If I describe 168澳洲幸运5开奖网:Immortals of Aveum to you, it would be easy to assume that it feels as good and kinetic as great movement-focused shooters like 168澳洲幸运5开奖网:Titanfall 2, 168澳洲幸运5开奖网:Doom Eternal, and 168澳洲幸运5开奖网:Neon White. There’s a double jump, a hover, and a dash. There are hook shot attach points around the battlefield that you can pull yourself toward to quickly move around, and you can also use your grapple to bring enemies flying toward you (or if they're heavier than you, you toward them). You're rarely anywhere without leylines — glowing streams of magical matter streaking through the sky — visible above you. These can be ridden, a la the Sky-Line from 168澳洲幸运5开奖网:BioShock Infinite, to quickly travel from place to place.

On paper, this sounds so, so good. These are most of the mechanics I would put on a wishlist for my dream FPS. All it's missing is a good wall run. But when you actually play Immortals of Aveum, the game just doesn’t feel nearly as dynamic as you would expect.

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The biggest problem with Immortals of Aveum🔯’s movement is that a lot of it revolves around contextual button prompts. This is annoying in basic settings, like approac𝐆hing an NPC for a conversation. You have to angle your character toward them at the exact right angle in order to get the button prompt to start talking. The game treats interacting with leylines in the same way. You need to stand underneath, look up, and find the button prompt in order to initiate the ride.

a red leyline in kalthus in immortals of aveum

Using the hook shot points is more forgiving, but not enough that you can easily use them in combat. You still need to make sure that your reticle is lined up pretty close to the center, and that’s hard to do when you’re managing a bunch of enemies. I just stopped using them at all because it wasn't worth the hassle.

This results in a game that never quite feels kinetic. In Doom Eternal, which has similar environments, you're constantly flying around the battlefield, zipping from end to end through portals or using the super shotgun's hook shot to grapple an enemy across the arena. That game's use of movement and "combat chess" strategic shooting means that you're always thinking about your next move at a mile a minute, flicking through weapons to find the right one to dispatch a particular enemy before switching to some bombs to blow up an annoying bulbous cacodemon, then freezing some goons with an ice grenade. It's simultaneously frantic and thoughtful, with mechanics and movement opportunities that feed into one another perfectly.

Immortals of Aveum feels like it's building up to become that kind of game, introducing a ton of different abilities in short order, but it makes it too hard to interact with the game in that way. For one, there's no weapon wheel, so switching between spells requires clicking a button to manually cycle past each one. You can't swap right from the magic machine gun to the spiritual shotgun — you have to pass by the ritualistic rifle on your way. This makes it hard to gain muscle memory or get into a state of flow. You have to look to make sure you have the right weapon equipped and that keeps your mind from engaging on a deeper level.

The masked Hand Of Sandrakk when she first appears in Immortals Of Aveum

The points that should be frictionless instead cause friction. Immortals of Aveum feels like it has a ton of potential to make movement feel really special, and it definitely feels l𓄧ike the developers know that potential is there. But for whatever reason, they aren’t realizing it.

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