Reviews from

in the past


Dead on arrival.

Dear god, this game had a budget of $125 million. Immortals of Aveum is one of countless misfires in the gaming industry that makes me wonder if anyone with access to as much money as this has any idea what they're doing with all of it. You can see the underlying mentality of use-it-or-lose-it with regards to the budget — celebrity cast lists, particle effects so dense that you can't see through them, Unreal Engine 5 tech demo scenery — and how little it actually goes towards making a game that's fun to play or a world that's interesting to engage with. I was certain that this was a small-scale AA game that EA was publishing simply to make a little cash on the side; finding out that this is one of the most expensive games ever made just confuses me. It's a complete and utter squandering of basically everything that it had going for it. We're witnessing a gaming failson being created in real time. It's like Victor Frankenstein made a monster that emptied the family bank account on a timeshare scheme.

This might be the most poorly written piece of media I’ve ever sat through. I’m extending this beyond only video games. Immortals of Aveum is written the way that people who don’t like Marvel movies think Marvel movies are written. There is no moment that cannot go un-quipped, no revelation nor death so important as to prevent every nearby character from rolling their eyes and cracking a joke about it. This refusal to hold anything as sacred can work — most comedies pull this off just fine — but this game exists in that 2000s-era Adam Sandler dramedy hellsphere where, despite the fact that none of the characters are taking this seriously, it’s clear that the viewer is expected to. Immortals of Aveum wants to be a story about wildly differing people coming together in the face of adversity, a story about betrayal, a story about racism, about ancient world-ending prophecies and secret orders desperate to keep the balance. It also has a character say, verbatim, “he’s right behind me, isn’t he?”. He is, in fact, right behind them. Holy fuck. Michael Kirkbride is the lead writer.

Speaking of, every character is such a potty mouth. I know that’s the most Melvin thing imaginable to complain about, but it really does clash with everything that’s set up here. This feels like a PG-13 movie. The best comparison is that it’s an adaptation of a young adult novel that doesn’t actually exist, but it’s not a good adaptation, and the YA novel in question was written like Divergent instead of Hunger Games. This is some bootleg bootleg garbage. This is stepped-on Noughts and Crosses. Characters in this universe ought to be saying “crap” or some made-up fantasy curse like “stars and bolts!” instead of shouting “fuck” every other sentence. Everything and everyone is so flat that you can only reasonably conclude that it was written to appeal to children, but the constant swearing reminds you that they actually intended this for adults. The ESRB gave this an M rating, and I think it’s almost exclusively because of the strong language. There’s barely any blood — hell, barely any actual violence beyond shooting little flashes of magic at people. Harry Potter is more hardcore even in its earliest parts, when the cast is made up of fourth graders fighting ogres in the school bathroom. Michael Kirkbride is the lead writer.

I want to take a moment to complain about Devyn, who might be the most annoying character I’ve ever seen. I cannot fucking stand Devyn. He even spells his name like an asshole. They very clearly want you to be annoyed by Devyn — he’s a Claptrap figure of sorts, placed here by a cruel and uncaring god solely to torment you with his quips — and this is probably the greatest triumph that the writing can manage. In a world where nobody is the straight man and everybody seems desperate to be the one who gets to say something “funny” next, Devyn stands out for his ability to fuck up every single conversation by inserting himself directly into the middle of all of them. Some character will start complaining about the Immortals being isolationists who only care about themselves, and Devyn will cut them off to go on a John Oliver-esque rant for a straight minute to mock them. The player character sets up an uneasy alliance with a member of a discriminated race, and Devyn hops on the holo-orb to joke about how much he hates the entire filthy lot of them. The player character starts telling a story and Devyn fucking burps like a cartoon character to cut him off. God, fuck him. I’d say that I hope he dies, but the game actually pulls through and obliges me. The lead villain blows a hole through his chest like Piccolo and we’re expected not to instantly start rooting for him. People mourn Devyn. He’s the first name that our heroes drop when they give the villain the “and this is revenge for...” speech once he’s defeated. Michael Kirkbride is the lead writer.

