Thread: Immortals of Aveum studio Ascendant has laid off nearly half of its staff, citing poor sales
Oh no, my most favorite strongest female failed.

So sad.

FxoPy2DaIAEi315
 
Shame. It's a good game. new ip, single player, doomlike metroidvania.
Maybe not amazing but good

In what sense is the game Doom like?

Personally, I only watched trailers, some gameplay and the DF tech analysis. Initially, when the game got revealed, I was interested. Finally a shooter that looked different, something fresh.
But the more I saw, the less I cared about it. Didn't like the character designs, the main character felt lame, the dialogue in the trailers didn't resonate with me, I didn't watch the gameplay and thought "I have to play this", then there was the thing with the extremely high hardware requirements for very nice but not spectacular visuals.

In a time frame with so many great games, it wasn't enough to make me want to play it. But in general, I prefer smaller scale retro style shooters, most big budget FPS aren't for me so there's that.
 
In an attempt to convince players to buy the game, a demo is now available. I'm downloading it on Steam right now.

Don't think I'll ever buy it from what I've seen, but want to check out if there's some eye candy for my graphic whoring.
 
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I distinctly remember with this game the one thing that bothered me was the hands taking too much of the actual screen when casting spells that seemed more distracting than anything. I'll probably try it in 2 years on a steam summer sale for 15$
 
I think its self-explanatory here. Stop making games with so much over the top glowing particle effects. Colorful magic spells no longer look good or sell.
 
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Gameplay looked solid, but it was always a 'wait for deep discount/sub service' game.

They would have probably made more money going for a low-fi 90's shooter experience like 40k Boltgun. There's nothing in any cutscene this game has to offer that wouldn't have been better with beautiful animated pixel art.
 
Just played some of the demo on PC, not liking it, unfortunately. I was mostly interested in the visuals because it's UE5 and Digital Foundry said it's beautiful. But I'm very disappointed by the visuals especially.

Big ass nit pick and negativity post incoming.

- Don't like the characters, writing and the direction. Not working for me.
- You have to break into some big rich mans mansion in the most secure area of the town... one openly accesible zip line to the open balcony and you're in lol. Then you immediately are able to steal a valuable item. No immersion or logic, totally unbelievable.
- Intro level failed to make me care about the characters, felt rushed and ineffective.
- The visuals are totally weird. Extremely high detailed faces, some impressive effects and objects, long view distance. But then.... the whole first area looks extremely bland and bad, in general the game has a muddy and soft look with many textures like wood or objects around the world being surprisingly low detail. Some objects like plants look weirdly glowy. Playing at ultra settings everything maxed.

immortalsofaveumscre06ivi.jpeg

immortalsofaveumscre3ff03.jpeg



- When you follow a character, the game makes damn sure don't lose sight with this big pulsating circle all the time. And a graphics whore nitpick, all the stuff from the explosion falling through the ground in your games grand opening.
ezgif-5-1f6c64297cmqdw4.gif


- A visual thing that drives me nuts is the effects. Like in so many other games, the magic doesn't light up the environment. You cast big ass green magic in your hand - no green light on your hand or the environment.
immortalsofaveumscrezuimd.jpeg


And this is apparently the best they came up with for a magic stream. Like, c'mon.
ezgif-5-a219bfc529e4c7o.gif


- "Shooting" doesn't feel good, feels kinda like nothing. Some nicer sound effects would've gone a long way.
- Traversal stutters all the way, performance is fine other than that with DLSS Quality.
- It's a super gamey game, that tries to be cinematic and big, but feels wrong and incoherent when playing it.

Edit:
Overall not an ugly game by any means of course. But it looks very soft and kinda weird to me. It has good object density, lighting can look good, some nice vistas.
But you should really not look closely and it sometimes looks plain bad.

Can't remember the last time I saw huge pixels on ground shaders:
immortalsofaveumscrezsd23.jpeg


It's so uneven. Look at the lighting on that enemy, gives me early 2000s vibes.
immortalsofaveumscre3xcuj.jpeg


All that visual complaining aside, from the dialogues to the characters and the gameplay, I totally understand why the game flopped.
 
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Just played some of the demo on PC, not liking it, unfortunately. I was mostly interested in the visuals because it's UE5 and Digital Foundry said it's beautiful. But I'm very disappointed by the visuals especially.

