

Reading the in-game map shouldn’t present barriers of any kind. Three colorblind settings are also available. Subtitles contain speaker tags, and their background opacity can be adjusted manually. In terms of visual accessibility, the experience is barrier free. However, platforming sections are alleviated by an option that ensures Fenyx will always jump to maximum height regardless of whether the button is tapped or held, and the rewards at the end of each dungeon are worth it. The only criticism is that arrows cannot be controlled with the left stick, which could create a barrier for players with limited dexterity, and it’s also a shame that the aim-assist doesn’t target inorganic targets like switches to help during puzzles. Immortals also offers an option to increase the time limit in time-based puzzles, and this along with dungeon checkpoints and the bow toggle ensure that anyone can best them with a little bit of tenacity. These sections are not particularly long or difficult to understand, and many of them, particularly those where the player must manually control Apollo’s arrows, can be made easier by selecting the toggle option for the bow. Since Immortals’ biggest influence is Breath of the Wild, puzzle-heavy dungeons with platforming sections comprise the majority of the gameplay here. Even though this is easily overcome with trail and error, overlapping controls are a very tricky problem that has persisted in Ubisoft’s franchises since Assassin’s Creed: Origins and is becoming harder to ignore. I then remapped this action to up on the directional pad only to discover that it’s also used to consume a potion that increases attack power. During my time with Immortals, I opted to use square and triangle for attack buttons instead of the shoulder buttons only to realize that triangle was also used to interact with objects, so I’d be fighting an enemy, and Fenyx would pick up or use an unnecessary object. In Assassin’s Creed, this is forgivable because there are buttons bound to actions that aren’t a requirement for success, so you can simply remap, but in Immortals every button is used. Like Assassin’s Creed before it, the controls here are fully customizable, but customizing them means creating conflict between inputs. Immortals: Fenyx Rising chronicles the exploits of the eponymous protagonist as they attempt to lift a curse placed on the land by the nefarious giant known as Typhon.įor gamers with fine-motor impairments, Fenyx Rising is a thoroughly accessible experience.


Initially unveiled as Gods and Monsters and developed by the same branch of Ubisoft that made Assassin’s Creed: Odyssey, the concept for Immortals: Fenyx Rising was conceived as the result of a visual glitch during Odyssey’s development that resulted in the player’s ship crew becoming cyclopes, leading to a separate project that embraced Greek mythology. It’s apparent from the very first frame that the biggest influence of this new IP is Nintendo’s Legend of Zelda: Breath of the Wild, and to my mind, this is by no means a bad thing. The latest offering from the folks at Ubisoft is a very intriguing package to say the least.
