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Eternity Avowed - Obsidian's first person action-RPG in the Pillars of Eternity setting - coming February 18th

Yosharian

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Avowed has been in development for 6 (!) years. They didn't start from scratch, since The Outer Worlds gave them the framework for a (crappy) first-person RPG to work with. And all they managed to produce after those 6 years is 4 shallow companions, braindead Skyrim-tier combat, a small game world and reduced reactivity (you can't kill NPCs or ditch companions).
They had some tools yes, but they had to make pretty much all systems and assets from scratch. There was also a false start when they tried to make a more ambitious game. Additionally, there's now a no-crunch/no-overtime culture in the game industry, and remote work thanks to covid really knocked down productivity.

What this means is that Sonic here got his way:
2d0
People should be paid more though. It's disgusting how much execs get paid (whether it's bonuses or just salary) compared to grunts

Execs that, let's not forget, are usually responsible for ruining the fucking games they're in charge of
 

Yosharian

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Additionally, 'longer games' usually just means that the game has been crammed full of filler content and/or artificially lengthened by introducing grind where it doesn't belong

If that's what a long game means these days then I'll take a short game quite happily

Also, 'better graphics' often just means some guy got paid to render someone's testicles in 4k and the result is as pretty to look at as you might imagine

I remember when Elden Ring came out and everyone said the graphics were shit, if that's the case I'll take the worse graphics over highly polished shit that passes for 'graphics' these days
 

Cross

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Wait what. 6 years? Are you joking?
When I searched for a date I found this.

https://www.reddit.com/r/avowed/comments/micynk/avowed_has_been_in_development_for_two_and_a_half/

Jorge Salgado, Lead Area Designer at Obsidian, mentions he's been on Avowed since late 2018.

source: Linkedin

"I'm currently Lead Area Designer on an Project Avowed since late 2018, after helping a very talented and focused team with the gameplay and level design foundation of Grounded (2020)."

On second thought, it says that he's been working on it since late 2018, not that it started development then. That could mean it has been in development for even longer. :dead:
 

Roguey

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On second thought, it says that he's been working on it since late 2018, not that it started development then. That could mean it has been in development for even longer.
It obviously started when MS bought Obsidian (who else would pay for it?), so late 2018.
 

Butter

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On second thought, it says that he's been working on it since late 2018, not that it started development then. That could mean it has been in development for even longer.
It obviously started when MS bought Obsidian (who else would pay for it?), so late 2018.
Wasn't Avowed their sales pitch to MS? Meaning they had at least done a bit of pre-production already?
 

ferratilis

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Wait what. 6 years? Are you joking?
When I searched for a date I found this.

https://www.reddit.com/r/avowed/comments/micynk/avowed_has_been_in_development_for_two_and_a_half/

Jorge Salgado, Lead Area Designer at Obsidian, mentions he's been on Avowed since late 2018.

source: Linkedin

"I'm currently Lead Area Designer on an Project Avowed since late 2018, after helping a very talented and focused team with the gameplay and level design foundation of Grounded (2020)."

On second thought, it says that he's been working on it since late 2018, not that it started development then. That could mean it has been in development for even longer. :dead:
That guy is not at Obsidian anymore, even though he was one of the better level designers (Raedric Hold, Fort Deadlight). The leadership was probably flip-flopping so much between different design ideas that he just decided to leave.
 

Lemming42

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I know Microsoft are an amoral mega-corporation but I actually feel bad for how hard they got scammed here. I'm feeling the type of sympathy I normally only feel for lonely old women who fall victim to romance scammers. This is the videogame equivalent of cowboy builders. Imagine someone pitching to you being like "we're making the next Skyrim!" and you're like "wow!" and you keep sending money over then six years later it's just Avowed.
 

Roguey

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I know Microsoft are an amoral mega-corporation but I actually feel bad for how hard they got scammed here. I'm feeling the type of sympathy I normally only feel for lonely old women who fall victim to romance scammers. This is the videogame equivalent of cowboy builders. Imagine someone pitching to you being like "we're making the next Skyrim!" and you're like "wow!" and you keep sending money over then six years later it's just Avowed.
They don't need a Skyrim from Obsidian when they also have the actual Skyrim company.

Of course Starfield was a bigger blunder.
 

Lemming42

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They don't need a Skyrim from Obsidian when they also have the actual Skyrim company.
I wonder what the pitch actually was, because I vaguely remember it being billed as "Obsidian's Skyrim" or something like that in the early days. The pivot after the recent trailers and such to "uh well actually the closest point of comparison is TOW, sorry! also please don't expect it to be good, also sorry about the combat, we'll try to fix it before release" feels like a hell of a rug-pull.
 

Roguey

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I wonder what the pitch actually was, because I vaguely remember it being billed as "Obsidian's Skyrim" or something like that in the early days. The pivot after the recent trailers and such to "uh well actually the closest point of comparison is TOW, sorry! also please don't expect it to be good, also sorry about the combat, we'll try to fix it before release" feels like a hell of a rug-pull.
They never actually called it like Skryim in promotional material. That's just what bitter Chris Avellone said Chris Parker was excited about, and it stopped being that when he was pulled off the project in early 2021.
 

Yosharian

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I know Microsoft are an amoral mega-corporation but I actually feel bad for how hard they got scammed here. I'm feeling the type of sympathy I normally only feel for lonely old women who fall victim to romance scammers. This is the videogame equivalent of cowboy builders. Imagine someone pitching to you being like "we're making the next Skyrim!" and you're like "wow!" and you keep sending money over then six years later it's just Avowed.
They don't need a Skyrim from Obsidian when they also have the actual Skyrim company.

