As a seasoned RPG enthusiast who has witnessed the evolution of the genre over the years, I must confess that Avowed has truly piqued my curiosity and ignited my anticipation like few games have before. Having had the privilege to delve into its captivating world and speak with the talented minds behind it, I’m now more eager than ever to explore the full expanse of this vibrant fantasy realm created by Obsidian Entertainment.
Upon revealing their newest venture, a semi-open world fantasy RPG based in the Pillars of Eternity universe by Obsidian Entertainment, it swiftly climbed up my list of most anticipated first-party Xbox games I’m eagerly awaiting. Given my fondness for every game I’ve experienced from this studio, an RPG combining both first and third person perspectives within a fantasy setting seemed nothing short of a dream realization. Though my enthusiasm for Avowed has fluctuated with each new unveiling, my excitement has never been greater now than it is today.
At Gamescom 2024, Xbox arranged for my trip to Los Angeles, California, where I was given the exclusive opportunity to test out upcoming games from Xbox Game Studios and their collaborators, including an early hands-on demo of Avowed that was presented outside Obsidian’s studios for the first time. Following my playthrough, I had another engaging conversation with some of Avowed’s developers, specifically Production Director Ryan Warden and Art Director Matt Hansen. However, my excitement didn’t cease there, as I got to experience Avowed once more, this time using a character build that was otherwise only displayed on the Gamescom exhibition floor.
I have a lot of thoughts on Avowed and a ton of new insight to reveal, and all of it points to why Avowed is one of the best upcoming Xbox games and absolutely deserves to be on your radar.
Finally getting to play Avowed for the first time
As a devoted fan, I had eagerly anticipated the chance to personally experience Avowed’s gameplay, having only caught glimpses before. However, that opportunity was limited to Obsidian’s developers, QA team, and select play-testers. But at Gamescom 2024, I was among the fortunate few who were invited to play a single mission with pre-built characters tailored around classic RPG roles (Barbarian, Ranger, and Mage). Needless to say, this was the highlight of my trip to LA.
In this adventure, your job is to locate a lost team of explorers within ancient subterranean temples devoted to one of Eora’s numerous deities. This was an excellent debut for Avowed’s demo, offering ample opportunities for exploration, diverse routes, battles, and brain teasers, as well as dialogue that allows for choices and investigation. It also includes a challenging (or maybe two) boss encounters. I sampled each of the three character classes during my playthrough, eventually wrapping up the mission and what I believed to be my Avowed experience… but it turns out, there’s more!
It’s noteworthy that Avowed, developed by Obsidian Entertainment, is a role-playing game (RPG) devoid of classes. This design choice eliminates any predefined genre stereotypes and allows players to explore their creativity freely. Matt Hansen, the Art Director at Obsidian Entertainment, explains, “There are numerous ways to engage with it and even find unique ways to challenge our combat system.” In the following section, I’ll delve deeper into this concept, but for now, understand that there are no restrictions on the abilities or combinations you may encounter.
Upon embarking on my fresh journey in the land of Eora, what immediately caught my eye was how breathtaking Avowed appears. Initially, when the first gameplay trailer for Avowed was revealed, I wasn’t particularly impressed by its overall visuals. However, I didn’t anticipate that Avowed would be a benchmark for graphical excellence. What struck me initially was a certain roughness. But since then, Avowed has made remarkable progress, and I can unequivocally say that it is visually stunning, even without relying on photorealism.
I noticed that the team at Obsidian had a unique approach in mind when it came to promoting their game. Hansen shared with me that they were willing to take a risk by being transparent about their marketing strategy. Instead of using illusions or deception, they opted to reveal the game just as it is during each marketing phase. This straightforward approach allows people to appreciate it more and more as they continue working on it.
The place is remarkably vivid, boasting stunningly captivating environmental layouts that breathe life into Eora. Some argue the demo area’s level design could be better, but I found it brimming with hidden gems (uncovering more on repeated playthroughs of the mission), offering numerous options for exploration, and showcasing a rich variety in backdrops and verticality. In response to my compliments, Hansen acknowledged its uniqueness, stating “It’s an engaging world to delve into, it’s not abundant but we aimed to make it work in a way that is rewarding.”
I’m quite convinced that Obsidian is thriving. The blend of conflicting hues in the game is stunning and meticulous, indeed. The combat and elemental impacts such as lightning and explosions exhibit a remarkable interactivity with enemies and surroundings, giving Avowed a more vibrant dynamism than I had initially anticipated. Although it doesn’t quite reach the point of destructible environments, Avowed is richly detailed overall, contributing significantly to the creation of its world and history. A moment that left me spellbound was when I dived briefly underwater; in contrast to many other games, Avowed renders its 3D underwater spaces with remarkable detail.
