The first time I loaded up Avowed, I felt that familiar tingle of anticipation. I was no longer just me, sitting in my slightly worn gaming chair; I was a Godlike, a being touched by divinity. The game wastes no time in establishing this power fantasy. You are important, you are chosen. But there's a catch, a brilliant little twist that hooked me immediately: I was the first Godlike who had no idea which god had chosen me. It was like being handed the keys to a Ferrari but not knowing who paid for it. That mystery became my personal obsession, a thread I was desperate to pull on, even as the game tried to steer me toward the more pressing matter of a magical plague ravaging the Living Lands. I remember that first major story beat, a surprising event a few hours in that completely reframed everything. Suddenly, my personal quest and the world-saving mission weren't just running parallel; they were on a collision course. I was genuinely excited, leaning forward, thinking, "This is it. This is where it all comes together." It’s a feeling I chase in every game I play, that moment where the mechanics and the narrative fuse into something unforgettable. It’s the same thrill I get when I finally crack a tough slot game, when the reels align just right after a hundred spins. It’s that pursuit of a perfect strategy, the kind you’d find in the ultimate winning strategy guide for something like the 199-Starlight Princess 1000. You're not just pushing buttons; you're engaging with a system, learning its secrets, and, if you're lucky and smart, you come out on top.
But here’s the painful truth about Avowed, and it’s something I’ve discussed at length with my friends in our weekly gaming calls: that initial promise, that fantastic setup, is ultimately squandered. The two big narrative hooks—the plague and my godless divinity—started to coalesce, but they did so in the most routinely expected and uninteresting ways. I kept waiting for the big twist, the shocking revelation that would turn my understanding of the world on its head. It never came. The broader strokes of the story became largely forgettable, a paint-by-numbers fantasy epic that I’ve seen a dozen times before. I can recall specific, minute details from games I played a decade ago, but ask me the name of the main antagonist in Avowed or the ultimate cause of the plague, and I’d have to Google it. The narrative path it takes is so straight, so devoid of surprising avenues, that you can see the destination from the very first mile. It’s a shame, because the ingredients for a truly memorable tale were all right there, simmering in the pot, but the chef forgot to add the final, crucial spices.
Where the game truly shone for me, and where I found my personal joy, was in the moment-to-moment conversations. The conversational writing does have its moments of charm, a real spark of personality that the main plot lacks. I loved the ability to shape my character's tone, to choose between equally serious and snarky retorts. There was one particular scene, a tense standoff in a plague-ridden village where the local commander was being insufferably pompous. The dire situation called for a stern, heroic response. Instead, I chose the sarcastic option. My character delivered a line so perfectly timed and dry that I actually laughed out loud, injecting some much-needed levity with great comedic effect. It’s in these small, player-driven moments that Avowed feels most alive. It’s a reminder that role-playing isn't just about saving the world; it's about deciding who you are while you do it. This personal touch, this ability to leave your mark on the dialogue, is what kept me engaged long after my interest in the central mystery had waned.
And that central mystery—the severity of the plague I was trying to stop and the personal journey of finding out why I'm the only Godlike without a god—just never achieved the captivating heights it should have. It felt like the writers were checking boxes on a list of "Epic RPG Tropes" rather than telling a story that was uniquely its own. The emotional weight wasn't there. I didn't feel the desperation of the plague, and I certainly didn't feel the existential dread of my character's divine ambiguity. It was all surface-level. I've probably spent about 75 hours across two playthroughs, and I still feel more connected to characters I spent 20 hours with in other, tighter narratives. My investment was in the companions I traveled with and the small stories I stumbled upon in the world, not in the grand, fate-of-the-world plot I was supposedly the center of. It’s a lesson in game design, I think. A compelling setup is only as good as its payoff, and if the journey to that payoff is a straight, flat highway, players are going to get bored, no matter how nice the car is. Avowed gave me a fantastic car, but it took me on a very, very boring road trip. I finished the game with a sense of completion, sure, but not with a sense of wonder, and in a genre built on wonder, that’s its greatest failure.