Of course Starfield was a bigger blunder.
Lmao. They have two companies incapable of making another Skyrim
 

Quillon

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I know Microsoft are an amoral mega-corporation but I actually feel bad for how hard they got scammed here. I'm feeling the type of sympathy I normally only feel for lonely old women who fall victim to romance scammers. This is the videogame equivalent of cowboy builders. Imagine someone pitching to you being like "we're making the next Skyrim!" and you're like "wow!" and you keep sending money over then six years later it's just Avowed.
They don't need a Skyrim from Obsidian when they also have the actual Skyrim company.

Of course Starfield was a bigger blunder.
Lmao. They have two companies incapable of making another Skyrim
Warhorse over there: "Hold my saviour schnapps".
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth

Post the original interview: https://www.gameinformer.com/previe...as-considered-but-ultimately-not-included-and

Avowed's Creators On Why Romance Was Considered, But Ultimately Not Included And Skyrim Comparisons

Avowed was featured as a major part of Xbox's Summer presentations. The game appeared in the Xbox Game Showcase, and following the new footage, game director Carrie Patel appeared on the official Xbox podcast to share more gameplay and share more about the game. We caught up with Patel and gameplay director Gabe Paramo to find out even more about Avowed, covering what they think of comparisons to Skyrim, how they feel about Baldur's Gate 3, why romance was considered for the game but ultimately not included, and why playing The Outer Worlds may gave you the best idea of what to expect from Avowed.

Can you tell me more about Avowed’s third-person option? That’s likely how I will play the game.
Carrie Patel, game director:
So, as you yourself have just noted, there are a lot of people who simply prefer it. There are people who prefer it for aesthetic reasons. They've built this character, and they want to see them in the world. There are people who prefer it because of accessibility reasons. First-person maybe makes the motion sick, and FOV sliders don't quite get them comfortable. So yeah, there are a lot of reasons to have it. There are a lot of players who prefer it for some reason or another. But we're still giving players the same Avowed experience in third-person. Gabe can speak more to that.

Gabe Paramo, gameplay director: So, to be super clear, right? This is a first-person game with a third-person perspective. So, when we talk about feel, there might be some micro-adjustments – in terms of, like, the physics of the capsules, super micro – in order to give a little bit of leeway for the animation frames to kind of make those blend a bit better, but we want it to feel as snappy. And we and it's going to feel in control exactly like the first-person game. Okay,

Do you expect players to go back and forth between first and third? Or do you expect players to commit one way or the other?
GP:
I think that's still kind of TBD. I believe we've started with making it more like an accessibility setting. But definitely, if we hear feedback that's like, “I really want to switch this quicker,” that's definitely something we could discuss in a community forum.

I understand that Avowed takes place in the Pillars of Eternity universe. But I'm curious what that means more specifically. Does it take place at a certain point in the timeline? Is it a good idea to have some background on the universe beforehand?
CP:
First and foremost, you don't have to have played any of the prior Pillars games to play Avowed. We're glad to have our returning fans, but we expect that for many players Avowed is going to be their first introduction into the world of Eora, and we're accounting for that. So Avowed takes place a few years after the end of Deadfire, which was our game just before this. There are a couple of characters that returning players are going to recognize. Inquisitor Lödwyn – the scary lady with the cool mask that we saw in the trailer – she was actually a side character in Deadfire. And she plays a much more prominent role in Avowed as you can probably tell.

We have a couple other more minor characters who make some cameos. But in all of those cases, you don't have to be familiar with those characters. You don't have to have met them before in order to understand the context and Avowed. Our approach to a lot of details about the world, references to events from other games, references to locations is really just that. Returning players will recognize those things and feel the interconnectivity of the world, but it's not something that you have to have played. It's not it's not at all required reading. As with any big fantasy game, we're giving the world a lot of context so that players can step into it. We want it to feel fleshed out besides the small slice that we're giving them. But yeah, part of the fun of setting it in The Living Lands, besides just the color of the setting, is that it is a location that we have not explored in any prior Pillars game. It's one that we've built up some lore about, but it was fresh for us as the dev team, and it will be fresh for players, as well.

avowed_screen_environment_plaza.jpeg

How extensive are the choices in the game and the narrative? Are we talking, like, multiple endings? And how many? Or is it more detailed than that?
CP:
Choice and consequence is something that unfolds for the player over the course of the game. There are choices that you're going to make that are going to have immediate effects, choices that you'll make that will have effects that you'll see maybe hours later, and some that you'll make that you'll come to see at the very end of the game, kind of how those play out further on into the future. But along with that, you've got choices that are very intimate and impactful for specific characters, and some that really affect the state of entire settlements of the Living Lands and the Living Lands at large.

So, when it comes to choice, we really try to provide breadth and a tapestry for the player. It’s not like you just reach the ending and kind of you’re choosing your ending. It's really the ending is the result of choices you've made along the way. Some of those are very intimate and character-focused, some of those are very broad and sweeping. But yeah, you'll definitely have moments where the way you made certain choices, or perhaps the way you treated certain characters early in the game will come back to reward or haunt you, or likely a bit of both a few hours later, when you meet those characters – allies and adversaries. And you'll have a number of choices that it's kind of… characters will be willing to trust you or will be not willing to trust you based on kind of the cumulative combination of choices that you've made up until that moment. So if you're trying to ally with someone, and you say, like, “Hey, you can trust me. I want to do this thing, let's work together,” they might call out a handful of things you've done up to that point and say, “I don't think I can trust you,” or, “ what? I think you're right, so I'll give you this chance.