Devyn is really only as annoying as he is because his actor is as annoying as he is. This is a common thread throughout the entire cast; all of the actors here are performing like this is their first time in front of a camera. Hell, I thought it was. Turns out that the entire cast is comprised of actual fucking screen actors who do this shit for a living, and none of them seem to have a clue what they’re doing. This is doubtless a directing problem — Gina Torres is delivering a career-low performance, far beneath even the worst projects she’s done elsewhere — and it seems like Ascendant believed they could just hire professional actors and tell them to "start acting" as their only point of reference for what they ought to be doing. Charles Halford as Rook crushes it, though, and I have to wonder if it’s solely because his character doesn’t look like a human being. They were apparently doing some weird hybrid face-scan/mocap setup where the actors would have their faces scanned while they were doing voiceover in a booth, and then their heads would get pasted onto the bodies of whoever was doing the mocap. There are scenes clearly intended for big emotions, or that expect the actors to at least raise their voices a little — when they see their friends die, when they give speeches on the battlefield — and they just can't seem to muster them for this. Everyone just talks. Nobody in Aveum has ever heard of an outside voice.

I've gone this long without mentioning the gameplay because it's about as much of an afterthought as this paragraph. You get three types of magic, creatively named Red, Blue, and Green, and Blue magic is so ridiculously good that you only use the other colors when the game forces you to. Blue magic is a semi-automatic rifle that gets a stacking percent damage bonus on critical hits, which are guaranteed on headshots and weak spots. It has virtually zero recoil, infinite range, hitscan, and does obscene damage obscenely quickly. Red magic is a slow shotgun that deals a solid chunk of damage but has low DPS, and Green magic is a projectile-based submachine gun with some homing capabilities that serves mostly as a shitty shotgun that misses more often than it hits. Since all of your basic magic has infinite ammo, there's little reason to do anything other than keep your Blue magic in your hand and spam bolts at enemies so far away that they're using their low LOD models. Consider binding your fire button to the scroll wheel to spare your index finger from a repetitive stress injury.

What I do like, however, is that there's actually some emphasis on platforming and exploration. While this isn't an especially interesting world to poke through, there are all sorts of goodies scattered throughout, and they're all more or less worth collecting. Grabbing lore notes will always reward you with XP even if you don't read them, and actually getting to them can be fun. You've got a double jump to start out with, which is already a plus, and you'll eventually graduate to a hookshot and a glide that you can use to get basically anywhere you want to be. Chaining air dashes and hookshots with your glides to get across a massive pit with a treasure chest at the end of it might be one of those gameplay systems that's inherently rewarding. Even though most of what you'll get for doing these mini challenges amounts to little more than a lump sum of XP or a buff to some of your damage numbers, it's the act of platforming around where the tiny kernel of fun is hidden.

There's really not much to say about Immortals of Aveum besides the fact that, were it not for being the worst-written thing I've ever seen in my fucking life, I would have completely forgotten about it in the two weeks it's taken me to type this out. I'd almost say that it's worth playing if only to see how ridiculously bad the characters are, but you're better off watching someone else play it on YouTube at that point, and you'd be watching it for way too long to get a laugh out of it. At least bad movies usually have the courtesy of ending in two hours, not eight. Part of the problem with "so bad it's good" games are the amount of time that they demand you invest in them, and then you've gotta reckon with the fact that you're putting in work for something that isn't going to be worth it. I don't regret playing Immortals of Aveum. That's faint praise, but it's all the praise I can give it. The studio isn't going to exist by this time next year. It's hardly worth thinking about beyond the thoughts I've already had. People probably won't even remember that this existed, and what a sad thought that is. Try not to think about what they could have done with that money instead.

What are we, some kind of Immortals of Aveum?

Video games and film have merged in the fact that the only way we get original IP is if it's the absolute fakest slime imaginable

you know... the game is actually fine! just am not a huge fan of the trend of modern games looking 14% better than ps4 games but requiring a $3000 pc to play with the kind of performance any normal human being would deem acceptable.

this game is a lot better than i thought it'd be

the world and lore are way more interesting and unique than i would've given it credit for, the combat is fun and (literally) colorful, lots of interesting story beats and threads (some of which don't pay off admittedly), the dialogue is mostly AWFUL but the characters are pretty likable nonetheless

kind of a shame it flopped at launch. i wouldn't mind seeing a sequel

...

errr, she's right behind me, isn't she?

Considering this was a $70 title only a few months ago, I was surprised to see it for $8.99. After spending 20 hours with the game, I understand why and I think even at that price it's still not worth it. Buy a nice latte instead.