Big ass nit pick and negativity post incoming.

- Don't like the characters, writing and the direction. Not working for me.
- You have to break into some big rich mans mansion in the most secure area of the town... one openly accesible zip line to the open balcony and you're in lol. Then you immediately are able to steal a valuable item. No immersion or logic, totally unbelievable.
- Intro level failed to make me care about the characters, felt rushed and ineffective.
- The visuals are totally weird. Extremely high detailed faces, some impressive effects and objects, long view distance. But then.... the whole first area looks extremely bland and bad, in general the game has a muddy and soft look with many textures like wood or objects around the world being surprisingly low detail. Some objects like plants look weirdly glowy. Playing at ultra settings everything maxed.

immortalsofaveumscre06ivi.jpeg

immortalsofaveumscre3ff03.jpeg



- When you follow a character, the game makes damn sure don't lose sight with this big pulsating circle all the time. And a graphics whore nitpick, all the stuff from the explosion falling through the ground in your games grand opening.
ezgif-5-1f6c64297cmqdw4.gif


- A visual thing that drives me nuts is the effects. Like in so many other games, the magic doesn't light up the environment. You cast big ass green magic in your hand - no green light on your hand of the environment.
immortalsofaveumscrezuimd.jpeg


And this is apparently the best they came up with for a magic stream. Like, c'mon.
ezgif-5-a219bfc529e4c7o.gif


- "Shooting" doesn't feel good, feels kinda like nothing. Some nicer sound effects would've gone a long way.
- Traversal stutters all the way, performance is fine other than that with DLSS Quality.
- It's a super gamey game, that tries to be cinematic and big, but feels wrong and incoherent when playing it.

Edit:
Overall not an ugly game by any means of course. But it looks very soft and kinda weird to me. It has good object density, lighting can look good, some nice vistas.
But you should really not look closely and it sometimes looks plain bad.

Can't remember the last time I saw huge pixels on ground shaders:
immortalsofaveumscrezsd23.jpeg


It's so uneven. Look at the lighting on that enemy, gives me early 2000s vibes.
immortalsofaveumscre3xcuj.jpeg


All that visual complaining aside, from the dialogues to the characters and the gameplay, I totally understand why the game flopped.

Hopefully I like it, I saw a post online saying it was like a metroidvania once you get past the intro, I can't say if I know this is true at all as I haven't event booted the game up.

But I appreciate the thoughtful write up of your personal gripes with the game, some stuff I probably wouldn't even notice or look at :p

But hopefully I find the shooting is serviceable atleast as I imagine there will be a lot of that throughout the game :p

Also what is the magic stream? Fast travel?

I personally feel the game flopped due to the £70 asking price, at £40 I would've took a chance day one, but £70?! Not a chance :p

Also it probably doesn't help the absolute onslaught of incredible releases we've had this year!

It's been literally non stop!
 
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Hopefully I like it, I saw a post online saying it was like a metroidvania once you get past the intro, I can't say if I know this is true at all as I haven't event booted the game up.

But I appreciate the thoughtful write up of your personal gripes with the game, some stuff I probably wouldn't even notice or look at :p

But hopefully I find the shooting is serviceable atleast as I imagine there will be a lot of that throughout the game :p

Also what is the magic stream? Fast travel?

I personally feel the game flopped due to the £70 asking price, at £40 I would've took a chance day one, but £70?! Not a chance :p

Also it probably doesn't help the absolute onslaught of incredible releases we've had this year!

It's been literally non stop!

I went in with the expectation of seeing a visual showcase, but tbh RoboCop looks way better to me (freaking great game btw).
Yeah I enjoy talking about visual differences and analyzing graphics, I'm the resident ray tracing and graphics whore. While at the same time loving retro style shooters with 90s visuals, they look beautiful to me :)

It's always sad to see a new ambitious IP flop. As you've said, this year was stacked and there wasn't really much excitement around this game leading up to the launch. For me, I was all kinds of hyped when they revealed this new beautiful UE5 magic shooter. But with every trailer, I became more and more indifferent. Couldn't relate to the main character and the setting.

Looking forward to your impressions, hope you'll like it!
 
