Square Enix ‘got a good laugh’ out of the reactions to last month’s Forspoken trailer

Square Enix’s Forspoken has been around for a while: the second Luminous Engine-based game that made its debut with Final Fantasy 15, it was at the forefront of the PlayStation 5 reveal when it was known as Project Athia, and has had several public showings. before its release early next year, but perhaps its biggest impact came after a trailer was posted on social media last month and got a rough response onlinethe dialogue became the butt of internet jokes.

“It was unexpected to see the reactions to the post on social media,” Forspoken Creative Producer Raio Mitsuo told us. after a recent opportunity to test the game. “We basically used existing footage from previous trailers and put together something like a social media post. And yeah, it did go a little bit viral somehow, that’s not the direction we thought it was going to go! But I have to admit, some of the memes are quite funny so I laughed a lot.

“But, you know, for us, it’s not something that we’re worried about. Obviously, we’re leaving a lot of information on the table, because we’re taking dialogue and scenes out of context. Forspoken is a very narrative game.” play. It’s a very story-driven game. We do not want to ruin the experience in our marketing campaign. We’re being very selective about what to use to build interest, and sometimes without that information about what led up to that moment, or what the character’s mood was, we’re leaving the audience complete freedom to interpret the lines the way they do. they want. It’s just one of those challenges that comes naturally when it comes to finding ways to show the game without telling the full story, because we definitely don’t want to give that away.”

Forspoken certainly promises more than some of the early introductions might have suggested, with the most recent preview opportunity putting a firm focus on gameplay and avoiding story details. The story itself is the result of a global development push, with the writing being predominantly handled in the West, while Luminous Productions handles the basics of development from its headquarters in Tokyo.

“A global mindset is really at the core of what we wanted to do with Forspoken,” said Mitsuno. “We thought we had an opportunity to create a new IP, and obviously we want gamers all over the world to play it and enjoy it, and the best way to do that was to pair these two different areas of expertise, in a sense – we have our development pedigree here at Square Enix with long-running franchises like Final Fantasy, and we have these amazing storytellers in the west that we work with, and we’re lucky enough to work with them, like Gary Whitta and Amy Hennig.

“We worked with Gary and Amy during our pre-production phase. So very, very early on, before we started development, we worked with Gary to create this big world of what would eventually become Forspoken. We had different phases for both Gary and Forspoken. Amy: With Gary, it was more about big ideas. From there, as we got further into pre-production, we worked with Amy, who then took all of those big ideas and helped us figure out which ones we want to focus on in this game and make it a more manageable experience, and when we started production, we passed the baton to Todd Stashwick and Alison Reimer, who wrote the entire story.”

While story sections were absent during our short time with Forspoken, it’s still a remarkably chatty game with frequent dialogue between main character Frey and Cuff, the sentient magical bracelet that acts as a guide through the game’s fantasy world, though that’s something that turns out to be tweakable to suit the player’s taste.

“As for the conversations between Frey and Cuff, how often they talk to each other can be adjusted from the accessibility menu,” Forspoken co-director Takefumi Terada told us. “Obviously we’ve put a lot of effort into that dialogue and building the character through the conversations that they have there, so we really want people to pay attention to that and we hope people enjoy it. But at the same time, We understand that there is a need depending on how you play. Some players may want to have a little less voice to focus on the action at different points, so we allow you to do that too if you want.”

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