Update 1/22/24 4K screenshots
Avowed: The Official Xbox Podcast Shows Off Extended Gameplay - Xbox Wire
Avowed's appearance in Developer_Direct was our most in-depth look at the game yet - but Obsidian just told us a lot more about the game in an exclusive interview.
news.xbox.com
Diving Deeper into the World of Avowed
Avowed lead reveals there's "no one perfect build" in Obsidian's classless RPG: "There's gonna be choice and consequence for what you kit out”
Avowed lead reveals there's "no one perfect build" in Obsidian's classless RPG: "There's gonna be choice and consequence for what you kit out”
So you can mix and match the guns, wands, and shields however you want
www.gamesradar.com
Avowed Developers Confirm Game Has Multiple Endings: 'It's an Obsidian Game'
Avowed Developers Confirm Game Has Multiple Endings: 'It's an Obsidian Game' - IGN
During the recent Xbox Developer Direct, we were treated to a deeper look at how Obsidian's upcoming RPG, Avowed, will handle player choice via a close look at a certain sidequest. But that left us wondering: what's the natural endpoint of a game emphasizing choice? Will Avowed have multiple...
www.ign.com
Carrie Patel was on Dropped Frames talking about Avowed.
News
Here's a breakdown of what was discussed:
- They are aware of the vocal feedback around combat [impact]; it's something they already know about and are actively working on. The footage shown in the Developer_Direct was already weeks behind what was the current build (at the time of filming).
- Players will find themselves one foot between a grounded political story and a metaphysical story about gods and souls.
- There will be things to find in the environment (Cohh's question was targeted around loot, environmental storytelling, notes etc.).
- Classless system but skill trees will allow for speccing into more traditional 'archetypes' if a player wants.
- Companion skill trees are locked to a specific archetype, but will allow for variations.
- Different enemy attacks can impact the player (knockdown, push, unblockable etc.).
- Not discussing endings or NG+ at this time.
- Some character creation decisions will have mechanical and roleplay impacts.
- Scope is similar to The Outer Worlds (question was about playtime, critical path vs. 100% completion).
- Weapon upgrade system (not mandatory, but recommended).
- Party camp will follow you through the game (no base building).
- Similar difficulty options in their previous games (story time, path of the damned).
- Grimoire magic still in the game, just wasn't shown at the direct (can also dual wield grimoire + wand for quick magic and powerful spells).
- Can't speak much about the stat system, but the general idea is they don't want a system that corners players into potential bad decisions. Want to present a fun set of options for the player.
- Can't speak much on bosses yet, but the idea around combat encounters is to present a variety of enemies that will challenge the player and not make them feel too complacent with sticking to one play style. Want to encourage swapping weapon sets.
- Playing PoE 1 and 2 are not required to understand what's going on.
- No mini-games.
- Day and Night system is there, but doesn't affect gameplay.
- No mounts, some combat abilities affect movement (charge, etc.).
- Tease about some gear can affect things like movement.
Last edited: