![]() Typhon wants to destroy everything and remake the world. After she’s washed ashore on the Golden Isle following a shipwreck, she learns about Typhon, a demonic-looking Titan who has escaped captivity after eons and turned most of the gods into silly little creatures - Ares becomes a chicken, for example. I played as a blue-skinned woman - who I liked the most she just looks cool - but the game doesn’t lock you into any gender or appearance. In Immortals Fenyx Rising, you play as Fenyx, a customizable shieldbearer in the Greek army who we see regaling her fellow soldiers with stories of the gods. Sometimes, that’s all you need from a video game. It’ll even elicit a few chuckles along the way. The minotaur battle was an enjoyable digression indicative of what works, and what doesn’t with Immortals Fenyx Rising, a beautiful and totally chill action-adventurer through Greek mythology that won’t ever truly challenge you. Minotaurs are no match for Hephaistos's Hammer. While there’s nothing truly innovative here, there’s certainly room for a friendlier and more streamlined alternative to Ubisoft’s overly serious Assassin’s Creed games. Immortals streamlines open-world gameplay into a tighter gameplay experience. For me, the 30-minute detour was a welcome difference from games like Skyrim, where such diversions might consume hours. You’ll be working through the main story and notice something enticing. Much of Immortals Fenyx Rising, Ubisoft’s latest open-world adventure inspired by Greek mythology, plays out just like this. ![]() I wonder if I can beat this thing.Įven though it took me several tries to defeat it, the spoils and the four battles leading to my eventual victory were worth it: A new piece of armor and some cash. I follow that up by hurling Dumpster-sized chunks of stone, and shooting a few arrows. I execute a stealth attack on the minotaur, then dance around it, slashing away with my sword. There's a massive minotaur in repose, seemingly praying at an altar that's presenting a locked treasure chest. Creeping over a nearby ledge, I peer down and see an ancient courtyard, ruined by time. I’m in search of a frail man with golden hair when I hear a frightening growl to my right. I’d definitely be interested in a true current-gen sequel with a clear vision that shores up some of its bigger issues.I am strolling over verdant hills on a chaotic, lush island - the place is lousy with animals, mythological monsters, and ancient artifacts. It might be sloppy sometimes, even in regards to the conversation of open world adventures, but it offers up a lot of fast-paced arcade fun. I was skeptical of Immortals Fenyx Rising after trying the demo, but it comes together with more context. On PS5, it does look mostly okay (the draw distances and far-off details can look hazy), and the performance mode toggle allows for a stable framerate: so it’s nothing you can’t shake off. The lengths that Fenyx was reworked, beyond the name change, are very clear. Part of my problem is the enemy design, which ranges from interesting takes on Greek myth classics to Saturday morning cartoon side characters. It can look great at times and utterly bland in the same breath. It’s a good, tempered degree of freedom as the world is big enough to feel full and worth exploring but small enough to warrant constantly flying around instead of using fast-travel points.īut back to the constant rollercoaster that is this game: I don’t know if I’ve seen an odder aesthetic from a AAA release this year. Double jumping constantly with stubby wings and gliding around the open world is also pretty fun, and beats hoofing it constantly. Fenyx is granted access to several melee and ranged options pretty quickly, presenting players with a decent amount of style and variety to go their own way. The more you play it, the more you appreciate it. The quick dodge and lock-on system work well together, on top of a climbing system (and more than a few other mechanics) that emulates Zelda: Breath of the Wild. Fenyx Rising is a sort of amalgamation of a ton of other Ubisoft games, borrowing some of the more arcadey bits and rolling it into one cartoony ball. ![]() But the gameplay, and the very simplistic flow of it all, won me over. I felt this sense of narrative fatigue with the demo a few weeks back, and that same feeling washed over me in the retail build.
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