Forspoken (Project Athia) [PS5, PC]

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Wait is that actually a thing??? Can I fake games to see 9 GB VRAM available so that they use 8 GB actually?

Yes its a thing but I'm too dumb to do it.

The one who made specialk, long ago, made dxgi.dll with fake 3GB VRAM.

DXVK also can do it via config file, if you use their dxgi.dll. But only up to dx11
 
Speaking of RAM I just upgraded from 16GB to this games recommended 32GB. Not sure what difference I was supposed to get from that though. That's not to say there isn't a difference, but if there is its not one I've noticed, it seemed perfectly fine before.

What I can say is that the demo plays very smoothly for me now but I'm unsure if thats more down to the latest patches than anything else. Locked 60fps with perfect frame pacing (using RTSS) without RT. It does drop into the 50's in heavy combat, but stays smooth with it thanks to VRR.
 
Uh the latest update made the texture even lower resolution than before.

Can someone compile dxgi.dll with fake VRAM size?
That is not the fix i had in mind....
Whatever Hogwarts is here and it seems not too bad optimized...
Forspoken had its chance..What i learned here ? i need to be less a Amy fanboy (Legacy of kain is old now)
 
Finished the main story, was actually pretty fun with the combat, witch battles, animations, and traversal being the highlights. Took too long to get the better powers so bad pacing with the intro, and the presentation is poor with a lot of scenes transitiong via fading blacks like days gone. Only scene I would call cringey writing was the stuff the marketing people put a focus on when she first gets her powers, hilariously poor choice on the marketing people, could have actually just deleted that scene entirely and nothing would have been lost. Found the story to be fine, better presented and told than ffxv, and the writing / dialogue even pretty good as the game went on especially for the NPCs in the city who felt more like real people instead of ffxv's weird npc automatons.

Mainlined the game and the story path barely even covers 15% of the map. The rest of the open world is for the player to explore which is focused on upgrading Frey and finding new magic abilities/cloaks/speedrun to goals/labyrinths, so whether someone will enjoy the open world is going to depend heavily on if they're addicted to the traversal system and into that checklist type stuff. Personally tired of open worlds in general, but the traversal was fun in this so I had a decent time just running around. If they had been able to make more civilizations and cities with interesting npc side-stories throughout the world it would have been better, but the world is dead for story reasons and that's how they scoped the game down so that's that. They actually have a decent sized city for each of the 3 other regions but no npcs in it. The world map is so much bigger than ffxv on top of more verticality in the design, but the world scope is so big I don't see how they were going to polish it all up unless they had ubisoft levels of manpower or considerably more time, which leads to the inconsistent graphics.

Character models are really high poly with good detail and material work, and even some environments are really dense with impressive geometry. But they only look good depending on the lighting setup. Whoever the lighting artists were, I hate the majority of the lighting choices they made in most of the 4 realms; they chose lighting that requires a bigger focus on indirect lighting which is bad, and the otherworldly realms are all drenched in dark one color lighting where you can barely see anything. Sunset lighting is usually the easiest choice to make a game setting look pleasing but the lighting artist avoided sunset lighting altogether for the open world exploration even though they had shown it previously.

Looking at the various footage throughout the marketing material and final game, there's been so many different lighting setups for the environments shown that I'm pretty sure they're still using the same real-time lighting system FFXV had. They don't use any high quality pre-baked lightmaps which is why the areas in indirect lighting look so underwhelming. But then for dumb reasons related to the story timing, they didn't let the world have dynamic time change that XV had, so we're stuck with the awful lighting choice by the artists. It's basically like the FFXV dlc Episode Ignis, Episode Ardyn environments having static lighting for story reasons even though it's the same lighting system that allows for dynamic time that FFXV used. Just baffling.

There are optional environment areas to discover that look better than some of the main story path areas which is funny. Would like to see them make smaller type games with the time and budget they're given so they can polish that up better, but given that report about how the game went through so many vision changes after Tabata left the studio, and I heard the same from a previous dev member that the remaining people at Luminous were basically given another hand-me down project like FFXV was, and they had to carry the project to completion by the time limit that someone else started, I think it ended up turning out a lot better than FFXV even though there's some pretty big flaws in the technical and presentation part.



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if SQEX didnt give this game for free to me, i would certainly wait for a sale to buy it.

I don't understand why you force yourself to play such a horrible title. I wouldn't play this dumpster fire even if it was free.

There are so many better games to use your limited time on, like literally all of them.
 
I don't understand why you force yourself to play such a horrible title. I wouldn't play this dumpster fire even if it was free.

