![]() For one thing, the presentation is lacking. But vaults are not quite as Shriney as they first appear to be. Zelda's shrines - one-shot puzzles that reward you with something you'll want to spend on upgrades - re-emerge as vaults. It's not just the landscape that borrow from Zelda without conjuring its sonorous magic. One territory is a giant machine, another - my favourite - is home to a vast mountain ascent of which I will say no more, except that it is sad that the game only really finds a touch of its own character so late in the day. It's pretty busy from the start, but once you leave the fields of the first proper area, things get really packed. It's just that Immortals' landscape is busy, one bit of business frequently running up against another. This is not a particularly serious problem. It didn't absolutely worship utility and set-pieces, or if it did, it was just much more skilful at fooling the player. And at times it felt like it had not been made so much as stumbled upon. I am just about ready to be told that Immortals' footprint is actually bigger, but Hyrule always felt bigger. Somehow, this created a sense of immersion, even wonder. It spread its landmarks out and put dreamy edgelands between them. It had huge expanses - meadows, mountainsides, lakes - where it didn't really seem to have anything specific in mind for you. Zelda was filled with stuff to do, but it was also good at making the world feel natural. I've tried to work out why this makes it feel so compromised, and I think the only answer I can really hit on is that everywhere you go in Immortals is somewhere. It feels far more compacted and artificial: it is constantly busy with individual bits and pieces - statues, caves, temples, huge pieces of machinery. That landscape, for one, may have the right grass and the right lighting, the right grippy sensation in your hands when you're clambering up something, but the Golden Isle of the gods is nothing like Hyrule. It's interesting, then, that Immortals rarely actually feels like Zelda to me while I'm playing it. There are dozens of little puzzle chambers dotted around the open world. You can ride wild animals once you've tamed them. You can lift giant objects and the visuals for this feat are very similar to the visuals in Breath of the Wild. There is a stamina meter that works in a familiar way. You can climb any surface here, just like Breath of the Wild. The game's most famous, perhaps, for having pinched The Legend of Zelda: Breath of the Wild's art style - the dozy hills, the waving grass, the craggy spires in the distance - along with a bunch of its main ideas. The tone is cartoonishly light-hearted but - these are Greek myths after all - too bawdy for kids, which is a bit of a shame as they seem like the prime audience for this sort of gentle blend of activities. It's a game about hitting enemies with a sword and an axe, and gadding about from on high with wings made for you by Daedalus himself, before engaging in a little puzzling. You play as Fenyx, a demi-god who has washed up on the Golden Isle just as the monster Typhon has arrived to get revenge on the gods for his banishment. It's an open-world action-adventure set amongst the Greek myths. Immortals Fenyx Rising used to be called Gods and Monsters. Availability: Out on PC, Switch, Xbox One, Xbox Series X/S, Stadium PlayStation 4 and PlayStation 5 on 3rd December.A sense of surprise that is sometimes missing from the wider experience. Immortals is always a lively game, but the cubes seem to really bring it to actual life. ![]() Once I was standing on a cube and I got another one stuck underneath it, which meant the cube I was standing on started to tilt and threatened to throw me off. Lob them at a target and they spin away afterwards with a sort of Space Odyssey laziness. What I love though - and I think I do love the cubes a bit - is their playfulness. You can stack them and use them for all kinds of platforming puzzles. In this state you can pull them about and even throw them. You whack them to start them up and then they glow and hover above the ground. Huge cubes, taller than me, scattered nursery toys of the Gods. The cubes are probably my favourite thing about Immortals Fenyx Rising. This Greek myth has a few borrowings too many.
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