During our chat, Hansen confessed that the game turned out to be much more visually appealing than he initially anticipated [at the start]. He noted significant enhancements in the art design, lighting effects, and character animations for both NPCs and adversaries in Avowed, compared to its initial release. Reflecting on the early gameplay trailer, there was a fair amount of doubt surrounding it, but as people have been exposed to more refined content, they’ve begun to understand and appreciate it, which is thrilling, Hansen explained.
Warden shared that there have been moments of surprise and exclamations like “Oh, wow!” from players while experiencing the world of Eora in Avowed for the first time. Seeing their reactions and the joy on their faces as they explore this new world is a truly delightful experience for him.
Hansen continued with enthusiasm similar to Warden’s, expressing, “I couldn’t be happier at this moment. Despite any initial feelings we might have had if people weren’t enjoying themselves, everyone seems to be, and that makes for a very validating experience.” The work done by Obsidian on Avowed has been significantly shaped by the obvious incompleteness of previous trailers, as Hansen explained, “This situation has given us a unique chance. When viewers notice something like ‘The combat appears static,’ we can analyze what they might be responding to and determine how we can improve it.”
Discussing the battle experience in Avowed, one can’t help but notice significant advancements since Obsidian initially displayed the gameplay for it. While we know that Obsidian has been focusing on refining the responsiveness and tactility of combat in Avowed, experiencing these enhancements firsthand is a whole new ball game. Moreover, Obsidian shared with me that they are still dedicated to enhancing the combat and gameplay, making the demo I played a step further than the previous showcase.
In Avowed, you won’t find intense combat on par with top-tier Soulslikes or action-RPGs, but for a classic fantasy RPG, it’s incredibly enjoyable. The unique feature that lets you independently control both hands to use any weapon of your choice is fantastic. You can dual-wield wands, defend with a shield while attacking enemies, or even be a fierce mage brandishing an axe and a grimoire simultaneously. While I only witnessed a few combinations, the potential for variety is fascinating. Moreover, the instant switch between two weapon loadouts at any moment is a feature I truly appreciate.
In different terms, a mage might possess two distinct spellbooks with specialized abilities, while a ranger could opt for dual short swords in close quarters. The choice can vary greatly among players, such as transitioning from a defensive setup using a shield and wand to wielding a massive two-handed battleaxe. Using unique weapons in each hand and switching between your two arsenals offers a fluid experience, providing greater adaptability to unforeseen combat scenarios compared to many other RPGs.
Of course, Obsidian was in for one heck of a challenge translating Pillars of Eternity’s CRPG tactical combat to Avowed’s immersive, real-time gameplay, and that’s where the ability wheel comes into play. This wheel is carrying a lot of weight to keep the two-handed and dual-loadout gameplay as smooth and effortless as possible, storing all of your extra abilities and spells, companion abilities, consumables, and throwables behind a menu that massively slows down time.
From my initial exploration, the “ability wheel” seems a touch cumbersome initially, primarily due to its extensive storage capacity. However, the high degree of customization allows each player to mold it according to their unique playstyle. Additionally, the four quick slots allocated on the D-Pad will undoubtedly enable players to swiftly adapt and master their ability wheels throughout gameplay. This streamlined control offers increased utility in combat and overall gameplay, eliminating the need to frequently visit the inventory for equipment adjustments or item searches.
I tried out all three character classes designed by Obsidian for the demo version of Avowed, and they each felt enjoyable to control. The ranged combat and spells had a smooth, satisfying feel, while melee combat, despite appearing clunky in previews, proved to be more responsive and interactive with enemies that reacted more dynamically than earlier gameplay videos suggested. There’s still some areas for refinement, especially regarding weapon impact and player movement, but the groundwork is strong.
Absolutely, the demonstration was not limited to just combat sequences, despite concluding with an intense boss battle against a swarm of skeleton warriors, rangers, and healers. This fight appeared to be quite challenging for several players participating in the demo. The mission we experienced offered extensive exploration opportunities, boasting various endings contingent on the extent of your explorations, the secrets you uncover, your character’s attributes and knowledge, and the choices you make during dialogues.
Following the style of Obsidian RPG games, you may choose to leapfrog directly to violence as the final resort or unwittingly trigger fresh events just by exploring (such as unintentionally damaging a sacred statue, leading to a powerful boss attacking you). Notably, the setting of the mission area underwent alterations throughout the mission, with additional areas submerged, collapsed, or obstructed by colossal roots. One particular mission offered a significant level of replayability; even after four consecutive playthroughs, I still found new aspects that I hadn’t discovered before.
