When Obsidian Entertainment announces a new project, I pay attention. Fallout: New Vegas, South Park: The Stick of Truth — even The Outer Worlds (which I bounced off of at first but want to revisit) — all proved to me that this studio is capable of building memorable worlds. So when Avowed was revealed, I was all in. I wanted it to be the triumphant return of the Western RPG. After years of JRPGs dominating my playlist, I was craving something in the vein of Dragon Age, Mass Effect, or even Cyberpunk 2077.
And at first, Avowed seemed poised to deliver exactly that: a high-fantasy RPG in the world of Eora, filled with gods, plagues, companions, and choices. Unfortunately, the more I played, the more it became clear that Avowed is a game of unfulfilled potential.
Narrative
Avowed casts you as a godlike envoy sent to the Living Lands to investigate the Dreamscourge — a plague corrupting both man and beast. It’s a dark, promising setup that mixes divine mystery with survival stakes. And for the first couple of hours, I was hooked. The introduction is strong, the tutorial is smooth, and the cinematic opening gives the impression that you’re about to step into something grand.
But the deeper I got, the more that initial spark dimmed.
Gameplay – Combat at Its Best
Let’s give credit where it’s due: combat is Avowed’s strongest pillar. The game allows for creative flexibility in how you fight, and I experimented a lot. Early on, I leaned into being a mage — wielding a wand and spellbook, sometimes swapping in a shield or sword for balance. The mix-and-match system is fantastic: grimoires unlock spells, shields add utility, and you can create some really cool combos. Freezing water to form platforms or dual-wielding magic and melee feels rewarding.
Companions also add tactical depth, thanks to a radial command system. Directing Kai to tank while I unleashed magical damage felt smooth and strategic.
But then the cracks appear. Gear progression is heavily tied to crafting, and the scarcity of materials slows everything down. Instead of experimenting freely, I found myself hoarding resources, reluctant to commit to upgrades. And with enemy scaling ramping up, this becomes frustrating fast. On top of that, the lack of a lock-on feature makes chaotic fights harder than they should be.
Cons:
Visuals – A Tale of Two Consoles
Playing Avowed on both Series S and Series X was eye-opening. On Series X, the game looks solid, with environments that occasionally stun — especially water effects and sweeping landscapes. On Series S, though, the visuals often dip into “fuzzy filter” territory. Character models blur, fur textures look laughably bad, and facial animations are stiff to the point of distraction.
This inconsistency makes Avowed feel dated for a 2025 release. At its best, it’s immersive. At its worst, it looks like a mid-budget game from a decade ago.
Story & World – Shallow Waters
Here’s where Avowed really stumbles. The premise is there, but the execution falters. NPCs don’t react to your actions, making the world feel static. Dialogue often feels jarringly modern, which breaks immersion. Worst of all, choices rarely feel impactful.
Companions are emblematic of this issue. On paper, they should add richness. In practice, they’re serviceable allies in combat but hollow as characters. Unlike the deep bonds of Mass Effect or the branching arcs of Dragon Age, Avowed’s companions never made me care. No romances, no meaningful evolution — just utility.
Overall:
Final Thoughts – Vanilla Ice Cream RPG
Avowed isn’t bad. Its combat is fun, and for some players, that might be enough. But it’s not memorable either. For a game that should have been a flagship Western RPG, it feels more like a middle-of-the-road entry.
At $70, it’s hard to recommend without caveats. On Game Pass? Absolutely worth a try. But expect a game that plays it safe, rarely takes risks, and ultimately fades from memory once you’re done.