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

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PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Serpent in the Staglands Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire
I don't think that Avoided will sell poorly. I mean, most people where negative about Failguard everywhere except Retard era and even Retard era had to censor everyone who disagrees about Failguard. I don't see the same negativity towards Avoided. Also, people are starving for Skyrimesque type of games and will buy even a subpar skyrim clone.

I don't think Microsoft bought Obsidain as a studio with the concept that their games would sell a lot. There's not a lot in Obsidian's financials that would indicate they've ever been big sellers.

Obsidian pretty much exists to fill a niche on Game Pass. They don't really need a lot of marketing because everyone who pays for a Game Pass subscription will actively be looking out for games like Avowed to justify the cost of their subscription.

Marketing might be justified if Microsoft expected Avowed to lead to new Game Pass subscribers, but it doesn't really seem like Microsoft has those kinds of expectations. They're just making a Skyrim-like for the sake of their existing subscribers who enjoy that type of game.

The big number for Microsoft over whether Obsidian is succeeding isn't units sold or even new Game Pass subscribers at release, but the total number of Game Pass players over a relatively long time frame. If millions of Game Pass players have a game they can enjoy until the next Game Pass fodder is released, Obsidian and Avowed fulfilled their primary function in Microsoft's overall vision of the future of gaming.

I'm sure they would like to move a certain number of units (1,000,000 minimally) because there's still a certain level of prestige in unit sales, but it's not a hard requirement.
 

Butter

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The black chick looks cute from some angles, much better than Pallegina at least

ss_429bef4d49d33166174e2e9c66619b15c1b1f89d.1920x1080.jpg
Low bar. A tripping hazard, really.
 

mediocrepoet

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Codex 2012 Codex+ Now Streaming! MCA Project: Eternity Divinity: Original Sin 2
I prefer realistic armours and boobplate is usually pretty dumb looking. Chain mail bikinis and the like are a big part of the S&S genre (which isn't what PoE was going for and not having them is still a good decision for that series).
Completely agree, I too prefer realistic armor, like this one

4r6vpak5clz51.jpg

Please put that on, I'm going to go see about sourcing a maul for some testing.
 

Van-d-all

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Standin' pretty. In this dust that was a city.
I prefer realistic armours and boobplate is usually pretty dumb looking. Chain mail bikinis and the like are a big part of the S&S genre (which isn't what PoE was going for and not having them is still a good decision for that series).
Completely agree, I too prefer realistic armor, like this one

4r6vpak5clz51.jpg
Codpieces were in fact, absolutely in line with current fashion. People used to have dress code laws back then, so anyone excluded was eager to show it off, be it nobles or landsknecht.

Giovanni_Battista_Moroni_009.jpg
 

Morgoth

Ph.D. in World Saving
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After three hours, Avowed still shows no sign of a killer hook to call its own, but this fizzy RPG cocktail is plenty enjoyable all the same


A clear step up from The Outer Worlds.

A blue hero fights a monster in a forest in Avowed.

Preview by Rick Lane Contributor
Published on Nov. 21, 2024

Avowed is a bizarrely elusive prospect. Obsidian’s latest fantasy RPG was initially suspected to be its equivalent of Skyrim, but this is a description the studio has repeatedly refuted. It takes place in the same universe as the Pillars of Eternity games, but its glossy, modern package seemingly runs counter to the heritage of that series. Unlike Obsidian’s other recent games, such as the diminutive survival game Grounded or the medieval murder mystery Pentiment, it has no clear defining quality beyond its genre and who is making it (which some might argue is enough).

Having now played Avowed for several hours, I better understand why it’s been such a difficult game to communicate. This is a fantasy RPG that, rather than having one, easily identifiable hook, seeds numerous smaller ideas into the genre’s mechanical archetypes. It’s a game that moves a little like Mirror's Edge, fights a bit like Dishonored, talks a bit like Mass Effect, and looms a bit like Skyrim. Yet taken as a whole, it isn’t directly comparable to any of these games, binding these elements together with the rich worldbuilding and intricate dialogue systems Obsidian is known for.

The premise, at least, is easy enough to grasp. Set in Pillars of Eternity’s world of Eora, Avowed sees you play the Emperor of Aedyr’s personal envoy to The Living Lands. An untamed island wilderness on the far side of the world from Pillars of Eternity 2’s Deadfire Archipelago, The Living Lands is inhabited by pirates, imperial dissidents, and the remnants of frustrated colonial expeditions. You’re dispatched specifically to investigate the dreamscourge, a strange, emerging epidemic that is spreading across the island.

After a brief tour of the character creator, which among other things let me assume they/them pronouns and stick giant mushrooms to my face, my Envoy was swiftly shipwrecked upon an offshore islet close to The Living Lands. Dusting myself off, I join up with a small, furry blue fellow called Garryck, who looks a bit like he hatched from a surprise toy. Together, we climb up to an abandoned fort in search of a means of escape.

This brisk tutorial section introduces the fundamentals of Avowed’s open-class roleplaying systems, which includes melee and ranged combat, a highly physical magic system, and light stealth. We’ll delve into the nuances of these later, but the most immediate impression Avowed makes is through its movement. Avowed is extremely light on its feet, with your Envoy leaping, mantling and sliding past obstacles in a manner that makes traversal extremely fluid, and livens up moment-to-moment exploration.

After climbing up to the fort, fighting a few lizard-like Xaurips, and liberating an aggressive Scottish lady called Ilora from a prison cell she’s been locked in, we escape the islet via a rowboat to arrive in Dawnshore, Avowed’s first proper zone. Similar to The Outer Worlds, The Living Lands is split up into separate areas you can travel between, rather than being a seamless open world.

It’s worth pointing out this wasn’t always the case. “There was a much earlier idea of trying a seamless open world” says Carrie Patel, Avowed’s game director. “When I joined the project in January 2021, we did a creative pivot, and one of the decisions that went with that was going to a series of open zones.” Patel says the reason for this was partly technical, but it was also made because it allowed Obsidian “to create this very distinct sense of separate regions with very different biomes.”

While I’m not convinced this reasoning flies - there are plenty of open world games that also feature distinctive biomes - the argument is somewhat moot, because seamless or not, Dawnshore feels sufficiently open. A great oval of lush grassy plains and verdant forests, Dawnshore is fringed by mountains to the north and coastal cliffs to the west. At the centre of the region is a vast, ancient city, its formidable walls a constant presence as you explore the surrounding countryside.

