Early on,Immortals of Aveumgives the whole game away.
It’s hard to think of a game that sums up one of its biggest problems so succinctly.
Sadly, that’s also emblematic of Immortals of Aveum as a game.
This is the everygame taken to another dimension.
If it sounds like I’m flying through this stuff, it’s because I really am.
It does have one sort-of twist, mind, which is its three-magics approach.
This doesn’t really work, as I’ve already alluded to, but still.
It is new and it is genuinely almost interesting.
Here in the post-Titanfall, post-Doom 2016, post-Fortniteworld the modern shooter has changed dramatically.
Many enemies are resistant in some form, or at least dealt with much more efficiently with other colours.
Blue attacks shred shields for instance, while Green prevents fast-regeneration of health.
you could jump, run and very infrequently dash, and that’s the extent of it.
These crates are everywhere and they deliver gold or Red/Blue/Green essence (for crafting!
You love crafting, remember?!
), or maybe a health not-potion or another round of magic skill… ammo?
Between box-smashing and combat, you’ll likely be solving environmental puzzles.
Between not-great combat and endless tat boxes and hit-and-miss platform-puzzling, it’s cutscene time.
There’s a borderline heavyweight cast here.
Immortals of Aveum accessibility options
Colour blind modes for Deuteranopia, Protanopia, Tritanopia.
Camera shake, bob, and vibration toggles.
Subtitle size options, toggles for cinematics, conversations and gameplay.
Controls viewable at any time.
Music, voice and sound effect volume controls.
Look sensitivity options, controller vibration toggle, and three difficulty levels.
Mission list and past objectives viewable from menu, waypoint on screen at all times.
In fact, I’m afraid that’s the takeaway from Immortals of Aveum as a whole.
It’s just not a particularly successful one.