Get your game on!

From IGN’s review of Avowed:

Avowed draws so much from the Skyrims and Dragon Ages of the past that it ends up an overall unsurprising adventure that has few distinctive ideas to call its own.

As both a chosen Godlike imbued with magical powers and the Envoy of the Emperor your character is granted a downright irresponsible amount of authority to do whatever you please, and you’re dispatched to the wild continent of the Living Lands to put an end to a mysterious plague of madness called the Dreamscourge while also finding the time to aid any person on the street who asks you for help with whatever personal problem they might have.

I almost never buy new new games, but “new and modern Skyrim where you have all the authority to help everyone by any means necessary” sounds like the perfect game to me right now. That’s the escapism I want. And I’m familiar Obsidian’s storytelling from PoE1, I like that stuff.

Has anyone played it? I’m fighting the urge to purchase and I think I’m going to lose that fight.

ETA: Craziest thing happened. My finger slipped and I clicked “add to cart” and then when I went to investigate and remedy it slipped a bunch more times and added my payment details. I guess I’ll just finish downloading and report back in a day or seven.

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Sometimes these mistakes happen. You’ll have to punish yourself by thoroughly playing the game, how else are you going to learn?

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I’ve currently been replaying No Man’s Sky with a friend who has never played it (while I’ve played a lot of it including the launch version). Playing with him has been interesting in the sense that it is quite apparent that the game is dense, and it still doesn’t do a great job at explaining things to you, and there are often features you have no idea how to access.

It never bothered me, but playing with him made it more obvious how difficult the game is to initially get into. They’re are a ton of systems duct taped either and the UI is doing the best it can.

That said, I’m still enjoying the game quite a lot :grin:

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The only games where I’ve found this can work are ones designed around repetition, like Majora’s Mask and Dead Rising.

But yeah, in general, while I can appreciate the idea of such mechanics and the allure they have for game designers, in practice, I find they rarely work.

One of the worst offenders in recent gaming history for me was Pathfinder: Kingmaker, which hid the timers away from the player and had a really tight limit on how long you had left to complete stuff after a certain point.

And while I dearly love the game, and its time limits are clearly defined, I didn’t even like this in Fallout. I mean, it makes sense from a narrative point of view, and adds an urgency to the story, but it still feels… confining.

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I did not know that had a limit.

/me is off to remove from wishlist

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I’m currently deep into Avowed, and am really loving it.

One thing to remember with the rush of day-one reviews is that the reviewer is often rushing through content as quickly as possible in order to get the review written in time, and I’ve found that a lot of the reviews for this game have suffered because of this.

For me, it’s a triumphant expansion of the Pillars world, and a deft translation from traditional CRPG to first-person action (certainly much more successful and thoughtful than Betheda’s “Oblivion with Guns” approach to Fallout).

Mechanically, the two games that feel most similar to it are The Outer Worlds and Dragon Age: The Veilguard, but Avowed feels more… accomplished than either.

Combat is weighty and satisfying, with great feedback, a definite step up from The Outer Worlds and more in-depth than Veilguard.

And while a lot of reviews have stressed that the game isn’t strictly speaking “open world”, this is splitting hairs as far as I’m concerned. Each of the main areas is absolutely massive and densely packed, and would be considered open world in their own right if they were each a game unto themselves.

Narratively, it’s very much in-line with the excellent writing already established in the Pillars universe. Writing it off as you being the chosen one with an “irresponsible amount of authority” is almost entirely missing the point.
The Godlike have always been an intriguing part of the Pillars universe, and the story surrounding your character and their relationship with the world is compelling, especially if you’re already familiar with how gods, souls, magic and religion work in this universe.

They’ve also very carefully translated their RPG mechanics from the Pillars games to Avowed, maintaining a lot, if not all of the flavour, while making them work in a more action-oriented game.

To be honest, I think there are things that actually work better in Avowed than in the previous games, such as area-of-effect and most importantly, consumables such as potions, food and grenades.

