The developers of Immortals of Aveum believe that even though it was a commercial failure, the game will eventually become a much-loved title…
He was a regular at gaming events and had a very strong marketing campaign. However, Immortals of Aveum became one of the biggest downfalls of last year after becoming completely uninteresting. Even though it cost $125 million, including a $40 million promotional campaign.
Reasons such as the sheer price at which it was released or the Baldur’s Gate 3 boom have been floated as possible explanations, but the reality is that it all came together here, unfortunately.
A game that was marketed as the first to take advantage of Unreal Engine 5 when its performance was more than a little better, it’s a fantasy story with a well-crafted world but a very improvisational script and somewhat repetitive gameplay.
Could the developers have learned from the failure of Immortals of Aveum?
Aveum’s biggest sin is that it’s a fun game that should have come out a few generations ago. But it came at a time when the market was very saturated. The genre’s popularity was at its peak. Plus, it arrived without much to add to the gameplay formula. Bret Robbins, founder of Ascendant Studio, spoke to Gamesindustry about this.
According to Robbins, “You learn more from failures and mistakes than successes”, and says that it was “an unusual year” due to the relatively close release of Zelda, Star Wars Jedi: Survivor and Baldur’s Gate 3.
“Starfield was like ten days after us. We were sandwiched between a lot of different big games, or games from really big studios,” he says.
But Robbins isn’t throwing in the towel on Aveum. According to him, it would have been given at the right time and under the right circumstances to achieve sales figures that “triple the usual sales figures of the publisher”. He even ventures a very optimistic prediction there: “The story of Immortals isn’t written yet. I was the creative director on Dead Space, and people were discovering that for years and years. I think Immortals will be the same.”
Source: GamesIndustry.biz
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