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

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ITSMILNER
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PostRe: Immortals: Fenyx Rising | NSW/PS4/XBO/PC | OUT NOW
by ITSMILNER » Sat Dec 26, 2020 9:18 pm

And done, around 32 hours on the clock, really enjoyed that, if it wasn’t for Miles Morales this would have been my GOTY

Looking forward to the Season Pass content now

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PostRe: Immortals: Fenyx Rising | NSW/PS4/XBO/PC | OUT NOW
by imbusydoctorwho » Tue Dec 29, 2020 9:46 pm

Got it for Christmas on Switch and I'm really enjoying it, easily Ubisoft's best game for quite some time.

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PostRe: Immortals: Fenyx Rising | NSW/PS4/XBO/PC | OUT NOW
by Boo! » Tue Dec 29, 2020 11:33 pm

Jesus the price dropped on this quickly, it's worth peanuts trading back in.

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PostRe: Immortals: Fenyx Rising | NSW/PS4/XBO/PC | OUT NOW
by Drej » Wed Dec 30, 2020 6:11 am

Got it in the Jnauary Sale for 35. Have already put 30 hours + in it and loving it. Im off to Kings Peak soon so story wise I think im almost done, but can see myself putting another 10 hours exploring around. Been playing on Normal and it had a nice balance at first, now I feel im a bit overpowered.

One love/hate aspect of the game tho, is the number of puzzles... in a way its a nice little distraction for when you want to drift away from the main story and just go chest and quest hunting, however I feel there are a bit too many, not a fan of the bigger vaults especially as some of them have some very unforgiving platform mechnanics.

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PostRe: Immortals: Fenyx Rising | NSW/PS4/XBO/PC | OUT NOW
by Boo! » Wed Dec 30, 2020 9:22 pm

Drej wrote:
One love/hate aspect of the game tho, is the number of puzzles...



Way too many and very samey. I just ignored them after awhile. I barely used the thing to highlight them either, tedious thing.

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PostRe: Immortals: Fenyx Rising | NSW/PS4/XBO/PC | OUT NOW
by jiggles » Thu Dec 31, 2020 1:08 am

This is, surprisingly, my most played PS5 game by some distance.

I’m rounding out on 30 hours and I’ve just gone to the Forgelands, after doing the other 3 gods first. I’m just enjoying every last bit of it, so I’m doing everything. Fully expect to walk away with the Platinum now, though I might have to consult a guide for collecting the mounts.

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PostRe: Immortals: Fenyx Rising | NSW/PS4/XBO/PC | OUT NOW
by jiggles » Sun Jan 03, 2021 12:36 am

40 hours now. All weapons and HP/Stamina are maxed out. All God quest lines done. Every single map marker in the two western areas done.

I’m currently climbing Kings Peak (strawberry float me it’s GIGANTIC) to move towards the endgame and mop the rest of the trophies up. I love it.

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PostRe: Immortals: Fenyx Rising | NSW/PS4/XBO/PC | OUT NOW
by OrangeRKN » Mon Jan 04, 2021 10:33 am

Started this yesterday - had to put the Switch into flight mode because if you're online it demands you sign in to Ubisoft connect and won't let you past the main menu :fp: I'm not even against signing in in principle, I just didn't have my details to hand and I just wanted to play the damn game!

I'm past the prologue, reached the hall of gods and am now wandering around Aphrodite land. My next quest is to push the pearl into the sea but I went off to her palace as it was nearby, started solving puzzles and got a bunch of narration/dialogue about an apple that I have no idea about and can only assume it's a story thing I have done out of order, so that's weird!

The game is ok to good I guess. It doesn't look great on Switch. Controls are awkward (hold to sprint, even on a mount, which makes simultaneous camera control very difficult; bow aiming isn't great; I am still not a fan of shoulder buttons for regular/heavy attacks). Menu UI is the seemingly standard poor experience from Ubisoft with their insistence on using a mouse pointer. I like the simplification of equipment, potions and upgrades.

Combat is... ok. Certainly not as good as BOTW, which pretty much sums up the game as it so obviously attempts to replicate it in almost every way. The main differentiation is the platforming I guess with the serviceable double jump. I'm glad I spent my first upgrade points on better traversal - the jump-climb, dash-swim and boost-glide - as well as the auto-loot for resources. I've been spamming axe heavy attacks in combat for the stun gain and avoiding the bow which really doesn't feel fun to use as it has all the impact of a pea-shooter.

I think I will have fun with it, but I'm definitely aligning more with the more tepid reviews. Really can't understand any of the favourable comparisons to BOTW, it is quite obviously much worse and lacking in polish!