Playing on Xbox Series X the game is ripe with performance issues and let downs. Immortals is striving so hard to give you Doom-esque combat but when the framerate is dipping and diving all over the place in a frantic battle, it just doesn't work. I wish my gaming PC was newer to try it, because perhaps the experience would have been better.

"Before you leave the house, look in the mirror and take one thing off." - Coco Chanel - It's a combat system that just has too much and, at least on a controller, often leads to fumbling in battle. Three main weapons, three off weapons, six magic spells, melee, jump, double jump, hover, dash, sprint, and a grappling hook.... it's just a bit much, and I'd say about 20-30% of these are bland and lackluster. The spell parry ability was a standout favorite though, I really liked that.

Enjoyable characters and great voice acting was likely the only reason I completed this one. I wanted to like the story and the lore more, but it felt bland and uninspiring. As the player I really did not care one way or another how things turned out.

Rook for MVP.


Only played the trial but that trial was like 2 hours long and I wish we got less of these 7/10 games where 7/10 means "very fun to play but everything else is dogshit", thought it was meant to be the other way round. Combat is really nice but everything else is so souless that I can't imagine seeing this on sale and saying "yeah I'll dedicate 10 hours of my life to that"

I had a good time with Immortals of Aveum but the gameplay is extremely let down by the narrative and writing and it simply overstays its welcome.

I like the look of this game. There are a lot of flashy VFX flying around and the environments are beautiful and (though pretty generically fantasy) look impressive. Most of the enemy designs are surprisingly simple in a way that didn't really work for me though.

This is a first person shooter with the guns flavored like magic. Blue is your rifle, red is your shotgun, green is your smg. It all works really well and some color matching with enemy types makes it play a lot like Destiny. The movement is fun though not quite as kinetic as Doom 2018, I still enjoyed running around these arenas picking my targets and taking them apart.
Over the length of the game there really isn't enough introduced and I did get tired of the fights by the end. I didn't feel much compulsion to explore the open world after I had beaten the game.

This is a narrative heavy single player game and it really drops the ball here. The narrative is fairly generic though unnecessarily convoluted, with a couple of obvious twists and nonsensical motivation for most of the characters. Characters do things or refuse to do things obviously to further the plot, with no real attention paid to what that character's motivations might actually be.
Add to that writing that is like really badly done MCU dialog and this game becomes sort of a chore to get through. It isn't even that the characters are all annoying or intolerable (though some definitely are), the writing itself simply doesn't deliver, lacking the character and charm that, despite being vapid, MCU characters have.
There is a big swing at a lore heavy world here, but it is heavy handed and mostly ignorable. Characters drop 5-6 proper nouns on you per sentence, most of which are unimportant and just serve to remove your ability to understand what is even going on. Despite that, the world is pretty cool to just hang around in.

Immortals of Aveum needed to improve its focus and reign in the writing, but it is fun to play through despite that. If you want a fairly unique feeling first person shooter to blast through and you have already played both Doom games, it might be worth a shot.

The extra half star is purely for the visuals and the ideas that were presented in this game.

Everything else about this was so boring / bad it wasn't worth me trying to keep playing. The game opens with story beats that are meant to feel emotional but just happen suddenly and without much exposition or time to even get invested that it just feels like a weird joke, the voice acting is not good, the magic gunplay seemed like it would be fun but you're just cycling through red, blue, and green magic and color coding them to enemies in ways that never really feel fluid or that they're making sense all while the FPS eventually tanks once there's too many different colors on screen. I was slightly interested in the background of the world but even that got ruined once I realized the red, green, and blue magic were called exactly that, everything here is surface level. I feel bad for anyone that paid full price for this and could not get a refund.

Apesar de ser um lançamento esse jogo é muito lento e chato.

Não recomendo.

As an Unreal Engine 5 tech demo, its bursts of visual brilliance and seamlessly embracing the exhilarating gameplay elements reminiscent of DOOM Eternal. However, the storyline treads a fine line between success and failure. Its serious moments are indeed engaging, but its humor often fails to hit the mark. Ultimately, my experience boils down to one crucial factor: the sheer enjoyment I derived from navigating its campaign, eclipsing all other considerations.

Fun gameplay mechanics fucked up by shitty storytelling

Played some of the trial version and even the introduction is just really uninspired and boring, like the gameplay feels fun and has potential but everything else about the game just totally wore on me.

