Forspoken Revisits Colorful Schools of Magic and the Death-Defying Parkour Skills
Forspoken sheds more details on magical affinities and the various parkour abilities available in the game.
This round of media buzz covered the magical parkour and combat systems. On November 10th, Square Enix will discuss the various exploration options (and probably how to mix all three together). Without further ado, let’s go back and check out the magical and visually-impressive Forspoken.
The last time we set our sights on the mystical land of Athia was when a full demo showed offForspoken’s explosive combat. It looked like that spells were divided into two categories: Frey’s defensive magic and Silla’s offensive spells. However, it looks like things can be even further categorized.
Earth Magic is colored purple, and Fire is, predictably, colored red. She will also have access to Blue and Green magic later on in the game. It hasn’t been revealed what element Green will be aligned to, but Blue will probably be on the water or ice side of things.
Each magic color will have both offensive and defensive options available to them. Revealed was the Purple school’s basic spell, Shot. This basically fires off a ball of magic at Frey’s foes. This skill can be further charged up for more powerful and diverse versions.
Frey can concentrate her Shot magic into a small ball (similar toLost Ark’sEsoteric Reaction skill) called Burst Shot and launch them at enemies. To protect herself, she can spread the magic across into a Shield Shot that can be detonated once it absorbs enough damage. Scatter Shot can be her option if she wants to blast a large area full of enemies.
In terms of support, Frey can use her magical tendrils to trap enemies or heal herself for a percentage of the damage dealt. She can also take cover under a Screen spell, or even create mines that explode in a rain of debris.
In combat, considering that Frey is often times only decked out in jeans, a t-shirt, and a cloak, you would expect that getting hit by enemies hurts quite a lot. On the contrary, her ever-present companion Cuff will take the hit for her instead.
Instead of taking damage, Cuff creates a small barrier that absorbs the damage instead. This causes lesser foes to recoil from the hit, opening them up for follow-up attacks from Frey herself.
Outside of combat, Cuff can even scan the environment for any notable pieces of loot, areas worth exploring, or any hostile foes. Going further, Cuff can even dig deeper into a foe’s inner workings, showing an encyclopedia’s worth of info on the target. Frey can learn the enemy’s weaknesses and strengths even before she goes toe-to-toe with her prey.
Parkour is being touted as one ofForspoken’smain selling points, and boy does it look good. One of the more recent deep dives delved into the various Parkour systems and how each of them will play well to create a satisfying traversal system.
Frey’s most basic parkour ability will be called Flow and is the very thing that allows her to travel at supersonic speeds. At lower levels, she will be limited by Stamina usage and thus cannot run forever.
Eventually, Frey will gain access to the Rush and Shimmy parkour abilities. Rush allows the user to discharge a huge amount of explosive magic, propelling them forward a great distance. Shimmy, on the other hand, allows for more precise jumps from one surface to another without even using any stamina at all.
Later on, the Float ability will allow Frey to levitate off the ground. Instead of falling haplessly to her death, she will descend slowly with the help of some magical water. This ability also has the neat side-effect of letting Frey use the magic as a surfboard so that she can travel across bodies of water.
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Auberon
Writer at Fextralife. I really like vanilla ice cream.