So, there will be subtlety in the conclusions. You’re not just making your way toward one of three potential endings.
CP:
Correct. There are a couple of very, very big choices that players will make at the end. And those are very clearly telegraphed. The ending that they get is the result of what very big choices do they make, but also the numerous and subtle choices that they make along the way.

avowed_screen_combat_bear.jpeg

In the recent Xbox podcast you showed that you can flirt, and you showed the character Yatzli, who is very flirtatious. But there aren’t romance options in the traditional sense, right? You're not building romantic relationships? You’re not marrying characters or anything like that, correct?
CP:
Yeah, we decided to forego full romance paths in Avowed. It's something that we thought very hard about, and we talked about it as a narrative team. I think if you're going to invest in romance, everyone who's writing them needs to be absolutely, fully bought in. And the other thing you need to do is make sure that if you're going to provide that path, that you're balancing that with an equally meaningful and well-developed, non-romantic path because you never want players to feel that, "Well, the only way I really get to know this character or really get to form a meaningful bond with them, is if I commit to romancing them, which maybe isn't something I want to do." So, for all of those reasons, we decided to forego romances, specifically in Avowed. But we still built a lot of content around getting to know your companions. Forging deeper bonds with them and coming to understand their stories.

But you can role-play as a flirtatious person?
CP:
Yeah, you definitely have options with various characters to flirt sometimes, to be cheeky, to be a little aggressive. It’s not something that… it's not as if every dialogue has a flirt option. It's all situational. It's in this moment, in this context with this character – how might a person want to play off of this individual? And Yatzli, who is very naturally flirtatious? Yeah, sometimes there are times when you want to respond in kind.

GP: It's not a romance system. But you are building relationships, right? That's what a lot of these games are all about. You're building them through the dialogue choices, but you are speaking to these characters in the way that you want to based on either whatever background you chose, or whatever type of playstyle you're trying to have your character portray.

How does the party work? Do you have a bank of people you meet who decide to join you and hang out in the camps? But then you pick certain people to take out with you on missions?
CP:
So you have four companions that you'll meet over the course of the game. They're all directly tied to the crit path and to the story that the player is encountering. So, as you meet them, they'll join your party. And yeah, when you're at the party camp, they'll be hanging out at party camp with you. And it's kind of fun to see as you recruit them, and they start to populate camp, and there are, I don't know how many, tons of banters between them. Some of them are based on things that have happened in the world, quests you've done, where on the crit path you are, or even just who's present – those things will fire off. You can see them get to know one another and just get another window into their personality. It's just a lot of very fun stuff.

So yeah, they will be present at party camp with you, and then when you leave party camp, which is kind of your rest zone, you choose who ventures out with you. And for almost all of the game, you can choose any two of the companions you have recruited. So, if you'd like to switch it up, and you want to get to know someone you haven't spent much time with, or see what kinds of banters two other characters have together, you can bring them, if there's someone that you really, really like, who complements your playstyle really well, you might choose to spend a lot of your time with that companion specifically. There are a few quests and a few areas that because they are very closely tied to those companion stories and their insights and the ways that they're able to kind of help you move through the world. There are a few spots where one particular companion is required, but the other is going to be up to you. But by and large, you're choosing who to take with you based on your personal preferences and your mechanical playstyle.

avowed_screen_environment.jpeg

You shared a boss fight you could avoid entirely with dialogue choices. Is the game designed in such a way that you can avoid combat entirely from the opening moments?
CP:
There is no pacifist route in Avowed so no, this isn't a game where you're gonna be able to avoid all combat.

Do you consider Avowed an action game at all? Or is it strictly an RPG?
GP:
An RPG. Yeah, I mean, what are we doing? Right? You are exploring the world, you're using traversal mechanics, we have to care about pacing. You're having conversations with characters. It's a fantasy action RPG, right? You will engage with combat as you explore the spaces. There's different ways to approach that like when you do get to the combat portions of things, it is very action-oriented. But the pacing is probably what you would expect from fantasy action RPGs.

Traversal – is there fall damage? Is there flying or gliding from high points?
GP:
Okay, so your first question is, is there fall damage?

Sorry, I should have let you answer them one by one.
GP:
In our dev direct, we did show that the player can swim. And no, there is no flying.

CP: But there is something very clever you can do in some spaces, which is if you use your charge ability creatively, you can sometimes use that to zoom over gaps that aren't too wide. It's not the same as flying or gliding. It doesn't get rid of fall damage. But you can creatively use that as one option in your toolbox for traversal in some trickier spots.

GP: And we have a parkour system. The goal of it is to allow the player to move over objects. Some other first-person games or in other action RPGs you maybe might get stuck and have to walk around. We're trying to say, "Okay, just let the player move over that thing."

avowed_screen_environment_shroom.jpeg

There’s a scene you showed where there are vines, and the player has to use a fire ability to get past them that I saw where there were vines, and then you use the fire ability to burn the vines and get past them. Metroid comes to mind with mechanics like that. Are you unlocking abilities that allow you to get to new parts of the map?
GP:
I would call it lock and key mechanics. We do have some lock and key mechanics, but they are definitely tied to the story beats and we wanted – because again, we are big on choice and consequence – in general, we want to make sure there are multiple approaches and ways to be able to handle some of those scenarios. We have companion interactions that allow the companion to help you get through some of those things. But also, let's say that companion’s not with you, we wanted to give the player an opportunity to use like a throwable, that also can do that. Or if there's a clever, scripted setup that one of our area designers has created, another opportunity to shoot an object that can cause the thing to light on fire. So, we did want to provide multiple mechanisms to allow the player to feel smart and clever.

