AVOWED Review

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The impressive achievements of Obsidian in games playing roles is a sufficient reason to get up and pay attention every time the Wades studio returns to this genre. In the case of AVOWED, the reasons are higher because it is an independent first -person adventure set in imagination and live fantasy fantasy fantasy world of eora, previously established in the series Pillars of Eternity. The created game is not particularly novel and it is unlikely to understand this kind of experience. But not every good or even a great game must break mold; Success with a tried and real formula has been successful and maintains the priority of entertaining progression, fight and exploration systems. If the steps seem familiar, at least it is a path that leaves a smiling person.

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Traveling through a variety of biomes, it does not last too long to realize that Avowed is not a extensive single open world that some players can expect. Each area is tightly full of content; Whatever can be lost in the sense of a gigantic world, you can easily overlook, because it is so uncomplicated to jump between missions, exploratory areas and battles. As a single gigantic island with several separate zones to discover, I was struck by how many fun was packed in each of them. Hidden caves give way to archaic ruins. Mountain transfer leads to a long -term chest. The enemy camps bloom in fierce battles when monsters are swarming from unexpected holes. The world is selected and produced, with a vertical and depth that helps compact spaces feel greater than they.

Exploration is also mechanically involved, thanks to a straightforward but pleasant approach to parkour and navigation. I was surprised by the fun that I jumped and moved through the dungeons and towers. The generous swift travel system allows you to easily go to previous locations.

I was also delighted with the first -person fight. Although sometimes slower and more purposeful than many similar games, a sense of control and balance between crime and defense were the highest quality. The weapon in a miniature circuit has physical weight and weight, and I sometimes enjoyed parameters and meters when developing a field. The magical system is even better, with impressive visual effects and stimulating cooperation with the environment, such as the reflection of electrical screws or explosives. I had problems with warming up a distance weapon, especially a picky approach to weapons; Concentration on precision seemed outside the dot of mobile and often crazy battles.

The approach to progression brings high grades. An uncomplicated -to -understand XP system leads to some attractive skills on several clear improvement trees, and it’s nice to choose from them to create a custom class that satisfies a specific style of play. Acquiring and updating equipment is also a good time, especially when you mix and match the clear pairs of the right and left combination for different elements and experiment with what works. A few unique weapons and armor that I purchased meant that I happily wonder what to wear and rule, simply because the potential advantages for each of them were so desirable. I also want to call the supply and storage management system (to which you can access at any time), alleviating the burden for Hoarder players like me to be able to quickly return to action, when too many treasures are considering my character.

Avowed has a clear and saturated visual style, in which I found a welcome departure from the gloomy and subdued tones of so many other RPGs from the first person. The means of living lands are full of strange life of plants and fungal and I love almost foreign quality of landscapes. Thanks to separate zones, the game also has a good job, changing the background every few hours, keeping a fresh visual palette, just as you are ready to see something fresh. However, part of this environmental diversity loses some spark because of confined types of creatures. I can only fight so many bears before they lose their charm. Too many of the same types of monster fights begins to wear slender with time, especially since so few of these meetings present really fresh challenges in how I can approach the battle.

The parent story quickly contributed to me; I drareed myself with a surreal and dream quality of a strange voice that interferes with a journey, constantly forcing the player to question his nature as a friend or enemy. When the living lands are in the face of terrible plague, it is satisfying to be a hero who must perform challenging calls to serve his own interpretation of greater good. The cast is well written and expressed, but it was tough for me to make contact with party members. Each of them seemed to fall into a group without the proper reasoning of their presence, and their side stories never completely captured my imagination.

With Avowed, the Obsidian team manages a scarce feat of grabbing the scope of the project in which they build, and hitting in most places for which it is aimed. This is not the biggest game playing, or the most novel, but when I played, I was constantly aware of how well I had fun, letting the game lead me. Avowed is a certain and satisfying fantasy adventure without claims, implemented by a studio that knows what it provides. It may not change your world, but his The world should be more than enough to satisfy.

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