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It was just a big dungeon crawl.
https://gamerant.com/avowed-preview-lore/
https://gamerant.com/avowed-preview-lore/
Avowed Hands-On Preview: A Feast for Lore Fans
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Obsidian Entertainment's Avowed takes the beloved world of Pillars of Eternity and transforms the isometric franchise into a full-blown action RPG. Players, as an envoy from the Aedyr Empire, travel to the wild frontiers of The Living Lands to investigate the Dream Scourge.
At Gamescom, Game Rant was able to play an hour of Avowed. The demo itself lasted around 30-40 minutes, and once it was complete, we were able to play it again utilizing a different build. We were presented with three possible builds for the demo—Barbarian, Mage, and Ranger—but it's worth mentioning that these were archetypes instead of in-game classes. Avowed features a classless leveling system so that players can build and fulfill whatever fantasy they want, mixing and matching a variety of melee, magical, and ranged weaponry. The demo gave us a good feel for the combat but also gave a bonafide feast when it comes to lore.
Avowed's Demo and Gameplay Are Solid
Avowed's demo limited us to a single cave-like structure where we had to search for some missing explorers. As we made our wave into the cave system, we were met with some fantastical creatures to get our first taste of combat. One of the first things we realized when we were playing is that Avowed's first-person perspective feels a bit "floaty," more akin to games like Dying Light than more grounded first-person perspectives like Skyrim. This gives a little more freedom to the movement, but it also creates this odd, loose feeling. If this perspective and its feel is off-putting, it's worth noting that Avowed also features a third-person mode.
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As we fought our way through (with Avowed companion Kai alongside us), we eventually came across a dying explorer. In good Obsidian humor, his biggest complaint before his pending death is dying a virgin. We could save him with one of our potions or we could refuse and let him die, and we tried both options during our demo runs. Nothing major seemed to change from either choice, but having the power of life or death over a virgin elicited a laugh each time. As we moved through the demo, we noticed some mechanical devices on nearby walls that, when 2-3 were lit up, would open doors to secret paths or treasure. This exact puzzle type was a roadblock later in the demo, but we were able to solve all of them by finding all the devices and throwing an electric fruit at them. This was sometimes straightforward, while other times required us to do one device before finding another.
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About halfway through the cave system, we came across an "Oracle" named Sargamis who, like the main character, is Godlike. He is completely gold and incredibly old, and exhausting his dialogue options was a real treat. He talked about his relationship with his god, talked to us about our Godlike status (since we are hearing voices and have never communicated with our unknown god before), and how all the godlike died—minus an apparent handful. He also referenced the events of Pillars of Eternity 2: Deadfire, with this dialogue and other factors making sure this game felt like it took place in PoE's Eora despite finding its home in a different genre. Finally, he tasked us with retrieving something deeper in the cave system but supposedly had no idea what became of our explorers. We doubted him, but we moved ahead.
Completing his task saw us face off with a horde of enemies before a mini-boss, and it was interesting that we could have returned to him without finding the explorers because it was marked optional. We intended to do that on our second run of the demo, but we didn't get that far before time was up. Nonetheless, returning to him and knowing he had to be the one to kill the explorers led to a boss battle with him, bringing our demo to an end afterward.
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Avowed Barbarian
For our first demo run, we chose the "Barbarian" archetype since it seemed likely to be the simplest form of Avowed's combat. This build saw us dual-wielding two one-handed weapons, but we could also swap to a secondary, which was a heavy two-handed weapon. When dual-wielding, it's impossible to block because the same button controls that secondary weapon; we could only block with the two-handed weapon. In both loadouts, we were able to charge both our light attacks and heavy attacks. It also came complete with two abilities, one of which was the classic crowd-pushing yell and the other was a forward slam.
We also had access to some throwables to engage enemies at a range, and as we suspected, it proved to be simple enough to pick up and learn. However, it was engaging in every way one would expect a "Barbarian" build to be. While crowd control usually meant separating enemies and moving around the battlefield, it was easy enough to be a physically-dominating force smashing our way through this cave. Mechanically, stylistically, and immersively, Avowed fulfills that fantasy archetype easily.
Avowed Mage
Although we were enticed by the premise of Avowed's guns in the "Ranger" build, we wanted to get a feel for how magic works in Avowed. We chose the "Mage" archetype, which saw us have a primary loadout as well. Both had a wand and a grimoire, but each one operated differently. One Grimoire would summon weapons for us to engage in magical melee combat, while another had a wider selection of ranged spells. Our wands, of course, would dish out ranged magic damage, and our abilities relied on our magic too. Fueling our spells was a limited magic resource, but the demo provided us with plenty of magic potions to replenish it. Notably, this combat was a lot more complex than the "Barbarian" build, but it fulfilled the fantasy archetype all the same. Because of the short time with the "Mage," we were still trying to learn all the exact controls and spells, which is both exciting and, to some degree, overwhelming.
Those who go all in the magic fantasy are going to have plenty of options, and that's great. That said, it does seem like the learning curve to master Avowed's magic is going to be higher than, say, a melee-focused character. Players will want to know what they have spell-wise on each loadout, and when that includes several spells as shortcuts, in the radial menu, and wand options, it's quite a lot. The good news is that the full game will let players mix and match as they choose. An enemy dropped a pistol during our gameplay, and we swapped one of our wands for it. Not only was it just as satisfying combat-wise, but a pistol and a grimoire simplified the combat to be more immediately digestible.
Avowed's Kai Comes In Like a Wrecking Ball
Joining us on this adventure was Kai, a coastal aumaua who prefers skill and speed over bulky defenses. That doesn't stop him from hitting hard, however. In addition to all of the above companions, we could open the radial menu to issue him direct commands. Sometimes this was to use an ability made to solve puzzles, other times this was to hit enemies with an elemental attack, and our favorite was an ability that saw him jump and slam down in a small AOE. It was a great way to break up hordes of enemies and enjoyable to watch visually. He also made for a great distraction when fighting enemies directly, though there was a time or two where Kai just stood around. This is a common bug in any companion-based game, however, and hopefully something that will be sorted out by Avowed's February release date.
Avowed's Treatment of Lore Is Pitch Perfect
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The quest was engaging, the humor was solid, the puzzles were straightforward and understandable, and the overall combat did a great job of fulfilling fantasy archetypes. The true kicker for Avowed's demo though was its treatment of lore. Pillars of Eternity as a franchise and Eora as a fantasy world have so much to them that the shift to action RPG and to the previously unexplored Living Lands could easily be excuse enough for this new installment to be ultimately disconnected. That was not the case. Sargamis was a great way to get a look into the lore of Avowed and how things have changed since Pillars of Eternity 2, but more than that, fans don't have to rely on their memory alone to get their lore fix.
It's worth mentioning that Avowed is entirely playable without having an in-depth Pillars of Eternity knowledge, but for those who want that lore and for those who need brushing up, there is a fantastic tooltip feature. Not unlike Final Fantasy 16's Active Lore System, this tooltip feature highlights keywords and allows players to learn more about them should they so choose. This was as simple as explaining who a god was to more complex lore elements like explaining references to key events. It was admitted a bit bloaty to access and read, simply because there is so much, but it scratched that same itch as diving through wikis to learn everything you can about a specific piece of lore. It's basically an in-game wiki, and we easily found ourselves reading through them for the pleasure of reading them.
Ultimately, Avowed is an Obsidian RPG through and through. It clearly carries that internal DNA that has always made Obsidian RPGs special, and while this was only a taste of what it offers, we're ready for that full meal.