CP: It's not a Metroidvania. It's more that the player has a toolbox of options and depending on what they have and what they like to use, they can use those creatively to bypass certain obstacles and find nooks, loot, and surprises in the game.

Do you embrace comparisons to The Elder Scrolls V: Skyrim? Or do you push against it?
CP:
I think the best comparison is The Outer Worlds. I think that gives a much clearer idea of the scope of the game and also the design and layout. Like The Outer Worlds, Avowed has a series of open zones that are connected and unlock over the course of the game, rather than one giant map that you can walk through from beginning to end. And yeah, in terms of the kind of the quest structure, the narrative structure, it's a lot closer to The Outer Worlds, as well.

Is it tonally similar to The Outer Worlds? Is it humorous in a comparable way?
CP:
Tonally, the best comparison is going to be Deadfire, the second Pillars game where you have a very grounded and serious political story. A very kind of weird and esoteric, metaphysical, and divine story beneath that. A lot of moments of seriousness, but also moments of levity to kind of to kind of break that up, and a lot of those things are very character-based. So yeah, I wouldn't compare it tonally to The Outer Worlds.

GP: My opinion on that is I don't love it. Even as I've learned in my role, comparing two games, even for the team – let's forget the player for a second – even for the team it's hard to say, “Use this like this.” You have to break down the mechanic more because people will grab what mechanics they think you're talking about. Without it, if you're not very clear about what it is specifically, you are trying to be inspired by another game. Personally, I don't love it because a lot of players can take whatever they want from those games and go, “It's gonna have this and this and this.” I prefer if we just better just explain what it is our game is doing.

avowed_screen_environment_crystal.jpeg

It feels like every fantasy RPG now has to deal with Baldur’s Gate 3. Avowed does not look like Baldur’s Gate 3 at all, but they're both fantasy games. Does Baldur’s Gate 3 inspire confidence that there is clearly an appetite for the genre? Or is it intimidating?
CP:
I mean, it was a super fun game. We're all RPG fans at the studio and on the team as well, so we enjoyed playing it. Comparing our build choices talking about, “Are you investing in tadpole powers. Are you rejecting them?” So, first and foremost, we just had a lot of fun with it. But yeah, it's always great to see aa fantasy RPG do well and to see that, yeah, players are ready to invest in and commit to a big creative world that rewards a lot of investment from them in the story and building their character in exploration, and making choices… all of that feels great to see.

How long should we expect Avowed to be?
CP:
The best comparison for Avowed in terms of scope is The Outer Worlds. Players can expect a roughly similar experience, just like The Outer Worlds, depending on what kind of difficulty they play on, and how thoroughly they explore and invest inside content, versus just sticking to the main crit path missions.

What does it mean to be a godlike? I don't know what that is… but I'm curious what it is.
CP:
In the world of Eora, godlikes are individuals of any of the civilized species, who, before their birth, their soul was touched by one of the gods. You could play as a Godlike in Pillars or Deadfire, so you can get a taste of that if you want to see what that looks and feels like. Godlikes will have some physical manifestation of their patron deity. So, there is usually something about their head, their face, that kind of calls to mind that god’s flavor and portfolio. And they'll usually have a couple abilities or passives that also reflect that god’s portfolio. Some of them have somewhat closer relationships with those gods and can speak to them, or hear from them in ways that other characters can't.

But then you also have characters like Pallegina, one of our Pillars and Deadfire companions, whose story kind of revolves around her not really feeling this sense of closeness with Hylia, the god who gave her the really lovely, feathered appearance. One of the mysteries at the heart of Avowed is the player understanding which god touched their soul and what that means for them. So, players will get to choose kind of what that physical manifestation looks like on their character. They can choose something that's more or less dramatic. They can choose something subtler. And we do have a checkbox option for players who really don't want to see it to say, “Just hide it for me,” but characters will still react to you, because godlikes in the world of Eora are very rare. And so characters are going to respond to that.

So, mechanically, within the game's lore, it is a means to give players as much choice as they want to pursue different abilities?
CP:
There are some abilities that are tied to being a godlike that unlock over the course of the game. So yeah, mechanically, players will get to explore that in gameplay as well. And part of that is also kind of coming to understand who this god is and what they're all about through the powers that you get that are connected to them.

Avowed Obsidian Entertainment Fantasy Action RPG First Person Gameplay Trailer

Is there anything else I didn't touch on that you guys want to discuss with Avowed?

GP:
We’re super excited to have finally shown the Grimoire. It's the first time we've shown it's an offhand-only weapon that holds the players’ wizard spells and lets them quickly access them to be able to use them. So that's really cool. People were able to see the Grimoire slam, which is something that Pillars had in the game, but we've taken and translated it into what that feels and looks like in a first-person game. And we're just super happy to just show off that because we know the community has been like, “Hey, where are the stats? Where are the RPG things in this game?” It has been very cool to start to show like, yes, we have attributes, there are six of them. They might be familiar, and then we can kind of see how we translate them into our game and our mechanics. Being able to show off gear stats and that there is upgrading and that there is this gameplay loop of you going out and exploring, maybe facing creatures that are more powerful than you at that moment in time and then needing to go upgrade your weapons and gear and come back and face them again.

