![]() In Immortals, Fenyx unleashes the massive Hephaestus's Hammer to decimate foes, or pulls a ring of arrows straight out of the ground. While Kassandra and Alexios’s powers stopped just short of being asked to join the Avengers, that power was visible more in its effects on enemies. With the Wings of Daedalus, Fenyx can fight on the ground and in the air, and with this exaggerated, over-the-top style of combat, a number of enemies are so enormous that you’ll need to launch into the air just to reach them. The combat matches this joking, colourful take on mythology. Creative director Jonathan Dumont has said the game is “lighthearted,” and that “building an Assassin’s Creed game limits what you can tap into… Myths can be really colourful, they can be funny, or they can be dangerous… so it allows you to work in a different spectrum than something like a historical setting.” While I played through the demo, Zeus would interrupt the narrative to complain it was taking too long, to take offence at Fenyx rooting through the Golden Isle for supplies, or to recommend Hermes goes out to get a takeaway. Immortals does not even consider taking itself so seriously. Any anachronistic elements, such as Kassandra happily riding through Ancient Greece on a sparkly unicorn, stood out as just what they were: exceptions to an otherwise researched, “realistic” depiction of the ancient world. AC Odyssey enjoyed a few silly moments, but was weighed down with a more serious tone. Aside from the art style, Immortals is completely different in tone, story, and gameplay. ![]() You might be wondering what Ubisoft is doing differently to make Immortals its own unique game, after having launched a 100+ hour Greek mythology game with Assassin’s Creed Odyssey in 2018. ![]()
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