![]() ![]() This can be remedied by quickly obtaining enough resources to upgrade Fenyx, but it’s just yet another barrier to organic discovery. Simply leaping upward while climbing a cliff? You have to unlock it, and the traversal feels incredibly disjointed without some of these key elements. In addition, whereas Link acquires all his abilities within the first few hours, Fenyx slowly obtains them over the course of game. Therefore, it rarely feels like you’re pushing on ahead with your quest, and more like you’re pinballing from one marker to the next, even if you refuse to engage with the system. But Immortals has much more of a focus on leveling up Fenyx and upgrading her abilities, and the more I refused to use the tagging system, the more I realized the game was designed with it in mind explicitly. Granted, you could forgo using this ability at all, which I eventually did, and you will stumble across something interesting regardless. You can find yourself standing in place for minutes at a time, endlessly marking puzzles or resources, and you’re never, ever done. This was one of my least favorite aspects of those games, and I was so thankful when they removed it in Assassin’s Creed Valhalla. In classic Ubisoft fashion, Fenyx has the ability to mark specific elements on the map, much like how the player could do so in Assassin’s Creed Origins and Assassin’s Creed Odyssey. ![]() It meant that you always had a sense of pushing forward, even if you naturally doubled back. As Link, players would set out on a journey from one divine beast to the next, being drawn away from their unique path whenever their shrine sensor would start beeping, or some distinctive topography would catch their eye. Exploration is more checklist-basedīreath of the Wild had incredibly natural discovery. The good news is that Immortals nearly captures the same magic, aside from one glaring flaw. It’s the new Metroidvania, and much like those games, its design is too appealing to just leave behind. The world is going to have to get used to games borrowing the formula for Breath of the Wild. There are resources to collect, new armor and weapons to wield, and numerous vaults to explore, which contain even more puzzles that reward you with an item to upgrade Fenyx’s abilities. You also have the ability to climb anything - as long as you have the stamina for it. There are hidden puzzles to solve around the world, which you traverse with your glider. Swapping out Link for Fenyx and Ganon for Tyhpon, this is a nearly identical structure to that of Breath of the Wild. Immortals Fenyx Rising more than makes up for its shortcomings with gorgeous design, a witty script, and excellent combat. That foe is Thypon, who you can face from the moment you arrive if you so choose. Once you arrive on the mainland, there are four powerful deities you must visit in order to gain their power and defeat the enemy at the center of the map. ![]() You are prevented from accessing the rest of the map until you complete a few objectives that ultimately net you a tool to glide off of the peninsula. You play as Fenyx, a customizable Ancient Greek soldier, who wakes up after having shipwrecked on a small island. Immortals Fenyx Rising is even more of a clone of that popular game than Genshin Impact. Called Genshin Impact, it was immediately compared to The Legend of Zelda: Breath of the Wild, which it very closely emulates. Its structure is all Breath of the WildĮarlier this year, a gacha game (those that employ a capsule-toy vending machine mechanic) from developer miHoYo came onto the scene. This will be publisher Ubisoft’s third massive open-world game in two months, and is the only one not a part of an established franchise, but doesn’t mean it’s any less worthy of your time.
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