The lock-on is not particularly effective, especially when some enemies can shift around at a fair pace, but I don’t think I ever lost a fight solely because of it. There’s a few types of puzzle to encounter, but Ubisoft has done a really good job in changing up the basics enough between them to not make them that repetitive.Ĭombat is, somewhat fittingly, closer to the old God of War games than it is Breath of the Wild or Assassin’s Creed, with a quickened pace and an emphasis on combos, dodges, and parries as you unleash an increasingly dazzling arsenal of godlike moves on Gorgons, Harpies, and Legendary Chickens. Puzzles are a familiar, yet satisfying mixture of platforming, block-lobbing, and switch-hitting. Climbing has its taxing and tense moments, but there were far fewer frustrations than I expected from it given the use of a stamina meter. Traversal plays a part in getting the story moving, but it’s playing third fiddle to combat and puzzle-solving. Dynamic, Snappy Combat And Action With Some Storytelling Ideas Of Its Ownįirstly, this is a more streamlined experience. There is a lot here from Nintendo’s Switch launch title, but Immortals is able to use those features well, without seeming like a complete copy and paste. I get that may be seen as a rod to beat the game with, but it’s not much of a criticism given what Immortals changes and adds to that blueprint. The potion-mixing, the climbing, the gliding, the stamina, the legendary monsters. The art style is similar, the puzzle-based shrines are here as vaults, the map’s central focus is the big bad’s home enveloped in a swirling storm of bright red. I really didn’t want to bring it up, but it’s unavoidable given how blatant the influence is on Immortals. ![]() The elephant in the room with Immortals is just how much it borrows from the blueprint set out by Nintendo for 2017’s The Legend of Zelda: Breath of the Wild. There are some places and treasures you can’t reach that either requires you to upgrade your stamina or have particular abilities you can only obtain from a God’s questline, but these don’t really prevent you from progressing the story. The game allows for an admirable amount of freedom in how you tackle things for the majority of its playtime.Įach region belongs to one of the God’s you need to restore, and while the game does gently push you to start in a certain place, you can easily go off and explore the world, or start another God’s questline. The pace is fairly zippy for an open-world game and you’re never too far from something to do in Immortals. ![]() Instead, it contains things in a couple of sizeable islands but packs them with all sorts of different puzzles, items, and monsters. This open-world isn’t as alarmingly huge as Ubisoft’s usual efforts. So Fenyx goes roaming the open-world in search of the tools to make them a champion of the Gods. ![]() The tale here is told in a different way from your traditional open-world adventure and has its fair share of comedy and humor. With no heroes around to help out, the insecure Fenyx is charged with restoring the Gods and defeating Typhon. That story is about the titular Fenyx, a mortal living in the shadow of their heroic sibling in Ancient Greece.įenyx awakens from a shipwreck to find the monstrous Typhon has turned the rest of humanity to stone, including their sibling, and has imprisoned several of the Gods in new forms that take away the very essence of their personality. Immortals begins with a chained-up Prometheus telling Zeus the story you ultimately end up playing.
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