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“I was creative director onDead Space, and people were discovering that for years and years.

I thinkImmortalswill be the same.”

Jak using a defensive spell

Robbins also took the time to address the FPS' difficult launch.

“You learn more from failures and mistakes than successes.

The game director then moved on, getting into the nitty gritty.

“When we were heading to launch, we knew it was very crowded.

This was a very unusual year.

And as we were nearing launch,Baldur’s Gate 3suddenly blew up right in front of us.

“We were sandwiched between a lot of different big games, or games from really big studios.

We absolutely got lost in the noise.”

I interviewed Robbins last yearbefore the game’s launch.

However,Immortalsstill has plenty to offer.

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