Basically, one of the games biggest selling points is one of it's weakest area of performance. It's essentially like hitting the gas in a car and not knowing how much acceleration to expect. The game isn't broken or buggy mind you - it's just inconsistent physics and game mechanic performance. There's a move you learn early on where you can jump over enemies then punch the ground to shock them.only the system doesn't recognize 70% of the times you've jumped over the enemy. You can skip through the air across large pillars just like in the trailer - only that experience only takes place in the one area, and the mechanic it's built around only functions reliably in this one particular region of the game (seeming as if this region was given extra attention specifically, just so it could be featured in a gameplay trailer). You can grapple-swing like Spider-man, but only really short distances.except when you can swing really long ones. You can jump up walls - but only some of them and they're not clearly marked. That is the experience you'll have in reaction to several of the game's acrobatic mechanics. Now, imagine playing a game where every time you have an instinct to explore, you get rewarded with that sensation. Imagine trying to yawn, and someone pokes their finger in your mouth to interrupt it. The game has two major problems: repetitiveness and inconsistency. Between that narrative, and the mixed-race female lead, I figured it was just a few angry keyboard trolls down-rating what was actually going to be an impressive experience, with a cinematic game design philosophy behind it. Part of that was due to an early review of the trailer I read, which complained about the "Whedonification and Marvelization of video game quipping". When I saw Forspoken had mixed reviews, I figured I could dismiss the negative ones.
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