The realm of first-person shooters is largely inhabited by games with military and sci-fi themes. In recent years, FPS games with other themes—particularly fantasy—have somewhat fallen by the wayside. Enter Immortals of Aveum, a big, bright, and beautiful techno-fantasy shooter from EA and the San Rafael-based developer Ascendant Studios. Focusing on a single-player campaign in a carefully-crafted, lore-rich world, Immortals of Aveum is looking to give this beloved genre a magic jolt of new life. We had a chance to look at the game and talk to the game’s director, and we’ve come away spellbound.
You may not be familiar with Ascendant Studios, but you’re likely familiar with some of the past games the staff has made. Ascendant CEO and Immortals of Aveum director Bret Robbins has a legacy of work on numerous titles, including the Legacy of Kain series, the original Dead Space, and several Call of Duty titles. It was while developing CoD that the idea of Immortals was birthed: when looking at a level design for CoD, he thought about what the scene would be like in a big, bombastic fantasy setting instead.
The world of Aveum features a land torn apart—quite literally—by a millennium-long Everwar for control of magical leylines. As the conflict continues, a bottomless rift called “The Wound” grows ever-larger, with a mysterious, towering statue at its center seemingly staring down on everything. Here, you take control of Jak, an aspiring Immortal who was plucked from life as an orphan in the slums to become a Magnus battle mage. He has the rare ability to wield all three “colors” of magic: A Triarch, as he’s called. With these skills, he battles the forces of the almighty magic forces of Rasharn, a superpower warring for
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