Finished it. 33h, fairly completionist playthrough on hard difficulty. Got a month of game pass for it, I'm not paying whatever games cost now on retail.
It feels like fantasy version of Outer Worlds in structure and quality. Bunch of somewhat open hubs that you have to complete in fixed order. Visuals look very dated and the art direction is a mess. Character designs range from serviceable to atrocious, but that is western game issue in general. But what really bothered me was just being unable to see shit. They are using some kind of UE rendering setting where going to dark interiors leads to hard dark lighting with minimal ambient light and going outside leads to this flashbang effect where everything gets overexposed for a second. I found myself having to rely on minimap and audio cues in interiors to find loot, which definitely shouldn't be a thing in a first person title. Combat with multiple opponents with elemental effects and buffs clutters the screen to a ridiculous extent and I had turned off head bobbing, motion blur and onscreen damage numbers. I could not tell how many enemies are on the screen without looking at minimap when I played this encounter.
Combat is ok. Melee feels like it has more going on than a Bethesda game, you have back- and sidesteps, timed parries and some stamina management so there is more going on than spamming m1 and moving out of enemy range. Ranged is very half-assed; infinite ammo, guns have no spread and completely straigth firing arc. Lot of encounters could be cheesed by going to a high position and nibbling down enemies slowly, but I don't have patience for that. Magic I didn't really try out, you have to invest into the perks to make it work unlike with melee/ranged weapons, but it's just other source of damage with different resource management involved.
Attributes essentially do not matter. It uses the same retarded Sawyer idea where might is the only stat that gives more raw damage, dexterity makes animations faster and so forth. But they also made it so that the marginal benefits scale down the more points you put into the same stats. So initially you get +3% damage from every point of might, but after 5 it gives +2% and after 8 it only gives +1%, I don't remember the exact cutoff points but the percentages are the same. And attributes are capped to max 15 each. Miniscule raw effects and you are incentivized to spread them. The attributes technically affect attribute checks in dialogue, but they are always just window dressing, alternative to the right dialogue choice or allow you to skip a trivial combat encounter. Overall the stats feel like they are there because some designer had fill a checkbox, not for them to do anything. You can also redistribute them on the menu for trivial amount of money whenever you want.
The two things that actually affect how your character plays is perks and where you spend your equipment upgrade resources. Some significant combat mechanics like higher tier spells, perfect parrying, larger damage upgrades and combat skills are in the perk trees. I'm saying trees, but they are just split thematically to fit the screen, the perk options are only limited by character level. Perks can also be respecced similar to attributes, but I think the cost is slightly steeper.
Item upgrade level is the main thing that determines whether matched level opponents are damage sponges or not. There are a ton of unique items in the game, but the unique effects for the most part are "additional +10% frost damage", "health regen up to 30% max health during the day" or other kind of engineered to be as bland as possible effects. Generic weapons and armour will do just fine if they are upgraded. On one hand I like that the upgrade system allows you to use whatever item you want if you choose to invest on it and the unique items are all hand placed. But on the other hand they were so hell bent on making every unique effect roughly as effective that it defeats the purpose of unique loot as nothing stands out.
Besides the aforementioned attribute checks in dialogue,
the game has no mechanics that are affected by your stats outside combat. There are no skills. NPC's don't react to you taking items near them. Lockpicking is only determined by amount of consumable lockpicks in your inventory, they didn't even do a minigame for it. Stealth is only for combat and basically just amounts to whether you can take out one or two weaker enemies unnoticed by going through invisibility granting tall grass or just finding them facing the other way.
There some choices in quests, but the consequences amount to essentially ending slides, some NPC reactions and quest rewards. Rewards that are usually just money or bland unique item over another. I don't think you are ever locked away from vendors, locations or anything of significance. It looks like another case where designers were instructed to avoid softlocking or making one choice better than another at all cost, so the choices end up not mattering.
The game has four companions that are so interesting I never learned their names. Their function in combat is to distract some of the enemies, they don't really do damage unless you use one of their cooldown abilities. The black woman can heal which makes her by far the best one. You can't customize their gear or stats, only what their few combat perks are. Two of them don't even have companion quests due to the development hell.
The one commendation I have to give is that the game uses vertical area design properly. Being able to grab ledges on essentially every flat surface with enough room to stand on feels like a massive improvement over something like Skyrim. This is the one thing I would hope other first person fantasy games copied from this title if we ever get more of them.
Writing is forgetable. Player character is sent to a remote provincial island to get rid of a plague of divine origin. A certain other game managed to pull this off a lot more interestingly despite having basically no attempt at character writing. Player character is linked to a forgotten deity that has the mental faculties of a child. This is one of the most boring ways to pull a character that keeps talking inside your head. You have your standard Obsidian morally grey choices, but a lot of the scenarios end up happening due to one of the characters involved acting like a buffoon which makes you care a lot less.
Overall it was a game I got some enjoyment out of for one playthrough, but not something I'd bother replaying ever again. Avowed did not feel like a game made by people who like RPG's. It felt like a hack 'n slash game with some superficial RPG elements made by people who complete Jira tickets for living.