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Immortals Of Aveum cost $125 million and “no one bought it"The magic FPS failed to find an audience
The magic FPS failed to find an audience
Image credit:Rock Paper Shotgun/Electronic Arts
Image credit:Rock Paper Shotgun/Electronic Arts
“At a high level, Immortals was massively overscoped for a studio’s debut project. The development cost was around $85 million, and I think EA kicked in $40 million for marketing and distribution,” one former developer told IGN. All the developers who discussed the project were anonymous. “Sure, there was some serious talent on the development team, but trying to make a AAA single-player shooter in today’s market was a truly awful idea, especially since it was a new IP that was also trying to leverage Unreal Engine 5. What ended up launching was a bloated, repetitive campaign that was far too long.”
Sales were apparently only a tiny fraction of those its publisher projected.
“There’s plenty of layoffs due to gross mismanagement and greed (looking at you Embracer), but there’s also plenty that happen because this is a stupidly volatile market that requires mountains of capital to participate in at a professional studio level,” one developer said. “For all the things Ascendant did right (paying people well, an entirely remote studio, little overtime until the end, chill environment with lots of freedom to grow, respecting QA, hiring juniors, etc.), it did not work out.”
Alice B found things to enjoy in herImmortals Of Aveum review, while also finding it repetitive, shallow, and lacking punch. That’s a tough sell in a busy year in which lots of great games clamoured for attention. Bad or middling games can sometimes find an audience, anyway - but I also suspect Immortals Of Aveum’s larger problem is that it’s not clear what its core fantasy is or who it appeals to. It all just seemed a bit naff.