Yet while the land of Dawnshore is plenty green, pleasant is another matter. Across the region, there is a sense that nature is simply Not Having It with this civilisation nonsense. The timber-built harbour town where you arrive in Dawnshore appears to be mouldering in real time, while away to the north is a village-sized thicket of thorns called the Strangleroot.

There are also mushrooms everywhere. Now, mushrooms are commonly used as shorthand for "weird" in fantasy games, and from a visual perspective at least, I question whether Avowed’s implementation of them is as distinctive as the developers believe. That said, there’s also more to Avowed’s abundant fungi than kooky set dressing. “[It] expresses the invading dreamscourge, and that is tied to the metaphysics of the world,” says region designer Berto Ritger. “You're sent to Living Lands to investigate that soul plague, the dreamscourge. So we want that visual to be tied as well to the themes of the narrative.”

Inconveniently, it’s somewhere within the Strangleroot where the Ambassador to The Living Lands, the person our Envoy was supposed to rendezvous with upon arrival, has gone missing. Luckily, a local Aumaua (semiaquatic humanoids with iridescent skin) named Kai has business in that area, and agrees to help us find him.

Kai is the first proper NPC companion you recruit in The Living Lands, voiced by Brandon Keener (aka Mass Effect’s Garrus). Perhaps because of this, Kai quickly establishes himself as an excellent hang, a winningly earnest, gently affable insta-pal who can crack a joke without relying on them in lieu of a personality. You could argue that parachuting Garrus into your RPG is a cheap way to win players over, but aside from being slightly unfair to Kai as his own character, it does also work.

More broadly, Avowed’s writing is more grounded compared to the relentless zaniness of The Outer Worlds, which I personally found more to my taste. This isn’t to say Avowed is deadly serious - Obsidian’s trademark humour still raises its head - just that there’s a more natural register to dialogue, less pressure to be quippy and quirky. In addition, as you’d expect from an Obsidian game, there are plenty of dialogue choices to pick from in any given conversation. It’s hard to judge exactly how responsive Avowed’s narrative will be from a couple of hours play, but many NPCs I encountered actively commented on my Envoy’s facial fungus, which is a promising start.

As I venture beyond the harbourside with Kai, I’m struck by how much of a constant presence he is, remarking on landmarks we pass like an abandoned lighthouse outside of town, getting stuck in during combat, and generally feeling like a fellow traveller, rather than trailing quietly behind you, sworn to carry your burdens. “We want [companions] to feel really present in the story,” says senior narrative designer Kate Dollarhyde. “And in order to do that, we take into consideration where they're appearing on screen in conversation, how much they're commenting on the world around them, how much they pipe up in conversation with NPCs, and then them coming to you at party camp to talk about the stuff that you've experienced.”

I decide to check out the lighthouse Kai points out, putting the parkour-like movement through its paces before leaping gleefully from the top into the sea below. In this and the broader environment, Avowed’s landscapes are more rugged and naturally sculpted than those seen in The Outer Worlds, the environment dotted with landmarks at varying heights that draw you in and utilise the game’s sleek first-person platforming. “One of the things that we really wanted to evolve with Avowed over The Outer Worlds is that sense of verticality of space,” says art director Matt Hansen. “It's a hell of a lot harder to do that, but we were standing on the shoulders of giants. The Outer Worlds figured out a lot for us, and New Vegas figured out a lot before that.”

After exploring some caves beneath the lighthouse and raiding a treasure chest stashed there, I start heading toward the Strangleroot. But it isn’t long before I’m pulled aside by a quest to help a woman whose house has been taken over by xaurips. This means passing through an area patrolled heavily by the little lizardmen, which in turn means it’s time to fight.

Combat is perhaps the most heavily debated part of Avowed, thanks to an underwhelming showing in a trailer from earlier this year. I was likewise sceptical of the fighting Obsidian had showed thus far, but the combat I experienced first-hand was fun, satisfying, and had a distinctive flair. Your character is as fleet-footed during fights as they are in general play, nimbly sidestepping enemy attacks, and lunging at foes with powerful strikes that can break through their guards. Even your basic starting dagger has real momentum behind its thrust, while larger weapons have greater heft at the cost of some manoeuvrability. It’s a little stickier than I would like, with strikes locking you into a specific enemy for a split-second before you can withdraw.

“We really took it very seriously,” says gameplay director Gabe Paramo. “Took it as a sense of urgency that, okay, this is something that players are not happy with and we really want to jump on that immediately.” Since then, Paramo says the team has worked on “that sense of hitting, that feedback of hit reactions, the delay between the hit and the reaction actually happening, really looking into that kind of a more frame-by-frame step-through.”

Alongside this added physicality, there’s a fair amount of range to the combat system. You’re able to dual-wield pretty much any combination of one-handed weapons, while ranged weapons like bows and arquebuses let you target enemy weakspots by aiming. You also unlock more specific combat abilities as you level up, which can be mixed and matched between the three broad class archetypes of warrior, ranger, and mage. The character I played in the preview was mostly magic focused, thwip-thwip-ing enemies from a distance with a wand. But I also unlocked the fighter’s “Charge” ability, which let me body any enemy that closed in for a melee attack, knocking them over in a pile of ragdoll limbs.

On the subject of magic, one of Avowed’s most interesting features is its grimoires. These equippable spellbooks contain an array of incantations which can be quickly deployed during a fight, like a blizzard of ice bolts that freeze enemies in place, or a lightning attack that can electrify a pool of standing water. There are shades of Bioshock to how they function, although grimoires are entirely optional, and combat is more stat-driven than Irrational’s game.

This isn’t the only area where Avowed dips a toe into the immersive sim genre. After reaching the house infested by xaurips, I deal with the external guard and have a wander around the building. Sure enough, there’s a way to sneak into the back, and I manage to dispatch a couple of the xaurips using a special stealth kill ability before the lizards notice my presence. I ask the developers how extensive Avowed’s stealth systems are. They explain that you’ll be able to use it to skip parts of a dungeon or encounter, but you won’t be able to ghost the entire game. “It's the same thing as a conversation. You can have conversation choices that skip combat based off what you've put your stats into,” Paramo says. “Not every single encounter will supply that, but there will be a variety of encounters that have those options.”

