

RELATED: Immortals of Aveum Hands-On Preview: More Than Call of Duty with Dragons Some features were also cut, but all of these were in serving that original vision for the game, not throwing darts at a board to see what hit. For example, the primary antagonist Sandrakk, the Tyrant of Rasharn, was originally someone who only utilized green magic before being expanded into a Triarch (an Immortals of Aveum Magni capable of using red, blue, and green magic). To be clear, that's not to say that things didn't change throughout its development, as iteration is an important part of the process. Game Rant recently spoke with Immortals of Aveum's senior art director Dave Bogan and lead combat designer Jason Warnke, who praised and spoke to the overall direction and vision for the game.

This problem seems to rear its head more often than fans may like, but it sounds like that won't be a worry for Immortals of Aveum. Anthem is but one example of this, where the idea of "what the game was" suffered. Sometimes these changes are for the better of the game, but other times they are not, as a lack of vision and direction can undermine every decision.

For example, Halo began life as a real-time strategy before evolving into a full-blown shooter, Borderlands underwent a huge change in tone and art direction mid-development, Diablo was originally turn-based, and much, much more. It's not unheard of for a game to enter development with one idea and emerge out the other end something completely different, with complete overhauls sometimes happening in the process.
