Forspoken artwork$69.9964%Mixed

Forspoken A Parkour Spell-Slinger in a Broken Land

Frey, a young New Yorker, lands in Athia, a beautiful land corrupted by a blight that turned its rulers into mad sorceresses. Armed with a talking bracelet and a growing arsenal of spells, she runs, leaps and fights her way across a vast open world in search of a way home.

Is Forspoken worth it?

Forspoken is worth it if…

  • you care more about fluid movement and magic combat than about a deep story
  • you like exploring a big, atmospheric world at your own pace
  • you enjoy a snarky heroine and a bickering sidekick, even when the banter gets loud
  • you want a game with strong female characters front and centre

Screenshots

Magic parkour across a broken land

Getting around Athia is the best part of the game. Frey's parkour is magic-enhanced: she scales walls, vaults across canyons, leaps from dizzying heights and dashes over vast distances without breaking stride. Once it clicks, crossing the map becomes fast and fluid, and the game is one of the few where running from point to point stays fun instead of becoming a chore. The world itself is striking, with remarkable vistas and otherworldly creatures, and the emptiness is part of the story: a blight has killed or corrupted nearly everyone, and the survivors have retreated to a single city. Outside its walls you mostly find ruins, beasts and silence.

A spellbook that keeps growing

Combat runs on four schools of magic: earth, fire, water and lightning, with dozens of spells between them. You swap between schools freely, mixing fast, aggressive play with slower, more methodical tactics. The spell effects are a visual treat: fire blades for close combat, walls of water, charged attacks that fill the screen with particles. There is real depth here, and the later schools, especially lightning, pack some of the most useful and spectacular abilities in the game. One honest note: the best spells arrive late, and the opening hours lean on the least flashy element, so give it time before judging the combat.

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