The more I played of Avowed, the more it felt like “variety” was the game’s operative word. After a couple of hours, I’d unlocked a fairly extensive arsenal of weapons and magic abilities, all of which were enjoyable to experiment with, and felt like viable play paths. There’s a pleasing flow between different play states, too. You’ll scramble up the wall of a building to enter it via a hole in the rooftop, have a flashy little fight with whatever’s inside, raid the loot chests and snatch the quest item you were after, then dash back to town and roll into a slick dialogue sequence, Kai chiming in as you talk.

Are there concerns? Sure. While combat was fun, it was also undeniably on the easy side, and I beat the (admittedly early) boss guarding the interior of the Strangleroot without breaking a sweat. And as I mentioned earlier, I worry that The Living Lands might not be as strange to players as Obsidian believes it to be, especially with games like Elden Ring and Baldur’s Gate 3 offering some serious weirdness within their own fantasy frameworks. Again though, I’ve only seen a glimpse of the larger world, and the Pillars games were themselves stranger experiences than they initially appeared.

Finally, there is still that absence of an easily grasped hook. Avowed does a lot of things that I like, and I enjoyed my time with it, more than I ever enjoyed The Outer Worlds. That said, nothing I saw stood out as wildly original, or that Avowed could entirely call its own. That isn’t to say such an element doesn’t exist, or even that Avowed necessarily needs it. But for better or worse, there is still some mystery at the heart of Avowed. The question for when it launches is: will there be a solution?
 

Cryomancer

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Glory to Ukraine
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Honestly, The Bloodline and Tainted Grail : The fall Of avalon, a game made by a single dude and a small indie game seems better than this game in EVERY aspect.

Seriously. Not even cool cipher abilities. I would love to take control over enemies and disintegrate them to dust in FP perspective...
 

Morgoth

Ph.D. in World Saving
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Avowed is a jack-of-all-trades action RPG with a rare attention for the little details


Features
By Wes Fenlon
published 21 minutes ago

In rare moments Avowed reminds me of an immersive sim, but it stops short of the simulation of games like Deus Ex.

I walked through the front doors of Obsidian Entertainment with a singleminded mission: find a gun in fantasy RPG Avowed as quickly as possible.

So much of Avowed—which Obsidian has taken pains to point out is not a sweeping open world game like Skyrim—looks deeply traditional. Cozy. Unsurprising. But then there are the guns. Where else might it diverge from the stock fantasy playbook?

"The things that set Avowed, and really all the [Pillars of Eternity] games we've made in the world of Eora apart in the fantasy RPG genre, are that blend of a very grounded political story and a very philosophical and mysterious metaphysical story," says director Carrie Patel. "You almost always have a player character with one foot in the world of the gods and souls and these strange, mysterious things, and another foot in the conflict between nations. That enables us to tell stories where the characters feel very grounded and relatable, but also still have some color, and the quests you're encountering can mix those feelings of groundedness but also scale and epicness and wonder."

Patel has had the tricky task of reigning in expectations for Avowed to approximately The Outer Worlds-sized while also making a convincing case that it still has vast branching roleplaying (where Obsidian historically excels) and action-heavy combat (where Obsidian historically doesn't). If the dev team is feeling any pressure for Avowed to be a smash hit after five years in development, though—and Microsoft's last big RPG, Starfield, not exactly matching up to Baldur's Gate 3—there's no sign of it.

Obsidian seems eager to give as many developers as possible a chance to dish on their contributions, those million unsung details that go into a game. Ten developers take me through art and combat and writing and quest design; everyone namedrops someone else's great work. During breaks between interviews the chatter quickly goes off the rails. At one point Patel pulls out her phone and plays a remix of Busta Rhymes rapping over the Wii Shop Channel music. (I don't remember how we got there.) I know I shouldn't read too much into Busta Rhymes, yet it was an oddly encouraging moment: Vibes can only prove so much, but seeing a team abuzz with kindred energy is at least a strong signal that they work very well together.

As I played Avowed I kept hunting for the one special, amazing thing that would wow me. And, well, I didn't find it. But after a few hours, I started to think maybe I didn't need to.
Grimoired and dangerous

As soon as I got clear of Avowed's tutorial I found the first merchant in the sunny port town of Claviger's Landing and bought myself a cheap pistol. Then I equipped a grimoire in my off hand, which let me cast clutch elemental spells without any actual proficiency with magic. The flexibility of Avowed's classless system is exciting even at the start—I can't think of many RPGs I've played that mix magic and melee so freely.

Combat vaguely resembles Skyrim on the surface, but in the hands it feels much different, with a snappy dodge and an action RPG-style stun meter on enemies that lets you fire off a special attack when it maxes out. It feels outright gamey in a way I didn't expect, with charge attacks, bursts of hitstop and arcadey pings! on critical hits.

"The challenge in RPGs is we want you to feel this progression throughout the game, but it can't start in a way that just feels crappy," says combat designer Max Matzenbacher, who's spent a great deal of time hand-tuning the feel of Avowed's weapons. "We play with the timing of the animations, and we've spent a lot of time having the animation state change based on the type of hit. If it's a normal hit we're trying to get that connection to feel right; if it's a hit where you're fighting an enemy that's too strong for you, we kinda try to make it feel like you're hitting an immobile post. Camera shake in first-person makes the game too disorienting, so our UI team has gotten the HUD to shake. Directional blood and VFX, all those feedback cues—I could geek out for hours."

At level one Avowed's combat weighs in as a versatile welterweight—not quite manic Japanese-style character action, but not as weighty as a melee-focused brawler like Warhammer: Vermintide 2. I can't tell if it'll excel in either weight class as I level up and gain abilities, but I think mid- and late-game Avowed is going to be a whole different fighter than what Obsidian has shown in its trailers. Even early on it feels better than it looks in video, particularly when I'm ice-blasting charging enemies with the grimoire in my left hand and then popping off a headshot with the pistol in my right.

After fashioning myself as some sort of wizard pirate I took a tour through the nearby seaside shantytown before setting off in search of a missing ambassador I needed to have a chat with—then wandered back off the critical path and stumbled into a pair of grave robbers outside of town. I convinced the big one, Tiny, to run home. Unlike his partner, he agreed that was preferable to dying.

