play Immortals of Aveum, and you’d be forgiven if you didn’t realize this was the studio’s debut. Step onto the balcony of the castle and you’ll find strange science dotting the horizon. His fantasy architecture, the scale of the magical battles taking place below, and the sophistication of it all are levels you wouldn’t normally associate with the first game. shows the scale of
That feeling is very intentional. Brett Robbins, Founder and CEO of Ascendent Studios, has worked on several projects. very Despite playing in big games in the past, he didn’t want to take a step back from his new venture.
“From the beginning we wanted to make a big game,” he tells me. “I’ve worked on a lot of big games. He worked on Call of Duty for nine years before starting Ascendent. Dead Space, worked on Lord of the Rings and James Bond. Therefore, I had no hesitation in trying something ambitious. Games are getting so great and so big these days, we knew we needed to build something big to stay competitive. ”
You can feel the ambition after completing the first-level 1-hour demo. Take the main character Jack to the front line of the magical war, with surreal particle effects filling the screen every turn, being picked up and dropped by Howler dragons, jumping into the underground temple, and invading the empire’s elite warrior team. play against And you’ll get your revenge on the same dragon in a boss fight.that is many.
So how did the debut studio (with a relatively modest team of 100 people for a game of this size) achieve something of this scale? Focus is key – Immortals of Aveum aims to be a narrative, single-player FPS with an emphasis on combat systems and high-fidelity effects, and is completely focused on that goal.
“Some of the best games have that level of concentration,” says Robbins. “It certainly was when we were working on Dead Space. We knew we had to make it very restrained, very scary, and do some things very well. There were several pillars that I wrote very early on for this game. [pointed to having] It’s about doing these things and doing them well. Having that level of focus and consistent vision is very important, especially when starting something new. ”
Your vision is instantly clear. This is a classic FPS in a wizard’s guise. His three major magical “strikes”, divided into red, blue, and green magic, work in widely familiar ways. Red is a short-range shotgun-like blast. Blue is like a repeater rifle, offering precision long-range attacks. Green is an eccentric Uzi, firing dozens of weak shots in a short period of time. Combat is tense and often tactical, requiring fast spell switching. These are added by Fury’s ability, a more damaging spell tied to a mana bar, providing flexibility in how you control large areas filled with multiple enemies. Its palette of abilities changes over the course of the game, revealing spells of each color, equipment that modifies stats, and a long talent tree of sigils that affect how each strike works.
There’s a lot of work going on behind the scenes, but judging from the trailers so far, you might have expected this to be a throwback FPS campaign, a linear shooter with a heavy focus on setpieces and spectacle. yeah. Robbins denies that recognition.
“I wish it was so” Department And there are certainly some linear cinematic levels that offer something more direct, like the one we played today. [feeling of], “I’m in the middle of a war, I’m in the middle of this crazy situation.” It has a non-linear large hub area and a full search space. There are many features that allow you to revisit previous areas and unlock new areas with new abilities. There is a whole dialogue system that you can walk into and talk to many characters to get their backstories and more information. There are also puzzles and plenty of optional content. ”
Robbins estimates that for a playthrough that incorporates all of the game’s optional content, players expect the experience to last between 30 and 40 hours. After the interview, I was even more impressed with the scale of what Ascendent is working on here. So does Robbins.
“The fact that during the pandemic, with a new team, new technology, and in a limited amount of time, we achieved what we have achieved, all the challenges we had, and how we I’m very proud of the fact that we’re launching this here.”
Immortals of Aveum Available July 20th for Xbox Series X|S.
Immortals of Aveum™ Deluxe Edition
electronic arts
$79.99
$71.99
Pre-order* the Immortals of Aveum™ Deluxe Edition and get the Ancient Relics of Aveum pack. Includes: – Purified Arclight – A unique blue sigil that unlocks even more power for Jack’s Blue Strike and Shatter Fury spells! Increases hit damage. – Immortals Ring – Increases his Shred against all 3 colors of magic. – Ring of Rasharn – Increases spell damage of all 3 colors of magic. – Aristeyan Ring – Enhances Fury damage for all 3 colors of magic. – Bracer of the Colossal – Gives increased armor and healing crystal recovery. – Sky Island Gauntlet – Increases armor and shield health while reducing dodge cooldown. – Dresnyr Lens – Increases spellbreak damage and overall power of red magic spells. – Lucian Chain – Increases the overall power of blue magic and reduces the cooldown of rush control spells. – Vial of the Pentacade – Increases the duration of limpet control spells and increases overall green magic power. Immortals of Aveum is a single-player first-person magic shooter that tells the story of Jack joining an elite cult of mages to save a world on the edge of the abyss. With hordes of soldiers on both sides of Everwar, he must uncover the mysteries of Aveum’s troubled past if there is any hope of saving the future. Master three magical powers and unleash spells with deadly skills in a game that defies FPS conventions. BECOME A BATTLEMAGES He joins the cult of the Immortals, guardians of Lucium, and becomes Jack, his Magnus, an elite triarch. MASTER THE MAGIC Fast, fluid, first-person, spell-based combat is easy to learn and satisfying, rewarding players with skillful chain attacks and well-timed counters. Unleash an arsenal of spells He 25 spells and he over 80 talents to unlock and upgrade. Discover, upgrade, and craft hundreds of magical gear to synergize your playstyle across all three magical powers. Save the World at the Edge of the Abyss His Jack and the elite Immortals of Lucium must race to uncover the mysteries of Aveum’s past if there is any hope of saving the future. Immortals of Aveum is developed by his Ascendant Studios, his independent AAA team led by Bret Robbins, Creative Director of Dead Space™ and Call of Duty®, and published by EA Originals. *Conditions and restrictions apply. SEE https://www.ea.com/games/immortals-of-aveum/immortals-of-aveum/disclaimers FOR DETAILS.
Immortality of Aveum™
electronic arts
$69.99
$62.99
Pre-order* Immortals of Aveum™ to get the Purified Arclight, a unique blue seal that unlocks even more power in Jak’s blue Strike and Shatter Fury spells! Immortals of Aveum is single-player first-person It tells the story of Jack, a magic shooter who joins an elite cult of mages to save a world on the edge of the abyss. With hordes of soldiers on both sides of Everwar, he must uncover the mysteries of Aveum’s troubled past if there is any hope of saving the future. Master three magical powers and unleash spells with deadly skills in a game that defies FPS conventions. BECOME A BATTLEMAGES He joins the cult of the Immortals, guardians of Lucium, and becomes Jack, his Magnus, an elite triarch. MASTER THE MAGIC Fast, fluid, first-person, spell-based combat is easy to learn and satisfying, rewarding players with skillful chain attacks and well-timed counters. Unleash an arsenal of spells He 25 spells and he over 80 talents to unlock and upgrade. Discover, upgrade, and craft hundreds of magical gear to synergize your playstyle across all three magical powers. SAVE THE WORLD ON THE EDGE OF THE ABYSS His Jack and Lucium’s elite Immortals must race to uncover the mysteries of Aveum’s past if there is any hope of saving the future. Immortals of Aveum is developed by his Ascendant Studios, his independent AAA team led by Bret Robbins, Creative Director of Dead Space™ and Call of Duty®, and published by EA Originals. *Conditions and restrictions apply. SEE https://www.ea.com/games/immortals-of-aveum/immortals-of-aveum/disclaimers FOR DETAILS.