Avowed review: Wait, are we the baddies?
arstechnica.com
Looks like a welcoming place. Credit: Obsidian Looks like a welcoming place. Credit: Obsidian Rather than offering idealized "good" or "evil" paths, most quest and conversation lines in Avowed end in a more morally ambiguous place. Do you help a fellow godlike revive and potentially redeem his potentially murderous god, or take him to task for murdering an expedition force in the process? When you get back, do you tell the survivors of that force what happened to their compatriots or lie to spare their feelings?Do you kill the smugglers that have stranded a pair of hard-on-their-luck Aedyrans in a shantytown, or pay them off at your own significant expense? Do you confront the Aedyran soldier who stole from a citizen or decide that you don't want to make an enemy of your ostensible allies?While there's no apparent numerical morality system keeping track of your choices here, the uncertainty of whether you made the "right" choice stays with you as a player. And while the overarching story seems to play out more or less the same way regardless of your choice in most situations, there can be real and lasting impacts.Putting the action in action-RPGIf you've played Skyrim or any of the many similar first-person epic RPGs it has inspired, you'll be more than familiar with the general gameplay pattern in Avowed. The game is divided into a few distinct major places, each with one large and vibrant city surrounded by vast, mostly empty areas where you can stumble on random wandering enemies and/or hidden tranches of items. Does this make Avowed a first-person shooter? Credit: Obsidian Does this make Avowed a first-person shooter? Credit: Obsidian Players who are used to the dull reds and grim grays of many modern RPGs will have to get used to the bright blue skies and just-short-of-psychedelic pastel palettes that make the Living Lands much easier on the eyes.
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