Playing Immortals of Aveum, you may not realize that this is the debut game from Ascendent Studios. The game showcases a level of scale and polish that is usually associated with more established studios. This deliberate choice stems from the experience of Ascendent’s founder and CEO, Bret Robbins, who has worked on big games like Call of Duty, Dead Space, Lord of the Rings, and James Bond. He wanted to make a big game right from the start, acknowledging that the gaming industry has evolved and players expect larger and more ambitious experiences.
The ambition of Immortals of Aveum is evident after an hour-long demo of an early level. The game takes players into a magical war, featuring impressive particle effects, dragon encounters, boss fights, and more. It’s clear that Ascendent Studios has achieved something remarkable considering it is their first game and they have a modest team of 100 people.
The key to this achievement is focus. Immortals of Aveum wants to be a narrative-driven, single-player FPS with a strong emphasis on combat systems and high-quality effects. The studio is completely focused on delivering a game that excels in these specific areas. According to Robbins, some of the best games have this level of focus. He compares it to the experience of working on Dead Space, where the team knew they needed to create a contained and scary game that did a few things really well. The clear vision and consistency are crucial, especially when starting something new.
The Magic Arsenal
At first glance, Immortals of Aveum appears to be a classic FPS with a magical twist. The game features three key magical “Strikes” – Red, Blue, and Green magic – each with their own unique characteristics. The combat feels tight and tactical, requiring players to switch between spells quickly. In addition to the Strikes, there are Fury abilities, which are more powerful spells tied to a mana bar. These abilities provide flexibility when facing larger groups of enemies.
The game’s magical arsenal expands throughout the game. Players can unlock new abilities through talent trees, find stat-altering gear, and discover Sigils that affect the behavior of each Strike. Immortals of Aveum offers a deep and complex system behind the scenes, enhancing the gameplay experience and allowing players to customize their playstyle.
A Vast and Expansive World
While trailers may give the impression that Immortals of Aveum is a linear shooter with set pieces and spectacle, Robbins clarifies that the game is much more expansive than that. The game features large hub areas that are non-linear and encourage exploration. Players can revisit previous areas with new abilities, engage in a dialogue system to learn more about the characters and the world, and even solve puzzles. There’s a wealth of optional content available, providing hours of gameplay.
According to Robbins, players can expect a 30-40 hour experience if they choose to play through all of the game’s optional content. This demonstrates the scale and ambition of the game Ascendent Studios has created. Robbins expresses his pride in what the team has accomplished, especially considering they faced challenges like the pandemic and starting from scratch with a new team and technology.
Immortals of Aveum will be released for Xbox Series X|S on July 20, offering players an immersive and expansive magic-filled FPS experience.