Avowed Offers Discoveries & Freedom to Explore

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Avowed isn’t your typical open-world game; instead, it’s made up of big “open zones” that connect with each other like in The Outer Worlds.

When you start exploring Avowed, you’ll find yourself in these rich areas filled with adventures. Whether you’re taking on quests from people in the city of Paradis or just exploring on your own, there’s always something to find. The Living Lands are packed with bandit hideouts, ancient ruins, and mysterious stories waiting for you. Every corner seems to whisper secrets, making every step an adventure.

“We have these open zones, and they’re expansive, they have a lot of breadth of them, but they’re manageable enough for our team size to be able to handcraft every part of them and to fill them to the adequate amount of density that we want in that environment,” said region director Berto Ritger in an interview with GameSpot. He explained how they avoided creating vast empty spaces by ensuring there’s always something interesting happening, even if it’s just a peaceful moment.

During a preview of Avowed, we played for a couple of hours, and it was clear from the start that the game offers a lot of freedom. You can decide how you want to tackle the story and combat, which makes it feel very personal.

Right after you create your character, known as the Envoy, you’re thrown into the world of the Living Lands. Your mission is to find out what’s going on with a dangerous “soul plague” called the Dream Scourge that’s driving everyone mad. The Aedyr Empire sent you to this wild place, where people aren’t always happy to see you.

As you navigate this rugged land, the locals eye the empire’s presence with suspicion, worrying about colonization. But there’s a bigger threat: the Dream Scourge, causing chaos and madness among people and animals alike. You get a glimpse of its danger when your ship is attacked by your own allies, driven insane by the scourge.

Your first task is to fight off some lizard people called Xaurips in an outpost. Here, Avowed shows off its flexible combat system. You can choose your backstory, like being a war hero, which decides your starting weapon. But you’re free to pick up new weapons like swords, pistols, or magic books without being tied to your initial choice.

Fighting in Avowed is smooth and feels like you’re in a movie. I remember trying it at a Gamescom event and being amazed by how responsive it was. You can switch between two weapon setups quickly and take advantage of special moves when enemies are stunned.

“Because we started with [a] first-person [perspective], first-person almost necessitates a little bit of brevity in what you do, because if it’s third-person, you can see everything that’s happening,” shared Max Matzenbacher, senior combat designer. He highlighted the importance of keeping the action snappy to ensure players stay engaged.

Fans love having so many choices when it comes to combat. Stealth is always an option, and you can use the environment to your advantage, like igniting fiery berries to catch enemies off guard.

While Avowed lets you play how you want, the leveling system is more structured. You can invest skill points in trees like Fighter or Ranger, unlocking special abilities along the way. This makes it easier to understand your character’s growth without being locked into one class.

Early in the game, you face your first big choice. You find someone locked up with a dead soldier and must decide whether to trust her for help or leave her behind. Your decisions shape the story and how people react to you.

With the smuggler on your side, you sneak past more Xaurips and eventually reach Paradis. Here, you’re free to do as you please, exploring this mix of new and old buildings. The city is bustling but also feels like it’s barely holding together.

“One of the things that I was trying to say, the story I was trying to tell, was that this is a really, truly untamed, untamable place,” said lead environment artist Dennis Presnell. He wanted to show how different cultures have tried and failed to make their mark here.

Paradis is like a living character with secrets at every turn. Presnell and art director Matt Hansen wanted the environment to feel alive and unpredictable, like it’s reacting to the people who live there.

Side quests pop up everywhere. I met a woman who needed help with Xaurips in her home, and after dealing with them, I found a strange mural. It led to a quirky story about her dreams and a possible Xaurip soulmate. It was both confusing and fascinating.

“Side quests very much, especially the larger ones, will impact your main story and vice versa,” Ritger mentioned. Your choices affect characters, groups, and even entire regions, opening or closing new paths later in the game.

While wandering around Paradis, I found all sorts of intriguing spots, like a ruined tower filled with traps and phantoms. It wasn’t marked on the map but felt rewarding to explore. Even if it’s small, Obsidian has crammed a lot into these areas, making them feel huge.

Avowed is full of these little surprises. I stumbled upon an abandoned house and read about the farmer’s struggles. Nearby, bandits set up camp, and they showed no mercy. Each discovery adds depth to the Living Lands.

The demo gave us a taste of Avowed’s story, like meeting the ambassador, encountering a mysterious spirit, and facing a giant Dream Scourge-infected bear. These moments are gripping, but the hidden stories and character interactions make it even richer.

At camp, you can chat with companions like Kai, diving into their stories and the plot. These moments are optional but packed with narrative depth, letting you explore as much as you want.

“Ultimately, what we want is for the player to make the experience that they want to have, and that means being able to dig really deep into conversations if they want to, or to minimally engage with them,” said narrative designer Kate Dollarhyde. This freedom makes the game feel personal and unique.

Even though we’ve only seen a bit of Avowed, its open world and hidden treasures have us excited. With so much to discover, it feels like a game you’ll happily lose yourself in.

Sam Gordon
Sam Gordon
Gordon serves as a freelance writer for GamerInbox while also pursuing his studies in Games Design and acting as a Video Game Ambassador. He has been contributing to GamerInbox for more than 5 months.

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