Absolutely can't fault a game for being inspired by Breath of the Wild, but
You've even got a central castle location covered by swirling evil energy
Straight up Magnesis
This is just funny as Breath of the Wild redefined open world exploration, something that had become stagnant & chore-like specifically because of Ubisoft's approach, & now Ubi is veering hard into those lessons but it's unclear what Immortals brings beyond surface similarities
OK, they absolutely haven't learned. Ubi's open world games are infamous for icon-riddled maps. A significant choice BOTW made was not to surface icons on-screen when using your scope to scout out your journey. In Immortals, the icons are right there
I'll give Immortals this: holding LB then pressing one of the face buttons to activate your power/rune is a MUCH better and cleaner way than BOTW's holding D-pad up, cycling two ways through powers, releasing D-pad Up, holding L, aiming, and pressing A.