Immortals Fenyx Rising Game Review

I was oddly impressed when, last month, I got the chance to play the Immortals demo Fenyx Rising (on Stadia, by the way). I say this because there was a strong sense of déjà vu in many of its features: the gameplay similar to that of the other actions made in Ubisoft, the art direction comparable to that of Zelda: Breath of the Wild, the writing similar to that of all those games that don’t take themselves very seriously, almost like Borderlands.

Yet, despite this, this game piqued my interest to the point of absolutely wanting to try it in order to know more about a new title that reminded us of many others but which, surprisingly, had a pleasant aftertaste of home, of old style, of classic.
On the other hand, as the good George R. R. Martin says: “Copying from a single source is plagiarism. Copying from multiple sources is inspiration.

Gameplay and technical sector – Classic and classicistic open world
Immortals Fenyx Rising immediately presents itself to us in all its clarity: “Hey player, I’m an open world … but I’m within your reach.” This is what the game gave me from the very first moment. The fact of having a narrative framework external to the game itself (Zeus and Prometheus will set the narrative from their point of view, of which we will be protagonists) leaves ample space for the player to explore, but always having an external comment on their progress and on its own growth within history.

The title offers us a classic open world structure: enhancement of skills, inventory, life, stamina and much more thanks to the abundant (perhaps sometimes a little too much) resources that we will be able to collect within the universe, leaving us a fixed point. . This central hub, in name and in fact as it is located in the center of the map, will be a sure and safe hearth for us and a landing point every time we want to improve Fenyx features. I must admit that I have conflicting thoughts on this design choice: while on the one hand the security of having a point where I can go without having to turn the map to find what I need (which I also liked very much in Assassin’s Creed Valhalla), on the other hand, the absence of an extended fast travel system (it only works to go from the map to the hub, not vice versa) in some cases has broken the flow of the game a bit, forcing me to interrupt my exploration and my quests to evolve my avatar.