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Avowed review: A bold and invigorating tale begins in The Living Lands
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Avowed review: A bold and invigorating tale begins in The Living Lands

Something stirs in the wilds of Eora that's both beautiful yet deadly

Touched yet unclaimed by the gods, the Envoy’s task is perilous, to say the least. Faced with a growing multitude of unknowns, Avowed is a journey of self-discovery at its core. Ordinarily, self-discovery can prove dull in reality, only ever interesting those tackling its challenges. Yet, for the Envoy, it transforms into a grandiose adventure that twists like a roiling snake.

What begins as a simple mission, albeit one ladened with importance, soon grows in scope as rebellion, fear, and shrouded forces stir in The Living Lands. But where would the extraordinary world of Eora be without these trials and tribulations to test the resolve of its lead protagonist?

Avowed, while the first time I’ve dipped my toes into the waters of the Pillars of Eternity universe, is the kind of adventure that appeals to me. Magic, drama, exploration, a compelling narrative – these are the key elements I look for in a game. Anyone who’s talked with me or read my features will know of my love for RPGs. Still, with an editor who’s as passionate as me about RPGs – perhaps more so when it comes to Pillars of Eternity – I knew my chances of reviewing Avowed were slim. Not unless I wanted to wrestle the code out of my editor’s hands. Fate smiled upon me though. Here I am, hours later, still making my way across the expansive landscape of a stunning but dangerous island.

If, like me, you’re a newcomer to Eora, I can say with confidence that you don’t need prior knowledge about Pillars of Eternity to feel at home in The Living Lands. While references are included as subtle easter eggs for veteran fans, Avowed has been developed so that both returning and new players can enjoy its visceral gameplay. Similarly to the Envoy, this frontier is unfamiliar to you. Even if you know of Eora, this is the first time players have been able to explore The Living Lands beyond what they’ve gleaned from Pillars of Eternity lore. Its mythical quality makes it fertile ground for the Dreamscourge to take root.

As I often try to do, my review will be as spoiler-free as possible. Mention of certain narrative moments will arise, but they’ll be kept to a minimum; a game like this deserves to be appreciated without external forces ruining decisive moments, of which there are many. With the Dreamscourge corrupting souls throughout The Living Lands, there are countless occasions when the choices you make have impactful consequences.

Avowed's The Living Lands holds much beauty, yet something otherworldly threatens its existence

Your mission, initially, is to investigate the plague which is causing such strife in Eora. Having been favoured by the Aedyran emperor from a young age, the Envoy is the most obvious choice for such an important yet delicate task. However, before you manage to safely make your way to Paradis, you’re blasted off course. Although you eventually make your way there, what you unearth is a lot more alarming than first feared, and not totally without its connection to you. In fact, the deeper you delve into this mystery, the more you recognise the key role you play.

Not unexpectedly, you can’t weather the oncoming storm alone; as skilled as the Envoy is, there are too many foes out there and from within your own empire taking aim. While you can’t handle this undertaking on your own, the team you amass remains relatively small, only ever consisting of four members. Furthermore, when you venture out into the different regions of The Living Lands, only two of those four companions will fight at your side.

Kai is the first companion you’ll meet, and due to him being voiced by Brandon Keener, the actor behind Mass Effect’s beloved Garrus, I instantly found myself drawn to him. Sadly, romance isn’t an option in Avowed. If there’s one “issue” I have with the game above all else, it’s the inability to woo one of my companions.

Having become accustomed to romance being an integral part of other RPGs, it’s only natural to expect similar mechanics elsewhere. But Obsidian Entertainment has never been a developer to indulge romance, and thus, although disappointing, none of us should be surprised. Truth be told, Avowed isn’t diminished by its lack of romance, for the emphasis is placed on making a connection that exceeds carnal pleasures or the fickleness of romantic love. Nonetheless, the inclusion of an optional romance system wouldn’t have spoilt the experience either.