One of the worst openings to a video game I've played in some time.

I had such a strange relationship with this game....At first the gameplay was fun, like a magic DOOM without the gore....Then it became the same 10 enemies over and over and over. The story was boring....Then good....Then boring again, but overstayed its welcome. As I complete this game though, it wasn't that bad. Once you found some great spells and good gear, you really got into the groove and I can see how my playstyle would be different to others.

I was expecting a graphical showpiece though and this game is ugly....So very ugly. The lava looks like cheese.

The skeletal framework of a decent game exists in the shooting mechanics (though did we truly need a gear system for a linear FPS?) but good golly, what a grating protagonist. None of the characters here are truly sketched out that well but this guy is just a quip generator, as shallow as a kiddie pool. What a bummer.

Immortals of Aveum is probably a game a lot of people will skip this year. Considering what it's going up against it's hard to blame anyone for doing so. But between crazy ambitious games like Zelda and Baldurs Gate, it is pretty nice to have a simple but competent shooter that doesn't overstay its welcome. I would easily recommend Immortals to someone needing a downtime game or looking for something quick once it goes on sale.

I originally abandoned this and didn't plan to go back to it, but eventually it occurred to me that I could just switch to easy mode for the bitchass fight that was making me rage out, and see what the rest of the game had to offer.

I had really high hopes going into this. It landed with no fanfare whatsoever and immediately disappeared beneath the wheels of the parade of once-in-a-generation releases this year. It looks really cool; the magic effects are bright and colorful, like fireworks. I figured in a stacked year like this it's like James Bond vs Godzilla; it doesn't matter how good you look in a tux when you're just gunk between a giant lizard's toes. I saw hidden gem potential and on balance I think it more or less delivered on this.

My first impression was quite good, as well. The characters are all memorable and likable, and the worldbuilding felt plausible and fleshed out without being cumbersome. The combat takes its cues from Doom 2016 and Eternal and all the pieces are in place for a really strong movement shooter.

I love the active shield mechanic. I think this is the most innovative and potentially impactful new idea I've seen in a shooter for a long time. The way it works is you can toggle your shield on and off. When it's on, you move slower (maybe like 60% speed?) but you don't take health damage. Health damage requires consumables to replenish and you can only carry a few at a time, so preventing it is a big deal. The shield has its own health, kinda like Halo's shield; if you take a few hits and turn off the shield, it will regenerate quickly. However if you keep the shield up long enough for it to lose all of its health, it will break, meaning it recharges quite slowly.

As you can imagine this quickly becomes a big part of combat. This isn't a cover shooter, and you're usually being flanked if not completely surrounded, so avoiding damage entirely just through movement is usually a losing battle. Knowing when to activate your shield and when to let it recharge is a really fun skill to build and knob to tweak your playstyle. You can pursue upgrades that add effects like damage or a knockback when the shield breaks that give you even more options.

Unfortunately, I found it hard to use the shield optimally. This is a game with a lot of buttons to juggle. It also has awful default controls that seem to depend on the player having two right thumbs, and does not offer any options for button remapping. I put two paddles on my Xbox Elite controller and this made things much more playable. It didn't solve the big problem, though, which is that there's just too many actions the player has to be constantly cycling through. I found the manual health and mana replenishment in particular to be a real chore. I remember a Diablo 3 dev once talking about how they wanted to give the player fewer, but more interesting choices. Manually clicking a button when my mana or health gets low may add tension and difficulty, but it's not interesting, and it distracts from the genuinely fun stuff like the shield and weapon swapping.

When I go full sweat mode and put on four paddles for high level Doom Eternal it's because I genuinely need all ten fingers for that experience. Every digit has a different, mission-critical tool for its flexible combat loop. The high complexity makes the game fill my brain like a gas, occupying every space; when it all comes together it's downright euphoric. Unfortunately, Immortals of Aveum gums up its toolset with chores. Manually sprinting, reloading and replenishing resources just slows everything down, and gives you really deflating ways to mess up (like dying with a bunch of unused health crystals).

I also had problems with the movement options. I found the blink teleport to be extremely unsatisfying. For one thing, the distance is laughably paltry. I kept waiting for an upgrade that never came. It's so short that in first person perspective, when everything close to you is off-camera so you have no easy frame of reference, it often looks like you're not moving at all. The worst part, though, is that it's a simple teleport and imparts no additional speed or momentum. And it cancels your already-finicky sprint, making it a really unreliable escape tool.