In this game, there are mysteries hidden in different locations that can lead you to strong items or valuable insights. During my playthroughs, I stumbled upon one puzzle I couldn’t solve, but on my fourth attempt, I uncovered a secret that Obsidian said very few players have managed to find. This fourth run was particularly enjoyable for me because I found more hidden secrets, had the chance to delve deeper into the gameworld by altering my gear and equipment, and experimented with an uncommon playstyle – the blood mage build – which isn’t often used by other gamers.
Even getting time with the special ‘blood mage’ build
Warden explained to me that we were deciding on the equipment for the three character builds we were developing for the demo. Suddenly, Yan, one of our QA testers, raised his hand and said, “By the way, I’ve got a build for a blood mage.” This was the build that was displayed to attendees during the demo, while three playable builds may have been available for press and other invited people.
At Gamescom 2024, everyone attending had the opportunity to visit the Avowed booth for a look at a “blood mage” character performing the same mission demonstrated in the hands-on demo. Following my interview during the Xbox Gamescom event in LA, I returned to the Avowed demo area with the hope of trying it again. The team from Obsidian, including Warden, Hansen, and two others, arranged for me to use a special blood mage build. This was my fourth time playing through the mission, but this time there were members of Obsidian watching, making it particularly memorable and my favorite experience.
In Avowed, there are no traditional classes, yet this “blood mage” approach centers on depleting your own health to cast spells once you exhaust essence or mana. To sustain your health and transform into a relentless spellcaster, this build employs magical abilities and weapons that drain enemies’ life force. It’s an offensive-oriented build, with the added intrigue that it began as an unfinished project at the start of the mission.
In the character creator, it’s not as simple as pressing ‘A’ to become a blood mage. Instead, you need to gather all the necessary parts and then put them together. That’s what Yan did and exclaimed, “I have something exciting! Would anyone like to give it a try?”
There’s always gear and other loot to discover in Avowed’s hidden places if you care to look for them, and Obsidian had stashed valuable loot behind puzzles and within secret holes for me to find. On my fourth playthrough, I managed to find all but one secret, and over the course of the mission, I picked up new gear that increased my damage output (but decreased my defense), made it so that all weapon damage siphons enemy health, and more.
By the boss fights at the end, I was a glass cannon who was continuously healing, dishing out absurd amounts of damage with my bloodthirsty grimoire in one hand and a sword in the other. It was by far the most fun I had with Avowed’s combat because it wasn’t your standard RPG archetype, instead relying on the creativity of a QA play-tester to build something really interesting. “There’s an awful lot of discovery there where you can put together really interest trinkets, pieces of armor, and weapons to create exactly the playstyle you want to play,” Warden said.
In the game “Avowed”, it’s feasible to develop a “blood mage” character early on, demonstrating that the game doesn’t force you to wait for exciting abilities. This led me to ponder if Avowed might succumb to a common RPG issue where late-game progression becomes primarily about stat boosts. However, Obsidian has assured us that this isn’t true. As you advance in levels, rather than merely adding more points to stats like Strength, some of the abilities you can unlock in Avowed are truly epic, potentially altering not just the game but your entire gaming experience, as Hansen explained to me.
In Avowed, there’s a limitation that you won’t be able to gather enough XP to unlock all abilities, encouraging you to adopt a distinct playstyle. However, this doesn’t mean you’re confined to a single build. You can effortlessly rearrange your skills and abilities for a minimal in-game fee, giving you the freedom to test out various loadouts whenever you acquire new equipment with unique characteristics or unlock a new ability that you won’t find elsewhere.
According to my conversation with Obsidian, they’ve stated that the game Avowed won’t include a New Game+ feature at its launch. However, the vast array of options for customizing your character and shaping the narrative makes Avowed an appealing title for multiple playthroughs.
Even Warden and Hansen couldn’t tell me the limits of Avowed’s character-building systems. When I asked if there were possible combinations with powerful and truly unique reactions that could make players practically unstoppable, both Obsidian devs agreed, with Hansen adding, “Obviously we want the game to be balanced so it’s fun, but it’s a single-player game — it’s not competitive. If our QA team and our play-testers are breaking this and they’re having a great time doing it, that’s not a bug, baby. Let’s keep it.”
Experiencing the Avowed demo for the fourth time, this time as a blood mage, was undeniably the best part of my recent trip to Los Angeles. It wasn’t just about playing the game; it was a clear demonstration of the immense freedom and creativity that character building in Avowed offers.
