![]() ![]() If you’re going to judge a game, then rate the game based on things like graphics, gameplay, style, weaponry, skills/abilities, character customization, level progression, etc… not your personal beliefs in the proper use of pronouns, or whether you’re a fan of the creating studio. Some of the low ratings had nothing to do with the game itself, for example, not liking EA, or not wanting to call a female “sir”, or other such reasons. The story was different and unique, plus who doesn’t like magic! ![]() I enjoyed the small puzzles as well, not so many it gets annoying and repetitive like many others. Boss fights were quite diverse, which was a great change to many similar style games where boss fights become basically the same thing every time. The fights were smooth, fast, enjoyable and had many variations which was nice. Though it may trip over itself one too many times, Immortals of Aveum‘s rewarding level design, puzzle-solving and potential for custom builds still offers a sufficient amount to carry this “magic-shooter” pitch through to credits’ end.ĭon’t understand how people are giving this such low scores, it was a lot of fun! The game was smooth, and graphics were good only a few minor flickers maybe once or twice an hour. What’s left is a game that while doesn’t always put its best foot forward, eventually finds a way to loop back round to feeling curious as to what it has tucked away out of shot. If nothing else, Ascendant Studios could’ve done a lot worse given the tone and the design intentions placed here. Minus one or two secondary characters you’d be happy to see stick around for longer, yet are sadly ditched in service of a plot with brief but ultimately unfulfilled promise. While future patches may go some way to iron out the uneven frame-rate and inconsistent visual quality, the same can’t be said for a brand of writing that’s at best tolerable and at worst, potentially off-putting. Less a case of biting off more than it can chew, Immortals of Aveum instead serves up a mixed bag of notable creativity, dragged down by issues both narrative and technical alike.
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