Immortals of Aveum has a problem. Or rather, there is a problem. It is one of the first major games launched on the new Unreal engine 5. A new generation engine that should bring a brighter future to games and thereby improve the lives of not only us, the players, but also the developers. However, looking now at the result of a rather interesting, but still fairly average by today’s standards, Aveum’s Immortals, I’m not sure that this engine was the right choice for the developers at Ascendent Studios. Although this is their very first game, most developers already have a long career behind them. However, I will hope that this attempt to use the Unreal Engine 5 is just a mistake by the developers or just the haste of the publisher, that is, the notorious Electronic Arts, and that this is not the fault of the engine itself.
Immortals of Aveum is a crazy single-player first-person shooter, but instead of traditional weapons, you’ll wield magic. It’s so interesting mix of DOOM and Ghostwire: Tokyo, for example. During your journey to save the entire planet Aveum, three types of magic fall into your hands: blue, which is the magic of strength, green, which is the magic of life, and red, personifying chaos. The protagonist Jack has the ability to control them all and will combine their individual power against you. To channel this magic, mages use a kind of glove prototypes, the practical application of which resembles various weapons known to us from the real world. The gauntlet for using blue magic can be described as a rapid fire rifle or, in other variants, as a sniper rifle. First of all, it is good at long distances and deals additional damage on critical hits. The green glove is again a submachine gun, or there is another option that looks more like a rotator. And the red glove matches the classic shotgun. In addition to the “classic weapons”, you have at your disposal four delights. They will help you in difficult fights or help you break through enemy shields.
The battles are fast, dynamic and… unfortunately, quite ordinary. Their premise and premise is fun, and the mindless shooting of attacking enemies is comforting. But there is not even a hint of strategy here. Enemies force you to switch between weapon types based on their armor type, and good mobility in the form of dodges, jumps, and short levitation will help you navigate the battlefield more efficiently. But the problem is the huge number of enemies. The first half of the game is really boring, the enemies are dosed in small waves and the first units are not even interesting. Things get better in the second half, the types of enemies will start to increase and they will become a little more diverse. But it is so depressingly few. Although each color of magic has five main enemy variants, they are actually very similar in nature. The biggest difference between each color is that you will have to change weapons depending on the type of armor. Unfortunately, even on medium difficulty, Immortals of Aveum does not present any particular difficulties, and it is a pity that there are not so many types of enemies. For most of them no need to look for weaknesses or work with special mechanics that would add a little more tactical thinking to the fights. Then the enemies themselves lack any more prominent spells or mechanics that deserve your constant attention, something you need to keep an eye on, or the need to respond more to their actions with counterattacks or other actions.
Sometimes it would be useful to increase the number of enemies and give the player a little sweat during the fights. Because when I reached the final stage, when the game did not play with me and was not afraid to throw dozens of different enemies at me, then the fights they became much more fun. I had to use spells, shield, dodge and weapon combos more often. At these moments I thought to myself “Yes, finally this is what I wanted from all this!” But, as I said, such moments, unfortunately, come at the end of the story itself. And the magic itself? I also expected much more from her. It was more than just a real skinned weapon. And spells are pretty limited, both in terms of mana and cooldown. Basically there are only four of them, as already said. Why?! It was here that there was a wonderful place that could offer us something wonderful. Something unusual and epic. More spells and their combinations they would be great. Personally, I really expected there to be dozens of them, and then you have to decide which ones to add to your arsenal based on your playstyle. But when I went through almost half of the game and could not find new spells, somewhere deep in my magical soul, I was seized by a huge disappointment.
Don’t take this as a complete tragedy. Combat overall works and offers just about what you would expect from a scrap like this. It’s fun and the whole concept is good. But with a little care, it could be more than good, and we could end up with something amazing. It’s a shame considering how much potential there was in this regard. It was enough for the developers to give free rein to their imagination, and today we could talk about a completely different game.
However, developers cannot be denied one thing. Not only the battles, but himself Aveum’s world looks impressive. Yes, this word describes the situation very well. Not beautiful, dense, but simply spectacular. If the developers in Unreal Engine 5 have done something really well, it is often breathtaking and varied scenes that the creators will delight you with several times. Huge battles on massive moss, a large fleet of army planes, or a dark crumbling world – these scenery look just great. The same can be said about the graphic jacket itself. Personally, I liked the styling, although the periodic non-detailing of the environment textures is a minus. But then again, the truth is, most of the time you hardly notice it because of the hectic action.
Source :Indian TV