Often in the Pillars games (and CRPGs in general), consumables will just sit in my inventory taking up space, as I save them for difficult fights, then end up never actually using them.
But in Avowed, thanks to how easy and immediate they are to use, I am constantly taking advantage of them, and they have noticeable effects on the outcomes of fights (at least on Hard difficulty; I’ve heard they’re less consequential on Normal.)

Finally, based on the strength of the story in Avowed, I’m already planning to replay the Pillars games as a Godlike, as it has reignited my interest in the setting.

There’s lovely little narrative touches for previous Pillars enjoyers, where NPCs gossip about the events of the previous games, but get various aspects wrong (allowing for the multiple possible outcomes of those games to essentially be “cannon” in Avowed all at the same time), or dismiss them outright as being unbelievable (such as Deadfire centering around the god Eothas manifesting in the form of a Kaiju-sized statue of living Adra and stomping through the archipelago, sucking up the souls of those he stomps through on the way to his destination.)
It helps reinforce the idea of this setting lacking any form of widely accessible instant communication, while also hammering home the interesting idea that while your character from those games felt like they were saving / destroying the world, nobody on this side of Eora knows who they are/were, and widely dismisses their accomplishments as wild fantasy.

It does have its issues, such as a dumbed-down companion system in combat that is only marginally better than that of Veilguard, and companions who comment on the last mission like they were there when you actually chose to leave them in camp.

But overall, this is a stellar RPG, and shows Obsidian really finding their feet in the 3D action RPG space.

I only hope it doesn’t mean that this is the last we’ve seen of their more traditional CRPGs such as Pillars and the criminally ignored Tyranny.
There’s part of me that hopes that Microsoft saw the success of Baldur’s Gate 3 and realise they have a studio that could deliver tham a similar success story. But at the same time, I’m also aware that they appeared confused by how successful BG3 was.

A new Tyranny with the interactivity of BG3’s world and the more established and experienced writing team of Obsidian would be sublime.

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They did learn their lesson with Wrath of the Righteous however, and that has no hard time limits. It’s probably the better game overall to be honest, and you don’t have to have played Kingmaker before playing it.

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NMS has been on my mind this morning, don’t mind my musings:

The co-op is incidental. You’re inhabiting the same space with a friend, but you’re not really playing co-op in the true sense of the word. Missions aren’t really shared unless you’re doing specific group missions through the Anomaly. These group missions are typically one offs so there’s no story progression you can do as a team.

That leaves co-op in an awkward liminal space where you can be with your friend, do things together, and even tangibly help each other out but seems to be a step removed from really working together. If your friend warps to another system you’ve never been to? Good luck getting to them if they’re in danger. You’re going to need to jump on your ship and find them, which can sometimes lead to frustrations.

That said, for me the game is strangely compelling and is maybe the 4th or 5th time i’ve gone back to it since launch. It’s very wistful, lonely, and sad but also mixed with excitement, brightness, and daring. Why is the game so enticing to me? I don’t know, kind of baffling considering that the underlying story of No Man’s Sky is weirdly existential, grim and depressing despite its neon bright optimist façade.

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Did anyone here play Horizon Zero Dawn? Particularly the DLC?

Years later I still think about a totally optional side quest.

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I did!
Twice!
Once on PS4 and once on PC.
I remember that quest, and it was a fun little thing, but I can’t recall it hitting me that hard. I think the idea of using pipes as drums stuck with me more.
Maybe it would have hit harder if I’d played it more recently now that the threat of being replaced by AI has become very real for many people.

The other game about corporations that I have weird feelings about is one mentioned in my Avowed post above, The Outer Worlds.
It’s a grim game world driven solely by corporate greed with all regulations removed; yet something about it never quite rings true for me, despite it being mostly very well written.
Maybe it’s because it was Obsidian’s first game they released after being acquired by Microsoft, quite possibly the most corporate corporation on the planet, leaving it’s anti-corporate message feeling somewhat hollow, to say the least.
Or maybe it’s because it tries to play the scenario for laughs, and I just can’t find anything funny about the enshittified end-stage capitalism on show.

Saying all that mind you, I adored playing matchmaker for Parvati.

