{"id":152771,"date":"2022-12-09T11:48:03","date_gmt":"2022-12-09T11:48:03","guid":{"rendered":"https:\/\/harchi90.com\/immortals-of-aveum-magic-shooter-gets-first-trailer-at-the-game-awards\/"},"modified":"2022-12-09T11:48:03","modified_gmt":"2022-12-09T11:48:03","slug":"immortals-of-aveum-magic-shooter-gets-first-trailer-at-the-game-awards","status":"publish","type":"post","link":"https:\/\/harchi90.com\/immortals-of-aveum-magic-shooter-gets-first-trailer-at-the-game-awards\/","title":{"rendered":"Immortals of Aveum magic shooter gets first trailer at The Game Awards"},"content":{"rendered":"
The Game Awards is full of world premieres but it’s rare that one of them looks quite so different as Immortals of Aveum<\/em> does right off the bat. The game’s first trailer appeared during the show on Thursday night and revealed a sprawling fantasy battlefield with enough explosions, effects, and combat to make a Call of Duty game blush. But none of that necessarily answered what exactly this new game really is.<\/p>\n To help get a better sense of Immortals of Aveum<\/em>Polygon spoke with the game’s director, Bret Robbins, ahead of The Game Awards to talk about the idea behind the game, how he started Ascendant Studios just to develop this game, how the game will play, its world, and why it’s not quite like any other shooter out there. <\/p>\n The first game ever from Ascendant Studios, and released in partnership with Electronic Arts, Immortals of Aveum<\/em> is a single-player, first-person magic shooter that combines the kind of fast-paced combat you might expect from Call of Duty with spell casting and an expansive, wholly original fantasy universe. According to Robbins, the idea behind Immortals<\/em> is one he’s had for years, especially during his time as the creative director of three Call of Duty games. But it’s the uniqueness of the idea that’s helped it stick with him. <\/p>\n \u201cI remember in particular, one time I was reviewing a level that we were working on, and it was a very standard Call of Duty level,\u201d Robbins told Polygon. \u201cAnd I remember thinking it’d be cool if instead of a helicopter that was a dragon, and if instead of RPG rounds blowing up walls, it was fireballs. And instead of having an assault rifle, I was a battle mage casting these spells. You know, a fantasy version of that. Where’s that game?\u201d<\/p>\n This \u201cwhere’s that game\u201d idea stuck with Robbins for the next several years. When he eventually left Call of Duty studio Sledgehammer Games, Robbins was still turning the idea for Immortals of Aveum<\/em> over in his head. He eventually decided, \u201cI want to play that game. I want to make that game.\u201d<\/p>\n