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Forgotton Anne

Cinematic puzzle-platforming adventure

Official Steam library artwork places the Forgotton Anne title over Anne in a green-lit scene.
Official Steam library artwork places the Forgotton Anne title over Anne in a green-lit scene.

About Forgotton Anne

Forgotton Anne follows an enforcer in the Forgotten Lands, where lost objects awaken as people called Forgotlings. Anne is sent to suppress a rebellion that threatens the return home promised by Master Bonku. Its hand-animated story joins light platforming, Anima-powered puzzles and consequential conversations, asking what happens when the objects meant to be rescued speak for themselves.

The Forgotten Lands is where things go after people lose or forget them. An old toy, a letter or a single sock can wake there as a Forgotling, a person shaped by the object that once had another purpose. Anne is one of the few human figures in this world, and she serves as its enforcer under Master Bonku. He promises that the two of them can return to the human world, but a rebellion among the Forgotlings threatens that plan. Anne sets out to stop it. This starting position gives the player a clear duty and an immediate reason to question it: the residents she must control are not silent props scattered around a whimsical city. They talk, disagree and have their own reasons for resisting. The story begins with an apparent division between authority and rebels, then lets encounters with individual Forgotlings complicate what those labels mean. Anne's journey is as much about hearing inhabitants of this strange society as it is about reaching the next place on a route. The idea of a lost object becoming a person is more than a visual joke. It gives each resident a past in another world and a present life in this one. A thing discarded by a human can still belong to a community, make demands and fear being used up. That tension is already present before Anne knows the truth of the uprising, because the promise of leaving the Forgotten Lands is not the same for Bonku as it is for the people who live there.

Forgotton Anne is a cinematic adventure with light puzzle-platforming, not a game built around long combat sequences. Anne runs, leaps and later soars through streets, industrial passages and other areas of the Forgotten Lands. Some obstacles are physical; others depend on understanding how the place is powered. Throughline Games describes the movement as part of a seamless story, so crossing a gap and speaking to a character belong to the same flowing journey rather than separate modes. The publisher gives concrete examples of Anima-operated machinery: a door can need power, a bridge can be lowered and a train clamp can be released. This makes the world's infrastructure more than painted scenery. Anne has to think about where energy comes from, where it must go and what using it will cost. New routes and abilities carry her into areas that would have been out of reach at the beginning, but the path forward also depends on what she learns about the conflict around her.

Anima is the energy that brings the Forgotten Lands to life. Anne carries the Arca, a device that lets her manipulate it and solve environmental puzzles. The same power running through a machine is also a Forgotling's lifeforce. That link gives a mechanical decision a moral consequence without requiring a separate screen that announces a morality score. The Square Enix Collective description explains that Anne may find Anima in a container, or take it from a Forgotling blocking her way. A Forgotling drained to death cannot simply be restored. The puzzle therefore cannot always be understood as moving a harmless battery from one socket to another. Energy has a source, and the source may be someone the player has just spoken to. The Arca is both a practical tool for opening the world and a reminder of the authority Anne has been given over its residents. Using it can solve an immediate obstacle while changing how the player's earlier assumptions about order, rebellion and home feel. The example of the train clamp makes the dilemma concrete. A machine may be holding up the route, and the Arca offers an efficient way to make it work; whether Anne must take power from an object, a container or a living resident changes the meaning of that efficiency. The same rule connects a small environmental puzzle to the central conflict over who controls this world. The game asks the player to understand the power network as a social system as well as a physical one.

Anne stands on a night street beneath the lit buildings of the Forgotten Lands.
Anne stands on a night street beneath the lit buildings of the Forgotten Lands. Official game screenshot; copyright belongs to its respective owners.

Conversation carries similar weight. The PlayStation listing says that choices in a branching dialogue system can change the tale, and the publisher points to early encounters whose consequences are not obvious when Anne makes a decision. A resident might be frightened, defiant or apparently helpful; listening can matter before choosing how firmly to act. That structure makes the investigation of the rebellion more personal than a simple instruction to clear enemies from a level. The player is asked to weigh what Anne knows, what she has been told by Bonku and what the Forgotlings reveal about their own situation. Some choices affect events later, so the immediate tone of a response is not the only thing at stake. The story does not require every participant to fit neatly into loyal subject or dangerous rebel. It gradually changes the context in which Anne's duty was first presented, leaving room for the player to reconsider a judgment without needing to spoil the particular revelations that drive the plot. The early tower intrusion described by the publisher is a useful model of that uncertainty. A Forgotling named Dilly arrives where he is not supposed to be, and Anne has to decide what to make of him before she has a full account of his motives. The player may feel the pressure of her position as enforcer while recognising that a stranger has a story she has not heard. Such encounters give the rebellion a series of voices instead of leaving it as an abstract off-screen threat.

The game's look is central to that effect. Forgotton Anne uses hand animation and painted backgrounds to make the discarded-object world feel like a continuous animated feature. The lead animator has described a specific goal for Anne: she should feel human, athletic but weighted, rather than landing every fall like an effortless acrobat. The team varied poses and timing to keep her movement expressive, and used small gestures to show a softer side beneath her official harshness. That physical care matters when she stands beside Forgotlings whose bodies began as ordinary possessions; both kinds of character need to look alive for a conversation or a difficult choice to carry weight. The visual style also lets the environment tell its own story. Buildings and machines assembled around lost things make the Forgotten Lands seem like a society that has been made from what another world stopped noticing. An orchestral score performed by the Copenhagen Philharmonic Orchestra supports that sweeping, story-led presentation. The animation work distinguishes Anne from the more exaggerated movement of the object-people around her. Her weight and the way she recovers from movement signal that she has a human body in a world where a bulb or another discarded thing can walk and speak. The contrast makes the premise visible even before a conversation explains it.

Throughline Games developed Forgotton Anne, first released in 2018. The current Steam listing names Throughline as publisher, while the original PlayStation credits and Square Enix Collective material preserve the earlier publishing partnership; the change in store credits should not be mistaken for a different game. Its spelling, too, is intentional: the title is Forgotton Anne. The adventure can be approached as a journey through an unusual hand-drawn world, but its recurring question is who gets to decide what a forgotten thing is worth. Light traversal and power-routing puzzles keep Anne moving, while the conversations and Anima decisions press on the purpose of her mission. She wants to return home with Bonku, yet each Forgotling she meets makes the world they would leave behind harder to reduce to an obstacle. The premise is inviting and easy to grasp; the consequences of acting on it are what give this story its depth. This account leaves the rebellion's outcome and Anne's final decision for the game itself.

Anne stands with the wing-like device against a red background.
Anne stands with the wing-like device against a red background. Official game screenshot; copyright belongs to its respective owners.
Developer
Throughline Games
Genre
Cinematic puzzle-platforming adventure