CP: I'm also glad we've gotten to show off more of the world. One of the appeals of The Living Lands is all of the different biomes and regions and sub-regions that it has. We got to show some of Shatterscarp back in January, and we showed a slice of Emerald Stair on Monday. I'm glad the players are getting to see the very different environments and vibes that they're going to get to encounter over their journey.
 

Fedora Master

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Post the original interview: https://www.gameinformer.com/previe...as-considered-but-ultimately-not-included-and

Avowed's Creators On Why Romance Was Considered, But Ultimately Not Included And Skyrim Comparisons

Avowed was featured as a major part of Xbox's Summer presentations. The game appeared in the Xbox Game Showcase, and following the new footage, game director Carrie Patel appeared on the official Xbox podcast to share more gameplay and share more about the game. We caught up with Patel and gameplay director Gabe Paramo to find out even more about Avowed, covering what they think of comparisons to Skyrim, how they feel about Baldur's Gate 3, why romance was considered for the game but ultimately not included, and why playing The Outer Worlds may gave you the best idea of what to expect from Avowed.

Can you tell me more about Avowed’s third-person option? That’s likely how I will play the game.
Carrie Patel, game director:
So, as you yourself have just noted, there are a lot of people who simply prefer it. There are people who prefer it for aesthetic reasons. They've built this character, and they want to see them in the world. There are people who prefer it because of accessibility reasons. First-person maybe makes the motion sick, and FOV sliders don't quite get them comfortable. So yeah, there are a lot of reasons to have it. There are a lot of players who prefer it for some reason or another. But we're still giving players the same Avowed experience in third-person. Gabe can speak more to that.

Gabe Paramo, gameplay director: So, to be super clear, right? This is a first-person game with a third-person perspective. So, when we talk about feel, there might be some micro-adjustments – in terms of, like, the physics of the capsules, super micro – in order to give a little bit of leeway for the animation frames to kind of make those blend a bit better, but we want it to feel as snappy. And we and it's going to feel in control exactly like the first-person game. Okay,

Do you expect players to go back and forth between first and third? Or do you expect players to commit one way or the other?
GP:
I think that's still kind of TBD. I believe we've started with making it more like an accessibility setting. But definitely, if we hear feedback that's like, “I really want to switch this quicker,” that's definitely something we could discuss in a community forum.

I understand that Avowed takes place in the Pillars of Eternity universe. But I'm curious what that means more specifically. Does it take place at a certain point in the timeline? Is it a good idea to have some background on the universe beforehand?
CP:
First and foremost, you don't have to have played any of the prior Pillars games to play Avowed. We're glad to have our returning fans, but we expect that for many players Avowed is going to be their first introduction into the world of Eora, and we're accounting for that. So Avowed takes place a few years after the end of Deadfire, which was our game just before this. There are a couple of characters that returning players are going to recognize. Inquisitor Lödwyn – the scary lady with the cool mask that we saw in the trailer – she was actually a side character in Deadfire. And she plays a much more prominent role in Avowed as you can probably tell.

We have a couple other more minor characters who make some cameos. But in all of those cases, you don't have to be familiar with those characters. You don't have to have met them before in order to understand the context and Avowed. Our approach to a lot of details about the world, references to events from other games, references to locations is really just that. Returning players will recognize those things and feel the interconnectivity of the world, but it's not something that you have to have played. It's not it's not at all required reading. As with any big fantasy game, we're giving the world a lot of context so that players can step into it. We want it to feel fleshed out besides the small slice that we're giving them. But yeah, part of the fun of setting it in The Living Lands, besides just the color of the setting, is that it is a location that we have not explored in any prior Pillars game. It's one that we've built up some lore about, but it was fresh for us as the dev team, and it will be fresh for players, as well.

avowed_screen_environment_plaza.jpeg

How extensive are the choices in the game and the narrative? Are we talking, like, multiple endings? And how many? Or is it more detailed than that?
CP:
Choice and consequence is something that unfolds for the player over the course of the game. There are choices that you're going to make that are going to have immediate effects, choices that you'll make that will have effects that you'll see maybe hours later, and some that you'll make that you'll come to see at the very end of the game, kind of how those play out further on into the future. But along with that, you've got choices that are very intimate and impactful for specific characters, and some that really affect the state of entire settlements of the Living Lands and the Living Lands at large.

So, when it comes to choice, we really try to provide breadth and a tapestry for the player. It’s not like you just reach the ending and kind of you’re choosing your ending. It's really the ending is the result of choices you've made along the way. Some of those are very intimate and character-focused, some of those are very broad and sweeping. But yeah, you'll definitely have moments where the way you made certain choices, or perhaps the way you treated certain characters early in the game will come back to reward or haunt you, or likely a bit of both a few hours later, when you meet those characters – allies and adversaries. And you'll have a number of choices that it's kind of… characters will be willing to trust you or will be not willing to trust you based on kind of the cumulative combination of choices that you've made up until that moment. So if you're trying to ally with someone, and you say, like, “Hey, you can trust me. I want to do this thing, let's work together,” they might call out a handful of things you've done up to that point and say, “I don't think I can trust you,” or, “ what? I think you're right, so I'll give you this chance.

