Some spoilers for the story contained ahead. Peruse at your own danger, folks.
A person wiser than I once shared their knowledge with me through a song. "Oh Nyans," they sung to me, voice all warbly and weird. "They can't all be zingers." Don't I know how that goes, now.
I was pretty excited for this game whenever I first saw it spoiled years ago. Sick. Obsidian making a first person action rpg in a setting for a game I couldn't really bring myself to play? I'm down for it, even though I couldn't bring myself to do Another Round Based CRPG. After promptly forgetting about it and ignoring most of the hype for it for the past few months, it released when I wasn't paying attention. Wow! What a world we live in. I know some people rationalize the higher price tag as...well, whatever, but at least in my case, I'll never really be able to look at it with anything other than disdain, especially since $60 seems to go less and less these days.
Drivel aside, Avowed has a really strong start. Kai is great, the premise of the game is great. Weird...fungal infection making everyone crazy? Great. I am down like you wouldn't believe. I'm so happy to be hearing Brandon Keener playing Kai that i almost feel like i'm back in the good ol' days, playing and replaying Mass Effect obsessively 85 thousand times. Unfortunately for Avowed, it can be compared to Mass Effect unfavorably in more than a few ways.
To start with the good, the combat is fun, at least to begin with. (there's a really big caveat here, look forward to that) The upgrade paths can brick wall you out of exploration if you aren't careful, but they facilitate a certain flow present in this game. I love going around looking for random plants and materials only to forget what I'm doing and finding a whole chest featuring goodies I have no idea what to do with. Do you like opening chests? Does your blood pump faster when you see a shiny, golden box making shimmery noises at you from afar? Then have I got a $70 game to recommend you. Half of my ability to explore the Living Lands is thanks to the fact that there are just so many chests all over the place, to say nothing of the level design! A lot of these chests aren't just out of the way — they're up 803 ledges that you have to do some Basic Parkour to get to(no wall running, unfortunately), and I have to stress that, at least for me, this is easily one of the best parts of the game. Tucking little shinies away for me to find activates that obsessive treasure hunter in me and I swear, most of the hours I sunk into this game were lost exploring its grand vistas, its acid seas, its absolutely gorgeous, off color forests and deserts. UE5 looks amazing on this game, I can't even lie, even if I despise the engine for almost singlehandedly aging my computer by about 74 years. If you've got a pc capable of playing this at high settings, do yourself a favor and give it a shot.
You'll note that there's really not much in with the good. That's because this game goes out of its way to be really odd in several areas. Once you've gotten your good girl points from the endless cavalcade of quests this game throws at you (along with some light exploration) you will inevitably find yourself ahead of the damage curve by quite a significant margin. Once you've done this, combat becomes boring as HELL. I'm not trying to be mean to the devs or anything, but the last two areas of this game, I had to zone out whenever I was doing fights so that I could just push on past to the interesting bits that the game wanted me to get to. I'm not entirely certain if I just had a busted build or something, but it really felt like everything just died if I so much as sneezed at it...but with stamina concerns and the fact that I have to watch a lengthy animation any time I shoot someone who's stunned, it made combat start to feel sluggish. Worse, the game does something I don't really like, which is throwing hordes of enemies at you whenever you're on your way to a quest objective. Here and there is fine, but too much and it starts to feel like you've got to fill out more paperwork. Great, more enemies? I'm already starting to feel burned out from the combat and I'm only at the very end of Fior mas Iverno, the 2nd area of the game. Once you're at the end game, and the quality tier of the enemies matches your weaponry, its like you just get stuck in warm asphalt with how slow things start to go. You're dealing massive amounts of damage, maybe even one shotting weaker enemies, but it just feels like such a chore every time you turn around and see that 8 more dudes have popped up. If the combat were more engaging, I obviously wouldn't have a problem with this, but I checked out near the beginning of Shatterscarp! (The third area!!!) I could say that turning up the difficulty solves this easily, but I was playing on hard mode! Playing on anything higher only raises enemy health bars and damage thresholds to such a huge extent that it just becomes unfun, so I'm not really sure what to feel about the combat here other than to say that as it stands, its just not great. A shame considering how strategic it feels at least initially.
I'm just not a fan of how games have all decided that what we need more than anything is to do 945 quests, spending all our time running around a place before we can get to the main story. I get side quests aren't required to do, but look. I like doing side quests. I don't really see anything wrong with side quests, either. My issue is that after 3 huge maps each stuffed to the brim with a whole game's worth of quests to do, getting to an even larger area, really starts to make me feel tired. The sad thing is that a lot of these side quests are really good. Some of them have genuinely interesting decisions to make that feel weighty and impactful...but there's just so many. Maybe this is a me problem, but after a while, given the fact that I was starting to feel that this game was just so-so, I started to regret the fact that I'm a Chronic Side Quest Doer.
Okay, but really, the biggest travesty of this game is its writing. I can't forgive a game that introduces fun concepts that intrigue the mind only to ruin them by being as strange as humanly possible with the way they write these conflicts out. Why do I have so many people trying to remind me my actions have consequences? Why do people keep pointing this out to me? Like, they're still doing this by the time you're in Galawain's Tusks (the fourth area), and it feels very strange to me. I don't think anyone who actually plays this game is going to be completely out of sorts with roleplaying in this kind of environment, but even further than that, I feel a little insulted as a player that the writers keep trying to trick me into making a choice I'll regret. You might say I'm being a little harsh, but seriously! The game is so intent on trying to subvert the expectations you might have that it actively undermines its own conflicts and story. Oh, the god that suddenly came into being has anger issues? The people they harmed trying to stop the gods trying to imprison them (**unjustly, might I add) are angry that they killed them? Oh nyans, you better be careful. Sapadal is like a wild, chaotic animal. She killed us, you know. That's why she's bad, because she killed us. Like, who killed you? Was it Sapadal or the Maegfolc, story? Seriously, what kind of story is this? All this pomp and circumstance to maybe make me question whether letting a god — whom, mind you, was not aware that they were becoming a deity — go free is a good idea, and for what? You let them go free, actions be on your head, and as it turns out, they're lovely. They care about the land they live in and everyone lives happily ever after. This kind of sloppy writing really gets on my nerves in a way that's really hard for me to pin down. Oh, the people you meet have all sorts of sides to them. The pargrunen councilor who wants to save the people of his keep also wants the whole island to be a fucking colony of the people who worship The Evil Woman, and he is so serious about this that he is willing to blow up the actual home they live in. This somehow feels even worse than Mass Effect's tendency to have Good Option and Bad Option: at least those things were clear cut. The game goes out of its way to try and make you think about the motivations of the people you're loyal to, and for what? In the end, its always like 'oh well it turns out that person you had to question was actually a stalwart and beautiful person and opposing them DOOMED AN ENTIRE NATION'. It just feels completely out of line with the kind of writing I know obsidian to be capable of. I just wish we would have seen more of the interesting conflict, gotten to know Sapadal a little more, had more interaction on their behalf with the people of the Living Lands. No one ever gets to have an opinion of them that's more than 'Wow, they sound like they could be amazing' or 'wow, they sound like they could be a loose cannon, better be careful', and I just thought that games that cared about their stories had come further than this. Its really frustrating.
Its strange. I was really liking this game until the conflicts started to annoy me, the strange way they wrote sapadal and basically everyone else in this game. I love Yatzli and Kai, but I almost wanted to find some way to hack the game and murder him when he told me I should have blown up solace keep. All these weird little things, the fact that combat feels so sluggish after your character gets busted, the enormous amounts of quests...I don't know. I was expecting more from this game. I'm a little sad to give it a low score, but hey, them's the br8ks.