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This is often the counter when people can´t counter a valid argument made, then they will disengage in the debate.
I don´t mind this game, I understand the idea behind it.. but calling it a full blown aRPG really is odd.. its nothing of the sort really.. its a rather generic (classic) console action adventure with light RPG elements... you have lots of these.. they are never really complex, as they are made for the console not PC and with accessability in mind.
I think its awesome that you like the game and most people are not talking about the lenght..
Most people feel like this is soulless, lifesless and to dumbed down from an RPG perspective, this is why the peak is still so low for players.
Overall there have been some more reviews to suggest this as well..
We also had the comparison video with how Oblivion was more technical advanced than Avowed.. its a problem that a 80m project like this lacks so many regular features and mechanics.
Nobody expected this to be an action game with time sequenced combat (Dark Souls) they expected it to be an aRPG with focus on core mechanics and features within that spectrum..
Something that this game is not doing. In essence this is basically an Action Adventure with light RPG elements dashed onto it.
Its main issue is not gameplay however (albeit it might as well have been from 2003) its the fact the world feels soulless... its just not immersive in any way.. it feels like a last century tech demo on the technical end.
Except, one side is paid, the other isn't.
i would buy it with 5-10 bucks, its worth 20 at max
the final score is 3/5
with the verdict being "Avowed Is Good But It Wants To Be Great"
using this to somehow prove this is "woke slop" is childish and dishonest.
Indeed.. the fact that Oblivion have more advanced physics and a better AI system showcase one of the huge issues.. the game feels soulless and lifeless.. its not a good look.
But they did their best.
Indeed. The worst parts for me is these.
Watered down RPG elements. (no agency, no story focus and characters are not deep) we can all into that the fact the world feels lifeless with static AI that does not react.. they are like props put into the world..
Its not acceptable for a game that had 80m in budget.
This is a very clear example of just the kind of lazy DEI crap I was hoping to NOT see.
Trapping you in a quest/sub-quest/mini-quest where you end up being 'the bad guy' that has NO PATH OUT then 'guilting' you for it because you need to be taught a lesson.
BAD game design.
BAD director's decision to let that crap stay in there.
Its important to note that Patel have no real experience in this field, they are a writer.. not a game director and you this means you will not be able to understand all the processes (normally directors understand coding etc)