Obsidian’s impressive track record in role-playing games is reason enough to stand up and pay attention anytime the studio wades back into the genre. In the case of Avowed, the reasons stack up higher, since it’s a standalone first-person adventure set in the studio’s imaginative and vibrant fantasy world of Eora, previously established in the Pillars of Eternity series. The resulting game isn’t especially innovative and is unlikely to change anyone’s understanding of these types of experiences. But not every good or even great game needs to break the mold; Avowed succeeds with a tried-and-true formula, and keeps the priority on fun progression systems, combat, and exploration. If the footsteps feel familiar, at least it’s a path that leaves a person smiling.

Avowed - Official Launch Trailer

Traveling across its diverse biomes, it doesn’t take too long to realize that Avowed isn’t the sprawling single open-world that some players might expect. Each area is tightly packed with content; whatever might be lost in the sense of some gigantic world is easily overlooked, since it’s so easy to hopscotch between missions, exploration areas, and battles. As a single large island with several distinct zones to explore, I was struck by how much fun was packed into each. Hidden caves give way to ancient ruins. Mountain switchbacks lead to a long-forgotten chest. Enemy camps blossom into fierce battles as monsters swarm out of unexpected holes. The world is curated and crafted, with a verticality and depth that helps small spaces feel bigger than they are.

Exploration is also mechanically engaging, thanks to a simple but enjoyable approach to parkour and navigation. I was surprised by the fun I had leaping and sliding through dungeons and towers. A generous fast-travel system lets you navigate to previous locations with ease.

I was also delighted by the first-person combat. While sometimes slower and more deliberate than many similar games, the sense of control and the balance between offense and defense was top-notch. Melee weapons have tangible weight and heft, and I relished timing up parries and counters while strafing around the field. The magic system is even better, with impressive visual effects and exciting interplays with the environment, like bouncing electric bolts or explosive objects. I had trouble warming to the ranged weapons, especially the finicky approach to guns; their focus on precision felt out-of-step from the otherwise mobile and often frenetic battles.

The approach to progression earns high marks. An easy-to-grasp XP system leads to some appealing abilities across several distinct upgrade trees, and it’s fun to pick and choose across them to create a custom class that caters to a particular playstyle. Gear acquisition and upgrades are also a good time, especially as you mix and match distinct pairings of right and left-hand combos for different items, and experiment with what works. Several unique weapons and armors I acquired left me happily puzzling over what to wear and wield, simply because the potential perks for each were so desirable. I also want to call out the inventory management and stash system (which can be accessed at any time), easing a burden for hoarder players like myself to be able to get back to the action quickly when too many treasures weigh my character down.

Avowed features a bright and saturated visual style that I found a welcome departure from the grim and muted tones of so many other first-person RPGs. The Living Lands setting is filled with strange plant and fungal life, and I love the nearly alien quality to the landscapes. With its distinct zones, the game also does a good job of changing up that backdrop every several hours, keeping the visual palette fresh just as you’re ready to see something new. However, some of that environmental variety loses a bit of its spark because of the limited types of creatures found there. I can only fight so many bears before they lose their charm. Too many of the same types of monster fights begins to wear thin over time, especially since so few of those encounters introduce genuinely new challenges to how I might approach the battle.

The overarching story got its hooks in me quickly; I savored the surreal and dreamlike quality of a strange voice that interjects in one’s journey, constantly forcing the player to question its nature as a friend or foe. As The Living Lands faces down a horrible plague, it’s rewarding to be the hero who must make the hard calls to serve your own interpretation of the greater good. The cast of companions is well-written and voiced, but I found it hard to connect with the individual party members. Each seemed to drop into the group without adequate reasoning for their presence, and their side stories never totally captured my imagination.

With Avowed, the team at Obsidian manages the rare feat of grasping the scope of the project they’re building, and hitting the mark on most of the places it aims for. It’s not the biggest role-playing game, or the most innovative, but as I played, I was constantly aware of how much fun I was having by just letting the game carry me forward. Avowed is a confident and fulfilling fantasy adventure without pretension, accomplished by a studio that knows what it’s delivering. It may not change your world, but its world should be more than enough to satisfy.

 

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