IT’S LIKE DARK SOULS… WITH GUNS
It is exactly what it sounds like.
I realize fully that comparing games to Dark Souls is a tiring trope abused by lazy game reviewers. If there was a way to avoid comparing Immortal: Unchained to Dark Souls I would, but Immortal: Unchained is the structure of Dark Souls with a new technological facade. Unfortunately, this game is so much like its inspiration that I am going to continue to make comparisons. Unfortunately for me, I don’t like Dark Souls. However, when I saw what this game did differently (and by that I mean add guns) I wanted to give it a try.
Normally I would describe some plot here, but who cares? I sure didn’t. There is a plot, but it is uninteresting and obtuse, which is a deadly combination for me to want to remember it. Immortal: Unchained wanted me to engage with its story, but sometimes leaving some mystery is more engaging and effective than just outright telling me what is going on. All I know is that I am an immortal weapon released from bondage during the end times to apparently wreak havoc upon hordes of robots. When I say immortal weapon I mean I am a cyberpunk Neanderthal raver; no amount of character customization could save me from being ugly as sin. At times points of interests, items, and random humans (not Neanderthals nor ravers like me) will attempt to delve further into the plot but it feels unnecessary. The plot should be that the worlds I travel hate me and want me dead and I need to get from where I am to some other point unclear to me from where I start. In between where I start and where I need to go I will die a lot.
PLATFORMS: PS4, XB1, PC
MSRP: $49.99
PRICE I’D PAY: $24.99
So here’s where Immortal: Unchained, like a seasonal Halloween store, moves into the vacant lot Dark Souls very clearly left behind. Call them what they want I am still travelling from monolith to monolith (bonfires), using syringes (estus flasks) that refill upon visiting a monolith, which also resets all enemies in the game world. I level up when I deliver enough bits (souls) to a monolith where I get to choose what attribute I want to increase. I get a few bits every time I kill an enemy and when I die I drop all my bits only to fight my way back to them to regain all my bits from the last monolith I visited. There are even bits that go into my items that I hold onto if I die just like specific souls in Dark Souls. It’s almost shameful at times how much Immortal: Unchained is aping the well worn formula. At the same time, Immortal: Unchained does something that throws a monkey wrench into this same formula: guns.
A big portion of Dark Souls combat (and games that want to be Dark Souls) is a stamina meter that drains based on attacking, dodging, and running. Immortal: Unchained does use a stamina meter for the same reasons, but because the main form of combat is guns there isn’t a need to worry too much about stamina for offensive maneuvers. Dodging bullets and wild swings from enemies is easier than I thought they would be, with plenty of telegraphing on what attack the enemy will make next. When ammo fully depletes there is the melee weapons to rely on that do drain stamina, but a better plan is to not run out of ammo. The only way to refill ammo without returning to monoliths are one time use ammo packs that give a bit of ammo to each weapon. With the fact I only received three healing syringes I would have liked one ammo pack that refilled upon arrival at a monolith because until weapons have been upgraded they are pretty weak, which means I have to unload more rounds into basic enemies. Speaking of monoliths and guns, I can only change my equipment at monoliths, which is just tedious and doesn’t make a lot of sense.
A major gripe with gun combat is the inability to switch which shoulder I am shooting over. At times I position a large piece of terrain between me and the enemy, but because I can only fire over my right shoulder the camera makes shooting the enemy position to the left side of the terrain impossible without walking out and opening myself to fire. If that isn’t enough, most enemies can fire a longer distance that I can, meaning my bullets apparently phase out of reality before reaching the target. Sure, with enough shots I might be able to literally disarm my opponent, but after a couple moments the arm regenerates and they are back to firing their gun. I found myself trying to dodge enemy attacks but getting caught on terrain.
I would run through areas only to witness enemies phasing into the environment, albeit done with a green glow like they teleported in but still not a great look for a game that rewards remembering the environment. There’s a layer of fog everywhere that changes color to match the map, but makes this game feel horribly dated (Buck Bumble levels of fog at times). Textures can be seen popping in and foliage rises from the ground, which isn’t good not only because it looks terrible but because certain enemies will pull themselves out of the ground in a similar manner. Many times I was asked to walk through a small body of water, but I can’t see under an inch of water to make sure I don’t fall down a hole and die without positioning the camera in such a way that leaves me extremely vulnerable to attack. The graphics seemingly worked against me at every moment.
Now even though I’ve criticized this game I actually did find myself enjoying it, which is weird because I grew tired of Dark Souls fairly quickly. The fact that fighting with guns allows me to engage enemies at a distance as well as fight without losing stamina is a big part of my enjoyment. While I did find myself irritated with level design that splits paths consistently only to rejoin and funnel the player into linear sections (meaning there was no reason to have two paths), it was neat to fight through the sections and start to recognize where enemies will engage in combat. This has to be one of the more original Dark Souls-like games available, and anyone looking for a fresh take on the formula will be able to find enjoyment in Immortal: Unchained as long as they are willing to overlook a fair lack of polish.
Review copy of game provided by publisher.