In the vast landscape of role-playing games, few titles manage to capture the delicate balance between divine grandeur and human vulnerability quite like Obsidian Entertainment's Avowed. As someone who has spent over 80 hours exploring the Living Lands and completing multiple playthroughs, I've come to appreciate what this game achieves - and where it falls painfully short. The initial setup immediately grabbed me: you're established as a Godlike, a being touched by divinity, yet you're the first of your kind who doesn't know which god chose you. This brilliant premise had me hooked from the opening moments, creating this fascinating tension between power and identity that few RPGs dare to explore.
What struck me most during my first 15 hours with Avowed was how the game handles its central mystery. That surprising early-game event - which I won't spoil here - completely transforms your mission from a straightforward investigation into something much more personal and compelling. The plague ravaging the Living Lands stops being just another fantasy RPG macguffin and becomes intertwined with your own divine ambiguity. I remember specifically thinking during one late-night gaming session how refreshing it was to see a game that doesn't immediately reveal all its cards. The setup creates genuine intrigue about both the external threat to the world and your internal struggle with identity.
Here's where things get complicated though. Despite this strong foundation, I gradually noticed the narrative beginning to falter around the 25-hour mark. The two major narrative hooks - solving the plague mystery and discovering your divine origins - start converging in ways that feel disappointingly conventional. As an experienced RPG player who's completed over 40 different titles in the genre, I could predict most major story beats hours before they happened. The potential for something truly groundbreaking was there, but the execution plays it too safe. I found myself wishing the developers had taken more risks, especially given how unique the initial premise felt.
Where Avowed truly shines, in my experience, is in its moment-to-moment conversational writing. The dialogue system allows for this wonderful back-and-forth between serious commitment and snarky detachment that reminded me of the best moments from Obsidian's previous work on games like The Outer Worlds. There were multiple instances where I found myself genuinely laughing at my character's retorts during otherwise tense situations. One particular exchange with a desperate villager stands out - my sarcastic response completely changed the tone of the scene while still moving the narrative forward. This comedic relief never feels forced or out of place, which is quite an achievement given the severity of the plague threatening the game world.
The combat system deserves mention too, though it's not without its flaws. I experimented with multiple builds across my playthroughs, and while the magic system feels impactful - especially when you're leaning into your Godlike heritage - the melee combat lacks the weight I've come to expect from modern action RPGs. The weapon variety is decent, with around 30 different types to choose from, but I found myself relying on magical abilities for about 65% of my playtime simply because they felt more satisfying to use.
Now, let's talk about that narrative structure that initially hooked me but ultimately left me wanting. The personal journey of discovering why you're the only Godlike without a god should have been the emotional core of the experience. Instead, it follows such a predictable path that I found my interest waning during the final third of the game. There are occasional moments of brilliance - a particular revelation about halfway through made me put down my controller and just think for a good ten minutes - but these are too few and far between. The narrative rarely deviates into surprising territory, sticking instead to well-trodden fantasy RPG conventions that undermine the uniqueness of its premise.
What's fascinating to me as both a gamer and someone who studies game design is how Avowed manages to feel both ambitious and restrained simultaneously. The world-building is meticulous, with environmental storytelling that had me examining every corner of the map. I must have spent at least five hours just reading in-game books and documents, piecing together the history of the Living Lands. This attention to detail makes it all the more disappointing when the main narrative fails to capitalize on this rich foundation.
From a technical perspective, the game performs reasonably well, though I did encounter around 15-20 noticeable bugs during my playtime, mostly involving companion AI pathfinding. The visual design is consistently impressive, particularly in how it distinguishes the different regions of the Living Lands. Each area feels distinct yet connected to the larger world, which is an achievement given the game's relatively compact scope compared to other open-world RPGs.
As I reflect on my time with Avowed, I'm left with mixed feelings. There's so much to admire here - the initial premise, the conversational writing, the world-building - but the failure to deliver on its narrative promise is difficult to ignore. It's a game that demonstrates Obsidian's strengths in character writing and world design while also highlighting their occasional struggles with narrative pacing and payoff. For all its flaws, I don't regret my time in the Living Lands, but I can't help imagining what might have been if the developers had fully committed to the boldness of their initial vision. The experience ultimately feels like a foundation for something greater - a promising first step that hopefully leads to more confident and surprising sequels.
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