Oh no, my most favorite strongest female failed.
So sad.
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Shame. It's a good game. new ip, single player, doomlike metroidvania.
Maybe not amazing but good
Shame. It's a good game. new ip, single player, doomlike metroidvania.
Maybe not amazing but good
The graphics looked nice, but the story and characters felt like garbage. One of the cutscenes alone was just cringe to watch.
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.
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.
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- 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.
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- 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.
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And this is apparently the best they came up with for a magic stream. Like, c'mon.
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- "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:
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It's so uneven. Look at the lighting on that enemy, gives me early 2000s vibes.
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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
But hopefully I find the shooting is serviceable atleast as I imagine there will be a lot of that throughout the game
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
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!
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"
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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"
"No one bought it"www.gamesradar.com
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"
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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"
"No one bought it"www.gamesradar.com
$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?
Oh no, my most favorite strongest female failed.
So sad.
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At least at that price, the copies sold out.
At least at that price, the copies sold out.
That has to be a pricing error lol
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!
At least from my experience with the demo, it wasn't worth my time even for free.