Avowed: First Impressions from a Familiar but Stranger World
I picked up Avowed this week, and it feels less like trying a new game and more like walking into a house I used to visit all the time. The furniture has been moved around, the wallpaper has changed, but it still smells like the same place. That is the pull of a world you already know: not shock, not reinvention, but recognition stitched through with delight.
Obsidian has always been good at that particular magic, the one where the world does not just sit there waiting for you but breathes a little, mutters to itself when you are not listening. In Avowed, every broken statue, every suspiciously friendly innkeeper, feels like they have history clinging to them. It is weird in the best way, like the uncanny edge of a dream you want to slip back into before morning burns it away.
Of course, the shadow hanging over it is Skyrim. And here is the thing: Avowed is not that game, and it does not want to be. Bethesda gives you vast stage sets and says, “Go on, play whatever story you want.” Obsidian hands you a stage where the props matter, where the people remember their lines and their grudges, and where your choices are stitched into the set itself. Conversations are not just filler between caves. They have teeth, and sometimes they bite back. Tighter, stranger, smaller maybe, but alive in ways a sandbox never quite manages.
What I appreciate most is how it feels like an escape. We are surrounded daily by news cycles that never seem to stop spinning, by the constant clamor of real-world insanity. Slipping into Avowed is a relief. The world is strange, yes, but it is a different kind of strange, one where the rules are clear enough to follow, even if they bend around gods and magic. There is peace in being somewhere else for a while, wandering down roads where the stakes belong to someone else.
The quests themselves add to that sense of escape. They are measured out just right, not so many that you drown in them, but never so few that the world feels empty. I have been surprised by how often the side quests pull me in as much as the main storyline. In so many RPGs, side quests feel like busywork, errands dressed up as adventures. Here they feel like they belong. Some are sharp, some are tender, and some carry as much weight as the larger arcs. It is satisfying to step off the main road and not feel punished for it, but rewarded.
Visually, the game is gorgeous. Screenshots do not do it justice: the colors feel brushed on, the lighting hums, the magical effects have that buzz that makes you lean closer to the screen. My graphics card, meanwhile, has been doing its best impression of an old man wheezing up a hill. I dialed the settings down, gave it a pat, and kept going. Even stripped of its flash, the art direction carries it. A well-designed world holds shape even when the polish is smudged.
And it is not just the quests or the art that keep me there. Sometimes I just like to sit back and let the world itself breathe around me. I would not call Avowed an open world in the way people usually mean it. It is not endless or boundless. But there is room to explore, to step off the path, to poke around in corners that do not announce themselves loudly. That balance works for me. It is not overwhelming, but it leaves space for curiosity.
If you have played Pillars of Eternity or Tyranny, you will spot the family resemblance immediately. Factions snarling at each other, the same dark humor, the same fascination with gods and power and moral knots you cannot untangle without cutting something. The difference now is perspective. In the old games, you hovered like a little god, surveying your party from the rafters. Here you are dropped inside the body, torchlight dancing on ruined walls, combat in your face instead of on the grid. That shift makes everything more intimate, more physical. It is not just a camera trick, it is a change of heartbeat.
And then there is the story. For once, I cannot see where it is going. Usually I can sense the shape of an RPG’s ending even when I am still hours away. Here, the twists are odd, the questions unsettled, and the way forward feels unclear. That uncertainty is part of the draw. I want to see where it goes, not because I expect triumph or tragedy, but because I honestly do not know which one waits at the end.
This is not a game for people chasing the next Skyrim. It is for people who like stories that push back, where lore is not optional and weirdness is not garnish but the main dish. It is for players who liked Pillars and Tyranny but wanted to step inside the skin of those worlds instead of peering down at them.
So far, Avowed feels less like a rival to Skyrim and more like a rebuttal. It says: you do not need endless space to find meaning, you need detail, voice, and consequence. Whether the world listens to you or argues back matters more than whether it stretches on forever.