I spent about half my playtime trying Avowed's third-person camera, and it works with only the occasional floatiness or awkward animation. Patel says the third-person camera was always planned, but it's listed as an accessibility option for those who struggle with first-person, the mode the game was clearly designed for. There's a hint of Deus Ex-style immersive sim DNA to the environments, which are brimming with climbable ledges and rooftop rewards for exploration. Where Skyrim's jump button existed exclusively for stuttering up barren mountainsides, Avowed's is constantly useful and enriches the compact spaces Obsidian has designed.

I do love the mini-accomplishment of clambering my way onto a rooftop, but more importantly there's shit to do when you make your way up there; when I returned to that shantytown for a more thorough look, I barged into a second-storey door and discovered a quest awaiting with the nervous hideaways inside.

"In a top-down game we know what you're going to see," says Berto Ritger, who serves as a region director on Avowed, helping shape its environments. "In this world you can look around, see the sky, see the moon for the first time in Eora. And you aren't always going to do what the devs necessarily want you to do. We want to lean into that and allow you to look up, see a lighthouse and wonder 'hmm, I wonder if I can climb up there.' And you can. We want to encourage that exploration."

Avowed by default is awash in tutorials, map icons, and quest markers, but thankfully offers granular controls over everything UI. When I turned off the arrows pointing me towards some talismans I needed to find in seagull nests scattered around the shantytown, I started spotting the telltale signs of bird shit speckling the walls and crates below them. Some of those delicate touches were even a surprise to Carrie Patel.

"One of our area designers, Bre Seale, did a pass a couple months ago to refine all the pickables you can find in the world, to ensure there are sensible rules based on how they're placed," she says. "I put a post-it note [over my minimap] and her placement was so strong and consistent I was able to find a lot of stuff. I started to recognize, oh, Soulsponge is placed near corpses or places where people have died, that's so cool. When you start to see this underlying logic to the world—and when as developers you can trust the players to engage with you, and as players you can exercise some of your own curiosity and pattern recognition—I think it's a much more rewarding experience."
Our story begins

I started having way more fun moment-to-moment in Avowed as I started really eyeing my surroundings, and was rewarded with item chests and other goodies everywhere. The exploration puts me in the immersive sim mindset, and there are a few interactable objects sensitive to elements like fire and lightning. At one point I wondered how to reach a mushroom growing in a crevasse over a pool, then spied a blue berry growing above it. I pulled out my bow and fired, and when the berry plopped into the water it created an icy platform I could jump on.

That right there is my shit, but in Avowed these moments are hand-placed bits of garnish rather than protein. In many ways the world feels disappointingly artificial: you can't pick up and move objects, there's no dynamic weather or time of day, the townsfolk are largely static and have little or nothing to say. These are reasonable limitations in an RPG focused on dialogue and combat, but I wish Avowed had the scope to fully explore the possibilities of a richer simulation.

I liked but didn't love every piece of Avowed I saw. No writing sucked me in the way the voices in my head did in Disco Elysium; no quest stunned me like the Bloody Baron in The Witcher 3; no moment of environmental exploration struck me with the kind of staggering open-ended possibilities I found in Baldur's Gate 3. Even so, I did start to really appreciate how harmoniously the little pieces fit together. Maybe beyond its opening area there will be a moment Avowed does that one big thing that fully locks me into its vision. But maybe the unusually freeform combat and options that let you fully dial in how much guidance you want for exploration built atop Obsidian's trusty core of meaningful roleplaying will be just as good. Even if, like my gun-wielding, magic-throwing character, there's no default class for it to fit into.
 

Morgoth

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Obsidian's designers discuss how they decide the size of Avowed's environments: 'We don't want to have those empty, meaningless spaces just to have them'

"When you explore Avowed, your exploration, your curiosity, is going to be rewarded."

The recent documentary celebrating the 20th anniversary of Half-Life 2 included a segment where the designers talked about how important it was to make levels satisfying for players who barreled through them at high speed (possibly in an airboat), as well as those players who preferred to get out and walk so they could find all the spare ammo and little bits of narrative tucked away at the edges.

Listening to Obsidian talk about their upcoming first-person RPG Avowed, they echo a lot of the same thoughts. "A lot of players when they're playing, they want to screw off and go off the beaten path," says art director Matt Hansen, "and say, 'Yeah, I'll go to the grove eventually, right? I'll get to the thicket when I get to the thicket, I'm going to go see what this lighthouse is.' The lighthouse isn't critical-path, but we put a lot of love into it because we want fun stuff to exist for players that want to screw around a little bit."

Hansen respects that mindset because he embodies it. "I know there's a lot of us out there," he says, and it seems like Avowed will certainly cater to that exploratory playstyle, with plenty of hidden treasure to find, puzzles to solve, and monsters to fight around its edges.

"We don't want to have those empty, meaningless spaces just to have them, just to bloat the world itself," says lead environment artist David Presnell. "When you explore Avowed, your exploration, your curiosity, is going to be rewarded."

Hansen emphasizes that the most important consideration in world design is how it feels to players. "You have a glade, right? In this glade, you want to have multi levels of trees that you can climb up on with scaffolding. A little bit later, design goes, 'Actually, we need to put a combat here,' then you're suddenly going, well, this is way too densely packed for a fight to feel good. Enemies are going to get hung up on things, the player's situational awareness will be very poor because there's just too much clutter. It just becomes an iterative back and forth. Let's move this stuff back so we've got some more free space. We've got some mid-sized rocks here, move those to the periphery, replace them with small rocks that don't have collisions so they're not going to stub the player's toes as they're trying to move around or confuse the AI. Those kinds of things are happening all the time. While there are competing goals, the overarching goal of, 'Let's make sure this is a fun experience for the player' always wins."

Though he served as a concept artist on both Pillars of Eternity games, Hansen is adamant that the look of the thing isn't nearly as important as how it plays. "I have a very weird hierarchy as an art director," he says. "I think this may be controversial. Anything I look at, I go, will it run? Then, is it fun? Then, does it look good? Look good is the last one, because if it doesn't run, it doesn't matter—people can't play the game. If it isn't fun, it's not a game anymore. It's, I don't know, a visual demo. Then if it doesn't look good, I'm not doing my job. It's just making sure that we're prioritizing in that correct order, and I think we do a pretty good job."

Avowed is currently scheduled for a February 18 release, having been pushed back into the crowded calendar of 2025 games.
 