I never realized how critical the mantle is to Doom Eternal's moveset until I tried playing without it. It makes precision platforming much, much easier, because you can just aim your camera at a ledge and dash toward it. In Immortals, you can only guess when you're above a platform, unless you point your camera straight down at the floor which you never want to do in a game like this, especially midair, with a thumbstick. I was constantly over- and under-shooting ledges that I was aiming for.

Incomplete information wasn't just a problem with the platforming. In later levels fast-moving enemies are introduced, and they're dark-colored against a dark background with HDR-reinforced bright fireworks effects for the magic constantly flashing around. It got very hard to read the action in these fights.

It's also a looter shooter, which I find tedious. I don't like spending time dinkin around in my inventory. Ditto for the crafting and upgrade systems. I heard an interview with Bret Robbins, the game's director, who said he pretty much just threw in everything he thinks is fun in video games. Which, you know, fair enough that's probably exactly how I'd do it. But it also explains why it felt so crowded with mechanics. I felt like in this loot stuff there were too many choices that weren't different enough from each other to be interesting.

I would love to see this game iterated on more because it really does have some cool stuff going on. And Gina Torres, come on. It's absolutely unfair of me to compare this to Doom Eternal so much, and I definitely think there's plenty of room for movement-based shooters that aren't quite as tuned. And honestly if you're a shooter mechanics nerd like me it's probably worth picking up on sale to mess around with the shield; it is super cool. Come for the fireworks, stay for the crunchy shooter mechanics.

At the end of the day, though, I think what I appreciate most about Immortals of Aveum is that they went so all-out with the production values on a brand-new IP. Pretty sure I've said it before but it bears repeating: gusto goes a long way for me. I don't think big swings all need to be home runs. I think Immortals of Aveum, despite its terrible name and other flaws, earns its place in the canon kind of on the Duke3D side of the shooter tree, alongside The Darkness, Riddick and Bulletstorm: blemished but still brilliant gems that were made with a lot of grit and passion. I'd buy another Aveum game.

Trading guns for magic, you play as one of the special few who can wield all three colours of the arcane. You are armed with Blue (a Rifle), Red (a Shotgun), and Green (a Machine Gun) to mow down your foes. The writing is fun, and the voice acting is good. Although, you might struggle to find a character you actually like, as they are all different shades of asshole. The game claims you can build your character to fit your playstyle, focusing on powering up one colour or evenly spreading your points across all three. However, it then throws you encounters that require specific colours to defeat enemies, spitting in the face of those claims. Sometimes, a game can simply be "good". They don't have to all be masterpieces.

The cool thing about local record stores is that you can find games like Immortals of Aveum, a game that came out two months ago, for $18 dollars. That's the perfect price to pay for this game, I feel.

You know what? This game is good. I haven't played a shooter in awhile so it was kind of nice, but this is by no means even in the top 20 of shooters of the last decade, or hell even this year, I bet.

There is no denying that it looks great. I'm playing with Performance mode on PS5 and it's smooth as butter. The visual effects of your weapon attacks and the more interesting environments are pretty dang nice. Particle effects people should be very proud.

The story may as well be white noise. I have nothing to say about it. After the prologue I put on my headphones and bumped my own shit while zoning out of exposition. I just don't care. Nobody cares. It's not as bad as Forspoken though.

It's the most mid game in existence. I have nothing good or bad to say about it beyond what I've already stated. No joy. No pain. Just a lukewarm numbness. That is Immortals of Aveum.

I just realized this game is a less interesting Ghostwire Tokyo. I think I should give that game another shot. I'd probably appreciate it more now lol.

The single-player first-person shooter has become somewhat of a lost art. Risky trends have pushed the genre into multiplayer territory where they all fight to the death to be the last one standing. It's a battle royale of battle royales. Bethesda Softworks has been almost the sole arbiter of the bigger budget solo shooter, a club that Ascendant Studios is joining with its first title, Immortals of Aveum. Trading AK-47s for mystical gauntlets has not forfeited its identity as a first-person shooter, as this clever swap has allowed it to become one of the freshest debuts the genre has seen.