Discussing performance and ray tracing in Avowed
More recently, Avowed gained widespread attention due to an additional interview during the same Xbox event I was present at. In this conversation, Hansen hinted that Avowed would operate with a minimum of 30 frames per second (FPS) on Xbox Series X|S. However, some individuals have expressed dissatisfaction because it doesn’t meet the 60 FPS benchmark typically found in contemporary AAA games. It is crucial to note that this detail may not only be incomplete but also unverified information.
During my interview, Hansen and Warden refrained from providing specific figures. Instead, Hansen explained that they are currently concentrating on refining the existing content while also addressing performance issues, as these aspects typically require attention towards the end… Hence, many details regarding those aspects remain challenging to quantify at present.
As a researcher, I’d like to clarify my interpretation of the statement regarding the minimum frame rate for Avowed on Xbox Series X|S. Contrary to some misunderstandings, a “bare minimum” of 30 FPS doesn’t imply that it will only run at 30 FPS. However, during an interview, the developer explained that while maintaining 60 FPS would be ideal for many games, a first-person and third-person single-player game like Avowed might not strictly require that 60 frames per second to deliver an enjoyable experience.
As a fervent admirer, I must admit that, at this moment, Obsidian Entertainment can’t definitively share the specific performance benchmarks for Avowed on Xbox Series X and Xbox Series S. The reason being, the fine-tuning of performance is intrinsically linked to the final stages of development where polishing takes place.
The situation regarding Avowed’s Xbox version might be more optimistic than some anticipate right now, and it’s worth noting that Obsidian appears very assured about this. During our conversation, Hansen eased my concerns by explaining that they’ve been working on both Xbox and PC versions simultaneously since the beginning. What stood out to me most was an early discovery – during development, the Xbox Series X frequently outperformed the PC.
Hansen remarked, “The game [Avowed] is performing exceptionally well on this console. We’ve had fewer adjustments needed for Xbox, and that’s because it doesn’t come with as many advanced features under the hood. However, our talented engineering team has been able to handle the details for the Xbox Series S, even though we’re still working out the specifications due to its lack of some high-end components.”
In simpler terms, I was testing the Avowed demo on a computer, so I can’t speak to how it performs on Xbox. However, the right approach seems to be in place. Hansen mentioned that he values practicality and enjoyment over aesthetics, making him somewhat unconventional as an Art Director since ‘Does it run smoothly?’ and ‘Is it entertaining?’ are his top priorities instead of ‘Is it visually appealing?’
This same approach could extend to the potential implementation of ray tracing in Avowed for Xbox Series X|S. Lately, NVIDIA demonstrated Avowed equipped with DLSS RTX, which made me wonder if the console variant might get a comparable upgrade.
According to Hansen, we are deciding which parts of ray tracing we will incorporate into the Xbox experience, but rest assured, some aspects of it will definitely be included. However, it’s important to note that ray tracing encompasses more than just what you might initially imagine. In fact, using ray tracing provides a variety of 12 distinct components that can be selected or left out.
Ray tracing isn’t just about improved reflections and shadows in Avowed for Xbox Series X|S. It might manifest differently. At this point, nothing is finalized, so the current framerate shouldn’t be seen as a definite limitation for how the game will perform on Xbox. Hansen explained that when considering the extra features, they’re figuring out what works best and truly enhances the game’s visual appeal.
In terms of one aspect that Obsidian excelled in discussing, it was about accessibility. To me, accessibility is a crucial component in video games, as I think everyone deserves the opportunity to enjoy this entertaining hobby and the art it encompasses. This is one reason why I admire Xbox, as they prioritize accessibility significantly. In fact, Xbox recently unveiled a new joystick, specially designed for accessibility, which resembles a nunchuck and also features 3D-printed joystick caps.
During my demonstration, I noticed that Avowed is particularly inviting due to its user interface that is easy to comprehend and includes exceptionally useful features, such as target locking with a bow. While accessibility-focused game design and customization options contribute to approachability, true mastery in this field necessitates taking it a step further. The Xbox team has an entire accessibility division who have evaluated [Avowed] and suggested a list of enhancements, stating, “We’ve got a wishlist of items here.” One positive aspect is that there are no mandatory tasks at the moment; instead, we are steadily working on achieving as much as possible by the time the game is released.
Avowed’s additional development time will definitely contribute to the expansion of accessibility options, and Obsidian was eager to emphasize this point for everyone: “One of our most significant accessibility aspects is third-person perspective. This feature has been primarily designed as an accessibility measure because not everyone can play in first-person,” Warden explained.
