New Avowed Info
Carrie Patel was on Dropped Frames talking about Avowed.
Here's a breakdown of what was discussed on the podcast:
- They are aware of the vocal feedback around combat [impact]; it's something they already know about and are actively working on. The footage… pic.twitter.com/JwoaUg2tR2
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- They are aware of the vocal feedback around combat [impact]; it's something they already know about and are actively working on. The footage shown in the Developer_Direct was already weeks behind what was the current build (at the time of filming).
- Players will find themselves one foot between a grounded political story and a metaphysical story about gods and souls
- There will be things to find in the environment (Cohh's question was targeted around loot, environmental storytelling, notes etc.)
- Classless system but skill trees will allow for speccing into more traditional 'archetypes' if a player wants
- Companion skill trees are locked to a specific archetype, but will allow for variations
- Different enemy attacks can impact the player (knockdown, push, unblockable etc.)
- Not discussing endings or NG+ at this time
- Some character creation decisions will have mechanical and roleplay impacts
- Scope is similar to The Outer Worlds (question was about playtime, critical path vs. 100% completion)
- Weapon upgrade system (not mandatory, but recommended) - Party camp will follow you through the game (no base building)
- Similar difficulty options in their previous games (story time, path of the damned)
- Grimoire magic still in the game, just wasn't shown at the direct (can also dual wield grimoire + wand for quick magic and powerful spells)
- Can't speak much about the stat system, but the general idea is they don't want a system that corners players into potential bad decisions. Want to present a fun set of options for the player.
- Can't speak much on bosses yet, but the idea around combat encounters is to present a variety of enemies that will challenge the player and not make them feel too complacent with sticking to one play style. Want to encourage swapping weapon sets.
- Playing PoE 1 and 2 are not required to understand what's going on
- No mini-games
- Day and Night system is there, but doesn't affect gameplay
- No mounts, some combat abilities affect movement (charge, etc.)
- Tease about some gear can affect things like movement
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Some things I like there (deeper RPG mechanics are present; weightier feel to combat animations already in the works), and some things I'd don't like quite as much (playtime similar to The Outer World's which was pretty short for a modern RPG, just 13 hours for main story and 40 hours for 100% completion of the game; no minigames; no mounts)