Companions, while good for conversation during recreational hours at camp, also come in handy for their varied abilities. Take Giatta for example, her animancy skills make her an exceptional healer in the heat of battle. Moreover, when you find animancy technology that needs a little jolt, her prowess with lightning proves invaluable. Each ally has their own unique ability, designed to make tackling certain obstacles in the wild far easier. However, if you don’t have the right team member with you for the job, aka Kai and his gunfire, you can utilise other tools instead, such as fire spells or grenades.

As for the Envoy’s abilities, that’s solely for you to decide. I usually play as a mage or rogue, yet I’ve found myself spending the majority of my time swinging a sword and blocking with a shield. Even though I’m using weaponry favoured by warriors, I can still cast spells and fire guns if I wish to. And yes, there are guns in Avowed, which, much like the lack of romance, will prove a polarising mechanic for players. Personally, I love their inclusion. In a world filled with magic, why is the presence of a gun such a surprise? It may seem a little lacklustre when compared with harnessing the power of the elements, but it’s a weapon that has its place and its uses.

The beauty of combat is that you don’t need to pick a lane and remain there – you can easily span the various skill sets. Firstly, you can pick and choose skills from each one of the skill trees rather than specialising in a single one. You have the fighter, ranger, wizard, and godlike subclasses. In choosing to cherry-pick from every category, you are in danger of being a Jack of all trades, master of none. Having kept my options open, however, I can’t say I’ve found any significant disadvantages to this approach.

Secondly, you can swap between your weapons with a simple tap of the Y button during combat. In mere seconds, you can go from wielding a giant hammer to twirling a wand. You can also determine what unique abilities your allies use during battle, though I rarely do this as they prove quite effective when left to their own devices. Though I’ll admit, my difficulty level is toggled to one of the easier settings to ensure I can primarily focus on the story above all else; it’s my preferred way to play RPGs.

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Xbox Game Studios

It culminates in an instinctive, high-adrenaline fight no matter the foe you face, be it a lowly Xaurip or a formidable Steel Garrote captain. The sense of accomplishment you feel when you best a particularly aggressive enemy is indescribable – you’re exhausted, your potions run dry, yet you feel so alive.

Despite the flexibility of its combat, being able to dual wield while also using a grimoire means little if you fail to upgrade your and your companions’ abilities. As you venture deeper into The Living Lands, you’ll encounter enemies better equipped to defend against your attacks. Sometimes you’ll stumble upon a challenging mini boss completely by accident while spelunking the depths of a dank cavern. Enemies don’t level up with you, their difficulty is a static part of the gameplay. Therefore, to avoid struggling as you delve deeper into the contaminated soil of these lands, you need to look after your gear so it can look after you.

Having experienced the various regions within The Living Lands, exploration is preferable if you’re to uncover its secrets. I wouldn’t say it's mandatory, though. After all, this is an open-world adventure designed to be led by your choices, meaning you can choose to focus on just the main narrative if you really want to. But in doing so you’d miss a lot of context, not to mention intriguing side missions that yield the most desirable of rewards or perks. If the Envoy is to shape the outcome of this tale, then they need to be well-versed in the comings and goings of the land.

Consequently, broadening their horizons through exploration and their innate curiosity is one way to do this. From a necessity perspective, without taking the time to adventure off the beaten path, you’ll find the enemies you encounter more challenging. Being able to adapt to your environment by crafting better equipment and foraging for local fauna is far easier to do when you have a thirst for adventure coursing through your veins. Even if we were to remove the obvious benefits of filling out the map, games like Avowed are meant to be explored. Every nook has the potential to dazzle us, every cranny an opportunity to unearth rare treasures long forgotten.

Some of these riches are hidden behind barred doors or padlocks. You may find an alternative route inside a dwelling and/or locate a key that will aid you, but sometimes you need to rely on your trusty lockpicks. Unlike other games that soon test your patience with fiddly minigames, Avowed allows you to lockpick by holding down the X button. Such simplicity is often overlooked in favour of taxing skill-based mechanics that require you to have the steady hands of a surgeon. Although it undoubtedly offers a greater sense of immersion, it can also prove incredibly frustrating. Obsidian has cut out the middle man, ensuring that you can be as swift as the arrows you rain down upon your enemies. I, for one, adore it. The Envoy has enough to deal with without getting stumped by difficult padlocks that keep them from invaluable jewels.