Oh and the map marker manual scanning is laborious as hell, even when you realise you can just spam ZR as your scrub around to hit the icons more quickly. It really doesn't help that most of the time I've just been "spotting" them through the floor/scenery.

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PostRe: Immortals: Fenyx Rising | NSW/PS4/XBO/PC | OUT NOW
by jiggles » Mon Jan 04, 2021 10:38 am

OrangeXMS wrote:Combat is... ok. Certainly not as good as BOTW


I’m sorry, but you’re having a laugh.

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PostRe: Immortals: Fenyx Rising | NSW/PS4/XBO/PC | OUT NOW
by OrangeRKN » Mon Jan 04, 2021 11:26 am

The obvious caveat is that I'm not very far in (about 4 hours) and have a lot of skills and god powers left to unlock.

Of the god powers I have, the rock throwing controls like a much more awkwardly activated BOTW magnesis. I don't like how when remotely picking up an object you have to keep L held until the object is reeled in to above your head and only then should you let go of L for the next input. I do like the impact of throwing things (so far it seems very OP, I've spammed it to take down some tough enemies) and it's satisfying to catch a rock out of the air when it is thrown at you, although the way its use is tied to stamina feels an ill-fitting way of balancing its use - I'd rather it had a separate cool-down I think.

The other power I have is the arrow control. I think this will feel a lot nicer when I upgrade it so I can control the speed, it is definitely lacking in that for current use. I've used it a few times to spam from far away to cheese some enemies and I was a bit disappointed that isn't countered, so I've resigned to just not doing that out of choice so the game is fun (sort of the equivalent of not spamming remote bombs from afar in BOTW).

The bow in general feels so much worse than bows in BOTW. As I said it has the impact of a pea-shooter, which is even more jarring if you get a kill with Fenyx's insanely exaggerated team rocket death takeoffs (not themselves a problem but weird following an arrow pinging off). Hopefully when I unlock slow-mo air aim that'll encourage me to use the bow more when closing into melee range.

My favourite part of the combat so far is the air play, I enjoyed one vault specifically as a combat trial with flying enemies where I was jumping up and using the air axe to combo them into a stun so I could then finish them on the ground. I found the lock-on less than ideal for that kind of scenario though if an enemy is positioned more above than across from you.

Enemies so far are a lot less reactive to both the player and environment than in BOTW, and I don't think that looks like it will change much. The variety in enemy AI and their reactive behaviour is one of the best things in BOTW's combat. I think it also helped BOTW's stealth which is admittedly quite shallow. Fenyx has similarly shallow stealth, but sneaking up on enemies feels more of a gamble. BOTW's awareness-filling "?"s are instantly understandable, while I couldn't yet tell you how enemy awareness in Fenyx works with it's... three parallel lines? Enemy reaction to death in Fenyx has either been to ignore it or to instantly aggro on me, much less meaningful than BOTW's various states of awareness where you might have one enemy try to raise the alarm or others rush to pick up their weapons.

The parry is too easy to spam repeatedly and the perfect parry has too large a success window, I've been finding reversing ranged attacks pretty trivial as long as I can see them coming which is a lot less satisfying than parrying a guardian laser in BOTW for example. I think a lot of the parry satisfaction in BOTW comes down to the visual and audio effects too which is the kind of polish Fenyx is lacking.

Similarly with perfect dodging, the slight slow down Fenyx has is nothing compared to the satisfaction of BOTW's flurry rush. I think that's in part due to the Fenyx perfect dodge triggering at greater distances from enemies, the slow-down being less prounounced and the less magnetic lock on.

I've yet to see any elemental layer to enemies or combat, I don't know if that is coming.

In summary, it controls worse with less polish and worse balance between mechanics. The gamefeel just isn't comparable.

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PostRe: Immortals: Fenyx Rising | NSW/PS4/XBO/PC | OUT NOW
by imbusydoctorwho » Mon Jan 04, 2021 2:10 pm

Honestly I'm enjoying this far more than I am with Valhalla.

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PostRe: Immortals: Fenyx Rising | NSW/PS4/XBO/PC | OUT NOW
by ITSMILNER » Mon Jan 04, 2021 3:19 pm

OrangeXMS wrote:The obvious caveat is that I'm not very far in (about 4 hours) and have a lot of skills and god powers left to unlock.

Of the god powers I have, the rock throwing controls like a much more awkwardly activated BOTW magnesis. I don't like how when remotely picking up an object you have to keep L held until the object is reeled in to above your head and only then should you let go of L for the next input. I do like the impact of throwing things (so far it seems very OP, I've spammed it to take down some tough enemies) and it's satisfying to catch a rock out of the air when it is thrown at you, although the way its use is tied to stamina feels an ill-fitting way of balancing its use - I'd rather it had a separate cool-down I think.

