Avowed Falls Short on Immersion

The latest RPG from Obsidian Entertainment, Avowed, has been drawing comparisons to the Elder Scrolls series – a high praise indeed. However, beneath its visually vibrant fantasy world and engaging gameplay mechanics lies a lack of immersion that’s hard to shake.

After investing time in the game, I’ve found myself appreciating its unique features, such as distinct biomes with dungeons and side-quest opportunities. Yet, the absence of reactivity from NPCs and non-conformity in theft has made the world feel stiff, lacking the sense of authenticity that defined Bethesda’s fantasy sandboxes.

This isn’t a criticism based on nostalgia; it’s an observation born from playing through Avowed’s Living Lands. Without the freedom to interact with its world, I’ve come to realize how much I miss reactive NPC behaviors and nuanced consequences for my actions – traits that made Skyrim and Oblivion so immersive.

While it’s worth noting that Obsidian’s RPGs are story-driven and focused on narrative choices, this is hardly revolutionary in the context of the medium. Games like Baldur’s Gate 2 and Planescape: Torment have shown that some degree of reactivity has been foundational to RPGs for years.

The Elder Scrolls series – particularly Skyrim and Oblivion – remains a masterclass in immersion. Its NPCs reacted to your curiosity, and the game framework was flexible enough to accommodate weird character builds.

As I continue playing Avowed, I’m left with the feeling that I need something to scratch my itch for reactive RPG worlds – something Bethesda’s flawed but majestic fantasy sandboxes still can’t be beat.

Source: https://www.pcgamer.com/games/rpg/avoweds-inert-cities-remind-me-just-how-good-we-had-it-in-skyrim-and-oblivion