"Our business relies on selling games, and we didn't sell enough games." Ascendant Studios CEO talks Immortals of Aveum launch, layoffs, future plans, and Xbox Game Pass.
It didn't have much lead up in gaming norms. Announced at Summer Game Fest in June and released in late August. Couple of days before Armoured Core 6 if I remember correct.
Absolutely zero mention of how shitty the writing was. The game is the sum of its parts. Pretty graphics make for a nice Tech demo but not an entertaining game.
The game features unique, magic-based first-person combat, and I noted in our Immortals of Aveum review that while it wasn't perfect, there was "a lot to like" with the colorful spellcasting systems.
Robbins adds that the team already knew the chosen release window would be crowded, as Immortals of Aveum was launching around the same time as Armored Core 6: Fires of Rubicon, with Starfield following just shortly after.
The studio launched a free trial on November 17, allowing curious newcomers to try the first couple of missions and carry their progress forward into the full experience.
Robbins notes that some of these features are things the team wanted in the original launch, but development timelines meant they had to wait until this update.
Immortals of Aveum was one of the first, leveraging features to push image quality and effects while making heavy use of Unreal Engine 5's reconstruction.
It's really powerful, there are features in it that are pretty incredible like Nanite and Lumen that allow for really rapid iteration, things that make development more efficient."
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