In a world shaped by conflict and bloodshed over the control of magic, known as the Everwar, one soldier with newfound powers is reluctantly thrust into mankind's endless battle.In a world shaped by conflict and bloodshed over the control of magic, known as the Everwar, one soldier with newfound powers is reluctantly thrust into mankind's endless battle.In a world shaped by conflict and bloodshed over the control of magic, known as the Everwar, one soldier with newfound powers is reluctantly thrust into mankind's endless battle.
- Director
- Writers
- Stars
- Awards
- 1 nomination total
Darren Barnet
- Jak
- (voice)
Gina Torres
- Kirkan
- (voice)
Lily Cowles
- Zendara
- (voice)
Antonio Aakeel
- Devyn
- (voice)
Yvonne Senat Jones
- Luna
- (voice)
Steven Brand
- Sandrakk
- (voice)
Anna Brisbin
- Kenzie
- (voice)
Nick Boraine
- Thaddeus
- (voice)
- …
Charles Halford
- Rook
- (voice)
Leonardo Nam
- Selko
- (voice)
Alex Wyndham
- Hauser
- (voice)
Alex Walker Smith
- Silas
- (voice)
Marley Cherry Hilborne
- Babs
- (voice)
James George Williams
- Fife
- (voice)
Addison Chandler
- Caleb
- (voice)
- Director
- Writers
- All cast & crew
- Production, box office & more at IMDbPro
Featured reviews
It looks as if assets are continually re-used, the mapping on MY game is all over the place. The story is decent , gameplay is fun but I want to ask why does it seem like they did an Andromeda on the women? These women are beautiful and the game seemed to uglify them. Not quite like Andromeda but come on ..it could be just what I see, but I have asked four other people and they wonder the same thing. It is ok to have women that are beautiful in a game. As a female , I think the gaming industry should stop these facial filters. Regardless, the game is a bit above average. I am having fun despite glitches.
I get really excited whenever a developer decides to roll out a brand new AAA single-player IP. There's something thrilling about seeing fresh world-building and the passion that goes into creating a new universe. With Immortals of Aveum, you could see the effort and heart that laid the groundwork for this fantasy realm. Unfortunately, I can't say I felt that passion as I played through the game.
Immortals of Aveum kicks off in a unique blend of medieval and sci-fi themes. You start out as a thief trying to survive in a shanty town, accompanied by a crew that includes your friend Kirkan, who plays a significant role in the storyline. The world has a twist: certain individuals possess elemental powers, allowing them to wield gauntlets that shoot elemental rays from their hands. As the protagonist, you're special because you can control all three elements-fire, ice, and whatnot-giving you a leg up in combat.
The story begins with an attack on your hometown by a rival empire that has been feuding with yours for ages. In the chaos, you lose friends and nearly meet your end. It's here that your elemental prowess is revealed, setting the stage for your recruitment into the military as you fight back against your rivals. I won't spoil more of the plot, but it follows a pretty standard pattern.
As a first-person shooter, instead of wielding traditional weapons, you shoot elemental rays from your hands. The gameplay is a mix of linear missions and semi-open-world exploration, where you unlock new areas through elemental puzzles. You'll mostly face off against enemy soldiers clad in knightly attire, with some tougher monsters thrown into the mix for good measure.
The action feels reminiscent of the Halo series, aiming to recreate that fast-paced, chaotic combat, albeit with varying success. However, I can't shake the feeling that something was missing. Shooting rays from your hands just doesn't hold the same punch as blasting away with a gun. Every time I discovered a new gauntlet, I found myself relatively apathetic, and a lot of the strategy came down to figuring out which element was best against which enemy. This was fine at first, but it soon became tedious, and I mostly ended up defaulting to one element throughout.
Traversal segments in the game feature mechanics like hovering and whipping around, which added a bit of variety. Still, I often found myself just wanting to rush through them, lacking the motivation to truly engage with the mechanics.
The writing does seem to have a fair amount of effort poured into it, as the developers tried to create characters you would care about, channeling that Marvel flair. However, I just didn't connect with the characters, and it left me wanting. The storytelling didn't grip me enough; I often found myself wishing for the narrative to wrap up. Sound design and music were just okay, nothing to write home about.