So, there will be subtlety in the conclusions. You’re not just making your way toward one of three potential endings.
CP:
Correct. There are a couple of very, very big choices that players will make at the end. And those are very clearly telegraphed. The ending that they get is the result of what very big choices do they make, but also the numerous and subtle choices that they make along the way.

avowed_screen_combat_bear.jpeg

In the recent Xbox podcast you showed that you can flirt, and you showed the character Yatzli, who is very flirtatious. But there aren’t romance options in the traditional sense, right? You're not building romantic relationships? You’re not marrying characters or anything like that, correct?
CP:
Yeah, we decided to forego full romance paths in Avowed. It's something that we thought very hard about, and we talked about it as a narrative team. I think if you're going to invest in romance, everyone who's writing them needs to be absolutely, fully bought in. And the other thing you need to do is make sure that if you're going to provide that path, that you're balancing that with an equally meaningful and well-developed, non-romantic path because you never want players to feel that, "Well, the only way I really get to know this character or really get to form a meaningful bond with them, is if I commit to romancing them, which maybe isn't something I want to do." So, for all of those reasons, we decided to forego romances, specifically in Avowed. But we still built a lot of content around getting to know your companions. Forging deeper bonds with them and coming to understand their stories.

But you can role-play as a flirtatious person?
CP:
Yeah, you definitely have options with various characters to flirt sometimes, to be cheeky, to be a little aggressive. It’s not something that… it's not as if every dialogue has a flirt option. It's all situational. It's in this moment, in this context with this character – how might a person want to play off of this individual? And Yatzli, who is very naturally flirtatious? Yeah, sometimes there are times when you want to respond in kind.

GP: It's not a romance system. But you are building relationships, right? That's what a lot of these games are all about. You're building them through the dialogue choices, but you are speaking to these characters in the way that you want to based on either whatever background you chose, or whatever type of playstyle you're trying to have your character portray.

How does the party work? Do you have a bank of people you meet who decide to join you and hang out in the camps? But then you pick certain people to take out with you on missions?
CP:
So you have four companions that you'll meet over the course of the game. They're all directly tied to the crit path and to the story that the player is encountering. So, as you meet them, they'll join your party. And yeah, when you're at the party camp, they'll be hanging out at party camp with you. And it's kind of fun to see as you recruit them, and they start to populate camp, and there are, I don't know how many, tons of banters between them. Some of them are based on things that have happened in the world, quests you've done, where on the crit path you are, or even just who's present – those things will fire off. You can see them get to know one another and just get another window into their personality. It's just a lot of very fun stuff.

So yeah, they will be present at party camp with you, and then when you leave party camp, which is kind of your rest zone, you choose who ventures out with you. And for almost all of the game, you can choose any two of the companions you have recruited. So, if you'd like to switch it up, and you want to get to know someone you haven't spent much time with, or see what kinds of banters two other characters have together, you can bring them, if there's someone that you really, really like, who complements your playstyle really well, you might choose to spend a lot of your time with that companion specifically. There are a few quests and a few areas that because they are very closely tied to those companion stories and their insights and the ways that they're able to kind of help you move through the world. There are a few spots where one particular companion is required, but the other is going to be up to you. But by and large, you're choosing who to take with you based on your personal preferences and your mechanical playstyle.

avowed_screen_environment.jpeg

You shared a boss fight you could avoid entirely with dialogue choices. Is the game designed in such a way that you can avoid combat entirely from the opening moments?
CP:
There is no pacifist route in Avowed so no, this isn't a game where you're gonna be able to avoid all combat.

Do you consider Avowed an action game at all? Or is it strictly an RPG?
GP:
An RPG. Yeah, I mean, what are we doing? Right? You are exploring the world, you're using traversal mechanics, we have to care about pacing. You're having conversations with characters. It's a fantasy action RPG, right? You will engage with combat as you explore the spaces. There's different ways to approach that like when you do get to the combat portions of things, it is very action-oriented. But the pacing is probably what you would expect from fantasy action RPGs.

Traversal – is there fall damage? Is there flying or gliding from high points?
GP:
Okay, so your first question is, is there fall damage?

Sorry, I should have let you answer them one by one.
GP:
In our dev direct, we did show that the player can swim. And no, there is no flying.

CP: But there is something very clever you can do in some spaces, which is if you use your charge ability creatively, you can sometimes use that to zoom over gaps that aren't too wide. It's not the same as flying or gliding. It doesn't get rid of fall damage. But you can creatively use that as one option in your toolbox for traversal in some trickier spots.

GP: And we have a parkour system. The goal of it is to allow the player to move over objects. Some other first-person games or in other action RPGs you maybe might get stuck and have to walk around. We're trying to say, "Okay, just let the player move over that thing."

avowed_screen_environment_shroom.jpeg

There’s a scene you showed where there are vines, and the player has to use a fire ability to get past them that I saw where there were vines, and then you use the fire ability to burn the vines and get past them. Metroid comes to mind with mechanics like that. Are you unlocking abilities that allow you to get to new parts of the map?
GP:
I would call it lock and key mechanics. We do have some lock and key mechanics, but they are definitely tied to the story beats and we wanted – because again, we are big on choice and consequence – in general, we want to make sure there are multiple approaches and ways to be able to handle some of those scenarios. We have companion interactions that allow the companion to help you get through some of those things. But also, let's say that companion’s not with you, we wanted to give the player an opportunity to use like a throwable, that also can do that. Or if there's a clever, scripted setup that one of our area designers has created, another opportunity to shoot an object that can cause the thing to light on fire. So, we did want to provide multiple mechanisms to allow the player to feel smart and clever.

