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Eternity Avowed - Obsidian's first person action-RPG in the Pillars of Eternity setting

Nifft Batuff

Prophet
Joined
Nov 14, 2018
Messages
3,799
Is there any way to know how many play it on game pass?

Bizarre to see it with low steam numbers but Obsidian saying they are pleased.
No, you can get a rough idea by looking at the 'xbox most played charts' but there is no way to know the exact numbers until MS/Obsidian make an official statement. Fwiw it was at the 16th place yesterday on most played games on xbox, which is not THAT bad but also not a smashing success.


hvowjvqlooke1.png
Wow. Xbox owners have incredible shit tastes. This explains many things.
 

Old Hans

Arcane
Joined
Oct 10, 2011
Messages
2,307
Not trying to defend Obsidian here, but has anyone considered that they may have been instructed to reduce the scope/level of reactivity etc. to make TES6 seem like its something special? I never really gave that much credence, but in light of the stuff coming about about them wanting to take it slow and steady and last 100 years (lol), it might not be so far fetched.
I've heard rumors that during development someone kept calling the Obsidian offices on the telephone and threatening to set the building on fire if they didn't reduce the scope of Avowed. A lot of insiders think it was Todd Howard
 

Lyric Suite

Converting to Islam
Joined
Mar 23, 2006
Messages
58,851
Games like Invisible War or Thief 3 had reduced or truncated level design because the shitbox memory couldn't handle more than that. I don't recall anybody here giving a pass to those games because of that. We rightly called them decline.
 

Lemming42

Arcane
Joined
Nov 4, 2012
Messages
6,828
Location
The Satellite Of Love
Can you expand a bit on the ending in terms of context, choices etc?
Sure:
The plot is by-the-numbers garbage until the end of the third map. The player has very little, if any, control over the plot. The story focuses around a conflict between the natives of the Living Lands (who are in touch with nature and such), and the Steel Garrotte, a brutal group of colonial fascists who are going around hanging people and razing places. It's incredibly boring.

At the end of the third act, a few things happen:
- Sapadal, the god entity in your head (that the writers desperately want you to sympathise with, often forcing you to pick dialogue options that express your love and support for it), turns out to be the cause of the plague you're trying to fix.

- Inquisitor Lodwyn, the villain who until now has been an entirely one-dimensional cardboard cutout, tries to reason with you by telling you the truth about your god and asking you to destroy it.

- There's the game's one and only impressive piece of long-term reactivity here - Lodwyn will ally with you or attack you depending on your previous actions, and judges you on your response to three previous incidents.

The fourth map is then mostly pointless busywork, until:
- You enter the Garden, where Sapadal is trapped. Here, the world design and encounter design goes completely to shit and you're forced to fight a number of spongey bosses.

- You are given the choice to destroy Sapdal or let it live. Like the rest of the game, this choice feels quite awkwardly implemented, and characters seem to have largely the same responses whatever you do. Destroying it grants you one special power. I think Sapadal's dialogue might change depending on your own actions, but obviously I can't be sure.

- After this, you return to the starting city to find out that, for no real reason at all, Lodwyn has set it on fire in the name of the Empire. This doesn't really follow on from anything else - the real plot ends in the Garden, but since that was boring, this is here to give the game a big dramatic final setpiece. This situation appears to happen totally regardless of what you've done in the entire game so far; again you'd have to ask someone who played very differently to me if it went differently for them.

- Regardless of everything you've done up to this point, the game gives you the basic choice of "side with Lodywn and the Steel Garrotte" or "side with the natives". This choice is totally void of meaning because:
a) you've been forced to side against Lodwyn for the entire game up until the end of the third act (up to and including killing a large number of Steel Garrotte, who tend to attack on sight)
b) all your companions tell you not to do this, and you're not given any in-character or in-universe reason to do it
c) the choice comes down to a single binary dialogue option. You can suddenly and inexplicably swear fealty to the cartoon villains you've been slaughtering up to this point, or you can decide to be a cool rebel and push the empire you represent out of the mystical nature island they're trying to massacre. Both options come despite everything you've said and done up in the preceding 18 hours.

It's hard to get across how dumb this scenario is without showing you the whole game leading up to it, but suffice to say - there is absolutely no motivation whatsoever for you to do anything other than side against the Steel Garrotte, as you already necessarily have about fifteen times before.

- For context, I kept spiting the game by picking the most pro-Steel Garrotte dialogue options throughout, on the scant few occasions they were available. The devs didn't really expect you to do this because it leads to some very funny dialogue with your companions in this scene - one who had her city burned down by the Steel Garrotte earlier says "I never thought you'd do this! I guess I never really knew you after all!" This is despite the fact that I looked her dead in the eye as her home burned and said "I think the Steel Garrotte have a point here"*. Yeah no shit you didn't know me mate, you never listened to a word I fucking said.

