'Immortals of Aveum' first look: A little more magic and this might be wonderful | Engadget

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'Immortals of Aveum' first look: A little more magic and this might be wonderful | Engadget
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'Immortals of Aveum' first look: A little more magic and this might be wonderful

Gameplaywise, I had access to the blue type of magic, which granted me two abilities: a whip that pulled enemies toward me, and a burst of balled-up energy, spammable as fast as my finger could press R2. I also used the Animate ability on a giant rock hand, using a telekinesis-type power to manipulate its fingers and bridge a gap between two cliffside landings.

; my hordes maxed out at about eight. But by the end of my play time, I felt like I’d started to learn the rhythm of the game’s combat, and I can see it becoming frenzied — in a great way — with the addition of new magical powers. And, sure, some more enemies. The most jarring part of the demo was actually traversing the terrain — there were plenty of craggy mountainsides and rock walls that looked perfectly climbable by modern action-adventure standards, but they weren’t. Maybe I needed to spend more time learning the intricacies of gap-jumping and ledge-grabbing, but I found my character to be slightly less spry than I wanted, unwilling to fully double-jump or pull himself onto platforms.

certainly looks like a big-budget game; it’s built in Unreal Engine 5 and heading to PlayStation 5, Xbox Series X/S and PC on July 20th. I remain intrigued; I'm excited to get my hands on a few more magical powers and see where this world of high-fantasy politics leads.

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