I went in with the expectation of seeing a visual showcase, but tbh RoboCop looks way better to me (freaking great game btw).
Yeah I enjoy talking about visual differences and analyzing graphics, I'm the resident ray tracing and graphics whore. While at the same time loving retro style shooters with 90s visuals, they look beautiful to me :)

It's always sad to see a new ambitious IP flop. As you've said, this year was stacked and there wasn't really much excitement around this game leading up to the launch. For me, I was all kinds of hyped when they revealed this new beautiful UE5 magic shooter. But with every trailer, I became more and more indifferent. Couldn't relate to the main character and the setting.

Looking forward to your impressions, hope you'll like it!

I have Robocop Rogue city for Christmas, launched at £40 online physical what is a much easier impulse buy territory price :)

Genuinely looking forward too it, see nothing but positive things online for it :)

Hopefully Immortals can get a new lease of life with a demo, lower price and maybe a sub service addition in the future, never like to see a new studio or IP fail.

If I can find fun in the game then I'm happy :)

I tend to like the majority of games I buy/play, I think I've only really been letdown/disappointed by two games this year, that being MK1 and atlas fallen, I just didn't enjoy them at all sadly :( (well atlas fallen, is letdown by some of worst combat and most dull/boring enemy encounters I have ever seen in a game)
 
EA flop Immortals of Aveum reportedly cost around $125 million, former dev says "a AAA single-player shooter in today's market was a truly awful idea"
The studio's CEO, Bret Robbins, has gone on record to blame Immortals' poor sales on last year's extraordinarily busy release calendar, but an anonymous former Ascendant employee speaking to IGN said, actually, the concept of the game itself and its sizable budget were both fundamental mistakes and ultimately doomed the project.


"At a high level, Immortals was massively overscoped for a studio's debut project," the former employee said. "The development cost was around $85 million, and I think EA kicked in $40 million for marketing and distribution. Sure, there was some serious talent on the development team, but trying to make a AAA single-player shooter in today's market was a truly awful idea, especially since it was a new IP that was also trying to leverage Unreal Engine 5. What ended up launching was a bloated, repetitive campaign that was far too long."

Whatever the reason Immortals of Aveum didn't succeed, it sucks that its failure will only further discourage major studios from investing in the sort of big budget single-player, no-nonsense action games we're seeing less and less of these days, and redundancies affecting passionate developers suck even worse.

Another anonymous employee, still at Ascendant, told IGN that there was potential in Immortals' old-school approach, but admitted it failed to find an audience regardless. "It's not a sequel or a remake, it doesn't take 400 hours to beat, has zero microtransactions, no pointless open world grinding. Although not everyone loved it, it reviewed pretty well, currently sitting at a 74 on OpenCritic and a Mostly Positive on Steam. No one bought it."
 
EA flop Immortals of Aveum reportedly cost around $125 million, former dev says "a AAA single-player shooter in today's market was a truly awful idea"


That's their takeaway??? Single player shooters don't sell? Fucking retards.

It couldn't possibly be that it looked and ran like shit, barely had any creativity in level or gameplay design and was rancid with DEI propaganda that only appeals to hate filled mutants that never play video games, no matter how much you pander to their shit tastes.

No, it's that it wasn't an exploitative live service multiplayer Skinner box.

Fuck EA, I hope MS buys them for Xbox next.
 
EA flop Immortals of Aveum reportedly cost around $125 million, former dev says "a AAA single-player shooter in today's market was a truly awful idea"


$85M is wild for what is, by all accounts, a mid-tier at best FPS game with fantasy flair.

Though I guess I would be unfamiliar with budgets for your more standard AAA fare. This seems highly inflated?
 
$85M is wild for what is, by all accounts, a mid-tier at best FPS game with fantasy flair.

Though I guess I would be unfamiliar with budgets for your more standard AAA fare. This seems highly inflated?

For some context: First Spider-Man game in PS4 had a 100 million dollar budget, 85 million is a lot but not a crazy outlier in the AAA business. An AA game like A Plague Tale Requiem cost 25 million.
 
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It wasn't, was also available in their online store for the price. Sales of that game have been incredibly weak, at some point retailers just want to get rid of it and make place for games that actually sell.

For that price it seems like a no brainer!
 
Well, for starters, the name sucked. Who wants to play a game called Immortals of Aveum? It sounds like it was shit out of a generic D&D generator. How do you spend over a hundred million dollars in development bloat and STILL come up with a name like that?

And that interview is sad… Immortals of Copium.
 
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