Our Users Say
||How well the game mechanics work (player controls, game action, interface, etc.)
||The quality of the art, or the quality/speed of the drawing routines
||How much you personally like the game, regardless of other attributes
|Sound / Music
||The quality of the sound effects and/or music composition
|Overall User Score (8 votes)
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Neste emocionante jogo, você deve usar de estratégia para guiar Dunric pelo misterioso labirinto da eternidade, chamado Erinoch. Sua missão: encontrar seu mestre de magia, Mordamir.
Prepare yourself for a dungeon adventure like no other. Your surroundings are portrayed in detailed three-dimensional graphics, with some of the best character animation ever seen on the NES. An epic tale of daring danger and deceit will unfold before you in The Immortal.
If you're looking for a decent adventure game with a mix of mental and reflexive skill involved, you might want to give Will Harvey's The Immortal a go. However, if you don't own a working NES, you can probably find it for some other system you own without too much searching, since it's been released for a plethora of old systems, some ports being better than others, but all having their own advantages.
To tell you the truth, I’m not sure how to feel about this game. I certainly admire the gleeful enthusiasm that went into making it. Each room’s deathtraps were labors of obvious love. Still, call me old-fashioned (or new-fashioned, I suppose) but I like to progress through my video games and get to the end without dying a thousand times. Unless you have passwords, which come from beating each level, you start over at the beginning of the level every time you die. This is pretty standard stuff for most games, but most games also reward the player for trying to progress. The Immortal– incredibly ironic title aside – hopes the player will take part in the murderous madness contained within its cavernous walls. I couldn’t, but for the right person, it could be worth it.
music, graphics, and animation are all very good by NES standards,
the controls in the isometric environment can be difficult to grasp,
making some of the longer action-based sequences potentially