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Dishonoredbr

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Messages
2,439
It seems enough. Not bad, not good. But enough. One of the RPG ever created , to be sure.

And to think this is the ''same'' studio behind KOTOR 2. :negative:
 

Roguey

Codex Staff
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RPS finds the combat rather janky https://www.rockpapershotgun.com/av...els-like-the-undoing-of-its-lush-fungal-world

There's a lot to consider, albeit nothing very exotic by RPG standards. But there's also a broken-up sluggishness to it all. Animations don't flow together very charismatically, which lends a curious, stuttery cadence to the ducking and diving. Dragon Age: The Veilguard - to name the obvious recent competitor - is a lot slicker from the off.


I hope this is just a question of getting used to the game's rhythms, and venturing beyond the opening pedagogy - prologue fights tend to be stagey. It could also be that the build I have is just quite old - Obsidian haven't dated it, but there are obvious placeholder elements such as hand-drawn cinematics with WIP labels. As things stand, I came away from my Avowed preview newly enthused to check out the Pillars games, but for the wrong reasons: I want to experience this setting without the above annoyances. Fingers crossed that the final release in February 2025 will persuade me otherwise, because Mystic Meg deserves her day in the sun.

"there are obvious placeholder elements such as hand-drawn cinematics with WIP labels."

Three days ago: "Microsoft's Phil Spencer denies Avowed was delayed because it's janky: 'We didn't move it because Obsidian needed the time. They'll use the time'"

Uh huh. This was supposed to ship fall 2024, i.e. around now. :rpgcodex:



Oh hey, IGN is really happy that Avowed allows for evil roleplaying options in contrast to Veilguard. :)
 
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IHaveHugeNick

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Game has got to be a real disaster when even the shill outlets can barely manage to say anything positive.

Unevitable tell-all story from Jason Schreier about tumultus development is gonna drop week after release.
 

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


https://www.eurogamer.net/how-avowed-is-building-its-world-on-pillars-of-eternity

How Avowed is building its world on Pillars of Eternity​

Support column.

Obsidian’s upcoming RPG Avowed takes place in the same fantasy universe as Pillars of Eternity, but structurally it’s a very different game. Where Pillars and its sequel Deadfire were isometric throwbacks to the golden age of CRPGs, Avowed is a thoroughly modern, immersive 3D experience that, at a glance, has little in common with the likes of Baldur’s Gate or Icewind Dale. And while it’s hardly the first RPG series to make such a jump, with Fallout famously doing the same, the fact that the Pillars games were nostalgia pieces makes this subsequent modernisation akin to history repeating itself.

As such, I was curious to find out why Obsidian chose to make a modern fantasy game in the Pillars universe, and what ramifications this has for Avowed as a whole. Which parts of the Pillars lore does Avowed’s story and systems draw upon? How does the Living Lands expand upon those existing ideas? And just how much of Pillars of Eternity is reflected in Avowed’s presentation and play?

“It was a very natural extension. If you’re going to make a fantasy game, why invent a second entire new world?” says Carrie Patel, Avowed’s game director. Patel explains to me that the decision to make a 3D fantasy RPG came first, and Obsidian figured they may as well use their existing worldbuilding rather than start again from scratch. “We’ve got a lot of settings [in the Pillars lore] that we’ve described or defined, but never set a game or any DLC content in.”

Indeed, there are several locations in the Pillars world that Obsidian could have chosen instead of The Living Lands, but this strange and mysterious island was the setting Obsidian as a collective were keenest to explore. “A lot of us who had worked on the previous project said, ‘This is a place we've always been very curious to go. We feel like there's a lot of promise and vibrancy and adventure that we could set in this kind of location'.”

A blue hero fights a monster in a forest in Avowed.Image credit: Xbox Game Studios
Obsidian may have used the Pillars world to save itself some work, but given just how different Avowed is from those earlier games, how helpful is it to have that existing framework in the background, with all the narrative limitations and player expectations that come with it? “It’s a double-edged sword, because obviously you need to be respectful of the IP and the source material, but you also don't want to be totally shackled to it all the time,” says region director Berto Ritger. “Unlike making a remake, this is a new region that hasn’t been explored before in the world of Eora. So we have a blank canvas to paint on, essentially.”

Yet while Obsidian has substantial creative legroom in The Livings Lands, it nonetheless uses several key elements of Pillars of Eternity. The most significant of these is the structure of the story. “We're still carrying forward the grounded, early modern storytelling from the previous Pillars games, building on what happened in Deadfire without it being a direct sequel, taking those stories of powerful empires at war with each other,” says senior narrative designer Kate Dollarhyde.

Politics is at the heart of Avowed, with you playing the role of an Imperial envoy to The Living Lands. It’s a place where nature itself has resisted numerous colonisation attempts, while the few inhabitants to gain purchase on the island are the kinds of people who don’t exactly like to be ruled. “What players start to gather very early on is that you've been sent by this empire that isn't super popular with The Living Lands, but also isn't necessarily like the Star Wars evil empire,” Patel explains. “So how do you feel about it, and how exactly do you want to follow your role?”

Alongside this vein of political realism, Pillars of Eternity also has a significant metaphysical layer to its storytelling. In the world of Pillars, souls are real, tangible things, and can be reincarnated, studied through the science of animancy, or as is revealed toward the end of the first Pillars of Eternity, used by an ancient civilisation to manufacture an artificial pantheon of gods in an attempt to end all religious discord.

A dockyard in Avowed.Image credit: Xbox Game Studios
This metaphysical element likewise features in Avowed. “We have the underpinnings and the structure of Eora, like we have souls are a real thing in the world of Eora. And there's a real cycle of reincarnation that impacts the spirituality and the politics of the world,” Ritger says. Early on in Avowed, players interact with giant Adra crystals, which are bound to the metaphysical fabric of Pillars in their ability to act as conduits for the soul, and hear a portentous voice speak to them through these structures. Dollarhyde also points out there will be more specific “allusions” to the events of the two Pillars games, although players won’t need to be familiar with their plots to understand what's going on in Avowed.

Clearly, the themes of Pillars of Eternity run thick through Avowed. But what arguably distinguishes the Pillars games most is not their lore, but their presentation.The sumptuous, hand painted isometric art of those games, interlaced with modern lighting and particleeffects, is inextricably tied to their atmosphere and tone. As a 3D, real-time first-person experience, Avowed requires not just a different artistic approach, but a whole different art pipeline. With this in mind, can Avowed in any way replicate the aesthetic of those games, and did Obsidian even want to do that?

