Foregone Review


Foregone is a fast-paced and frenetic platformer set in a dark futuristic scenario. Will the Arbiter be able to save what remains of humanity from the torment?


Version tested: PC

Premise

The indie scene has proved very prolific in recent years in terms of games belonging to the genre Metroidvania, featuring elaborate platforming and fast-paced action gameplay. Even with one graphics 2D e two-dimensional sprites in 8 or 16 bits, these games are often able to deliver levels with a structured design, a rewarding combat, platform action without interruptions and, sometimes, structured textures and settings, who are able to exhibit a distinct personality through one as well pixel art, if this is sufficiently taken care of.


foregone it fits into this context and, as we will see, it contains all the ingredients that can make such a game fun and give it good entertainment power. But will his talents be enough to distinguish him from the mass of titles that crowd the indie genre Metroidvania? Let's find out together.


A harsh future and an inhospitable environment

In the not too distant future, Humanity is dying, oppressed by a dark force known as "The Torment". In the shoes of one of the Arbiter, fighters modified to superhumanly enhance their abilities, the player's foregone he will have to oppose this force and try to save what remains of mankind, now exhausted and besieged in one of the last remaining cities.


The basic gameplay is that of a action platformer, enriched by a component of looting and one of progression, which deserve a specific and accurate description (reported below) because, while not absolutely anything original, they give the game depth e a precise identity.

The first thing that catches the eye, however, is that both platforming and combat are fluid, fast and characterized by simple but challenging dynamics. The controls are intuitive, the protagonist can move, jump, slide, attack in close combat or with firearms / shooting, whose ammunition is however limited and must be dosed with care. The enemies, well characterized and diversified, they have very specific patterns that it will be necessary to study and learn to counter so as not to suffer excessive damage; the tactics learned will then have to be modified or adapted to situations in which multiple enemies of different varieties are present simultaneously, making the levels dynamic and always interesting to explore and master.


From defeated enemies it is possible retrieve equipment items, coins and power shards and this is a fundamental element for the dynamics of progression e looting di foregone. These confer depth, if not originality, to the gameplay.

The general trend of the levels is marked by a medium-high difficulty, since the checkpoints are rather sparse and often there is from retrace long sequences of a level even before a boss to fight. The bosses themselves are also tough. They have multiple phases that alternate when their health drops below a certain threshold and can literally wipe out the player in an instant if they make mistakes or carelessness. Even in normal fights the enemies, while almost never being able to annihilate the player in one fell swoop, they can put together very devastating combinations of blows, who will send the Arbiter home in two or three moves.


The difficulty of the levels is not represented only by the enemies. In some it is necessary to solve simple "environmental puzzles" which mostly translate into reach for a switch or lever to unlock a door opening; on other occasions it is necessary extricate yourself in more delicate platforming situations, avoiding obstacles or using nearly flawless timing to reach a ledge or avoid taking damage. These sections, however,  they are never overly difficult or frustrating and they do not break the pace of adventure progression, nor do they subtract too much space from combat.


The skills of the Arbiter

But aside from the diverse and well-structured level design, the fluidity, the frenetic pace of platforming and combat, and the relentless and fierce enemies, foregone has more arrows in his bow to keep the player glued to the screen e also entice him to retrace levels already explored and master the patterns. The Arbiter can pick up different types of melee weapons, each with its own specific combos and attack speed: a falchion deals more damage than a pair of daggers but is drastically slower and unwieldy. Ranged weapons such as bows, pistols, and shotguns also have varying damage and rate of fire.


Each weapon is cataloged on the basis of a "tier" that classifies them with a color rarity and power (Orange and purple weapons are more powerful than blue or gray weapons). The weapons they can be upgraded by spending money, which are collected from defeated enemies or obtained by recycling the inevitable tons of useless equipment that will be collected around the game levels. This entices the player to retrace levels already passed, to flesh out their finances and access more powerful equipment and armaments.

From the enemies it is also possible to collect shards that allow you to enhance the skills of the Arbiter following three distinct skill trees, each with its own prerequisites And its ramifications. The impact of skills is evident right away after you have acquired them and thus their improvement, making sure that "nothing is useless".

This approach guarantees a certain diversification of matches, which allow the player to choose the type of "build" he prefers. For example, you can favor the attack speed rather than the damage or choose rather particular special abilities, such as the ability to inflict continuous damage over time to an enemy; or attack him with explosive charges that explode after a while, dealing more damage.

The possibilities are manifold and so are the opportunities for exploring new skill paths and combinations. This also guarantees the experience a fair replay value beyond the about eight hours required to finish the game by going fast and straight to the goal.

Technical aspects of Foregone

Foregone shows up with a carefully thought-out pixel art. The visual impact of the environments, the colors used e the effects of background elements such as flames, gas or other enrich and diversify the levels, at which a visual identity is conferred beyond the enemies or obstacles they are filled with. The sound is adequate e the music is well studied: the tracks are mostly poignant and underline the general melancholy of a setting in which Humanity is exhausted, but they do not fail to acquire frenetic shades and excited in the sections with the bosses or in the critical phases.

What deserves praise most of all, however, are the fluidity and speed of response of the controls, which allow the player to execute the required combos and maneuvers with precision and to immerse themselves perfectly in the (not very simple) demands of the gameplay. The programming is generally clean and no relevant bugs are noticed.

Foregone's only regret is the lack of a deep texture and that flicker of originality that could really take the game out of the box, giving it an absolutely recognizable identity in the crowd and tracing a new "groove" for the genre. A groove in which other games can enter taking it as a model and inspiration.

Foregone does not introduce anything truly innovative and it itself falls victim, albeit at a very advanced stage, into the trap of repetitiveness and of the "already seen". But it can be said that overall he does very well and without noticeable flaws, everything that is required of him from the canons of a "consolidated" genre.

Final Comment

foregone is an indie Metroidvania who does his job excellently. Probably it does nothing more, but accurately returns what is expected of such a game: challenging and captivating gameplay, smooth and clean controls, cleverly designed and well structured levels, populated by pitfalls and enemies that we must learn to know in order to overcome and tame them, with particular reference to cruel and merciless bosses. All this is seasoned and enriched by one progressive component based on the acquisition and enhancement of equipment and skills, in which each element has its own precise and calculated role.

Though there is nothing really innovative or that makes a miracle cry, foregone is a game that knows how to entertain both fans of the genre and newbies, representing an excellent test in the context of an established genre. A genre which does not upset the rules, but moves within them with elegance and ease, guaranteeing the player challenge and fun.

foregone It is available for Nintendo SwitchPlayStation 4Xbox One. For two days now, the version PC of the game is also available through Steam.

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