When I first played Avowed back in August, it was only through a first-person perspective. The RPG’s third-person camera wasn’t available in that build. While developer Obsidian Entertainment revealed the game through its first-person camera, the developer confirmed that third-person was an accessibility feature planned from day one and wouldn’t be treated as an afterthought.
I remembered those words as I went into my second preview round with Avowed. I wanted to see if Obsidian was able to back those words up — and it has. I spent my entire time in the demo playing from the third-person perspective, and Obsidian was able to translate the weight and heaviness of movement and combat from first to third-person perfectly. Digital Trends spoke with Obsidian’s lead VFX artist Ashwin Kumar and director Ryan Warden to discuss how the studio was able to direct the game’s magic and combat systems for both camera perspectives.
Recommended VideosAfter recently coming off Dragon Age: The Veilguard’s smooth art direction and lightweight combat, Avowed’s more realistic approach is a refreshing change of pace. Whereas in The Veilguard, where the main protagonist can throw shields effortlessly like frisbees, my character in Avowed has to be more cautious before throwing out attacks due to a stamina meter that I need to manage.
The game’s combat is reminiscent of Dragon’s Dogma 2’s when playing in third-person, where different weapons have their own sense of weight that can deeply impact the pace of battle due to their varying stamina costs. Wielding a giant two-handed weapon does more damage per hit, but they sacrifice speed and require more stamina to execute them. It’s a typical kind of trade-off you’d see in the best RPGs, but what makes Avowed much more appealing is its character-building system, which isn’t locked to classes.
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