RPS Verdict: Avowed
Gosh, haven’t done one of these in a while, have we? Or possibly one of these. Or these?! The silly amount of tags for this semi-regular format are surely proof of its enduring appeal, so we’re back in Hivemind form to talk about Obsidian’s latest RPG Avowed. We’ve all played it, and we all have mildly different opinions on it – the stuff that thrilling conversations are made of. Onward!
Nic: James did you work out how to freeze things yet?
James: I’ll give a brief rundown so Nic can start discussing his issues with Avowed’s incorrect crates. Yes, I encountered trouble with an early main quest that involved utilizing ice magic to construct frozen platforms for traversing water, which was an interesting system aspect, but one that wasn’t previously communicated or hinted at until that specific point. However, it was later made clear and suggested during subsequent main quests.
If not exceptional, I’m finding it quite pleasant so far. It lacks the grandeur I anticipate in such games, but its scenery is pleasing to the eye, and there’s some engaging close combat magic.
Nick: Here’s the deal. I really care about those crates, you see. There are two categories of crates. The ones with the ‘smash me’ symbol can be destroyed, but avoid hitting any crate without that symbol. I don’t want to be lured by a crate; it ruins the joy of the harmless mischief.
Funny enough, James, it seems we share a similar view about what makes Avowed exceptional – its portrayal of the world and magic. Have either of us found the actual questing enjoyable so far?
This way, I’ve aimed to make the sentence more conversational, maintaining clarity while making it easy to read and understand.
Jeremy expressed his preference for Avowed over the others, largely because of Eora’s world. As Nic mentioned, this aspect is one of the game’s standout features. It’s brimming with peculiar, multi-colored flora and fungi sprouting from dryads and various forest elements. Additionally, the storyline – where players aim to cure an island afflicted by an ecological dream sickness – resonates with Jeremy, as he has explored similar themes in numerous tabletop role-playing game systems (he’s fond of druids).
It might not be immediately apparent, but Avowed doesn’t entirely deserve all the praise for its world, considering it’s a spin-off from the Pillars of Eternity series. I wish Obsidian Entertainment would make this connection more obvious in their advertising. Reminds me of Redguard, an Elder Scrolls spin-off from 1998 that prominently displayed its affiliation on its packaging. I’ve owned the Pillars games for quite some time but haven’t played them yet. However, Avowed has managed to push those games up my ‘to-play’ list due to being such a compelling endorsement.
In summary, while the main missions are numerous and often involve side quests or upgrading gear to progress, they can sometimes feel ordinary. Tasks like slaying a certain number of plant creatures or gathering magical pads might be part of the experience, but they’re quite routine and usually involve talking to NPCs, exploring dungeons, and possibly battling bosses. The writing isn’t as captivating as in The Witcher 3, so it can seem a bit dull. However, these ordinary aspects are set against a beautifully crafted world that benefited from the development of two detailed CRPGs, but their monotony is still apparent.
John: From what I’ve seen so far, and considering I’m not as deep into it as either of you, many of the quests seem to offer intriguing twists or have amusing conclusions that make them worthwhile, even if they weren’t particularly interesting, surprising, or funny in terms of structure. For instance, a seemingly routine sidequest like “Clear my house of beasts” manages to spin an engaging tale for itself. Of course, specific examples might spoil things, but even those initial quests can surprise you.
Indeed, it has a resemblance to an action role-playing game (ARPG) that focuses on the ground level perspective. The main form of interaction with the game’s world primarily revolves around casting quick-cooldown spells at its denizens. While dialogue or stealth tactics are conspicuously absent, it doesn’t mean that you can’t have a fun fantasy adventure. However, it’s essential to adjust your expectations about role-playing elements in this role-playing game.
Jeremy mentioned he’s been practicing both persuasion and stealth, but admitted they aren’t the most straightforward paths to navigate. He finds diplomacy a possible solution to escape trouble, but isn’t certain if it involves a hidden skill check or merely picking the right conversation option. Whenever he attempted to speak softly to intimidating individuals in rough neighborhoods, it resulted in failure. However, he was able to sneak into a demeglan (formidable dryads) camp by hiding in tall vegetation and occasionally striking down mushroom-like opponents for an instant kill, which is something at least.