*they didn't have a point at all, for the record - they were being Skeletor-tier comedy villains as usual

- Regardless of who you side with, you have to fight through the same map filled with the same enemies, only their faction is different depending on who you have sided with. If you chose Lodwyn, your companions all abandon you, meaning you have to do it alone (which is a bit more exciting, I suppose). This is, oddly, easier and shorter than the combat in the Garden, even if you're doing it alone.

- Lodwyn is waiting for you on either route, and immediately prepares to attack you, again entirely regardless of your previous actions up to this point. You can say you want to join her, or you can kill her; either route ends the game. You then get ending slides because, of course, New Vegas had them so this needs them too. Like the rest of the game, the ending slides end up a bit confused if you didn't do what the devs wanted you to do - I became Lodwyn's second-in-command and we "ruled the colony with an iron fist" and hanged dissidents or something, but also the colony simultaneously flourished and became a utopia because I did enough sidequests for merchants during the game.
 
Last edited:

thesecret1

Arcane
Joined
Jun 30, 2019
Messages
7,207
I became Lodwyn's second-in-command and we "ruled the colony with an iron fist" and hanged dissidents or something, but also the colony simultaneously flourished and became a utopia because I did enough sidequests for merchants during the game.
So you joined the fascists, helped them massacre all opposition, and it caused the land to become a prosperous utopia? What did Obsidian mean by this?
 
Vatnik Wumao
Joined
Oct 2, 2018
Messages
20,109
Can you expand a bit on the ending in terms of context, choices etc?
Sure:
The plot is by-the-numbers garbage until the end of the third map. The player has very little, if any, control over the plot. The story focuses around a conflict between the natives of the Living Lands (who are in touch with nature and such), and the Steel Garrotte, a brutal group of colonial fascists who are going around hanging people and razing places. It's incredibly boring.

At the end of the third act, a few things happen:
- Sapadal, the god entity in your head (that the writers desperately want you to sympathise with, often forcing you to pick dialogue options that express your love and support for it), turns out to be the cause of the plague you're trying to fix.

- Inquisitor Lodwyn, the villain who until now has been an entirely one-dimensional cardboard cutout, tries to reason with you by telling you the truth about your god and asking you to destroy it.

- There's the game's one and only impressive piece of long-term reactivity here - Lodwyn will ally with you or attack you depending on your previous actions, and judges you on your response to three previous incidents.

The fourth map is then mostly pointless busywork, until:
- You enter the Garden, where Sapadal is trapped. Here, the world design and encounter design goes completely to shit and you're forced to fight a number of spongey bosses.

- You are given the choice to destroy Sapdal or let it live. Like the rest of the game, this choice feels quite awkwardly implemented, and characters seem to have largely the same responses whatever you do. Destroying it grants you one special power. I think Sapadal's dialogue might change depending on your own actions, but obviously I can't be sure.

- After this, you return to the starting city to find out that, for no real reason at all, Lodwyn has set it on fire in the name of the Empire. This doesn't really follow on from anything else - the real plot ends in the Garden, but since that was boring, this is here to give the game a big dramatic final setpiece. This situation appears to happen totally regardless of what you've done in the entire game so far; again you'd have to ask someone who played very differently to me if it went differently for them.

- Regardless of everything you've done up to this point, the game gives you the basic choice of "side with Lodywn and the Steel Garrotte" or "side with the natives". This choice is totally void of meaning because:
a) you've been forced to side against Lodwyn for the entire game up until the end of the third act (up to and including killing a large number of Steel Garrotte, who tend to attack on sight)
b) all your companions tell you not to do this, and you're not given any in-character or in-universe reason to do it
c) the choice comes down to a single binary dialogue option. You can suddenly and inexplicably swear fealty to the cartoon villains you've been slaughtering up to this point, or you can decide to be a cool rebel and push the empire you represent out of the mystical nature island they're trying to massacre. Both options come despite everything you've said and done up in the preceding 18 hours.

It's hard to get across how dumb this scenario is without showing you the whole game leading up to it, but suffice to say - there is absolutely no motivation whatsoever for you to do anything other than side against the Steel Garrotte, as you already necessarily have about fifteen times before.

- For context, I kept spiting the game by picking the most pro-Steel Garrotte dialogue options throughout, on the scant few occasions they were available. The devs didn't really expect you to do this because it leads to some very funny dialogue with your companions in this scene - one who had her city burned down by the Steel Garrotte earlier says "I never thought you'd do this! I guess I never really knew you after all!" This is despite the fact that I looked her dead in the eye as her home burned and said "I think the Steel Garrotte have a point here"*. Yeah no shit you didn't know me mate, you never listened to a word I fucking said.