Read the full review here:
https://www.playstationlifestyle.net/review/889984-immortals-of-aveum-review-ps5-worth-buying/

had been forever since i played a console fps -- i got ps+ extra so i thought i'd try the middling fps from last year but i couldn't make it past thirty minutes before my eyes got blurry and i got a headache. genuinely, i don't understand how people play console fps with such a low fov, especially a fast paced movement game. i'm sure this game is playable on PC but fuck this was an actually painful experience.

Harry Potter from multiverse

I went into this game mostly blind and it was a very fun ride.
I had heard very little about this game besides it not having a huge reception at launch, so I didn't much pay attention until it recently came to PS+

I had fun with mutliple aspects of it, the visuals are very creative and the world and it's set pieces very memorable and unique, the story is goofy more often than not with a looot of "Marvel" writing bits, but actually original plot twists and world rules.
The combat is fun albeit a tad repetitive but in the run time of the game it never starts to feel like a bother, plus the clear inspirations from Doctor Strange type magic leads to a very fun fantasy combat loop.

It is worth a try, but the biggest down point is the full price, the game shines the most when you feel like you only paid for a AA experience.

Finished Immortal of Aveum, really fun experience.
PROS: Solid gameplay, good boss fights, level design is also good, Visuals are also good and story by the end of it win me over middle part was rough, the sound track is banging Not gonna lie flaw less imo.

CONS: Enemy variety is lackluster, visually game lacks distinct art style, got alot of fidelity but 720p and unstable fps really hinders it(not optimised well), biggest flaw of the game is it's MCU type writing like if it don't have that this game would've easily had a good chance of being great.
Solid 7/10, recommend it.

How the hell do you make wizard FPS this boring?!

I will bet $1000 that some EA producer said "In our focus testing, we found players didn't understand how to play the game." Which resulted in the worst tutorial since shooters from the genres dark-age of 2007.

EA apparently spent $40mil USD on marketing for this game. They literally blew so much money on marketing, that it was too scared to risk letting the devs make something actually fun. Now all those devs have lost their jobs and the earth has been salted so thoroughly that I will never get a Doctor Strange shooter.

This is all too sad. My hearts go out to the devs who clearly wanted to make something cool, and were held back in the most blatant example of publisher meddling I've seen in the last 10 years. Because not one creative that works in this industry could possibly have wanted to let this happen.

I should finally get around to finishing Amid Evil...

analise em video no canal :

https://youtu.be/PWvCXtObPC8?si=Xt643JR18_3K3Lbv

Guys, vamos falar hoje de Immortals of Aveum. Será que vale a pena? Será que está bom? Será que está ruim? Então, sem mais delongas, vamos conversar sobre isso.

E bom, Immortals of Aveum, desde seus primeiros trailers, vem chamando a atenção, não somente minha, mas também do público gamer em geral. No início, ele parece um pouco estranho, mas depois, com o tempo, quanto mais você explora e joga o game, mais divertido ele vai se demonstrando ser. Porém, a experiência como um todo, a gente vai falar sobre ela detalhadamente ao longo da analise que acaba deixando a desejar, principalmente falando dos nossos gráficos e também da questão do desempenho. Afinal, inicialmente eu joguei o game no PC, mas infelizmente tive que migrar para o Xbox Series S por uma falta de desempenho aceitável.

Falando um pouco da nossa história, ela segue um molde de histórias que a gente já viu em diversos jogos. A gente tem o nosso protagonista, Jak, e sua cidade é completamente devastada por um personagem que quer acabar com todos os reinos de Aveum e transformar tudo em uma única região. Obviamente que nosso protagonista vai se unir aos Imortais, que são um grupo de pessoas com o objetivo de impedir que tal feito aconteça.

E aqui na nossa história, a gente já vê uma coisa muito comum: o nosso protagonista perde tudo em um desastre por conta do vilão principal, A gente se motiva por conta disso a impedi-lo em seus planos e em seguida devemos fazer de tudo para poder superar e impedir que tal coisa aconteça. Isso é basicamente o clichê do clichê de qualquer jogo médio de videogame. O nosso mundo do game é repleto de magia, e algumas pessoas despertam um tipo de magia diferente, caracterizada pelas cores verde, azul e vermelha. E obviamente, como um segundo clichê, o nosso protagonista é especial, afinal, ele consegue ter esses 3 tipos de magia diferentes. Obviamente, sendo a pessoa ideal para acabar com o vilão principal.