The other power I have is the arrow control. I think this will feel a lot nicer when I upgrade it so I can control the speed, it is definitely lacking in that for current use. I've used it a few times to spam from far away to cheese some enemies and I was a bit disappointed that isn't countered, so I've resigned to just not doing that out of choice so the game is fun (sort of the equivalent of not spamming remote bombs from afar in BOTW).

Are you playing handheld on Switch?
The bow in general feels so much worse than bows in BOTW. As I said it has the impact of a pea-shooter, which is even more jarring if you get a kill with Fenyx's insanely exaggerated team rocket death takeoffs (not themselves a problem but weird following an arrow pinging off). Hopefully when I unlock slow-mo air aim that'll encourage me to use the bow more when closing into melee range.

My favourite part of the combat so far is the air play, I enjoyed one vault specifically as a combat trial with flying enemies where I was jumping up and using the air axe to combo them into a stun so I could then finish them on the ground. I found the lock-on less than ideal for that kind of scenario though if an enemy is positioned more above than across from you.

Enemies so far are a lot less reactive to both the player and environment than in BOTW, and I don't think that looks like it will change much. The variety in enemy AI and their reactive behaviour is one of the best things in BOTW's combat. I think it also helped BOTW's stealth which is admittedly quite shallow. Fenyx has similarly shallow stealth, but sneaking up on enemies feels more of a gamble. BOTW's awareness-filling "?"s are instantly understandable, while I couldn't yet tell you how enemy awareness in Fenyx works with it's... three parallel lines? Enemy reaction to death in Fenyx has either been to ignore it or to instantly aggro on me, much less meaningful than BOTW's various states of awareness where you might have one enemy try to raise the alarm or others rush to pick up their weapons.

The parry is too easy to spam repeatedly and the perfect parry has too large a success window, I've been finding reversing ranged attacks pretty trivial as long as I can see them coming which is a lot less satisfying than parrying a guardian laser in BOTW for example. I think a lot of the parry satisfaction in BOTW comes down to the visual and audio effects too which is the kind of polish Fenyx is lacking.

Similarly with perfect dodging, the slight slow down Fenyx has is nothing compared to the satisfaction of BOTW's flurry rush. I think that's in part due to the Fenyx perfect dodge triggering at greater distances from enemies, the slow-down being less prounounced and the less magnetic lock on.

I've yet to see any elemental layer to enemies or combat, I don't know if that is coming.

In summary, it controls worse with less polish and worse balance between mechanics. The gamefeel just isn't comparable.

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PostRe: Immortals: Fenyx Rising | NSW/PS4/XBO/PC | OUT NOW
by OrangeRKN » Mon Jan 04, 2021 3:59 pm

ITSMILNER wrote:Are you playing handheld on Switch?


Yeah

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PostRe: Immortals: Fenyx Rising | NSW/PS4/XBO/PC | OUT NOW
by ITSMILNER » Mon Jan 04, 2021 4:01 pm

OrangeXMS wrote:
ITSMILNER wrote:Are you playing handheld on Switch?


Yeah


The controls might be a tad fiddly for handheld, have you tried playing it on a TV with a Pro Controller? That might make it feel better for you

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PostRe: Immortals: Fenyx Rising | NSW/PS4/XBO/PC | OUT NOW
by OrangeRKN » Mon Jan 04, 2021 4:33 pm

I got it on Switch specifically to play handheld as that's what I prefer, would have bought it on PS4 otherwise!

I don't think it's the form factor that makes them fiddly. Right stick camera control while sprinting is always going to be an issue if sprinting requires holding a right face button, and I don't think the default "follow" camera compensates enough when riding a mount for it. Shoulder buttons for light/heavy melee is a modern (and particularly Ubisoft) trend that I dislike and I have the exact same issue with Valhalla on PS4. The fiddliness of the rock throwing power is in the order of execution (hold L, press X, release X, release L only after the rock "locks" in place above you, press/hold ZR).

I just unlocked air dodge and that's going to make a significant difference to how reactive it feels as I've been constantly trying to dodge cancel in the air! I also unlocked the ground attack (hold ZR while airbourne) and again I'm hopeful that'll help the combat flow a lot more for me, I've definitely felt the lack of being able to smoothly transition from flying above to attacking.

That's maybe the biggest structural difference between this and BOTW, having to actually unlock important powers and mechanics. There is at least one important power I haven't unlocked which is frustrating as I found a vault, killed the enemies around it, then went through most of it only for it to appear on screen that I didn't yet have the ability needed to complete it (I think it tried to popup and warn me when I entered but it didn't have time to as I immediately started moving). Even stranger, I found an unlock (some kind of bird I think?) that I can't see in my inventory I guess because it's a thing I haven't unlocked use of yet?

