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One glance at Foregone and many video game fans are likely to mistake it for the incredible Dead Cells… and given that the game’s art and animations were created through a very similar process that’s not a coincidence. It’s the similarities in the two titles that actually make Foregone very tough to review, there’s no denying similarities but they’re also quite different in their construction and goals. Taking on a more traditional Metroidvania style reminiscent of classics from the 16-bit era you won’t have many of the roguelike trappings that both made Dead Cells more varied and challenging. That means the most of all the level designs and flow are dialed in and you won’t have as diverse of options in customizing your build by far (though the melee and shooting weapon variety is appreciated). However, it also means there’s more of a story, overall the learning curve for success isn’t quite as severe, and more traditional gamers will likely find it easier to get into due to its more familiar nature. The game’s most critical component, the execution of combat, works very well here and you’ll likely need to master the use of your dodge and the timing of your attacks to be ready to contend with the game’s various enemies effectively. I did sometimes run into performance hiccups, but in general I’d say they never felt like they interfered greatly with my success either. While the shadow of Dead Cells does loom over many aspects of Foregone, if you’re looking for a rock-solid Metroidvania that mixes melee and projectile weapons in combat effectively and feels great to play more often than not it’s well worth a look.
Justin Nation, Score:Nindie Choice! [8.0]