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Traversing the landscape in Immortals Fenyx Rising is often a hellish experience. It gives it some distance from the stoic silence of Zelda.
#IMMORTALS FENYX RISING A CRYING SHAME FULL#
However, it’s unclear if the narration extends to the full game, but it’d be a shame if it doesn’t because the endearing voiceover might be one of its major selling points. I imagine self-awareness might have been necessary, given how much it grafts from its legendary forerunner. The game does not take itself at all seriously, and this works to put you at ease very quickly. The writing is also genuinely funny– I have to admit I laughed out loud when one of them mentioned how similar Fenyx’s actions were to Tomb Raider’s Lara Croft, only for the other to cut them off in order to avoid any lawsuits. They feel like a dynamic duo from a Beckett play, constantly interjecting with quips and commentary, breaking the fourth wall on a regular basis to talk about the pronunciation of Ubisoft, or to mention the game’s leaked demo and name change. My favourite thing about my preview was that the gameplay was narrated by Zeus and the Titan Prometheus in magnificent metaphysical fashion.
#IMMORTALS FENYX RISING A CRYING SHAME PLUS#
But I can’t say it doesn’t have a few of its own ideas, plus the premise itself is pretty charming. Immortals Fenyx Rising copying Breath Of The Wild’s homework would be fine if it brought its own flair to the table, but so far I’m not convinced it can stand on its own. I don’t have a problem with a game that learns from one of the most influential and impressive open-world games of all time.
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Perhaps the most egregious example is the way you pick up and hurl rocks and blocks – giant yellow beams extend from your avatar, allowing you to play with physics by moving assets in the air, battering enemies and solving puzzles. Does all of this sound familiar to you? That’s because most of these features seem to be heavily inspired by Breath Of The Wild. Speaking of stamina, you can climb anywhere as long as you manage your meter, solve environment-based puzzles in the open-world and even cook up potions in a big basin to sustain it when you’re out on a lofty trek. To find them, click on one of the analogue sticks to zoom in, pin and reveal hidden objectives in the open-world. It’s also worth noting the many Vaults of Tartarus, instanced shrines that ask the player to complete physics, combat and platforming puzzles to collect redeemable items that improve Fenyx’s stamina. Players can explore the entire map as soon as they start, and each region happens to be defined by certain powerful characters that will grant Fenyx new abilities. You play as the titular Fenyx, who has been tasked to save the Greek gods and restore the isle to its former glory. Typhon’s corrupting force emanates from a central mountain, unleashing the demons of Tartarus and bringing havoc to the land. But it’s not all sunshine and rainbows: the isle and its deities have fallen at the hands of Typhon, a calamitous creature seeking revenge after being imprisoned by Zeus. Immortals Fenyx Rising shipwrecks the player on The Golden Isle, a gigantic landmass with sectors devoted to particular Greek gods. Instead, the game takes a lot more than it adds and fails to understand what made Link’s open-world adventure so compelling in the first place. If you’re going to imitate any game, you may as well start with one of the best, right?īut Immortals Fenyx Rising doesn’t feel like a tasteful homage with its own innovations. I recently got the chance to play two hours of Immortals Fenyx Rising – formerly known as Gods & Monsters – Ubisoft’s love letter to Nintendo’s The Legend Of Zelda: Breath Of The Wild.