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Play Your Way
Danielle: The preview presented several opportunities for dialogue, which gave a sense of how conversations will shape your adventure just as much as combat. The Vanguard Scout-specific choices were snappy and to the point, as a background of roaming amongst the trees rather than mingling with royalty would imply. I was given the choice to be polite and honest to Caedmon, a young chap that needed aid, or snarky and unhelpful, but figured that kindness might afford more opportunities down the road if he remembers that I saved his life in a dark cave. Avowed features attribute points that will unlock different dialogue choices, as well as buffs to your combat skills. As a ranger, I was particularly buffed out in the Dexterity and Perception departments, which delivered both extra critical hit chances and more observant options while I talked with other characters.
Mike: It wasn’t long until I was saying to myself that this felt very Obsidian-like – the myriad of dialog choices and interactions afforded to my character will be immediately familiar to players of the studio’s other games. While Danielle took a noble, helpful approach, I took the opportunity to see how the world and characters would respond to a brash warrior who lies through their teeth. There seems to be a wide variety of choice, and more humor than I was expecting (this was a good thing), that make this feel like an Obsidian RPG in the vein of Fallout: New Vegas and The Outer Worlds. Being able to either help Caedmon by healing his wounds or straight-up lying to him and pretending you’re a ghost is peak form for this studio – and I hope to see high level of player choice throughout Avowed.
I was also curious to see how far I could “push” the dialog with Sargamis, the gold-bodied Oracle who tasked us with retrieving the dagger so he could imbue a soul into a giant, lifeless stone giant – who may just have had something to do with the missing expedition. I’m not going to spoil exactly what happened here – it’s way too much fun not to let you discover it for yourself – but the fact that Avowed let me go so far with Sargamis’ conversation branches, has left me really excited for just how many dialog paths there will be in the mainline adventure.
They added: “I can tell you our ending slides number in the double digits, you can end up with a lot of different combinations of them.”
These ending slides likely refer to the post-game still images with context that tells the player what happened to both them and the characters they have met along their journey, a common ending technique for RPGs wherein it would be prohibitively expensive to animate several permutations of an ending.
“Your ending really is the sum total of your choices across the game,” Patel later added.