Given the enormity of the map, travelling by foot, while beautiful, isn’t practical when attempting to locate all of these hidden caches and secret coves. Thankfully, fast travel beacons are dotted across the different regions of The Living Lands; simply find one to activate it to seamlessly travel back and forth. In addition to these beacons, there are also adra stones that radiate an ethereal purple glow to signify a safe spot to camp. While not officially a means of fast travel, these camp locations allow you to move across the map should a travel beacon not be nearby. The only notable difference between the two is that returning to camp will take you to what’s essentially Avowed’s safe room, where day turns to night, and you can unwind before setting out again.

In this respect, camp is a multifaceted hub of activity despite its humble outward appearance. You may only have the most basic of shelter to sleep under, not ignoring the little protection it offers from your enemies, yet you can do much from these safe havens. There are no inns to stay in overnight, so when the night draws in you need to unfurl your bedroll, light a fire, and make do with what you’ve got to hand. Here you’ll converse with your teammates, cook, and improve your equipment.

Under a stunning night sky alight with stars, you can get to know your travelling buddies beyond their combative capabilities. In doing so, you open the way for companion quests, which further allow you to deepen your relationships. I’ve yet to discover a benefit of doing this beyond better understanding your teammates, but this insight is invaluable when called upon to make informed decisions.

Aside from nurturing budding friendships, conversing offers potential, crucial context about The Living Lands the Envoy is lacking due to residing in the Aedryan Empire. Who better to help you survive the challenges ahead than those who know its threats well? If anyone wants to speak with you, an exclamation point will appear above their heads while in camp, and a small notification on the left-hand side of your screen will appear when out on the road.

Once you’re adequately rested and are up to date with local information, now is the time when you should make use of the resources you’ve found. By using these supplies, you’ll be able to upgrade and enchant your gear. The process for each is effortless, though I’d argue enchanting requires more consideration due to enchantments being permanent. Select the item you want to improve and, provided you have the right components, it’ll happen instantaneously.

Armour and weaponry have four quality categories: common, fine, exceptional, and superb. Obviously, the latter option is the one you’re aiming for, however, to achieve a superb finish requires significantly rarer crafting supplies. Fortunately, you can break down unwanted items to bolster your crafting reserves if you’ve struggled to forage anything. In contrast, enchanting doesn’t have any quality tiers but instead offers you a choice of three enchantments; each one has a beneficial perk of varying importance. Once an enchantment has been chosen it can’t be undone, so make sure you consider your options before committing.

The Envoy, while interested in tinkering with their personal belongings, has no real desire to do the same for their companions. In their quest to better understand the Dreamscourge, they have little time to worry about whether their allies can appropriately dress themselves. That being so, it makes sense why you can’t play dress up with your party like you can in Baldur’s Gate 3. Still, you do have some say on their appearance by being able to choose between three variations of their outfits. You can select either the default, Obsidian, or Eora finish. I prefer not having to worry about every minute detail of my party’s inventory, as it can be overwhelming keeping abreast of who has what upgraded.

When you’ve finished toiling by making your team aesthetically pleasing (as much as you can do), all that’s left is to cook. That campfire isn’t just there for warmth and decoration, you know. It’s where you can cook the various recipes you collect along the way.

Contrasted to RPGs that require a specific recipe, the Envoy seemingly unlocks different meals after finding the right ingredients. Having accidentally looted several spoilt cucumbers, I feared they’d continue to decay at the bottom of my inventory until I discarded them. Yet it turns out I discovered the pickles recipes by tucking this mouldy produce in my pack. The Envoy is quite resourceful. Merchants are plentiful in The Living Lands, however, there are times when a do-it-yourself attitude pays dividends. When far removed from civilisation, you need to be able to improvise.

