Another day, another accusation of review bombing
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I started Immortals probably a couple days after I finally finished BotW. I wish I could explain why but it just didn't grab me. I'm going to give it another chance at some point though, because it took me a long time to really warm on BotW, but once I did I didn't put it down.
It's a shame it flopped though, because I don't think it's a bad game at all, and I'm generally pretty critical of Ubisoft games.
One big flaw of the game that BotW did do much better, is that unlike BotW (which gives you all your traversal skills in the tutorial) is that it locks your various moves to the shop, which requires you reaching the mainland to access. Even then, a lot of "necessary for puzzles" upgrades to those moves also need to be bought means you run into a lot of "need to come back" moments early on. Its an extremely retarded move on their part to do it like that, and is my biggest criticism of the game.
Once you've gotten those is when it reaches its stride, which is probably why it flopped. You need to not be a completionist during the opening for a few hours, which is a bit antithetical to the genre.
Seems like they mixed in one thing too many, then. "I need to come back later when I can X" is a staple of Metroidvania games, and it doesn't really bother me in those.
Of course, putting things in a "shop" instead of making them rewards for completing challenges of one type or another is extra-retarded.
I only called it a shop because you use "coins" to unlock them. But the coins are gotten for completing random challenges around the world, and it functions as any other "levelup" mechanic in a game.
I don't even think the "need to come back later" mechanic is bad. Its just not well explained to you that you are missing a pretty crucial part of your kit you will unlock right after the tutorial is over. Nor that certain ones are just regular upgrades, while others are hugely important if not required for many challenges. Meaning you can accidentally buy a bunch of the "wrong" things and slow down your progression massively without knowing. Not helped by the tooltip not explaining well that the "spears from the ground" ability isn't just an AOE attack, but allows you to gain height in mid-air during glides which is its primary use.
So, its less of a mechanic issue with the game and more of a failure of communication/tutorial that makes the first couple hours sometimes fall flat for people who don't stick it out to realize what they missed. Especially as while the shrines will tell you "hey you lack the ability needed here" (though not which one), but the overworld challenges don't always.