Immortals: Fenyx Rising | NSW/PS4/XBO/PC | OUT NOW

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OrangeRKN
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PostRe: Immortals: Fenyx Rising | NSW/PS4/XBO/PC | OUT NOW
by OrangeRKN » Tue Jan 05, 2021 12:10 pm

Beat a Minotaur legendary boss that could one hit me when I realised if he charge attacked into any of the stone pillars where you fight it him it would fill over half of his stun bar. Just circle strafed firing arrows then whaled on him with air axe attacks whenever he was stunned :datass:

Also did a guided arrow flying through hoops challenge, I liked that!

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PostRe: Immortals: Fenyx Rising | NSW/PS4/XBO/PC | OUT NOW
by jiggles » Tue Jan 05, 2021 12:18 pm

Olé!

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PostRe: Immortals: Fenyx Rising | NSW/PS4/XBO/PC | OUT NOW
by imbusydoctorwho » Tue Jan 05, 2021 3:10 pm

The only thing I don't like is the searching for activities, it's so awkward and boring, wish they'd appear when you jump on a viewpoint.

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PostRe: Immortals: Fenyx Rising | NSW/PS4/XBO/PC | OUT NOW
by jiggles » Wed Jan 06, 2021 9:11 am

Got all wings, all phosphor skins, all mounts, maxed everything out at the forge, and did all the heroic challenges (which includes doing every Myth challenge). I’ve only the potions left to max out before heading for the final boss for the platinum, but, man, I shouldn’t have left this so late. Golden amber is so scarce for how much you need, so I’m just farming chests back to back to back and it’s starting to feel like work. You can also get it from trees that glow at the base, and those seemed plentiful when I wasn’t looking for it but now they’re rarely showing up.

It’s a shame that this is how it ended. They just needed to tune it a little to have your Golden Amber drop at 2x the rate or whatever and it would have been fine. As it stands right now, I’m just getting annoyed at how long this last bit is taking

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PostRe: Immortals: Fenyx Rising | NSW/PS4/XBO/PC | OUT NOW
by jiggles » Wed Jan 06, 2021 9:34 pm

Well, a short break invigorated me and I got the remaining golden amber in 20 mins :lol:

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Victor Mildew
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PostRe: Immortals: Fenyx Rising | NSW/PS4/XBO/PC | OUT NOW
by Victor Mildew » Thu Jan 07, 2021 9:14 am

I'm really enjoying this now I've upgraded enough to make the combat a bit more varied (shield bash, launch in to the air and so on). The bow is pathetic though to the point it's useless outside of puzzles.

16 hours in and I've still not left the Aphrodite area :lol:

Looks gorgeous too.

Hexx wrote:Ad7 is older and balder than I thought.
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OrangeRKN
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PostRe: Immortals: Fenyx Rising | NSW/PS4/XBO/PC | OUT NOW
by OrangeRKN » Thu Jan 07, 2021 11:06 am

Victor Mistletoe wrote:I'm really enjoying this now I've upgraded enough to make the combat a bit more varied (shield bash, launch in to the air and so on). The bow is pathetic though to the point it's useless outside of puzzles.


Definitely agree with this. The melee combat gets a lot better as you unlock skills (although I still think BOTW feels better...), but the bow just doesn't stop feeling rubbish. I'm glad the rate of skill unlocks is pretty quick, it feels like I'll have mostly everything unlocked before leaving Aphrodite's area - although that kind of raises the question of why they didn't just give you everything unlocked from the start!

The mid-air combat is still my favourite aspect, being able to launch enemies into the air, jump after them, three-hit combo them, then do an air dash attack to launch yourself even higher off them, then finish with a ground slam :datass:

Pretty much the last thing I did was stumble across a giant harpy boss but I had to run away because it was far too strong/I was doing next to no damage to it. Bit strange they have map markers for most things but not the bosses, even after discovering them.

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PostRe: Immortals: Fenyx Rising | NSW/PS4/XBO/PC | OUT NOW
by jiggles » Thu Jan 07, 2021 3:30 pm

I’m sure I got some stuff that made the bow a viable option for later on, but I never once used it in combat because it’s so unpleasant to use with the busted adaptive trigger implementation they went for.

A lot of what went towards making the combat feel great for me is simply the fact that it’s a locked 60fps. The stagger mechanics are fun, the air combat is great, as you say, with the ability to tether towards in-air enemies or air launch them being smart choices, and being able to yank enemies towards you (or out of the air to the ground), or cancel grabbing a boulder before it’s overhead, opens up some interesting friendly-fire antics when dealing with a charging enemy or a fired projectile. All the moves combined with that 60fps responsiveness is just great.

Anyway, finished it up and got the platinum last night. Final boss was a real pushover after having maxed everything out for the trophies.

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ITSMILNER
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PostRe: Immortals: Fenyx Rising | NSW/PS4/XBO/PC | OUT NOW
by ITSMILNER » Thu Jan 07, 2021 3:55 pm

I upgraded the bow and used it to headshot the flying enemies all the time, headshots took a significant chunk of damage off everytime.

Apparently the first of the DLC packs launches this month, looking forward to jumping back into this

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PostRe: Immortals: Fenyx Rising | NSW/PS4/XBO/PC | OUT NOW
by Boo! » Fri Jan 08, 2021 7:40 am

The bow is actually broken. There's a combination of skills and a bow where you can slow down jump time and get a full charge shot off with a head shot multiplyer. No one can touch you because you are in slow motion pretty much constantly.