Graphically, this was the first title built on Unreal Engine 5, but I didn't notice any groundbreaking graphical leaps. It felt more like a PS4 game running at 60 frames per second with somewhat lackluster visuals. Details seemed sparse compared to other titans like God of War or Horizon Forbidden West, leaving me feeling underwhelmed. Even the water effects felt dull.
In total, the game took me about 20 hours to complete, but it felt much longer-in a bad way. I really wanted to root for Immortals of Aveum, especially before it launched, but ultimately it fell short. I believe the developers have the potential to create something spectacular in the future, but this game just didn't hit the mark.
Final score: 6/10.
Immortals of Aveum kicks off in a unique blend of medieval and sci-fi themes. You start out as a thief trying to survive in a shanty town, accompanied by a crew that includes your friend Kirkan, who plays a significant role in the storyline. The world has a twist: certain individuals possess elemental powers, allowing them to wield gauntlets that shoot elemental rays from their hands. As the protagonist, you're special because you can control all three elements-fire, ice, and whatnot-giving you a leg up in combat.
The story begins with an attack on your hometown by a rival empire that has been feuding with yours for ages. In the chaos, you lose friends and nearly meet your end. It's here that your elemental prowess is revealed, setting the stage for your recruitment into the military as you fight back against your rivals. I won't spoil more of the plot, but it follows a pretty standard pattern.
As a first-person shooter, instead of wielding traditional weapons, you shoot elemental rays from your hands. The gameplay is a mix of linear missions and semi-open-world exploration, where you unlock new areas through elemental puzzles. You'll mostly face off against enemy soldiers clad in knightly attire, with some tougher monsters thrown into the mix for good measure.
The action feels reminiscent of the Halo series, aiming to recreate that fast-paced, chaotic combat, albeit with varying success. However, I can't shake the feeling that something was missing. Shooting rays from your hands just doesn't hold the same punch as blasting away with a gun. Every time I discovered a new gauntlet, I found myself relatively apathetic, and a lot of the strategy came down to figuring out which element was best against which enemy. This was fine at first, but it soon became tedious, and I mostly ended up defaulting to one element throughout.
Traversal segments in the game feature mechanics like hovering and whipping around, which added a bit of variety. Still, I often found myself just wanting to rush through them, lacking the motivation to truly engage with the mechanics.
The writing does seem to have a fair amount of effort poured into it, as the developers tried to create characters you would care about, channeling that Marvel flair. However, I just didn't connect with the characters, and it left me wanting. The storytelling didn't grip me enough; I often found myself wishing for the narrative to wrap up. Sound design and music were just okay, nothing to write home about.
Graphically, this was the first title built on Unreal Engine 5, but I didn't notice any groundbreaking graphical leaps. It felt more like a PS4 game running at 60 frames per second with somewhat lackluster visuals. Details seemed sparse compared to other titans like God of War or Horizon Forbidden West, leaving me feeling underwhelmed. Even the water effects felt dull.
In total, the game took me about 20 hours to complete, but it felt much longer-in a bad way. I really wanted to root for Immortals of Aveum, especially before it launched, but ultimately it fell short. I believe the developers have the potential to create something spectacular in the future, but this game just didn't hit the mark.
Final score: 6/10.
Immortals of Aveum is a fun if inconsistent first-person shooter that, arguably, was thrown out against bigger titles and, predictably, lost. An uninspired story can't sell the epic vistas the game delivers with its beautiful graphics, and characters only survive the poor balance of snark and emotion thanks to competent world-building. Thankfully, the game does nail what any game should: it feels great to play. A fantastic array of magic powers are expertly utilised and paced, tying combat, platforming, and puzzles into a tight landscape the player will return to over and over to try and find new hidey-holes to explore.
10yushoart
Typically new Independent IP titles are usually just okay at best. But this game is a big surprise! I've never expected a small Indy studio to make a game up to par (if not better in some aspects) with big AAA titles. Immortals of Aveum is a must get game. Such a refreshing shooter with a story that really immerses you. I feel like I'm in a interactive (pre-endgame) MCU film. Cutscenes and gameplay are rather seamless, something I've never seen at this quality before. The feel of being a spell caster and the effects are so well done. It's so visually satisfying taking down enemies and exploring such beautiful world environments.
Storyline
Did you know
Details
- Color
Contribute to this page
Suggest an edit or add missing content