I have to admit, when I first stepped into Avowed, I felt overwhelmed. I pressured myself to understand everything at once—the names, the places, the mechanics—afraid I’d miss something important. But the more I tried to keep control, the more distant the world felt. So instead, I decided to get lost.
I let myself get lost in its foreboding world, where dense flora hides treasures, and danger lurks in every shadow. I got lost in its visceral, weighty combat, where every strike feels deliberate and impactful. I got lost in the voices of its richly drawn characters, each with their own ambitions, secrets, and burdens to share.
I took the oath to get lost, and in Avowed, I found something I had been yearning for—a grand adventure, a journey worthy of standing alongside Obsidian’s greats.
It has been roughly six years since the release of their space-trotting adventure The Outer Worlds and its tremendously enjoyable expansions, and more than a decade since the G.O.A.T, Fallout: New Vegas. I’ve played and replayed these games inside and out, from main quests to the smallest side stories, and it’s safe to say I was eagerly anticipating what Obsidian would cook up next.
Avowed is set in Eora, the same world as the Pillars of Eternity franchise. I have to admit, I’ve never dabbled in this storied series, which only added to my apprehension about stepping into a world already shaped by history and lore. The game opens with a brief introduction—gods, a plague, and a world on the brink—setting the stage for what’s to come.
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I’m happy to report that Avowed features a character creation screen, packed with all the bells and whistles you’d expect from a fantasy action RPG. Scrolling through the options, I noticed a set of well-crafted presets—strikingly good-looking characters, but with something unusual. Many bore distinct facial features—grooves, indentations, and scar-like markings that could easily be mistaken for birthmarks. But as I kept browsing, I noticed something even stranger—what looked like clusters of barnacle-like growths, as if their faces had spent a little too much time underwater. Turns out, these aren’t just cosmetic quirks; they’re godlike traits, physical manifestations of divine influence, marking those who have been touched by the gods themselves. Apparently, divinity comes with skincare complications.
These distinctive features can either draw attention or go completely unnoticed by the characters you meet on your journey—it’s entirely up to you. With a simple toggle, you can decide whether your divine markings are visible or hidden. A neat touch, but part of me couldn’t help but wish real life had a similar option—masking that one rogue zit before an important meeting, or just disappearing entirely when someone tries to make small talk at a party.
You play as The Envoy, a personal representative of the emperor of the Aedyran Empire. During character creation, you’ll have a range of backgrounds to choose from, shaping not only your starting attributes but also how you interact with the world. You can be a sharp-minded Scholar, an Augur attuned to the mystical forces of Eora, or an agile Scout skilled in survival and combat. These choices influence dialogue options, quest resolutions, and even how NPCs perceive you. For instance, as a Scholar, you might uncover hidden knowledge in ancient texts, while an Augur could sense unseen magical disturbances others would miss.
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Sent on a mission to uncover the truth behind a mysterious plague threatening the Living Lands, you quickly realize that getting answers won’t be as simple as knocking on doors and asking nicely. People don’t exactly line up to spill ancient secrets to a total stranger—especially when gods, cults, and power-hungry factions are involved. Every step forward is met with resistance—secrets buried under layers of deception, forgotten gods with their own agendas, and factions that would rather stab you in the back than spill the truth. Whether it’s political intrigue, cryptic prophecies, or something far weirder than you signed up for, one thing becomes clear: someone, or something, really doesn’t want you solving this mystery.
Alongside the main storyline, Avowed treats you to a wide array of side quests that range from modest to truly epic. One moment you’re caught in a heated street debate over which type of ship is better—a totally reasonable argument to get worked up over, obviously—and the next, you’re entangled in the misadventures of a group of unlucky pirates, desperately trying to evade a relentless fleet. The game is brimming with these engaging quests, each populated by characters that feel surprisingly alive, each with their own quirks and personalities.
But while Avowed isn’t afraid to bring up difficult topics, sometimes its stories feel like they’re building toward something bigger—only to end abruptly. One quest I stumbled into tackled abortion, not in a sensationalized way, but in a way that showed the game was willing to engage with heavier themes. It made me think, made me pause. But just as it seemed like it had something more to say, it ended—abruptly, like a thought left unfinished.
And that’s something I kept feeling throughout my journey. Avowed’s quests often carry weight, hinting at deeper stories, and richer conclusions, but some of them stop just short of something truly profound. It’s as if a piece is missing.
During conversations you often get a wealth of options in how to respond—whether you play the noble hero, a cunning villain, or just a total smartass. During one encounter, an NPC became increasingly furious with your sarcastic answers. He demanded you take him seriously. In response, the game allowed you to do something unexpected: you could simply squint at him. No words—just a squint. It was a perfect deadpan moment, and somehow, it made him even angrier. Moments like these sprinkle the game with levity and charm, turning even simple interactions into memorable highlights.
And of course, you’ll find your standard fetch quests and bounty hunts scattered throughout. But even these come with their own layer of intrigue or humor, making every mission feel like it’s worth your time. Whether it’s retrieving an artifact from a cave, or hunting down a notorious bandit who insists he’s just misunderstood, Avowed’s world feels vibrant and rewarding to explore—even if, at times, it feels like it holds back just when it’s about to say something truly memorable.
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Aside from having a silver tongue (or two), sometimes diplomacy just won’t cut it, and you’ll need to get your hands dirty. Luckily, Avowed gives you plenty of ways to deal with the ruffians, beasts, and other unfortunate souls who stand between you and victory.