CP: It's not a Metroidvania. It's more that the player has a toolbox of options and depending on what they have and what they like to use, they can use those creatively to bypass certain obstacles and find nooks, loot, and surprises in the game.

Do you embrace comparisons to The Elder Scrolls V: Skyrim? Or do you push against it?
CP:
I think the best comparison is The Outer Worlds. I think that gives a much clearer idea of the scope of the game and also the design and layout. Like The Outer Worlds, Avowed has a series of open zones that are connected and unlock over the course of the game, rather than one giant map that you can walk through from beginning to end. And yeah, in terms of the kind of the quest structure, the narrative structure, it's a lot closer to The Outer Worlds, as well.

Is it tonally similar to The Outer Worlds? Is it humorous in a comparable way?
CP:
Tonally, the best comparison is going to be Deadfire, the second Pillars game where you have a very grounded and serious political story. A very kind of weird and esoteric, metaphysical, and divine story beneath that. A lot of moments of seriousness, but also moments of levity to kind of to kind of break that up, and a lot of those things are very character-based. So yeah, I wouldn't compare it tonally to The Outer Worlds.

GP: My opinion on that is I don't love it. Even as I've learned in my role, comparing two games, even for the team – let's forget the player for a second – even for the team it's hard to say, “Use this like this.” You have to break down the mechanic more because people will grab what mechanics they think you're talking about. Without it, if you're not very clear about what it is specifically, you are trying to be inspired by another game. Personally, I don't love it because a lot of players can take whatever they want from those games and go, “It's gonna have this and this and this.” I prefer if we just better just explain what it is our game is doing.

avowed_screen_environment_crystal.jpeg

It feels like every fantasy RPG now has to deal with Baldur’s Gate 3. Avowed does not look like Baldur’s Gate 3 at all, but they're both fantasy games. Does Baldur’s Gate 3 inspire confidence that there is clearly an appetite for the genre? Or is it intimidating?
CP:
I mean, it was a super fun game. We're all RPG fans at the studio and on the team as well, so we enjoyed playing it. Comparing our build choices talking about, “Are you investing in tadpole powers. Are you rejecting them?” So, first and foremost, we just had a lot of fun with it. But yeah, it's always great to see aa fantasy RPG do well and to see that, yeah, players are ready to invest in and commit to a big creative world that rewards a lot of investment from them in the story and building their character in exploration, and making choices… all of that feels great to see.

How long should we expect Avowed to be?
CP:
The best comparison for Avowed in terms of scope is The Outer Worlds. Players can expect a roughly similar experience, just like The Outer Worlds, depending on what kind of difficulty they play on, and how thoroughly they explore and invest inside content, versus just sticking to the main crit path missions.

What does it mean to be a godlike? I don't know what that is… but I'm curious what it is.
CP:
In the world of Eora, godlikes are individuals of any of the civilized species, who, before their birth, their soul was touched by one of the gods. You could play as a Godlike in Pillars or Deadfire, so you can get a taste of that if you want to see what that looks and feels like. Godlikes will have some physical manifestation of their patron deity. So, there is usually something about their head, their face, that kind of calls to mind that god’s flavor and portfolio. And they'll usually have a couple abilities or passives that also reflect that god’s portfolio. Some of them have somewhat closer relationships with those gods and can speak to them, or hear from them in ways that other characters can't.

But then you also have characters like Pallegina, one of our Pillars and Deadfire companions, whose story kind of revolves around her not really feeling this sense of closeness with Hylia, the god who gave her the really lovely, feathered appearance. One of the mysteries at the heart of Avowed is the player understanding which god touched their soul and what that means for them. So, players will get to choose kind of what that physical manifestation looks like on their character. They can choose something that's more or less dramatic. They can choose something subtler. And we do have a checkbox option for players who really don't want to see it to say, “Just hide it for me,” but characters will still react to you, because godlikes in the world of Eora are very rare. And so characters are going to respond to that.

So, mechanically, within the game's lore, it is a means to give players as much choice as they want to pursue different abilities?
CP:
There are some abilities that are tied to being a godlike that unlock over the course of the game. So yeah, mechanically, players will get to explore that in gameplay as well. And part of that is also kind of coming to understand who this god is and what they're all about through the powers that you get that are connected to them.

Avowed Obsidian Entertainment Fantasy Action RPG First Person Gameplay Trailer

Is there anything else I didn't touch on that you guys want to discuss with Avowed?

GP:
We’re super excited to have finally shown the Grimoire. It's the first time we've shown it's an offhand-only weapon that holds the players’ wizard spells and lets them quickly access them to be able to use them. So that's really cool. People were able to see the Grimoire slam, which is something that Pillars had in the game, but we've taken and translated it into what that feels and looks like in a first-person game. And we're just super happy to just show off that because we know the community has been like, “Hey, where are the stats? Where are the RPG things in this game?” It has been very cool to start to show like, yes, we have attributes, there are six of them. They might be familiar, and then we can kind of see how we translate them into our game and our mechanics. Being able to show off gear stats and that there is upgrading and that there is this gameplay loop of you going out and exploring, maybe facing creatures that are more powerful than you at that moment in time and then needing to go upgrade your weapons and gear and come back and face them again.