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PostRe: Immortals: Fenyx Rising | NSW/PS4/XBO/PC | OUT NOW
by OrangeRKN » Fri Jan 08, 2021 9:23 am

My objection to the bow is less how effective it is and more how bad it feels to use. There is nothing satisfying in combat about it. The arrows have no impact. The drawing has little feedback. I assume at this point there are no arrow variants. The actual usefulness then is self-fulfilling as I haven't upgraded it as much as the sword or axe.

Headshots doing double damage is a good example of a skill that should have just been a default mechanic.

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PostRe: Immortals: Fenyx Rising | NSW/PS4/XBO/PC | OUT NOW
by Victor Mildew » Mon Jan 18, 2021 9:31 am

Just hit 30 hours in this now and have just entered the third area (Athena).

The graphics are so crisp and beautiful in most of the areas, and the combat is far more satisfying now I've unlocked the bird that helps you (funnily I left that so long that when it unlocked, I already had about 8 variants for it to choose from). I got some armour that makes your combo go up by 5 per hit when at max health, so combos are regularly up in the 100s now.

Had a very strange issue where the run button (circle) just stopped working, but the dodge and other functions on that button still worked. Restarts wouldn't fix it, just didn't make sense. I then went to the button mapping screen to see run had put itself on square out of nowhere (which is a better place for it to split it from the circle functions).

Hexx wrote:Ad7 is older and balder than I thought.
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PostRe: Immortals: Fenyx Rising | NSW/PS4/XBO/PC | OUT NOW
by Preezy » Mon Jan 18, 2021 11:07 am

Played the demo of this on Stadia last night to see what all the fuss was about on Ad's twitter and it was pretty decent. The character models look a bit off, kind of remind me of Team America but the world itself is very vibrant and eye-catching. Wasn't that sold on the narration/comedy aspect, I found it a bit distracting.

Combat was pretty good, very fluid and quick. It's on £28 physical on Switch but is an eye-watering £60 on Stadia so I think I'll hold off for another price drop, but I can definitely see the appeal with this game.

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PostRe: Immortals: Fenyx Rising | NSW/PS4/XBO/PC | OUT NOW
by Photek » Mon Jan 18, 2021 11:18 am

Victor Mildew wrote:Just hit 30 hours in this now and have just entered the third area (Athena).

The graphics are so crisp and beautiful in most of the areas, and the combat is far more satisfying now I've unlocked the bird that helps you (funnily I left that so long that when it unlocked, I already had about 8 variants for it to choose from).


My daughter and myself got that bird about 2hrs in :lol:

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OrangeRKN
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PostRe: Immortals: Fenyx Rising | NSW/PS4/XBO/PC | OUT NOW
by OrangeRKN » Mon Jan 18, 2021 11:21 am

They should have made that quest required before continuing, I also got to it a little late. Cutscene plays with Hermes appearing saying "I came straight away when I saw it fall!" and I'm there thinking we saw it fall several hours ago and have clearly been doing other things

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Photek
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PostRe: Immortals: Fenyx Rising | NSW/PS4/XBO/PC | OUT NOW
by Photek » Mon Jan 18, 2021 11:36 am

OrangeRKN wrote:They should have made that quest required before continuing, I also got to it a little late. Cutscene plays with Hermes appearing saying "I came straight away when I saw it fall!" and I'm there thinking we saw it fall several hours ago and have clearly been doing other things

True enough, although you could argue it's good that it's optional.

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Victor Mildew
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PostRe: Immortals: Fenyx Rising | NSW/PS4/XBO/PC | OUT NOW
by Victor Mildew » Mon Jan 18, 2021 11:38 am

Being without it certainly made the bosses tougher. I suppose it is my fault for going on a collectathon, but then the game throws all that stuff at you from the start so as you said, maybe it should make it part of the very starting area. Then you get to the main first area, it gets hit then and it's up to you if you decide to get it back or wait.

Hexx wrote:Ad7 is older and balder than I thought.
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jiggles
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PostRe: Immortals: Fenyx Rising | NSW/PS4/XBO/PC | OUT NOW
by jiggles » Mon Jan 18, 2021 12:28 pm

I don’t think the game should be forcing you to investigate immediately whenever something interesting happens.

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OrangeRKN
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PostRe: Immortals: Fenyx Rising | NSW/PS4/XBO/PC | OUT NOW
by OrangeRKN » Mon Jan 18, 2021 12:50 pm

I think the writing should reflect that and not assume you have immediately investigated it

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PostRe: Immortals: Fenyx Rising | NSW/PS4/XBO/PC | OUT NOW
by Jenuall » Mon Jan 18, 2021 1:04 pm

I get that as games have become more detailed and involve voice acting, motion capture etc. it has become harder and more expensive to capture different dialog to represent changes to how a player has arrived at something but it's still disappointing when these things are missed.

Cyberpunk is full of this kind of thing, mission dialog that makes no reference to key events that have happened that really should impact on what someone is saying with respect to a character or situation. Even within an individual dialog tree it is annoying when you spend a few minutes talking about something specific on an optional tangent and then have to come back to the "required" line and suddenly the characters are all talking like they haven't just had most of this conversation already! :fp:


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