For melee combat, you’ve got plenty of options—one-handed weapons like swords, maces, and daggers for those who like a standard approach, or two-handed weapons like greatswords and axes for when you just want to turn enemies into regretful smears. If you prefer keeping your distance, you can go for bows, muskets, or pistols because nothing says ‘fantasy RPG’ like blasting someone in the face with a black powder firearm. And, of course, for the magically inclined, wands and spell books let you sling spells like a true arcane menace.
No matter your weapon of choice, every attack consumes stamina, so swinging wildly isn’t the best strategy. Light attacks can be chained into combos, while holding down the attack button delivers a powerful charged strike. Shields let you block most attacks, and with the right skills, you can parry for that satisfying ‘gotcha’ moment. Dodging is also an option—because sometimes, the best defense is just getting the hell out of the way.
Each battle plays out like a chaotic, fast-paced dance of strikes, blocks, and dodges, all while managing your stamina like it’s your phone battery at 5%. The combat in Avowed hits that sweet spot between fluidity and impact—where a perfect parry feels just as rewarding as watching your enemies crumble under a devastating spell.
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If there’s one thing Avowed does well, it’s making exploration feel rewarding—even when the rewards themselves aren’t game-changing. The world is dense, filled with layers of discovery that beg you to stray from the main path. I lost three hours in the starting area alone, chasing the glint of treasure in every nook and cranny. The chests tucked away in hard-to-reach places rarely hold anything overpowered—maybe some crafting materials, a few upgrade parts, or a lousy pelt or two—but that’s not the point. The real thrill is in earning it, in knowing you climbed rooftops, dodged traps, and scoured forgotten ruins just for the chance to see what was inside.
The Living Lands themselves are a varied and vibrant setting, offering everything from sunlit coasts to thick jungle swamps, barren deserts, and volcanic cliffs. Dawnshore’s port city and rolling hills offer a warm welcome, while the Emerald Stair’s dense jungles pulse with life—and danger. Even early on, Avowed tempts you with detours: an abandoned tower lined with traps, a forgotten mine, or a cave tucked just out of sight. They don’t demand hours, but stumbling upon them makes exploration feel worthwhile.
The game feels almost too clean and polished at times. Traversal and movement are a joy—fluid, responsive, and seamless—but almost to a fault. There’s an arcadey smoothness to everything, from parkour to combat, that sometimes makes the world feel less grounded than it should. The weight of the world is there, but I rarely felt it pushing back.
Switching to third-person makes exploration easier, giving you a better sense of your surroundings, but first-person combat feels more immediate and impactful.
But what really brings the world to life is the people in it. Avowed doesn’t just let you complete side quests and move on—it makes them matter. You might run into someone you helped hours later, standing in the streets of a city or resting in a roadside camp, no marker telling you they’re there. The guy you pulled from a collapsing cave? He’ll recognize you. The woman you saved from goblin tormentors? She might have something new to say—or even a reward. The different streets of the city aren’t just scenery either; different gangs control different territories, and knowing who runs what can make all the difference.
And then there’s that sound—the shimmering chime of a hidden chest, just barely catching your ear. It’s an invitation, a whisper promising something just out of reach, waiting to be found. And before you know it, another hour is gone, lost to the joy of discovery.
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In a world as perilous as the Living Lands, it helps to have friends who can watch your back—and Avowed offers more than just battle-ready allies. The game’s companions are fully realized characters, each with their own beliefs, baggage, and perspectives on the journey ahead. They aren’t just there to shoot bows and cast spells; they challenge your choices, offer insight, and, if you take the time, become some of the most rewarding parts of the adventure.
Take Kai, for example—a brawler with a heart of gold and a sharp tongue to match. A former Rauataian naval officer, he’s the kind of guy who’ll crack a skull one moment and tell you to visit home more often the next. He has a warmth about him, a sense of camaraderie that makes the world feel less lonely. He’s also got a knack for keeping enemies off your back, taunting them into attacking him while you go to work. His blunderbuss doesn’t just deal damage—it can set enemies and obstacles on fire, turning the battlefield into controlled chaos.
Then there’s Marius, the quiet, calculating assassin who sees the world in much darker shades than Kai. Where Kai jokes, Marius observes. Where Kai sees a chance to mend old wounds, Marius assumes betrayal is inevitable. His skills in combat reflect his pragmatic approach—setting traps, inflicting bleed effects, and using his Hunter’s Sense to mark enemies, loot, and even rare plants.
These two alone offer completely different viewpoints on the journey ahead, but Avowed doesn’t stop there. As you explore, you’ll meet more companions, each bringing their own unique abilities into combat, letting you tailor your team to your preferred playstyle. And they grow alongside you, leveling up and gaining new skills as you progress.
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I find myself holding back the curtains for great RPGs like these—exploring every corner, completing every side quest, all to delay the inevitable. But in my habit of getting lost in Avowed, I fear I’ve rolled through the end far too soon. And that, more than anything, is a testament to how much I wanted to stay. So if there’s more to uncover, more stories left untold—then please, Avowed, allow me to get lost once more.
This review is based on an Xbox Series X|S review copy provided to us on early access launch day by the developers/publisher.
Avowed
From the intriguing character customization to the memorable companions and the constant allure of hidden discoveries, Avowed consistently delivers. It's a game that encourages exploration, rewards curiosity, and ultimately, leaves you wanting more. If you're yearning for a grand adventure in a richly imagined world, Avowed is a journey you won't want to miss.
The Good
- Excellent Writing
- Realized Characters
- Fernetic Combat
The Bad
- Abrupt Quest Endings
- Arcadey Feel