A nossa história do game vai se desenrolar de maneira linear. Apesar de existirem diversos personagens secundários que vão dar muito acréscimo à nossa história, o game é linear, seguindo sempre uma ordem cronológica, liberando os capítulos conforme você vai fazendo eles. E isso é algo que eu sinceramente acho muito bom. Eu gosto de um game que se mantém linear. Não acho ruim. Como disse, existem alguns personagens secundários que vão amarrar melhor a história, além de ter também algumas quests secundárias opcionais e alguns desafios como dungeons para você conseguir novas habilidades.

E falando da parte do combate em si, o game é, eu diria, até inovador nessa questão. Afinal, ele tenta ser um "shooter", porém ao mesmo tempo ele é um "shooter" diferente, eu diria. Como eu disse anteriormente, nosso protagonista pode usar 3 tipos de magias, e esses 3 tipos são fundamentais na hora da gameplay. Afinal, o vermelho serve para combate em curta distancia, o azul para combate a distância, e o verde é um tipo de arma que é a mais usada normalmente, servindo apenas para atirar mesmo. É mais fácil entender jogando ou assistindo a um vídeo.

Obviamente, essa divisão de cores nas skills e a diferenciação de habilidades não servem apenas para isso. Afinal, no game existem diversos inimigos onde você vai ter que mudar as cores da arma para, por exemplo, dar mais dano, quebrar um escudo com tal cor de arma e também, claro, resolver alguns puzzles onde você precisa utilizar as cores corretamente para poder prosseguir no game.

No combate em si, há diversos inimigos divididos entre básicos e chefes. Alguns desses básicos, como dito antes, possuem escudos, e a batalha contra os chefes é até épica e legal. Porém, nem tudo são flores. Embora o game seja intrigante nas suas primeiras 5 horas de gameplay, é basicamente isso. Então, a gente tem 3 tipos de habilidades que já vão estar disponíveis desde o início. Então, se você, por acaso, começou a jogar o game e por acaso não gostou do estilo da gameplay, habilidades, etc., que, no caso, foi o meu caso, muito dificilmente você vai ficar preso ao game em relação à sua gameplay. Basicamente, você vai fazer as mesmas coisas o tempo todo em relação ao combate do game. Então, é muito fácil você ficar enjoado com a gameplay do game. Porém, de maneira geral, o game é até que aceitável na gameplay. Eu, que sinceramente, não curti tanto, principalmente porque o game é clichê na história, clichê na sua gameplay e combate, e também teve um ponto que contribuiu demais para eu enjoar dele, que foram os inimigos que, basicamente falando, são as mesmas criaturas quase sempre. Obviamente, ao longo do game, vão sendo introduzidas outras criaturas. Porém, logo, logo, essas novas criaturas passam a fazer parte do loop de mais do mesmo, e vai assim até o fim do jogo. Os chefes, como citados anteriormente, eles têm uma variação gostosinha, porém, com o passar do tempo, como você já está enjoado do combate, já está enjoado dos mesmos inimigos, quando chega um chefe novo, você já fica de saco cheio ali também, porque os chefes são demorados.

Além disso, o game também conta com um sistema meio RPG, Basicamente, a gente tem equipamentos e as árvores de talentos que, de maneira geral, funcionam muito bem.

Agora chegamos ao que, na minha opinião, é a pior parte do game disparada: a parte gráfica e, falando também do desempenho geral do game. Afinal, eu testei no PC e joguei nos consoles. E já falando da parte sonora do game, eu achei ela ok. Ta, galera, não vamos nos aprofundar muito nisso, porque ela pouco faz diferença aqui. Para mim, nesse jogo, a única coisa que foi ponto negativo comigo foi o fato do game não ser dublado em PT-BR em pleno 2023...

E bom, graficamente falando, Immortals of Aveum traz um visual que é até aceitável, por estar sendo feito na Unreal Engine 5.1. A gente estava imaginando algo muito mais superior do que está sendo entregue aqui no game. Afinal, em diversos trailers, ele se mostra de fato assim. Porém, na prática, não é isso tudo. Para não dizer que nada impressiona no game, para mim o grande destaque são as expressões faciais dos personagens, que são de fato incríveis e muito bem feitas.

