI there is no solution to wrong lightning... These "after" pictures doesnt look better just more contrasty...
 
Yeah I dunno if this is just SE's PR talk to say they will break up people in the studio to put in various other studios within SE or if Luminous will be its own studio within the Creative Business Units, so basically they'll be Business Division 2 again like they were before SE made them a separate entity lol.

A pretty significant new patch is out, anyone tested? They also said there will be one more significant patch after this one.


Technical Issues:​
・Fixed an issue where the screen unintentionally flickers when AMD's Radeon RX570 or RX580 is used. (PC version)​
・Various minor fixes.​
Feature Updates:​
・Adjusted the explanatory text and default camera position for the tutorial of the Magic Parkour skill Zip.​
・Added an option where the players can choose to automatically switch to the last-viewed section when accessing a menu.​
・Added an option where the players can choose to automatically point the camera to the targeted enemy when locking on an enemy during charging spells.​
・Added an option where the players can choose to automatically switch the lock-on target to a nearby enemy after defeating a locked-on enemy.​
・Added an option that enables the players to lock on to off-screen enemies.​
・Added an option where the players can choose to prevent being staggered by the effects of Frey's own spells.​
・Adjusted certain enemies' motions and behaviors upon taking damage.​
・Adjusted Sila's Magic "Slice" to be unleashed to the direction Frey is facing.​
Graphical Adjustments:​
・Adjusted the lighting of certain areas in Cipal.​
・Adjusted the camera effects that occur when framing bright objects such as the sun.​
・Adjusted the texture and shading for certain objects.​
・Adjusted the number of polygons for certain background objects.​
・Improved the glare filter quality.​
・Updated the menu to display the required memory usage.​
・Updated the opening sequence to go through the Brightness Settings before starting the game for the first time.​
Miscellaneous:​
・Removed the VRS entry from the Graphics section of the menu.​
*The shader has been optimized to have the Variable Rate Shading (VRS) available for all hardware.​
・Updated the DirectX 12 version to 1.606.4 from 1.4.10.​
Optimization:​
・Reduced the processing load in certain areas. (The load has been reduced to approximately 70% in certain scenes.)​
・Reduced the VRAM usage.​
・Minor optimization for certain features.​
Optimization is another key area of focus for this update. While actual performance will vary depending on your PC hardware, if you’re running the Recommended specs or higher, you should be able to see as much as a 30% boost in performance. PS5 users fear not, as these under-the-hood tweaks provide the same performance increases for you as well.​
before​
cipal03_1.04_FORSPOKEN_20230302203450-toamrxdkq.jpeg
after​
cipal03_1.10_FORSPOKEN_20230302203530-urhy08nbd.jpeg
before​
cipal01_1.04_FORSPOKEN_20230302175237-9tscx40f5.jpeg
after​
cipal01_1.10_FORSPOKEN_20230228202037-pquo5n2lh.jpeg
I will test performance in the demo later. It was already pretty good for me but will see if there's any improvement.

I'm certainly liking the AO improvements but the main issue with the game is the texture problems on 8GB GPU's. Hopefully the reduced VRAM requirements will address that.
 
Yeah, without any kind of advanced GI there is no solution to wrong lightning... These "after" pictures doesnt look better just more contrasty...
Few people except super nerds care about 'super accurate' lighting, they just want it to look good, and this achieves that very well. It was always clear the lighting system here had plenty of potential, it just needed to be executed better.

In fact, I'll go as far as saying that 'super accurate' lighting may not even be desirable in plenty of situations. Perhaps it'll shade things you dont want to be buried in shade, or light up things you'd rather not. Realistic lighting is not inherently good and will have plenty of times where it results in a less-than-appealing result(just like in real life). Photography and film and whatnot all make copious use of 'unrealistic' lighting to address the inadequacy of realistic lighting. Games shouldn't be totally different.
 
I hope someone goes back and rechecks PS5 version. I hear it's much improved in all areas now. If they could fix the most glaring technical issues in 2 months why didn't they have two months of polish allowed
 
Few people except super nerds care about 'super accurate' lighting, they just want it to look good, and this achieves that very well. It was always clear the lighting system here had plenty of potential, it just needed to be executed better.

In fact, I'll go as far as saying that 'super accurate' lighting may not even be desirable in plenty of situations. Perhaps it'll shade things you dont want to be buried in shade, or light up things you'd rather not. Realistic lighting is not inherently good and will have plenty of times where it results in a less-than-appealing result(just like in real life). Photography and film and whatnot all make copious use of 'unrealistic' lighting to address the inadequacy of realistic lighting. Games shouldn't be totally different.
Looks good? These after pictures are just as wrong.
 
Last edited:
Back
Top