Casting spells swiftly, without much delay, is definitely the preferred approach in Avowed. The first-person magic-casting experience in this game has a fast and intense feel, reminiscent of Heretic or Hexen at their best, as you observe your character’s hands, wand, or grimoire of doom floating before you. For those playing in third person (which I prefer for motion sickness reasons), it evokes the enjoyable aspects of Heretic II. The addition of parkour-style movement and what Nic mentioned during one of our meetings as ‘boomer shooter level design’ makes moving through Avowed’s dungeons, vanquishing foes, an exciting experience.
In other words, if you’re not a wizard or multiclassing with some magical abilities, repeatedly hitting lizard people with a mace may lose its charm quickly. I strongly advise you to delve into magic for this game, as the experience becomes significantly more immersive when you do so.
James: To be honest, I was expecting Nic to provide more insights on the boomer shooter analogy. Mainly because during that gathering, I found myself preoccupied with setting fire to people on my secondary screen using virtual flame-hands instead.
In my opinion, when I think about dungeon exploration in role-playing games (RPGs), I usually imagine a slow, careful approach. However, the dungeons in Avowed seem to have been designed with a focus on maintaining speed, featuring plenty of jumping and vaulting opportunities, hidden secrets, and combat sequences. This fast-paced style, along with casting spells in first-person view, made me think more about traditional first-person shooter (FPS) games rather than RPGs. Moreover, these dungeons feel meticulously crafted, which is what I’d expect from an action game instead of a role-playing game.
I appreciate that you’re both having fun with it, but my joy is somewhat muted. While Avowed provides some enjoyable elements, a significant part of my enthusiasm stems from the unique aspects Obsidian usually delivers. Unfortunately, these distinctive features felt underplayed or less impactful in this game. However, I must acknowledge the impressive world-building, particularly the visually stunning design of the world. It’s important to note that the writing isn’t poor; it’s part of the overall package, and Obsidian has a rich history from the Pillars games, as Jeremy pointed out. My issue lies in not feeling excited to interact with characters or express myself effectively during quests and dialogues. By chance, do either of you have a favorite quest so far?
Jeremy: To be honest, I’m not a fan of the quests, which seems to support our argument that it’s the swift action, environment exploration, magical combat, and constant engagement with a rich fantasy universe that truly shine in this game – even if the quest design leaves something to be desired. However, I did accidentally become a lab specimen at an undead farm during one quest, which was quite intriguing.
As time goes by, I sense that Avowed might turn out to be a hidden gem rather than a blockbuster. It’s uncertain if it’ll meet Obsidian and Microsoft’s expectations, but those who appreciate it (count me in) will undoubtedly champion its virtues for quite some time. It’s challenging to predict whether there will be an Avowed 2 or not, and I’m unsure about its standing compared to Obsidian’s more recent projects as I didn’t play The Outer Worlds. (Perhaps Nic and James can offer their insights on this.) However, at the very least, Avowed offers a compelling, although occasionally raw, tale set in the lore of Eora. If there’s no Pillars of Eternity 3, I believe fans of the world will find much to enjoy in what’s presented here.
James: It would be quite amusing if Obsidian transformed into a studio similar to Bethesda 2.0, by taking turns developing Avowed and The Outer Worlds sequels for a decade. By the way, this new game doesn’t feel as confined as The Outer Worlds did, and the action is more rewarding (though it only feels that way if you’re playing as a Wizard – melee combat seems like striking a plexiglass box instead of each enemy). I do agree with Nic about the dialogue, though. It doesn’t seem to have the same… well, let’s say, energy or zest that Obsidian’s scripts usually have. The Outer Worlds wasn’t overflowing with memorable dialogues either, but at least it had some funny moments.
Nic: There is actually at least one really good joke in Avowed, but I won’t spoil it.
James: Was it an unsmashable crate with the “smash me” icon painted on it?
Nic: It was that exact genre of joke, actually.
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2025-02-13 20:26