Published:2024-08-29 09:46:35Source:JuxiaAuthor:Juxia
When playing Avowed, the latest first-person RPG from Obsidian, you might find yourself facing unexpected dilemmas—like whether or not to give a dying virgin a healing potion. This was the first moral choice I encountered during my hands-on time with the game, which is set in the Pillars of Eternity universe. Caedmon, a member of the missing Aedyran Expedition Team, lamented his imminent death, citing that he had “never even touched a girl.” Among the dialogue choices, the most amusing involved suggesting that my blue-skinned, dragon-like companion, Kai, help Caedmon out. This led to a humorous protest from Kai. Giving Caedmon the potion would yield useful information about the mission, but denying him meant I could loot a valuable elemental resistance ring from his corpse.
During my initial run through the demo, I chose neither option and instead threw a grenade at Caedmon to end his misery quickly. But, like other NPCs in this demo, Caedmon was invulnerable to attacks outside of scripted dialogue choices, protected from impulsive player actions. Game director Carrie Patel explained, “We know it’s something we’ve done in past games, but it’s a costly design decision. You’re constantly asking, ‘What happens if the player attacks everyone?’ Often, it’s either accidental or done out of curiosity on a third playthrough. Those moments can be impactful, but we wanted to focus on the game’s core experience.”
Avowed may not match the intricate systems of something like Fallout: New Vegas, but it certainly feels like a compelling fantasy counterpart to The Outer Worlds, another Obsidian RPG that, while well-written, I found somewhat forgettable.
Once I accepted Avowed for what it is, rather than what it could be, there was a lot to enjoy. First, the game is visually stunning. The demo begins in a vast, glowing cavern, where fungi and stone structures blend seamlessly into the environment, resembling naturally formed stalactites. Kai explored ahead, expressing awe at the cavern’s beauty.
The game's steampunk aesthetic, from the glowing salt rock lamps to the detailed character models, adds to its charm. I noticed Caedmon’s skin pockmarked with age, and later, the gleaming bald head of a 630-year-old oracle intent on reviving a long-lost god. Patel explained that the Pillars of Eternity world is built on the concept of reincarnation. “Every living thing has a soul, which returns to the Adra at the world’s core upon death, to be reborn. This cycle has been governed by the gods for centuries.”
Now, let’s discuss how Avowed feels to play. The demo began with a light introduction to stealth mechanics. I crept through the darkness and took down a distracted enemy with a divine dagger. This was followed by a larger battle against a group of spiders. Combat in Avowed feels refined. Although first-person melee and magic can often feel clunky, Obsidian has created a system that feels engaging and fluid.
During June’s Xbox Showcase, the combat may have looked awkward, but in practice, it was smooth and satisfying. Striking an enemy triggers a brief slowdown, and the UI includes elements like headshot markers and damage numbers, reminiscent of games like Destiny and Ace Combat. Enemies have both health and stun meters, and well-timed attacks can deliver slow-motion strikes that deal extra damage and knockback. The game also features grenades, a spell wheel, and commands for your companion, adding layers to the combat.
I experimented with various character builds—Barbarian, Mage, Ranger—using everything from wands to pistols. Eventually, I settled on a Spellblade Grimoire setup, which allowed me to cast defensive spells and summon spectral weapons like ice spears or massive staffs to crush my enemies. This classless system, which lets players switch between abilities without penalties, encourages experimentation. Another grimoire in my arsenal provided standard elemental spells, such as electric bolts and corrosive mist. The particle effects for spells were particularly impressive, with flames appearing convincingly smoky and intense.
While enemy variety was decent, I occasionally had to prioritize healers to make tougher enemies vulnerable. I was a bit disappointed with the environmental interactivity. Although there were elements like hanging pots, I couldn’t use them to create traps or set arrows on fire. While I didn’t expect The Legend of Zelda: Tears of the Kingdom-level interactivity, I hoped for more unique elements to set Avowed apart. As Patel mentioned, “It’s not aiming for the systemic depth of a game like Breath of the Wild, but you can interact with certain elements, like burning barriers or freezing platforms to access new areas.”
Avowed follows a protagonist from the Aedyr Empire, tasked with investigating the Dreamscourge, a mysterious plague that drives its victims mad and covers them in fungal growths. The hero has coral-like growths on their head and a voice in their mind, suggesting a connection to a deity. Patel noted, “You’re a Godlike of an unknown god, which is something players will explore throughout the game.”
The Dreamscourge is a captivating and eerie concept that Obsidian, known for its rich world-building, is sure to expand on. Unlike an open-world game, Avowed will consist of interconnected zones. “With The Outer Worlds, we found we could create a compelling RPG using open zones,” Patel explained. “This approach lets us give each area a distinct character and narrative, while also managing the player’s progress and keeping the story focused.”
Within these zones, players will encounter dungeons, settlements, and other points of interest. While the main story follows a critical path, side quests and optional content offer opportunities for exploration and character development. “This structure helps us scale difficulty, balance enemies and gear, and maintain a consistent narrative,” Patel said. Though the demo didn’t feature extensive investigative opportunities, Patel assured that environmental storytelling would be integral to understanding the Living Lands beyond dialogue and cutscenes.
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