A human does battle with a reptilian monster in Avowed.A first person screenshot of a warrior readying their bow to fight monsters in Avowed.Image credit: Xbox Game Studios
The answer to both questions, according to art director Matt Hansen, is yes. “A lot of the fundamental characters of those games are still present in Avowed,” Hansen says. “It’s a continuation of the ramp up in style that you see from Pillars 1 to Deadfire, where it’s a lot more vibrant, and lot more open to strange environments than that typical Eastern European or Central European look.”

Moreover, Hansen points out that the move to 3D also provides new opportunities to better represent the landscapes and architecture of Pillars’ world. “You can sell the scale so much better when players can look up and can look down. It’s really hard to pull that off in an isometric game. Like, even Durgan’s Battery from the Pillars 1 expansion, it’s supposed to be really tall, and we kinda solved it, but in isometric it’s just [really hard].”

Where Avowed diverges most from those classically styled isometric games, though, is in its systems. The 3D world demands whole new methods of movement, exploration, and combat, introducing parkour-inspired first-person platforming, fast-paced, reactive melee and ranged combat, and a tactile magic system that flows directly from your virtual hands.

Warriors walk through the docks in Avowed.Image credit: Xbox Game Studios
For all intents and purposes, it’s a different way of playing. Yet even here you’ll find threads of Pillars interspersed among these new systems. The most notable example is the grimoires, equippable spellbooks that provide access to new incantations for magic-focused players. Avowed directly adapts this concept from the Pillars games, where players used them to store and recall spells. Grimoires are used in a similar fashion in Avowed, but with players drawing and casting spells directly from the physical book.

“We looked at Pillars to try to find which things make sense to translate into first-person/third-person,” says gameplay director Gabe Paramo. “We used as many abilities as we could from there, and then we just needed to divvy them up amongst the Grimoires.”

In other words, Avowed doesn’t just take the broad concept of grimoires; it also adapts specific spells and abilities from the Pillars magic system, though senior combat designer Maxwell Matzenbacher stresses that it isn’t an exact translation. “There is a distinction between the Pillars grimoires and the Avowed grimoires, in terms of number of spells and the levels of spells that are in them,” he explains. “[But] it was really exciting to bring that in, because it took something that is really unique and distinct from Pillars.”

A reflecting pool in Avowed.Image credit: Xbox Game Studios

Avowed’s implementation of grimoires is also a surprisingly recent development, with Obsidian arriving at the current system only a year to eighteen months ago. “We've always had grimoires as an equippable item that was always offhand only,” Paramo says. “We used to have it so that, you would press the ‘grimoire’ button and actually pause and put a radial [menu] up, that basically slowed the combat down. So what we wanted to do was be like, ‘how do we integrate this in a more moment-to-moment [fashion]?’”

There was also a time when weapons and magic were bound to individual hands, Bioshock-style, which formed the stepping-stone to the more flexible system Obsidian ultimately settled upon. “This allowed us to really open that space up a lot more,” Matzenbacher adds. “It was an awesome opportunity to pull the inspiration in from Pillars and then just make that system more robust and more unique and stand out.”

In Pillars of Eternity’s lore, nobody knows exactly how deeply the seams of Adra run through Eora’s crust. Likewise, it’s impossible to say for certain just how much of those two games run through Avowed without playing the whole thing. From both what I’ve seen and what Obsidian says, however, the spirit of Pillars and Deadfire is heavily woven through Avowed, and fans of the series should recognise many of its ideas and much of its iconography, just all explored from a new angle.
 
Last edited:

Infinitron

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Messages
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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
https://www.pcgamer.com/games/rpg/a...starfield-that-might-be-exactly-what-we-need/

Avowed is a thoroughly old-fashioned RPG adventure, but after the disappointments of Dragon Age: The Veilguard and Starfield, that might be exactly what we need​

Timing is everything.

When I first played The Outer Worlds back in 2019, I was really disappointed. As a huge Fallout: New Vegas fan, I was excited for a new game in the same mould, but when I finally got it, its retro style semeed old and tired. It felt like a shadow of what came before, not a celebration—a smaller, less compelling world, and a reminder that the core formula might not have aged as well as I'd hoped.

But a huge part of that feeling was really more about timing. The Outer Worlds released just 10 days after Disco Elysium. That was one of the freshest and most exciting RPGs ever made, itself clearly inspired by Obsidian's glory days but finding brilliant and strange new ways to revitalise old school concepts. With all that still buzzing in my brain, I couldn't help but see The Outer Worlds as a rusty old relic at the time (and I certainly wasn't the only one).


In the run up to the release of Avowed, I feared the same would be true again. It looked like a smaller scale Skyrim throwback (despite Obsidian's fear of the comparison) with precious few new ideas. Now that I've played about four hours of a preview build of the game, I can say that… well, that kind of is true. But this time around, rather than an awkward step back, it feels like a cosy return to classic RPG adventure.

As I say, timing is everything. 2024 did not have a Disco Elysium, and though last year's Baldur's Gate 3 certainly continues to cast a shadow, the RPG that's weighing on my mind most as I boot up Avowed for the first time is Dragon Age: The Veilguard.

BioWare's latest feels like the epitome of a certain kind of very modern RPG design. It's slick, flashy, and spectacular. It's bursting with quality-of-life features to make your adventure as frictionless as possible. And it's also dull as dishwater. A deep disinterest in its own writing saps its world of conflict and moral nuance, and its carefully siloed encounters remove any sense of discovery or emergent play.

Further afield​

Avowed is a very different beast. On the one hand, as I arrive in the mysterious Living Lands, you could play a drinking game with the RPG tropes on display: I'm shipwrecked with only the gear on my back and a hint that I'm the Chosen One, charged with curing the land of a magical plague, and thrust into the middle of a tense stalemate between the free but chaotic locals and an ordered but authoritarian empire. But on the other hand, within 20 minutes of starting I already have a good, clear understanding of a complicated political situation with no easy answers, I've warmed to several key characters, I've made an interesting moral choice, I've made fun discoveries, and I want to see more of the world. I'm in, and that's more than I can say for 50 hours with The Veilguard.