One thing that has surprised me about the game (to make an entirely different point) is the suggestiveness of the writing. The game is obviously aimed at an older audience than I had thought! I really wasn't expecting jokes about getting high and NPCs directly referencing prostitution :lol:

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PostRe: Immortals: Fenyx Rising | NSW/PS4/XBO/PC | OUT NOW
by OrangeRKN » Mon Jan 04, 2021 4:52 pm

ITSMILNER wrote:Got to the main section now and the first area is gorgeous, so bright and colourful!


Just going back through the other impressions in the thread and this is a good point. The Aphrodite area's palette is just so much better than the starting tutorial area for being more vibrant and verdant, and actually having these sweeping vistas to draw you in. Thematically the tutorial area's more muted colours make sense for all the shipwrecks but it's not the best introduction to the game's visuals (especially not with the cutscene direction at the very start putting far too much emphasis on an untextured beach, but that might be a Switch port thing!)

I'm expecting all of the areas to have their distinct appearances which is a good thing, but this one wasn't the best choice for first impressions. The opening certainly doesn't compete with BOTW's opening pan shot across the Great Plateau and central Hyrule, which is a shame because when you reach the hall of the gods for the first time it feels a lot closer to that.

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PostRe: Immortals: Fenyx Rising | NSW/PS4/XBO/PC | OUT NOW
by Victor Mildew » Mon Jan 04, 2021 10:21 pm

I'm 10 hours in and still on the Aphrodite area, and it is indeed gorgeous. Reminds me more of the witness' island in look and colour pallete than BOTW. It's also one of the best examples of HDR I've seen in a game, all the colours are so vivid and they pop so much.

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PostRe: Immortals: Fenyx Rising | NSW/PS4/XBO/PC | OUT NOW
by BOR » Mon Jan 04, 2021 10:46 pm

I will play it once my brother has finished with it.

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PostRe: Immortals: Fenyx Rising | NSW/PS4/XBO/PC | OUT NOW
by OrangeRKN » Tue Jan 05, 2021 12:29 am

Achille's Lair :dread:

Spent 15 minutes just solving the first "puzzle" in the vault, I ended up abusing the slow-mo arrow because it seemed to affect the physics for how much momentum the ball would gain in the wind. I figured I was somehow missing the correct way of solving it, or was missing a power without realising, but no - when I got to the second half I looked it up to find a fair number of complaints online about it specifically. Apparently the physics are just incredibly unreliable and the ball is supposed to land on the top then roll off to give you a window to race up to it past the lasers. This isn't what was happening for me - the ball wasn't even reaching the top. The most annoyingly unreliable physics I've experienced in a long time given it is specifically a pre-set physics challenge. Luckily the second part was much more reliable (although not completely! I still had to reset it a few times until it worked). Then I got to the boss :dread:

I guess going straight to the lair as soon as it unlocked meant I was underpowered for it, but Achilles was a ridiculous damage sponge (even with liberal use of the attack buff potion), made completely boring by the most reliable tactic being to stand still and parry every attack until the stun bar filled then whale on him briefly until he stood back up. Repeat four times until he finally died.

Definitely the low point so far. I've had much more fun since, especially as I've upgraded my axe a couple of times and now am actually killing enemies reasonably quickly so I can be aggressive. Using equipment with buffs for performing air attacks too as I'm still having the most fun with those.

I like the constellation puzzles but I've done three and already feel like I've had my fill because they are so drawn out with the number of gems involved. I've done two sliding picture puzzles and don't really want to do any more of those either! The general light torch/place weight on scale/shoot target puzzles I'm okay with because there has been quite a wide variety in their setup, they can be pretty satisfying.

Also I made the same decision mentioned earlier of ignoring the foresight scanning for map icons and just finding stuff. Feels more satisfying and like organic exploration and cuts out the scanning which is so boring.

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PostRe: Immortals: Fenyx Rising | NSW/PS4/XBO/PC | OUT NOW
by Drej » Tue Jan 05, 2021 6:46 am

Finished this over the holidays, putting over 50 hours into it.

It does have its annoyances, but on the whole it was a good game.

I hated with a passion the vaults, especially the longer ones, I felt they were really drawn out in some cases. The puzzles in general even if a bit samey were a nice little distraction and pushed me to do more exploration.

Combat is not too deep, most of the time felt like a copy and paste of the Odyssey/Origins formula, which I dont mind, but once you get a bit overpowered you just steamroll through everything

All in all, enjoyed this a lot, I got stuck many times reaching the top of a hill or mountain just to soak in the scenery spotting an unfamiliar place and just glide towards it and see if there is something interesting or maybe a legendary beast.

At 35 euro Id say its definitely good value.

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