8/10. Definitely buy it on sale. I bought this 3 weeks ago and finished it today. First, this is not a sandbox first person rpg. If you come in this game expecting open world shenanigans, then you're in for a disappointment. I'd like to address 3 criticisms that I saw frequently online: being limited to human/elf race, comparisons to Skyrim, and wokeness. I'll mention these at the end of my review. Avowed is set in the same world as Pillars of Eternity, taking place after the events of the 2nd game. However, you can come into this game not knowing anything just fine. What's nice is during npc dialog, anytime a lore-heavy word/name/concept is mentioned, you can press a button to see what that means. Honestly, I wish more games did this. You can build your character however you want and reset your stats/skills at any time. In my opinion, games should really just embrace allowing us to respec on the fly. You got your 3 main skill trees - Fighter, Ranger, Wizard. There's no reason to focus on just one tree. Unlike traditional rpgs where Str = melee, Dex = ranged, Avowed is more streamlined. Might = damage, Dexterity = action speed, etc. So stats wise, you can smack with a hammer and sling spells. There are 12 weapon types to choose plus shield and grimiore. Feel free to mix and match. I ended up with a pistol/grimiore combo. I played in 3rd person mode the entire time. It's best to just look for videos that show combat. Combat pretty much stays the same the entire game. Here's where respec on the fly comes in. Bored with a sword? Switch to a wand. As mentioned above, the skill tree only represents Fighter, Ranger, Wizard. Pillars of Eternity has lots more classes including Druid, Priest, Chanter, Cipher Paladin, Rogue, Barbarian, Monk (though the Fighter tree has a passive for unarmed strikes). We do encounter enemies with those other classes. I guess they didn't have the resources to implement more classes. Game play loop is simple. Follow the main quest, grab side quests along the way, and kill stuff. Make a decision at the end of a major quest line. Rinse and repeat. You run, jump, crawl and climb to get to places. Jump puzzles here is not like those games where you have to perfectly time a running jump as close to the edge as you possible can, just to make it to the other side. The other type of puzzle involves using fire/frost/shock to clear obstacles. Exploration is very straightforward. Just make sure you've revealed the whole map, and it's hard to miss anything. You can go to the settings and adjust what shows up on your radar. Lootable corpses, chests, and collectibles all show up on the radar. Story and writing. The only bad writing I can't forgive are plot inconsistencies or npcs acting way out of character for no reason other than it's the writer's way of forcing tension and drama. I don't see that in Avowed. One thing I would say though, a certain outcome at the end of act 2 has never made me more furious about a fictional group of people in a game before in my life. I wanted nothing more than to kill them all on sight and I did. In every negotiation dialog with them after that point I picked "yeah no, go die (attack)". Companion quests. They feel very personal and give you a lot of insight about who they are. But at the same time, companion quests are not its own mini story arc. One thing I found absurd about a certain other action rpg I played is how the it's almost literally the end of the world, but sure let's put saving the world on hold for your existential crisis. Next, is the voice acting. Even though I say voice acting, I'm putting this under writing. You gotta appreciate that the various characters portray a different accent and dialect depending on which region of Eora (the world of Pillars) they're from. This is where the lore-explanation button during dialog comes in handy. Someone from Aedyr would have different idioms and curse words (none of which are plain english) than someone from Vailia. For me, the main highlight of writing are the conversations with the mysterious force. One example is when your character is talking to the mysterious force about their past life, the force then asks you what happened. You have a choice between a storm, or a volcano, or a tsunami wiped the land. In most games, regardless of what you pick, the dialog afterwards will probably go on just saying "natural disaster" to keep it generic. But here, the dialog goes on to talk about specifically whichever disaster you picked. Now did that little detail actually affect the story? Nope not at all. But being there, present in the moment of the conversation, it really felt like you were steering the conversation. On the grander scheme of things, these conversations with the mysterious force is kinda like a parent teaching a toddler how to act/react to certain situations. So it doesn't matter what you say happened. What matters is what do you say about how you feel after it. And that part has consequence towards the end of the game. Now onto the 3 criticisms starting with race. If you've never played Pillars, then this is a non-issue. There is a minor story reason why the player character, the Envoy, is only either Human or Elf. The Envoy comes from Aedyr which is a human/elf empire. Their enemy empire is Rauatai which is an aumauan empire. So that crosses out aumaua Envoy. Orlans and Dwarves are less common outside of their regons. Why must the Envoy be from Aedyr in the first place? Well, part of that deals with Aedyr's main god is Woedica, who's been playing an important role since Pillars 1. "Skyrim is better" One thing people need to realize is, this game is not Skyrim. Avowed keeps getting compared to how Skyrim was so much better, with somehow being able to murderhobo npcs as the main example that keeps popping up. Being a first person rpg is where the similarities end. Avowed is not a sandbox rpg. You can't kill random npcs. You can't fill a room with cheese. If you want to spend countless hours exploring every nook and cranny of the wilderness, you won't find that here. What Avowed is, is you have quests and side quests to do and monsters to kill. That's not necessarily a bad thing. I mean, that is still pretty standard for an rpg. Avowed is quite straight forward without feeling like a corridor rpg. But the story does follow a fixed path. Finally, the ever controversial woke. Honestly, I found maybe 4 things that come across as woke. 1) Choosing a pronoun at character creation. - No one calls you by your pronoun. You are "the Envoy". Just like how in Dragon Age Origins, you were always called the Warden. The game does not in any way make any distinction towards your gender. No romances. No gender locked equipment. No gender based dialog reactivity. Nothing. 2) One companion, Kai, is gay. Except, the only reason you can tell he's gay is because Kai says he loved this other guy. Loved. As in past tense, because the guy is dead. So don't ever actually see Kai with another guy. If we never heard him say "love", you would think he was talking about a best friend. 3) The mysterious force talking in your head is genderless. Plus they're the only npc that is very clearly referred to as they/them. Minor spoilers I guess: For the record, mysterious force didn't choose a pronoun. It's a force of nature born out of the concentrated essence of the people living on that island. What gender would it have? When you don't know someone's gender, you say they/them. Simple as that. 4) One of the other companions have pink hair. Okay, I'm stretching here because I really couldn't find anything else woke. At first I thought, she's an Orlan with pink fur. But then we see one of her past lives was a human with also pink hair. WOKE! /jk lol. All in all, if you enjoy a straight forward rpg, pick this game up on sale.
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