The familiar Bethesda-inspired first-person perspective sparks memories of another recent big budget RPG: Starfield. That game offered a whole galaxy to explore, but all of it lifeless and uninteresting. In large part that was because of the limpness of its setting—a blandly "grounded" future where all interesting conflict was resolved 100 years before you arrived. As I trudged across lifeless moons, I remember thinking then, "I wish I was in a fun little fantasy world with stuff actually happening in it instead". Well, here you go, me: Obsidian's got one for you.

If Starfield felt cold and sterile, playing Avowed is like putting on a lovely old jumper. Is it fashionable? No. Does it have some moth holes in it? Sure. But as the nights get chilly, it's warm and comforting and smells of happy memories.


A character firing a bow in Avowed.


(Image credit: Obsidian Entertainment, Xbox Game Studios)

After the game's short tutorial section, I'm let loose in a little stretch of coastline, able to simply wander and see what I find. Even with, I suspect, many of the sidequests closed off to me (if I try and enter the nearby city where presumably most of the important NPCs live, the preview simply ends), there's life and humanity in all the little details.

An awkward weapons vendor lets slip that he's split from his wife. When I talk to her (she sells potions), she hints that they fell out when he lost something important. When later I find an amulet with their names inscribed on it, there's no great fanfare or reward for returning it to them—just a gentle suggestion that reconciliation might now be possible.

As I explore monster camps, ruins, and caves, I find similar storytelling all around. A deep hole covered in webbing leads to a giant spider boss' lair if it can be burned away. A mauled body in a bear's den carries a note instructing a new initiate to retrieve a "bear's egg" as part of a cruel hazing ritual. Two soldiers guarding an elevator are baffled to discover I've picked a lock and ridden it up from the other end.

In dialogues, my options are clever, funny, and give me an actual choice of what I want to say and do. I take more pleasure in telling those guards that they "can't forbid me from an elevator I've already used" than in any of The Veilguard's Nice/Sarcastic/Mean responses or Starfield's empty choices, and even encounters I just stumble into out in the world give me genuine agency in how they play out.


Kai and the player character walking through the city of Paradis in Avowed.


(Image credit: Obsidian Entertainment, Xbox Game Studios)

I decide to punish a graverobber's in-progress crime with violence, and my Might attribute is strong enough to intimidate one of her cronies into abandoning her. I free a smuggler from her cell despite my companion's misgivings—in exploring the building, I've already discovered evidence that she's no villain. In a conversation about a major story NPC, I'm able to decide my history with them—were we fellow soldiers, mentor and mentee, or even lovers?

All the while, my new party member Kai—a sort of swashbuckling fish man—unintrusively fills me in on the local situation from his own cynical-yet-whistful perspective. A hard land cultivates hard people, he opines, but he's cautious of the impact the incoming empire will have on the lawless local culture. He quips, but his snark hints at uncertainty and sadness beneath the surface. We don't have many proper conversations in four hours, and it's not like he's my new favourite RPG companion, but I'm already left with a strong sense of who he is and what he stands for—and what choices I could make that we might butt heads over.


The hero battling a Xaurip - a kind of lizardman - in Avowed.


(Image credit: Obsidian Entertainment, Xbox Game Studios)

None of it is revolutionary—and particularly there's nothing here that can challenge Baldur's Gate 3's absurd level of detail, player freedom, or scale. But in the wake of some of the most disappointing major RPG releases in years, there's something very pleasing about a fantasy adventure that's simply well-crafted and compelling. The veteran developers at Obsidian could write a politically-volatile sandbox setting in their sleep at this point, and it shows. I don't think there's a lot of grand ambition to Avowed, but what there is is a clear, simple love for RPG writing and design, and I'm finding that counts for an awful lot more than I expected it to.

I fear some may want Avowed to be a lot more than it is, despite the game's press tour being more expectation management than hype. It's not shaping up to be an especially exciting game, and certainly not an expansive one either. But timing really is everything, and I think it might be coming along at just the right time to be a soothing balm for RPG fans feeling burned by bigger studios. Is that damning with faint praise? Yeah, probably—but that won't stop me coming back to explore every cavern and quest on that island when the game finally releases this February.
 

RepHope

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RPS finds the combat rather janky https://www.rockpapershotgun.com/av...els-like-the-undoing-of-its-lush-fungal-world

There's a lot to consider, albeit nothing very exotic by RPG standards. But there's also a broken-up sluggishness to it all. Animations don't flow together very charismatically, which lends a curious, stuttery cadence to the ducking and diving. Dragon Age: The Veilguard - to name the obvious recent competitor - is a lot slicker from the off.


I hope this is just a question of getting used to the game's rhythms, and venturing beyond the opening pedagogy - prologue fights tend to be stagey. It could also be that the build I have is just quite old - Obsidian haven't dated it, but there are obvious placeholder elements such as hand-drawn cinematics with WIP labels. As things stand, I came away from my Avowed preview newly enthused to check out the Pillars games, but for the wrong reasons: I want to experience this setting without the above annoyances. Fingers crossed that the final release in February 2025 will persuade me otherwise, because Mystic Meg deserves her day in the sun.

"there are obvious placeholder elements such as hand-drawn cinematics with WIP labels."

Three days ago: "Microsoft's Phil Spencer denies Avowed was delayed because it's janky: 'We didn't move it because Obsidian needed the time. They'll use the time'"

Uh huh. This was supposed to ship fall 2024, i.e. around now. :rpgcodex:



Oh hey, IGN is really happy that Avowed allows for evil roleplaying options in contrast to Veilguard. :)

https://www.pcgamer.com/games/rpg/a...starfield-that-might-be-exactly-what-we-need/

Avowed is a thoroughly old-fashioned RPG adventure, but after the disappointments of Dragon Age: The Veilguard and Starfield, that might be exactly what we need​

Timing is everything.

When I first played The Outer Worlds back in 2019, I was really disappointed. As a huge Fallout: New Vegas fan, I was excited for a new game in the same mould, but when I finally got it, its retro style semeed old and tired. It felt like a shadow of what came before, not a celebration—a smaller, less compelling world, and a reminder that the core formula might not have aged as well as I'd hoped.

But a huge part of that feeling was really more about timing. The Outer Worlds released just 10 days after Disco Elysium. That was one of the freshest and most exciting RPGs ever made, itself clearly inspired by Obsidian's glory days but finding brilliant and strange new ways to revitalise old school concepts. With all that still buzzing in my brain, I couldn't help but see The Outer Worlds as a rusty old relic at the time (and I certainly wasn't the only one).


