Before the unveiling of Immortal’s Fenyx Rising, we had the opportunity to speak to producer Marc-Alexis Coté and game director Scott Phillips today. We need to learn about the inspirations behind the game, the length of the game and why they changed the name.
Why the name change from Gods & Monsters to Immortal Fenyx Rising?
Marc-Alexis Coté: The extra development time allowed us to take our original vision even further and explore new avenues for the game. As that vision came to life and developed a more mature tone, we felt the game needed a new name to better reflect these changes.
Immortal Fenyx Rising evokes the timeless nature of not only gods and magical creatures, but the thrill of mythology itself; Stories and legends that live forever through storytelling. We also felt it was important to spotlight Fenyx and her journey as the first main character in this new franchise.
What are some of the inspirations you took for the game?
Scott Phillips: Obviously, Assassin’s Creed Odyssey was an inspiration as we had just spent three years researching, building, and immersing this game in ancient Greece. But beyond that, pretty much every open world game in the past 5 to 10 years has been an inspiration to us in some ways. As with any creative endeavor, we take inspiration from everything around us and bring those inspirations together to create something new and fresh like Immortal’s Fenyx Rising.
Was the idea of the vaults clear from the start or was it incorporated later?
Scott Phillips:: From the beginning we knew that we wanted to create new ways to play in the depths of Tartaros, the underworld of Greek mythology. We envisioned this mythical place, a magical and mysterious cosmic void where Typhon could build massive vaults full of deadly traps and challenging puzzles to seal off Zeus’ lightning and rob Zeus of his powers.
This led to a multitude of special challenges surrounding this concept, which made each vault a unique and fresh experience. They will all challenge the player in different ways, whether it is observation, navigation, memory or skill puzzles.
There will be an obvious comparison to the Breath of the Wild shrines. Was the team looking for inspiration?
Marc-Alexis Coté: It’s an honor to be compared to such a great game. Our team loves Zelda, you probably know we put an Easter egg in Assassin’s Creed Odyssey by the way.
Immortal Fenyx Rising is very different from games you already know. It’s a fresh and fun take on the open-world action-adventure genre, with dynamic action fighting and stories inspired by Greek mythology. Players will use the weapons and powers of the gods, like the wings of Daidalos and Hephaestus’ hammer, to face legendary monsters, solve puzzles and explore the world.
In terms of art direction, we wanted to have fun with the mythical setting and adopt an easy and hopeful art direction inspired by the imagination. We have been inspired by some of the greatest timeless adventures, especially Ghibli Studio and other Japanese productions. The result is a vibrant and colorful picturesque world for players to explore. Immortal Fenyx Rising has its own taste.
How much variety is there in the more than 60 vaults?
Scott Phillips: Each safe is unique and based on a certain game mechanic that challenges the player in an ingenious and unique way. The team really wanted to make sure that each vault had their own taste and encourage you to experiment with different game components.
Often there is more than one way to finish a vault to make room for the player’s creativity and freedom.
We can’t wait to see players come up with ways and solutions that we haven’t even thought about!
Do you see the game as an entry point into the open world genre for casual gamers?
Scott Phillips: Immortal Fenyx Rising could definitely be an entry point for any gamer or non-gamer in open world games and the Greek mythology behind them. We have set ourselves the goal of addressing the broadest possible audience. A key example of this is our range of difficulty levels. They range from story on the easy end of things to nightmare on the hardest end of the spectrum. Within these difficulty levels, players will notice changes not only in expected things like hit points and damage, but also in the puzzle challenge and stamina restoration – which can tailor the overall experience of the game, not just combat, to suit the preferences of a wide variety of players Player.
How much do the seven regions differ in terms of gameplay?
Scott Phillips: Our world is based on the same philosophies as a theme park, creating strong iconic themes for all regions and biomes. Each region is inspired by a Greek god and everything in that region is specially designed to support the mythology of that god. From the scarred battlefields of Ares, the god of war, to the lush paradise lands of Aphrodite, the goddess of love, players encounter a vast and detailed world to explore.
The land of the gods is full of varied areas, monsters and challenges. Every enemy encounter, puzzle, and quest location is tailored to bring to light a unique aspect of the story, myth, and game function. Some areas are more used to sliding or focus on climbing, while other areas are larger and more open, perfect for a mount – so players never get tired of traversing the world.
Obviously, the Assassin’s Creed games have gotten huge in terms of length? How long can you expect people to spend on Immortal Fenyx Rising?
Scott Phillips:: Since Immortals Fenyx Rising is a huge open world game full of content, each player’s experience will be different. In general, though, players should expect between 20-30 hours of gameplay to complete the main campaign, and many more hours if they focus on completing content outside the main path and developing their characters.
Once players complete the main campaign, they will have the opportunity to try a more difficult difficulty called Nightmare Mode and New Game Plus.
How’s the Nintendo Switch version going?
We will provide more details at a later date.
Immortals Fenyx Rising will be released on December 3rd for Nintendo Switch, PS4, PS5, Xbox Series X / S, Xbox One and PC.