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For me it hit me hard. Overall it was a fun, quirky side mission but to me with the backdrop of “the end of life as we know it” and two girls fighting for some kind of relevancy, meaning, and finding solace in each other was like a dagger to my feels. I recall crying by the end of it :sweat_smile:

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I absolutely love Avowed so far. I haven’t played Outer Worlds or Veilguard yet, so I mostly hold it in comparison to Skyrim, and as far as that goes it is truly great. I spent some time playing Skyrim with 100+GB of mods, but it is still the same core game that I’ve play quite a lot (because I love it). So having Avowed, which improves on just about everything and is new and fresh, is really a blast. If Bethesda had released it as the next Elder Scrolls game, I would be thrilled (and confused about the setting in the PoE universe, but also really impressed that it’s so much more stable than any new Bethesda game ever).

The first and most important thing is that it’s just fun. I’m going to need to set some hard and fast rules for when I play, because I already shorted myself on sleep last night and I’m feeling it today. Inventory management is a snap. The tutorials are succinct and useful but not intrusive (which is good, or I would have missed out on using freeze abilities to create platforms on bodies of water), exploring cities by rooftop is a blast (there is so much vertical design). Exploration is just fun. I want to peek into every corner of every location I’ve been to. Exploration is also rewarding, the game hides little treasures everywhere. And the world is colorful and beautiful, which is very welcome right now. I do not want to play something in a dark and dreary setting.

I really like the combat, too. I still only have the one companion, but it’s nice to have someone around to soak up damage (I’m basically playing as a battlemage, and the spell system is SO much better than Skyrim). I also like the little narrative bits that the companion drops in while I’m out exploring. They are an actual presence in the game and it’s nice to have the company.

As far as not being a true “open world” game, it’s like you said. I’m still in the first zone after the intro island, but it is huge and feels like an open world. I don’t think that moving from huge zone to huge zone by fast travel or whatever is going to detract at all from the game.

I think my only real gripes so far are that the compass is an the small side, I tend to ignore it and might be missing out on some things (still much better than Skyrim) and I wish that jump and dodge were mapped to different buttons. I keep meaning to dodge in combat and crouch/sneak instead. I’ll probably get used to it eventually.

So yeah. Seems like buying a new game these days is basically paying extra to be a beta tester, but I don’t feel that way at all with Avowed. It’s really well done, so much fun, and I want to go back to playing it right now. No regerts!

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I loved that quest, too, hit me right in the feels. Rooting for Concrete Beach Party, while knowing their fate, wishing it would end differently. :face_holding_back_tears:

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Some other minor issues rear their ugly heads when you get the final two companions; one has an ability used to reveal things, much like Kai’s burning shot, that can’t be reproduced by the player, almost necessitating you taking them with you just in case.
And the other is a healer.
Which would be fine if every other character had some decent ability that could help keep the team alive.
But they don’t.

So you’ll be playing sub-optimally if you’re not taking these characters with you, especially the healer, and on Hard it will necessitate a lot more chugging of food and potions to stay alive, in turn having a knock-on effect on the economy, as you end up having to spend more on restoratives.

And while I like all of the characters, I would much prefer being able to mix and match as the mood takes me rather than feel pressured into taking the healer all the time.

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I wonder if this is to increase interest in the IP, and see what ideas the community comes up with that they could snipe. Though making the old games open source is a good thing.

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Been trying to play Rogue Trader. Hasn’t been going that well, not because of game play, but because it seems to like to shut my computer off at random times. I thought I tweaked it well enough after the first time, but it happened again. Tweaked some more, but if it happens again, I’m probably done with it.

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Kaizen: A Factory Story, from developer Coincidence and comprising “the original Zachtronics team,” puts you, an American neophyte business type, in charge of a factory making toys, tiny electronics, and other goods during the Japanese economic boom of the 1980s. You arrange the spacing and order of operations of the mechanical arms that snap the head onto a robot toy, or the battery onto a Walkman, for as little time, power, and financial cost as possible.

No release date yet, but… new Zachtronics-style game!

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Excellent view while playing No Man’s Sky

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