![]() ![]() Even the starting variants feel amazing and distinguished, and seamlessly swapping between them creates an astounding flow that gets even better by the visual and audible spectacle these encounters lead to. My fears were thrown straight out the window as soon as I got the controller. Sure, Immortals of Aveum's three magic-types (each with their own skill/upgrade-tree) can easily be compared to the classics, as blue is the long-shot rifle that does more damage if you hit weak points, green is the automatic rifle with homing shots and red takes the role of a shotgun with its massive damage and short range. It's definitely not just a reskinned Call of Duty either. ![]() Giant statues, old ruins, temples reclaimed by nature and other mysterious structures all tell a story and make sense while still being suited for combat and exploration.īecause this isn't a walking-simulator. This isn't one of those exuberant, overly designed places that just ends up feeling "gamey" and artificial. And this isn't just in terms of pixel count, already near-flawless 60 fps and such, but its design. What I got was a beautiful world filled with enticing details that drew me into the universe and made me want to explore and learn more about it. ![]() Being an EA Originals game, I kind of expected a decent-looking fantasy title with characters we've seen many times before because of the indie-label and smaller budget. The first thing that caught me by surprise was the great visuals. ![]()
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