A significant number of players find it challenging to engage with first-person games due to motion sickness, and a substantial portion of them have been eagerly anticipating a third-person mode in Avowed. The excitement was palpable when Avowed officially announced third-person support, as this feature had been a part of their plans all along. It came as no surprise, as Hansen openly stated that they had always intended to include the third-person perspective. In fact, deciding on the third-person viewpoint was among the earliest decisions made during the project.
The reasons behind Avowed’s release date delay
At the start of August, we learned disappointingly that Avowed, initially set for a November 2024 launch, has been postponed until February 2025, extending the wait for Xbox’s upcoming RPG by four months. Despite my mixed emotions, I was aware that Avowed was practically done and just about ready to cross the finish line – the additional development time simply ensures a more polished game.
During the announcement, Microsoft stated that a crowded Holiday 2024 release lineup, featuring titles like Call of Duty: Black Ops 6, Life is Strange: Double Exposure, Dragon Age: The Veilguard, Assassin’s Creed Shadows, Microsoft Flight Simulator 2024, S.T.A.L.K.E.R. 2: Heart of Chornobyl, and Indiana Jones and the Great Circle, was the primary cause for delaying Avowed. Intrigued, I inquired from Obsidian if this was indeed the main reason behind the delay of Avowed.
Without a doubt, the reason for the delay is due to an abundance of games scheduled for release in the upcoming months. We appreciate Xbox for granting us additional time to ensure that Avowed truly stands out. During this period, our focus will be on enhancing the game and creating the best possible experience for you.
Hansen mentioned that they had initially planned to ship the goods in November, but now it seems there will be some additional work or adjustments before shipping.
Creating video games is a complex task, and each project involves making sacrifices. Many of the glitches you might encounter in a newly released game were likely known to the developers but were not addressed due to resource limitations like time or budget. As Warden put it, “It’s heart-wrenching when you come across something that you really want to fix, but we can’t because it’s too risky or there isn’t enough time.”
Initially, we didn’t realize there would be a delay, but when we found out, we were thinking, “Oh dear, we’ll have to leave that one out” as we wouldn’t have the chance to work on it. Now, fortunately, we can, Hansen noted.
Initially planned for release in November, but with more time provided by Xbox, the list of acceptable concessions for the Obsidian team is likely to become significantly smaller. Hansen commented, “We’ve been particularly careful to save this final development phase for polishing… a luxury not often granted and I’m grateful we could make use of it.”
Beyond fixing issues and boosting performance, polishing Avowed also involves enhancing accessibility, refining existing elements, and reducing concessions. As Hansen explained to me, it’s not just about eliminating bugs; rather, we’re revisiting aspects that required compromise due to time constraints, allowing us to move away from those compromises and bring the original vision to life.
Instead of merely gaining some extra days, Avowed stands to benefit significantly. An additional four months in development could result in substantial enhancements for Avowed, without even introducing new content or broadening the game’s scope. This is similar to an IGN interview where Watch Dogs: Legion’s Creative Director Clint Hocking spoke about how delaying the game at the last minute allowed them to reassess gameplay systems, like the ability to control any NPC, and elevate them to a higher level. Such fine-tuning is much more challenging once the game has been released.
After witnessing the impressive look and feel of Avowed, I am comfortable being patient a bit more, giving Obsidian Entertainment sufficient time to prepare it well.
Now one of my most anticipated games in years
For the second time, I’ve had the pleasure of chatting with members from Obsidian Entertainment’s Avowed team, and our initial discussion focused on companions, quests, and choices within the game. That interview still stands as one I’m incredibly proud of (do take a look if you haven’t yet; there are some fascinating insights!), but it definitely fueled my eagerness to play even more. After diving into the game myself, my excitement for it has certainly not lessened in the slightest.
Rather than striving to be the most photo-realistic, gritty, expansive, or grandiose RPG ever crafted, Avowed is Obsidian’s interpretation of “vivid fantasy” within a cherished universe. The focus of Avowed lies on player autonomy, delving into an open world, and losing oneself in an unapologetically magical realm. Witnessing the progress made since the gameplay debut and experiencing the enjoyment derived from roughly an hour and a half of gameplay has me incredibly eager to explore the entire game.
The biggest mysteries remaining here are how well Avowed’s story will add to the foundation built by Pillars of Eternity and whether the side quests and companions can properly enrapture players with depth, nuance, and character. I only got a hint in my demo, and it wasn’t enough to truly sell me. Still, Avowed has every chance to become one of the best Xbox games of… well, next year. We still have a while longer to wait, as Avowed now releases on Xbox Series X|S, Windows PC, Xbox and PC Game Pass, and Xbox Cloud Gaming on Feb. 18, 2025.
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2024-08-27 14:11