Agrega una trama en tu idiomaAn epic, first-person RPG set in the fantasy world of Eora.An epic, first-person RPG set in the fantasy world of Eora.An epic, first-person RPG set in the fantasy world of Eora.
Opiniones destacadas
6 out of 10. Not a bad Skyrim simulator. Overall, I liked the game and I don't regret playing it. From a gameplay perspective, the game doesn't add anything new, it's all old stuff. There was one bug where I got stuck in the textures and couldn't get out, and if you explore more, I think you can find more bugs like that. There was also a problem with the spell casting circle, it's terribly designed, you can't always aim where you need to. There's nothing particularly new about the plot either, but there is one thing! In this game, there are no good or bad choices, you always have to choose between two things that combine both good and bad, which definitely adds more depth and interest to the plot. Because of this, I will definitely remember the game and will sometimes recall the plot. If you are a fan of the genre, then playing this game on relaxed is definitely worth it, but it can quickly become boring. If not, and you are not interested or do not want to spend more than 40 hours on a mediocre game with an interesting plot, then you can safely pass it by.
I had high hopes for "Awoved," but it turned out to be about as romantic as a trip to the dentist. The graphics looked like they were last updated in the early 2000s, and the dialogue was so cheesy it could be mistaken for a pizza shop menu. The love interests had all the charisma of a wet sock, and the gameplay felt more like a punishment than a delightful experience. If you're looking for a game that kills time, this one will certainly do that-but your brain cells might also file a restraining order against you. Save your money and go play something that doesn't make you question your life choices!
From the acclaimed developers at Obsidian Entertainment (Fallout: New Vegas, The Outer Worlds), Avowed presents itself as a promising first-person RPG set in a vivid fantasy world known as the Living Lands. The game boasts impressive visuals, with rich textures and fluid animations that reflect current-generation capabilities. Initially, the world-building is engaging, with interesting lore and a solid pace during the first quarter. Unfortunately, that momentum doesn't last.
Gameplay is where Avowed shines. Combat is fast, fluid, and varied, giving players plenty of freedom and avoiding the usual pitfalls of stat-heavy RPG mechanics. The progression system feels balanced, letting your weapons and skills grow naturally as you advance. That said, this strength becomes a weakness later on: weapon upgrades become almost mandatory to proceed, and the dependence on gear progression begins to overshadow skill.
The experience starts to unravel in other areas. Conversations with NPCs begin promisingly but devolve into repetitive and shallow exchanges. Many characters feel lifeless - more like set pieces than personalities - which hurts immersion. Enemy encounters suffer a similar fate. Initially diverse, foes later become repetitive, and the challenge turns into a numbers game, with difficulty ramping up through sheer quantity rather than thoughtful design.
Narratively, the game struggles. While side quests and lore exploration help elevate a weak premise, the central plot involving gods and an internal entity becomes muddled halfway through. Too many concepts are poorly explained, and by the time the finale arrives, it's underwhelming and anticlimactic - a missed opportunity for a story that had potential.
Overall, Avowed delivers exciting gameplay mechanics in a beautifully crafted world. But for a title with such high narrative ambitions, its weak story, forgettable characters, and uneven pacing ultimately hold it back. Still, it's worth trying if you're looking for a fresh combat experience in an RPG setting.
Rating: 7.5/10.
Gameplay is where Avowed shines. Combat is fast, fluid, and varied, giving players plenty of freedom and avoiding the usual pitfalls of stat-heavy RPG mechanics. The progression system feels balanced, letting your weapons and skills grow naturally as you advance. That said, this strength becomes a weakness later on: weapon upgrades become almost mandatory to proceed, and the dependence on gear progression begins to overshadow skill.
The experience starts to unravel in other areas. Conversations with NPCs begin promisingly but devolve into repetitive and shallow exchanges. Many characters feel lifeless - more like set pieces than personalities - which hurts immersion. Enemy encounters suffer a similar fate. Initially diverse, foes later become repetitive, and the challenge turns into a numbers game, with difficulty ramping up through sheer quantity rather than thoughtful design.
Narratively, the game struggles. While side quests and lore exploration help elevate a weak premise, the central plot involving gods and an internal entity becomes muddled halfway through. Too many concepts are poorly explained, and by the time the finale arrives, it's underwhelming and anticlimactic - a missed opportunity for a story that had potential.
Overall, Avowed delivers exciting gameplay mechanics in a beautifully crafted world. But for a title with such high narrative ambitions, its weak story, forgettable characters, and uneven pacing ultimately hold it back. Still, it's worth trying if you're looking for a fresh combat experience in an RPG setting.
Rating: 7.5/10.
Seems like the ones who build this world and the ones who filled it with these characters and bad dialogue are two different teams. It feels like the potential of the beautifully created world is not met due to bland dialogue and corpo lunchtalk npcs.
Some levels are pretty nicely designed while most of the side missions are empty and generic.
The graphics are really spot on, the cities feel good but are lacking flair. It's a world that can be filled with major updates in the future hopefully.
For a game that was at first designed to be live-Service - it should've probably stayed on that path.
Some levels are pretty nicely designed while most of the side missions are empty and generic.
The graphics are really spot on, the cities feel good but are lacking flair. It's a world that can be filled with major updates in the future hopefully.
For a game that was at first designed to be live-Service - it should've probably stayed on that path.
The game is technically and mechanically good, it plays well and it does not have irritating mechanics like stamina loss while exploring or weapon decay that makes them need repair.
... but the writing, oh god the writing and storytelling!
The absurd amount of made up words that we have to memorize to just keep track of what's being talked about is appalling!
Then sometimes different words spoken by different people have the same meaning and we are supposed to keep track of all this convoluted internal structure just because a character one time said that word.
The amount of interruption in the game just to spit a meaningless dialogue in our face is also absurd. After a few hours I just stopped even reading and skipped everything because it was just time lost, it amounted to nothing.
Mind you, I have the suspicion that all the interactions with "the voice" will decide the ending of the game, but they irritated me so much that at this point I'm more eager to get it over with than to care for how the game end.
EDIT: After finishing the game I have to say the writing is even worse than I thought just because it has no actual influence on what happens, it's literally hours of mindnumbing armchair psychology that does nothing but change the slideshow at the game's epilogue.
There are 5 or 6 choices that have minor gameplay consequences, the rest of the dialogue can be skipped and the player would see no difference.
... but the writing, oh god the writing and storytelling!
The absurd amount of made up words that we have to memorize to just keep track of what's being talked about is appalling!
Then sometimes different words spoken by different people have the same meaning and we are supposed to keep track of all this convoluted internal structure just because a character one time said that word.
The amount of interruption in the game just to spit a meaningless dialogue in our face is also absurd. After a few hours I just stopped even reading and skipped everything because it was just time lost, it amounted to nothing.
Mind you, I have the suspicion that all the interactions with "the voice" will decide the ending of the game, but they irritated me so much that at this point I'm more eager to get it over with than to care for how the game end.
EDIT: After finishing the game I have to say the writing is even worse than I thought just because it has no actual influence on what happens, it's literally hours of mindnumbing armchair psychology that does nothing but change the slideshow at the game's epilogue.
There are 5 or 6 choices that have minor gameplay consequences, the rest of the dialogue can be skipped and the player would see no difference.
¿Sabías que…?
- TriviaThis is the third game set in Obsidian's "Pillars of Eternity" universe and the first in the franchise to feature first person perspective.
- ConexionesReferenced in Daily Dose of Gaming: Most Anticipated Games of 2024 (2024)
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