Immortals Fenyx Rising Review

It’s no secret that Immortals Fenyx Rising got its inspiration from Breath of the Wild. And that’s not a bad thing. Breath of the Wild was a great game, an experience I’ve wanted to have again without actually going back and re-playing the exact same thing. Immortals is different enough to warrant a play through and actually does some things better… but also some things worse. In all fairness, a lot of my issues with the game stem from playing it on Switch. The graphics really limit your field of view, and the over-reliance on the Joy-Con’s mushy shoulder buttons makes combat less enjoyable.

I think I’m having more fun exploring the world of Immortals over Zelda, though. Zelda felt very real in the sense that large stretches of the map were empty, whereas Immortals litters each area with a huge variety of temples, statues, and other monuments that usually act as cover for some sort of mini challenge. It really works for this game’s Greek mythology aesthetic. Plus, the treasures and secrets you find actually make you feel like you’re getting stronger as opposed to finding a new weapon that’s just going to break in the next fight.

I don’t want to rag on Zelda too much, though, because it’s still the superior game. While Immortals throws a lot at you, the majority of its puzzles and challenges are actually kind of annoying, when they’re not outright derivative. Note to all game developers: stop using slider puzzles! And even after totally re-mapping my button layout, it still took a long time to get into the combat. That only happened after significantly leveling up my skills. But the fact that you can level up in meaningful ways makes the world more fun and rewarding to explore, and that’s exactly what I was hoping to get out of this game.

Reviewer

Clark
I love gaming so much, I wrote a book about it.

Published by

Clark

I love gaming so much, I wrote a book about it.