As a lifelong lover of CRPGs and a self-proclaimed master thief, I was absolutely giddy with anticipation for Avowed. The idea of continuing my nefarious activities within the world of Eora had me grinning ear to ear. But alas, it seems that my days of sneaky pilfering may be numbered in this new adventure.
If you inquired about my gameplay style from my Divinity and Baldur’s Gate party, they might tell you two things: I often find myself in tricky situations, and I have a knack for acquiring things. Since I first became captivated by CRPGs and Western-style RPGs, the thrill of playing the cunning rogue, sneakily snatching goods from the unaware, has always been appealing to me. This desire was fulfilled in Pillars of Eternity and its successor, and I eagerly anticipated continuing my thieving ways when Obsidian announced they would return to the beloved world of Eora in Avowed. However, upon sampling the early hours of Avowed, my anticipation waned. It appeared that stealing items was no longer an option, and there seemed to be a scarcity of loot.
First, let me share my initial experience with the game Avowed. The demo guided me through the early stages, allowing me to customize my character and walk them through tutorial areas. Eventually, it deposited me at Dawnshore, on the outskirts of Paradis city, where I was tasked with finding and rescuing the local Ambassador, whom I was supposed to meet. The game left a strong impression – it could be said it took my breath away – boasting stunning visuals, engaging RPG statistics, intricate skill trees, and overall satisfying gameplay. I had a great time exploring what the game had to offer, and I want to emphasize that I am eagerly anticipating its full release. However, as I ventured into shops and interacted with the townsfolk, my eyebrows furrowed in confusion due to the absence of a little hand icon while sneaking around, which usually indicates that items can be pilfered.
In my opinion, stealing in games like Elder Scrolls, Baldur’s Gate, Pillars of Eternity, Fallout, and others has always been a fundamental part of the RPG experience for me. The element of risk, the possibilities it offers to acquire better equipment, or simply the unpredictable outcomes from failed attempts make stealing entertaining. When I found out that Avowed lacks the option to barter with shopkeepers for lower prices as well, it feels like these games are becoming overly sanitized and generic. I can’t help but feel disappointed when I start a game of this type, especially since Obsidian has incorporated stealing in their Pillars series and the iconic Fallout: New Vegas, yet decided to remove it from Avowed. It’s somewhat puzzling to me that they omitted such a feature, given its presence in their previous titles.
In simpler terms, the game “Avowed” hides small treasure boxes and bags containing crafting materials and other useful items for you to find. However, when I mention a scarcity of items and loot, I’m referring more to common objects and drops from defeated enemies. About every fifth enemy I fought could be looted, and even then, the rewards seemed insufficient. Other than those boxes and bags, don’t anticipate finding random cheese wheels or other unnecessary trinkets scattered about. This point might not matter much to many players, but for me, discovering these random items that don’t serve a significant purpose or just clutter my inventory helps make the game world feel more authentic. Some may argue that I don’t need a full set of silverware found in a drawer or ten tattered tunics and corroded swords from monsters I’ve slain, but others might use these items to develop their character’s personality.
Regarding the overall quality of the game, does my inability to steal or plunder everyone I encounter make “Avowed” seem subpar to me? Absolutely not. In fact, after playing the demo, I’m even more eager for its release than before. However, it seems that compared to previous games from Obsidian, this one might lack a bit in immersion and depth. One aspect I find particularly challenging is the frequency at which enemies can be looted. It’s possible that this issue may improve as I progress further into the game; for now, I cannot say for certain.
About the theft mechanism in the game, I couldn’t find any hints or options that suggest it might be unlocked later. However, I remain optimistic. After all, it’s just a demo, and the full game isn’t out until February. Even though I can’t steal from people right now, I believe this feature could be one of Microsoft’s standout releases next year.
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2024-11-21 19:26