Personally I would not call Immortals of Aveum an AAA game. 😅
And I mean, that's maybe where the problems lie. This game is all jank and all generics, with no specific thing to present except "OMG LOOK AT OUR GRAPHICS!!!!". Which are also pretty unoptimized, so you end up with:
Only a tiny tiny fraction of players can even play it.
Then, the game is utterly generic. Despite how it might look to someone not knowing about it, DOOM 2016 and Eternal are quite unique games and have a very well-designed gameplay flow that even differs divisively between the two.
The writing is horrible and would make even an MCU movie/series writer question their decisions in life.
The magic is still just guns with replaced graphics. They didn't lean into the very premise of the game at all. And all they had to do is play Lichdom Battlemage from 2014 to get some ideas and that game already struggled with the concept. But at least it pulled it off.
Can't really say I'm surprised the game flopped hard. But unlike the dev I would call the underlying idea solid, just not anything about the execution.
I tried the demo, it has a lot of problems outside of it being a AAA single player shooter. The "magic" system is just reskinned guns, the story is nonsensical at times, and the movement is stiff and slow. It's like they never play tested the game and just said it was done one day. That's not even mentioning the almost ten minute walk around the city at the beginning doing nothing but following what I will assume is a non critical character to the plot.
They cleaned a lot of that up, at least on the console version I played. And that character ends up being quite critical to the plot. You also revisit that city later in the game, so that intro serves to establish the setting and starts the plot.
My God they cleaned it up?! I can't imagine it being a longer intro. The fact that you revisit the city later is just disappointing, that city was terrible in it's design.
I remember Half-Life 2 opening with a walk around a city, and it was so memorable to me. I guess in part because it was reliant on its own atmosphere, and still let the player be an interactive part of it rather than bound to a tight track.