Obsidian has lovingly created yet another imaginative landscape for us to traverse, filled with a vibrancy that matches the breathtaking palette of its aesthetic. Worldbuilding is far from an area in which the developers are lacking. Not only does the luminosity of the Emerald Stair foliage speak of their expertise, but so too does the depth of the history of The Living Lands told through NPCs, tombs, hastily scrawled notes, and the scale of the island’s map. Avowed is, by far, one of the most bewitching games I’ve had the pleasure of playing in recent years. Still, while I can find little fault with The Living Lands, its narrative, aesthetic, or gameplay, that isn’t to say that further refinement isn’t warranted.

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Xbox Game Studios

During my time as the Envoy, I discovered a couple of bugged side quests that prevented me from officially finishing them. I had a bounty to kill The Yellowbands in Dawnshore, but because I killed them before taking on the assignment, when I went back to gain proof of my kills all of the enemies had respawned. This caused too many of the armbands I needed to appear on their remains, which I assume triggered the issue because, despite the game registering that I had everything to complete the quest, I couldn’t turn my proof over to the bounty master.

A similar issue also happened with a different bounty, only this time in Emerald Stair. I purposefully made sure I didn’t kill any unusual enemies until after taking out every local bounty. Despite doing this, the proof I needed to take from my deceased target never spawned, leaving me once again empty-handed for my trouble. Perhaps it’s the perfectionist in me, but seeing the bounty marker on the map taunting me proved vexing. In reality, it has no bearing on my progression of the main story, but that’s by the by; if you go to the trouble of doing side missions, you want to be able to complete them.

I also found the NPC designs to be somewhat lacking, particularly when it comes to reusing the same facial features. Nearly every set of siblings I met looked identical save for a change of outfit or hairstyle. While I appreciate identical twins aren’t all that uncommon, I find it hard to believe that all siblings throughout The Living Lands look the same. There’s also one female preset face that pops up a lot, creating an Officer Jenny from Pokémon type of situation. Granted, this is another rather small, and some would argue nitpicky criticism, but I’d be remiss if I didn’t mention it.

The last anyone saw from the Pillars of Eternity universe was in 2018. Even though Avowed is a different beast in many ways, it has the familiarity of an old friend. Obsidian has taken a multipronged approach to its latest creation, having crafted a cocoon of immersion that’s juxtaposed to the underpinnings of the classic RPGs Avowed has been built upon. Change is rarely a smooth process, especially when you love what has since been modernised. However, I believe that while Avowed contrasts its spiritual predecessors, it’s a necessary metamorphosis that strengthens Eora’s growing lore.

Having swam through its waters, climbed its mountains, and sprinted headlong into battle, Avowed has lit a fire in me that will burn long after the Envoy’s journey draws to a close. It exudes such exuberance that I want to right the wrongs of my past and play Pillars of Eternity. This is a fantasy RPG with wider appeal, yet despite its mainstream flare, its classic roots are buried deep beneath the surface, anchoring it in place like an ancient oak.

It would be a fallacy to pretend fantasy RPGs are in short supply. Now that RPGs have clawed their way back to the top of the pecking order, the genre is at risk of stagnating due to overuse. As such, it's understandable to be concerned that Avowed won’t offer anything innovative or fresh. I won’t claim Obsidian has reinvented the wheel, for it’s stuck to what it knows well and does best. Still, it’s easy to tell a finely crafted RPG apart from a mediocre one. Avowed solidifies Obsidian's mastery of bringing intoxicating worlds to life and tangibly close. All you need to do is reach out and touch it to be transported to The Living Lands.

Pros: Breathtaking graphics, a compelling narrative, exhilarating gameplay, an abundance of side quests

Cons: Couple of side quest bugs, overused NPC presets

For fans of: Pillars of Eternity, The Elder Scrolls, Baldur’s Gate 3

Score: 9/10 - Exceptional

Avowed is available on Xbox Series and PC. Review code provided by the publisher. Find a complete guide to GAMINGbible's review scores here.

Featured Image Credit: Xbox Game Studios

Topics: Obsidian Entertainment, Xbox, Xbox Series S, Xbox Series X, PC, Steam, Reviews