CP: I'm also glad we've gotten to show off more of the world. One of the appeals of The Living Lands is all of the different biomes and regions and sub-regions that it has. We got to show some of Shatterscarp back in January, and we showed a slice of Emerald Stair on Monday. I'm glad the players are getting to see the very different environments and vibes that they're going to get to encounter over their journey.
Nobody asked nobody cares
 

BrainMuncher

Liturgist
Joined
Jan 26, 2015
Messages
157
Is it tonally similar to The Outer Worlds? Is it humorous in a comparable way?
CP:
Tonally, the best comparison is going to be Deadfire, the second Pillars game where you have a very grounded and serious political story. A very kind of weird and esoteric, metaphysical, and divine story beneath that. A lot of moments of seriousness, but also moments of levity to kind of to kind of break that up, and a lot of those things are very character-based. So yeah, I wouldn't compare it tonally to The Outer Worlds.

GP: My opinion on that is I don't love it. Even as I've learned in my role, comparing two games, even for the team – let's forget the player for a second – even for the team it's hard to say, “Use this like this.” You have to break down the mechanic more because people will grab what mechanics they think you're talking about. Without it, if you're not very clear about what it is specifically, you are trying to be inspired by another game. Personally, I don't love it because a lot of players can take whatever they want from those games and go, “It's gonna have this and this and this.” I prefer if we just better just explain what it is our game is doing.
What did GP mean by this? I've read it three times and I can't figure out wtf it means, it's like word salad. Was this the answer to a completely different question?
 

BlackheartXIII

Educated
Joined
Mar 18, 2022
Messages
100
Odd choice for a narrative team that entirely build from YA and fanfic writers. on the other hands, Nu-Obsidian writers loathe player agency (although it's highly regulated) so they would invest instead in companions/NPC reactivity that would force their infantile doll play on the player, this is a very MFA behavior.
In the recent Xbox podcast you showed that you can flirt, and you showed the character Yatzli, who is very flirtatious. But there aren’t romance options in the traditional sense, right? You're not building romantic relationships? You’re not marrying characters or anything like that, correct?
CP:
Yeah, we decided to forego full romance paths in Avowed. It's something that we thought very hard about, and we talked about it as a narrative team. I think if you're going to invest in romance, everyone who's writing them needs to be absolutely, fully bought in. And the other thing you need to do is make sure that if you're going to provide that path, that you're balancing that with an equally meaningful and well-developed, non-romantic path because you never want players to feel that, "Well, the only way I really get to know this character or really get to form a meaningful bond with them, is if I commit to romancing them, which maybe isn't something I want to do." So, for all of those reasons, we decided to forego romances, specifically in Avowed. But we still built a lot of content around getting to know your companions. Forging deeper bonds with them and coming to understand their stories.
 

Readher

Savant
Joined
Nov 11, 2018
Messages
705
Location
Poland
It's always fun seeing clueless retards on plebbit.

"The gameplay might be rough, but Obsidian was always known for their writing. New Vegas was janky too!"
"Basically none of the writers who worked on NV are still at Obsidian, though."
"Not true! Soyer is still there!"
"He's not working on Avowed, though."
ezgif-com-cut.gif
 

IHaveHugeNick

Arcane
Joined
Apr 5, 2015
Messages
1,870,558
I don't mind hub-style worlds, but they definitely work better in a sci-fi game like TOW. In fantasy genre it's always some weird contrived shit that blocks you from exploring the whole map.
 

santino27

Arcane
Patron
Joined
Oct 1, 2008
Messages
2,786
My team has the sexiest and deadliest waifus you can recruit.
Every interview about the game just makes it seem smaller, more of a retread, and less ambitious. Patel doing press might be the greatest anti-seller of a game in recent history.

Is it tonally similar to The Outer Worlds? Is it humorous in a comparable way?
CP:
Tonally, the best comparison is going to be Deadfire, the second Pillars game where you have a very grounded and serious political story. A very kind of weird and esoteric, metaphysical, and divine story beneath that. A lot of moments of seriousness, but also moments of levity to kind of to kind of break that up, and a lot of those things are very character-based. So yeah, I wouldn't compare it tonally to The Outer Worlds.

GP: My opinion on that is I don't love it. Even as I've learned in my role, comparing two games, even for the team – let's forget the player for a second – even for the team it's hard to say, “Use this like this.” You have to break down the mechanic more because people will grab what mechanics they think you're talking about. Without it, if you're not very clear about what it is specifically, you are trying to be inspired by another game. Personally, I don't love it because a lot of players can take whatever they want from those games and go, “It's gonna have this and this and this.” I prefer if we just better just explain what it is our game is doing.
What did GP mean by this? I've read it three times and I can't figure out wtf it means, it's like word salad. Was this the answer to a completely different question?

He is just saying he doesn't like doing game comps, and that he would prefer to focus on the gameplay of Avowed instead of how it is similar/dissimilar to existing games. Which is probably a better play than constantly comparing it to The Outer Worlds... the problem is it doesn't sound like Avowed's gameplay is particularly interesting, and if there are any real differentiators (other than how much 'less' it seems to have than most other games), they both seem to struggle to communicate them.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,759
have you never played the game and are quoting some retarded website? VTMB is like 10 hours long if you're only doing the main quest and 15 for a completionist run
I've played it three times and that's not remotely accurate. Might get something close to those numbers if you're just mashing through dialogue and not reading it and know exactly where to go.
 

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