released on Oct 12, 2020
Foregone is a fast and fluid 2D action-platformer packed with legendary loot and stunning pixel art. Collect an arsenal of powerful weapons and unravel a compelling story of regret and conspiracy as you slice your way through hordes of enemies to save Calagan. Available on Nintendo Switch, PlayStation 4, XboxOne and PC.
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nice game,good bosses maybe final boss difficult but it is easy game rogue-like.
Solid 2D action platformer with nice lookin' pixels and good combat. Very much inspired by Dead Cells in its fast, fluid combat and overall aesthetic. Nicely animated. Well-balanced difficulty, barring some really damn frustrating mobs in the last third. Decent build variety by way of equipping loot you find and using your currency to upgrade it, as well as your handful of powers. Not too long or too short. There's bonus challenges for you to test your skills and gain rewards. There's... a story. It's whatever, it's there, and what's there doesn't get in the way of anything so that's good. Boss fights are rather uninspired for the most part. This is a decent little gem if you like this kind of thing, but if you're looking for another Metroidvania then this ain't it because it's far more linear than that.
Clearly inspired by the famous Dead Cells, Foregone aims to be a fluid 2D platformer, with clear references to renowned Metroidvanias. I won't say that it doesn't fulfill what it proposes, because it carries beautiful pixel art and scenarios full of details, in the desired aesthetics the game is perfect. However, the visuals can't sustain it as a whole, since the gameplay can be easily considered cloying, the common enemies are all repetitive, in every level it's practically the same thing. They even try to get around this problem with small variations of weapons or bosses with creative mechanics, but even so, it lacks what I consider to be the most important aspect of a game: fun, and Foregone isn't fun at all.
If we disregard the beautiful graphic idealized, the game doesn't have clear evident qualities, it has a story dragged along some grueling hours, with attempts of impact that I consider failures. It might be cool for those who like to speedrun, even if it's not the main idea.
Reinforcement that had greater potential that was not used as well, lacks diversity in gameplay, emotion and greater challenges. In fact, it could be much better, which makes Foregone is classified for me as the Dead Cells gone wrong.
O único GRANDE destaque desse jogo são seus chefes, que realmente são divertidos de se enfrentar, tirando isso é um jogo daorinha
A game in desperate need of a unique selling point, other than the story, everything about the game is average or better. Decent combat, great pixel art, decent movement and level design. But while the aesthetics of the game are good in a vaccum, each enemy and level looks great individually, however the overall aesthetics are very generic sci-fi fantasy video game stuff.
The game is very similar to dead cells in almost every aspect, but worse in everyway (although not by much.) It really needs something to make it stand out, so much effort put into something so generic.
Foregone has a very strong start with a good gamefeel and a striking visual style but falls off the longer it goes on. The third act of the game has increasingly mean level design and encounter design straight out of the "what if more" school of thought to the point that it became hard to discern what all was going on at any given time because the screen was so covered in enemies and effects. The story barely exists for most of the game and then at the tail end it does a dramatic reveal and a little twist to try and give it some kind of emotional impact and utterly fails at it which is accompanied by perhaps the funniest ending choice I've seen in a while. "Would you rather save the world, like you've been fighting for, or just give up and let evil win?" golly gee I wonder. Also, the skill tree feels mostly pointless? What's the point of giving me a skill to invest points in if it only increases my damage by 1%? I'm a believer that when you have a skill tree, each individual skill should have a noticeable, meaningful difference when you play and that describes maybe half of what's on this meager tree. The first two thirds are a pretty fun time, if a bit breezy, but a slog of a late game drags the experience down.