Avowed’s Combat Doesn’t Make Any Sense

So far, I’m really getting into Avowed. It has that classic RPG feel with well-crafted side quests and a somewhat intriguing main narrative. Reminds me of Fallout: New Vegas or similar games. I’ve created a mushroom mage character, found myself a Grimoire, and have been burning the foes of the Aedryan empire with my divine flames.

As a devoted roleplayer, I find myself embodying an ancient, sagely wizard. This old soul is uncertain about the concept of colonizing the Living Lands, not because he’s blind to the benefits, but because he perceives life on multiple planes beyond our mortal existence. His all-encompassing awareness stirs a deep sense of empathy towards those who have been violently displaced and are now living under the oppressive military rule of the empire he serves.

Avowed effectively allows me to immerse myself in role-playing quite convincingly, which is remarkable. It also excels at crafting this world, using both dialogues and textbooks, so even players who are new to Pillars of Eternity (like myself) can grasp the broader context within which our tale unfolds.

The instruction on creating worlds and playing roles that many creators can learn from is provided by Avowed, but it’s crucial to acknowledge a weakness: the game’s battle system.

Hack And Slash

To clarify, I’m not implying that the combat in Avowed is poor. In fact, I find it quite engaging. At level two, venturing into the wilds makes every Xaurip a possible threat, and every threat… It’s hard to avoid their fatal strike.

In this game, magic is a thrill, and I’m guessing you’ve already seen my coworker Stacey Henley raving about it. However, there seems to be an issue: the combat mechanics aren’t coherent.

In the early stages, you’ll encounter a group of Xaurips. Typically, there will be a Warrior among them, and sometimes a Cleric as well. The rest are usually about five common ones. To be honest, they’re quite adorable when they’re not trying to take your life!

In my effort to preserve energy, supplies, and vitality, I’ve noticed that I’m depleting an increasing amount of resources as I engage in numerous battles, particularly when confronting large groups of enemies. Items like health potions become highly valuable when they cost 75 dollars each, and I find myself using at least two every time I encounter groups such as bandits or lizardfolk.

I wouldn’t shy away from examining the whole salmon even during a struggle, and I dare say its flavor surpasses that of any unknown mix.

Let me emphasize: I enjoy this. It’s tough and has a steep learning curve. They’re messy, exactly as the untamed wilderness is portrayed. I prefer not to breeze through battles as if I were some supernatural being. Got it?

Or, in a more conversational tone:

Just wanted to stress, I really like this. It’s quite challenging and has a steep learning curve. They’re chaotic, just like how the wilderness is supposed to be. I don’t want to make battles look easy, you know what I mean?

Big Bads? More Like Bad Bigs

However, when you reach the boss encounters, the initial one is a predetermined battle with a Dreamscourge-afflicted bear. Truthfully, it’s quite heartbreaking since the bear appears to be in distress. Yet, it’s also straightforward to defeat.

I admire how Avowed stays dedicated to the vibrant mushroom of the Dreamscourge. It certainly adds a splash of color to a field that’s usually quite drab and monotonous.

In a one-on-one scenario, I could handle a formidable foe like the fungal bear. The advantage lies in managing my resources more effectively without the distraction of multiple adversaries. However, this isn’t a straightforward one-on-one fight; it’s a two-on-one. Kai is there to absorb the beast’s attacks or at least divert its attention, while you can regroup with potions or a full meal. This creates an intriguing narrative but lacks the mechanical challenge that such a formidable enemy should present.

In the game, the following adversary I encountered was the Godless Executioner, a character who maneuvers around the unrealistic challenge system by summoning numerous skeletons to absorb damage and divert your attention from his own brutal assaults. Before you realize it, you’re overrun and meet your demise in the caves beneath Dawnshore.

It seems likely that I’ll also have to confront Sargamis, yet I’m hoping for a return of the roleplaying element whereby I can persuade him instead, divine being to divine being. If we do indeed engage in combat, it remains to be seen if he’ll be a straightforward solo opponent or if he’ll call forth minions as a means to increase the challenge. Alternatively, Avowed might defy my expectations and set up a challenging 2 vs 1 skirmish instead.

At the outset of the game, Avowed presents a challenge of balancing difficulty. While engaging in combat with multiple enemies can be challenging, encounters with individual bosses should be both narratively captivating and tactically demanding. I’m hoping that the game demonstrates it can create formidable opponents beyond just relying on summoning spooky skeletons to increase the difficulty. As of now, it appears that this is the only method Avowed employs to make things difficult.

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2025-02-21 18:05