Porém, como o game tem um desempenho duvidoso, isso acaba até mesmo afetando a única experiência que seria genuinamente superior no game, porque em diversos momentos, principalmente em cutscenes, é possível notar umas quedas de frames bem bruscas, o que acaba atrapalhando completamente a fluidez das expressões, o que seria algo muito bom. Isso falando da minha experiência com o Series S, que foi até ok, ta, galera? Porém, eu tive diversos problemas com texturas sendo mostradas com baixa resolução, bugs visuais e de iluminação, quedas de frames, isso quando o jogo simplesmente não resolvia travar de vez. Agora, pega esses detalhes dos bugs e coloca no PC, só que três vezes pior. Esse era o nível da experiência que eu tive nos computadores. E detalhe, galera, que meu Series S custou 1.800 reais, enquanto meu computador custou por volta de 6,7 k. Então, o game está bonito? Está, está lindo, mas nada justifica o desempenho medíocre que o game apresenta, tanto nos computadores, principalmente nos computadores né, como também para os consoles, que apesar de sofrerem menos, ainda sim estão com um desempenho medíocre. Então, a otimização geral do game é ridícula. Obviamente, o game vai ter atualizações que vão melhorar o desempenho, porém a primeira impressão é a que fica, né, gente? Então, é ridículo um game que custa 300, 400 reais chegar dessa maneira, um absurdo total.

Immortals of Aveum é um jogo com muitos problemas em quase tudo que se propõe a ser. Porém, se fosse somente pelo fato dele ser um game genérico ou algo do tipo, que de fato ele é, isso seria um dos seus menores problemas. Há muitos problemas de otimização, tanto nos consoles como principalmente nos computadores. E sinceramente, para um jogo que tenta bater de frente com jogos triplo-A do mercado, esse aqui certamente não vale nem um pouco o seu dinheiro. Mais tarde, daqui a um ano, se não me engano, ele deve dar as caras em serviços como EA Play/Xbox Game Pass, e aí sim vale a pena você testar. E eu tenho certeza que a experiência que você vai ter lá nesse futuro vai ser, sem dúvidas, muito melhor do que a minha aqui no lançamento. E eu fico com uma certa pena desse jogo, porque, se não me engano, esse estúdio é um estúdio novo, e você consegue, em meio a tudo isso, ver uma certa dedicação. Você consegue ver uma futura qualidade em seus trabalhos. Porém, como o mercado de games tem o péssimo hábito de vender as coisas rapidamente e marcá-las como se fossem algo de outro mundo e mega revolucionário, como a Unreal Engine 5, e somando assim esquecendo coisas básicas como uma história legal, uma gameplay única, desempenho gráfico, etc., vai sempre acontecer essa mesma situação uma atrás da outra. Então, realmente uma pena, esse jogo tinha muito potencial.

Pontos Positivos:

- Expressões faciais incríveis.
- Combate é divertido até certo ponto.

Pontos Negativos:

- Inimigos muito repetitivos.
- Otimização no lixo: bugs, travamentos, quedas de frames e tudo que há de ruim.
- História clichê demais.


Versão usada para análise: Xbox Series S/PC.


Enjoyed my time with this game. Unique spin to the FPS genre with a lot of cool ideas. Falls short in a lot of places, but hoping this gets a sequel to improve on these. Good performances by the cast, story feels inconsistent at points. Overall would recommend.

Genuinely dreadful on nearly every aspect. Despite trying to "get my money's worth" from a stupid purchase of this game an hour before it was announced to headline April's PS+ offerings, I could not force myself through it.

Gameplay is vapid with barely any variety in level and enemy design, performance is god-awful despite being obviously upscaled with shimmery/muddy visuals, and the plot is unbearable with the worst protagonist I've ever been forced to play as. Every character is a Marvel-quipping smart-ass with ceaselessly annoying chatter and "jokes" that makes a lobotomy look attractive by comparison.

I got just over 40% according to my Playstation but I couldn't take it any longer, selling my copy and deleting this garbage off console storage for good.

While it has some cool concepts, the gameplay started to become rote and repetitive to me. The story was also extremely uninteresting, as were the characters, and while I respect the production values of the game given that it came from a first-time developer, it really needed more time in the oven.

A fun setting and story. While combat starts off strong it really falls off as it just doesn’t develop anywhere interesting.