*they didn't have a point at all, for the record - they were being Skeletor-tier comedy villains as usual

- Regardless of who you side with, you have to fight through the same map filled with the same enemies, only their faction is different depending on who you have sided with. If you chose Lodwyn, your companions all abandon you, meaning you have to do it alone (which is a bit more exciting, I suppose). This is, oddly, easier and shorter than the combat in the Garden, even if you're doing it alone.

- Lodwyn is waiting for you on either route, and immediately prepares to attack you, again entirely regardless of your previous actions up to this point. You can say you want to join her, or you can kill her; either route ends the game. You then get ending slides because, of course, New Vegas had them so this needs them too. Like the rest of the game, the ending slides end up a bit confused if you didn't do what the devs wanted you to do - I became Lodwyn's second-in-command and we "ruled the colony with an iron fist" and hanged dissidents or something, but also the colony simultaneously flourished and became a utopia because I did enough sidequests for merchants during the game.
Gay ass pinko game. Token 'evil' ending aside, this is very lame. No sneering imperialism in nubsidian slop.
 

MasPingon

Arcane
Joined
May 13, 2007
Messages
1,971
Location
Castle Rock
The lore isn't over:



Lesson 4: Metaphysics

Metaphysics shape the world of Eora through the power of souls, divine influence, and animancy—the study and manipulation of the soul.

In Avowed, your envoy uncovers ancient mysteries, soul-bound relics, and eldritch forces that challenge the very fabric of existence in the Living Lands.


That's not what metaphysics is lol.

I'm afraid it is, but it's not classic metaphysics but marxist metaphysics - dialectical materialism. That's why it is so bland and there is nothing profound in it. That's why gods are stupid faggots and soul is just an item that can be used in "clever mechanism". It was present in PoE2 already, made it unplayable for me. Wokies are commies, news at eleven.
 

sosmoflux

Educated
Joined
Apr 16, 2022
Messages
444
And there ARE hot bitches
3JoqwGf.png

her face might be okay, but she's still flat as a pancake, like all female models in the game. notice some pattern here? btw, your posts got none. one day you decide to like the game, the next day you says it stinks, then it's fine again and everyone is just too involved in the culture war. it's like talking to a woman with bipolar disorder, zero coherency.

and one thing: saying "OH LOOK I FOUND ONE SEMI ATTRACTIVE NPC IN THE GAME" is NOT a good argument. it just proves the point that others aren't. you idiot.

It's called authenticity champ
I'm discovering the truth and letting you in on the journey, thank me
Among 1000 furry, tranny, lesbian, Habsburg Jaw, Facial Tumour monstrosities there is a SINGLE wax babe. CHUDS OWNED, OBSHITIAN SAVED!

Liking gaming slop and participating in cuckoldry are manifestation of modern Western liberal white men's WEAKNESS. Fanta is right, you do DESERVE extinction. No MAN who can do 30 quick push-ups will spend 30h in Avowed. You simply fucking SEE on first glance it's not worth time investment. Some of you blind mofos even GENUINLY ask people around "is it worth time! is it worth time! I can suck if dick is nice & clean!" AHAHAHA Liberals are STAGE 3 of retardation. WOKENESS is finale stage. Outer Worlds is STAGE 3 of Obsidian downfall. Avowed is FINAL STAGE. Same shit, different stages

Just play the game already
You know you want to
 

Starwars

Arcane
Joined
Jan 31, 2007
Messages
2,859
Location
Sweden
Lemming42 outlines some of the worst aspects of the game above.

The dialogue choices you get in the game are completely unpredictable and inconsistent. I actually don't think I've played an RPG with so many dialogues where I genuinely feel that none of the options presented are something my character would wish to say. The game is also set up really weirdly, in that you play an envoy of Aedyr but you can never really lean into it. There are choices to support it sometimes, but you can never really rely on them being there. And the game is way more sympathetic to that of the natives, vs that of Aedyr. Of course, this is hardly a surprise to anyone, but it's still pretty damn weird why they chose to set the game up in the manner they did. It would've made more sense to just have the game be a classic "native vs the evil empire" and limit it to that. But now you have this strange mix of choices that you can sometimes make, sometimes not, with no real thread to connect them.
The companions really make it worse for the most part because they are written in a way where the game just expects you to sympathize and get chummy with them. You can't really tell them to fuck off, call them out, confront them, piss them off.

It's an action-RPG so one might think that, eh, who cares about the writing? But there is quite a lot of it and the game is pretty story-heavy so it does drag it down a lot.

I kinda like some of the "lore aspects", and as a fan of PoE, I enjoy some of the fleshing out of the universe. But the dialogues... the dialogues are *really* bad for the most part.
 

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