There are so many better games to use your limited time on, like literally all of them.

but it was a good game!

sure the early hours are boring AF, but it gets much better after killing the 1st boss. I also really like the way the main story is presented, with lots and lots of "hints" peppered in the environment, conversations, dongeons, and cutscenes.

The story presentation is a double edged sword tho. As people that did too many dungeons could get overwhelmed by hints, and even worse for those that did too many (HORRIBLE) side quests... making the main game pacing feels very weird.

Oh, and it seems SQEX is too successful in driving the players mad with cuff's conversation.

the point of the story is that cuff's objective is indeed to drive you mad!

basically Forspoken is best to be spedrun. just focus on the main story campaign, do the other stuff later on in post game.
 
Looking at the various footage throughout the marketing material and final game,

did you find where this trailer is located?


on 35 sec. i cant find it in the game.

the places earlyer in the video seems to be the early ruins in the game intro, but with different lighting (night time or late evening)
 
but it was a good game!

sure the early hours are boring AF, but it gets much better after killing the 1st boss. I also really like the way the main story is presented, with lots and lots of "hints" peppered in the environment, conversations, dongeons, and cutscenes.

The story presentation is a double edged sword tho. As people that did too many dungeons could get overwhelmed by hints, and even worse for those that did too many (HORRIBLE) side quests... making the main game pacing feels very weird.

Oh, and it seems SQEX is too successful in driving the players mad with cuff's conversation.

the point of the story is that cuff's objective is indeed to drive you mad!

basically Forspoken is best to be spedrun. just focus on the main story campaign, do the other stuff later on in post game.

Yeah, focusing on the main story is how I think is meant to be played. Several of my friends are ocd though and try to find all chest and collect all mana because they're addicted to the traversal, but they ended up being overleveled for the first boss. The combat and parkour is really fun when fully unlocked, there's a lot of good stuff in the game they can streamline and build up on, less focus on huge open world, make a smaller open world and have more side quest with better npc side stores and more detour stuff like the dance off at the bar lol.


The director said today they're currently working on graphical and performance fix for both platforms, so hopefully they can fix the vram utilization issues on pc.


did you find where this trailer is located?


on 35 sec. i cant find it in the game.

the places earlyer in the video seems to be the early ruins in the game intro, but with different lighting (night time or late evening)

I'm pretty sure that Athia trailer was more of a concept trailer, so that area isn't even in the final game (i've been looking for it too), and neither is the big long neck one eye monster design in the forest (it has a different darker form now). Looks like they were still changing around a lot of designs even after that reveal trailer.
 
too bad they encrypted the game files. i want to dig around.

sometimes old maps are still left in the final release, just left unused. and maybe i even can make it playable again (like what i did years ago with Mafia 2 cut contents)
 
too bad they encrypted the game files. i want to dig around.

sometimes old maps are still left in the final release, just left unused. and maybe i even can make it playable again (like what i did years ago with Mafia 2 cut contents)

Wish they had accidentally released the debug exe like they did for FFXV. Probably could have change around the lighting conditions for the world lol.
 
Just explored the uncharted map more and...

What the heck!

Turns out there are a bunch of locations with PROPER MAP DESIGN. But those are outside of normal gameplay course when doing the main story.

Did... Did the game was made by multiple separate teams, and then simply clobbered together?

Most of the maps I experienced in normal gameplay course were badly designed, as if the devs went overboard with procedural tools and didn't have time to add final human touches.

Or like some random ass user generated minecraft map.
 
I don't understand why you force yourself to play such a horrible title. I wouldn't play this dumpster fire even if it was free.

There are so many better games to use your limited time on, like literally all of them.
If this is the worst game you've ever seen, you've been extremely spoiled.

Anyways, just from reading impressions from normal gamers who have actually played the game, most seem pretty positive from what I've seen. Definitely flaws, but seems to be generally better received than the reviews and general perception would indicate. I've seen this happen numerous times. Many people had it out for this game before it ever even came out and it's created a lot of confirmation bias surrounding it.
 
If this is the worst game you've ever seen, you've been extremely spoiled.

Anyways, just from reading impressions from normal gamers who have actually played the game, most seem pretty positive from what I've seen. Definitely flaws, but seems to be generally better received than the reviews and general perception would indicate. I've seen this happen numerous times. Many people had it out for this game before it ever even came out and it's created a lot of confirmation bias surrounding it.

Yeah I've only played the demo but found the combat and traversal pretty fun. The demo doesn't get into much of the story/rpg elements but if they're done well then I imagine I could enjoy this game if I actually had time to play it.
 
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