In the run up to the release of Avowed, I feared the same would be true again. It looked like a smaller scale Skyrim throwback (despite Obsidian's fear of the comparison) with precious few new ideas. Now that I've played about four hours of a preview build of the game, I can say that… well, that kind of is true. But this time around, rather than an awkward step back, it feels like a cosy return to classic RPG adventure.

As I say, timing is everything. 2024 did not have a Disco Elysium, and though last year's Baldur's Gate 3 certainly continues to cast a shadow, the RPG that's weighing on my mind most as I boot up Avowed for the first time is Dragon Age: The Veilguard.

BioWare's latest feels like the epitome of a certain kind of very modern RPG design. It's slick, flashy, and spectacular. It's bursting with quality-of-life features to make your adventure as frictionless as possible. And it's also dull as dishwater. A deep disinterest in its own writing saps its world of conflict and moral nuance, and its carefully siloed encounters remove any sense of discovery or emergent play.

Further afield​

Avowed is a very different beast. On the one hand, as I arrive in the mysterious Living Lands, you could play a drinking game with the RPG tropes on display: I'm shipwrecked with only the gear on my back and a hint that I'm the Chosen One, charged with curing the land of a magical plague, and thrust into the middle of a tense stalemate between the free but chaotic locals and an ordered but authoritarian empire. But on the other hand, within 20 minutes of starting I already have a good, clear understanding of a complicated political situation with no easy answers, I've warmed to several key characters, I've made an interesting moral choice, I've made fun discoveries, and I want to see more of the world. I'm in, and that's more than I can say for 50 hours with The Veilguard.

The familiar Bethesda-inspired first-person perspective sparks memories of another recent big budget RPG: Starfield. That game offered a whole galaxy to explore, but all of it lifeless and uninteresting. In large part that was because of the limpness of its setting—a blandly "grounded" future where all interesting conflict was resolved 100 years before you arrived. As I trudged across lifeless moons, I remember thinking then, "I wish I was in a fun little fantasy world with stuff actually happening in it instead". Well, here you go, me: Obsidian's got one for you.

If Starfield felt cold and sterile, playing Avowed is like putting on a lovely old jumper. Is it fashionable? No. Does it have some moth holes in it? Sure. But as the nights get chilly, it's warm and comforting and smells of happy memories.


A character firing a bow in Avowed.
(Image credit: Obsidian Entertainment, Xbox Game Studios)

After the game's short tutorial section, I'm let loose in a little stretch of coastline, able to simply wander and see what I find. Even with, I suspect, many of the sidequests closed off to me (if I try and enter the nearby city where presumably most of the important NPCs live, the preview simply ends), there's life and humanity in all the little details.

An awkward weapons vendor lets slip that he's split from his wife. When I talk to her (she sells potions), she hints that they fell out when he lost something important. When later I find an amulet with their names inscribed on it, there's no great fanfare or reward for returning it to them—just a gentle suggestion that reconciliation might now be possible.

As I explore monster camps, ruins, and caves, I find similar storytelling all around. A deep hole covered in webbing leads to a giant spider boss' lair if it can be burned away. A mauled body in a bear's den carries a note instructing a new initiate to retrieve a "bear's egg" as part of a cruel hazing ritual. Two soldiers guarding an elevator are baffled to discover I've picked a lock and ridden it up from the other end.

In dialogues, my options are clever, funny, and give me an actual choice of what I want to say and do. I take more pleasure in telling those guards that they "can't forbid me from an elevator I've already used" than in any of The Veilguard's Nice/Sarcastic/Mean responses or Starfield's empty choices, and even encounters I just stumble into out in the world give me genuine agency in how they play out.


Kai and the player character walking through the city of Paradis in Avowed.
(Image credit: Obsidian Entertainment, Xbox Game Studios)

I decide to punish a graverobber's in-progress crime with violence, and my Might attribute is strong enough to intimidate one of her cronies into abandoning her. I free a smuggler from her cell despite my companion's misgivings—in exploring the building, I've already discovered evidence that she's no villain. In a conversation about a major story NPC, I'm able to decide my history with them—were we fellow soldiers, mentor and mentee, or even lovers?

All the while, my new party member Kai—a sort of swashbuckling fish man—unintrusively fills me in on the local situation from his own cynical-yet-whistful perspective. A hard land cultivates hard people, he opines, but he's cautious of the impact the incoming empire will have on the lawless local culture. He quips, but his snark hints at uncertainty and sadness beneath the surface. We don't have many proper conversations in four hours, and it's not like he's my new favourite RPG companion, but I'm already left with a strong sense of who he is and what he stands for—and what choices I could make that we might butt heads over.


The hero battling a Xaurip - a kind of lizardman - in Avowed.
(Image credit: Obsidian Entertainment, Xbox Game Studios)

None of it is revolutionary—and particularly there's nothing here that can challenge Baldur's Gate 3's absurd level of detail, player freedom, or scale. But in the wake of some of the most disappointing major RPG releases in years, there's something very pleasing about a fantasy adventure that's simply well-crafted and compelling. The veteran developers at Obsidian could write a politically-volatile sandbox setting in their sleep at this point, and it shows. I don't think there's a lot of grand ambition to Avowed, but what there is is a clear, simple love for RPG writing and design, and I'm finding that counts for an awful lot more than I expected it to.

I fear some may want Avowed to be a lot more than it is, despite the game's press tour being more expectation management than hype. It's not shaping up to be an especially exciting game, and certainly not an expansive one either. But timing really is everything, and I think it might be coming along at just the right time to be a soothing balm for RPG fans feeling burned by bigger studios. Is that damning with faint praise? Yeah, probably—but that won't stop me coming back to explore every cavern and quest on that island when the game finally releases this February.
Like I said elsewhere, I think Avowed would benefit greatly from releasing closer to Veilguard. BioWare can’t even put in basic RPG elements because of how woke they are, as much of a bitch as Sawyer is he still allowed for the existence of “evil” factions and “evil” choices. If Avowed was releasing in Dec I think it would do ok. Releasing it in Feb is what is guaranteed to kill the game because KCDII will remind everyone what an RPG is supposed to feel like.
 

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