Review

Avowed Review - Too Close To The Sun

  • First Released Feb 13, 2025
    released
  • PC

Avowed's impactful and satisfying combat is undone by a widely unbalanced upgrade system and an uninteresting story that wastes its potential.

In a similar way to how Obsidian's The Outer Worlds played very closely to a space-faring Fallout, Avowed sticks closely to the sensibilities of The Elder Scrolls V: Skyrim. Its fantasy world isn't as expansive and seamlessly stitched together, but you'd be forgiven for confusing the two at a glance, especially when you're engaged in its first-person combat. Avowed lifts some of the best aspects of the seminal RPG and improves them, especially when it comes to its refined combat. These changes extend to a move away from traditional leveling in favor of a gear-focused approach, as well as the option to experiment with wild weapon combinations. But not all of Avowed's experiments are successes, leading to an uneven role-playing adventure that surprises as much as it frustrates.

Washing up on the shores of the Living Lands, you play as one the Godlike: a select few kissed by the grace of a god at birth and left with some distinct (and sometimes frightening) facial features to show for it. On a mission from a distant monarch whose influence within the Living Lands has many of its inhabitants up in arms, your job is to track down the source of a plague that's turning the land's people into mindless, bloodthirsty creatures, before it manages to make it back home. Although it is set in the same universe as Pillars of Eternity, Avowed does a good job of immediately siloing you into an area that requires little knowledge of what is happening across the ocean, but does reference some historical events from time to time. A glossary of important names and places is available as they're brought up in conversation, providing a handy guide that contextualizes some attitudes characters have to certain factions and events around you.

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Avowed makes a strong initial impression, quickly establishing your Godlike status but with the odd quirk of being the first not to know which god chose you. This isn't the main purpose of your mission, but that changes after a surprising event in the early hours of the game that sets the stage for a more intriguing answer to the plague ravaging the Living Lands. This setup is ultimately squandered, however, with the two big narrative hooks coalescing with one another in routinely expected and uninteresting ways, making the broader strokes of the story largely forgettable. The conversational writing does have its moments of charm, with equally serious and snarky retorts letting you inject some levity into otherwise dire situations with great comedic effect. But the severity of the plague you're trying to stop and the personal journey of finding out why you're the only Godlike without a god is not as captivating as it could be, taking steps along a narrative path that rarely deviates into surprising avenues.

Your choices shape parts of the world around you and dictate some directions the story goes, and these do manifest in some interesting ways. A character I saved from a cell in the first hour of the game reappeared hours later to help me complete another side quest without having to pay a large sum of money or resort to violence. The reappearance was surprising but natural, slotting a character into a pack of bandits that would've otherwise been a problem if not for me showing some compassion hours earlier.

Another instance saw me also avoiding a confrontation by playing some side quests in a specific order, with the conclusion of one (and the choice I made at the end of it) unlocking some dialogue options in a latter part of the chain that guided the conversation down an amicable path. These moments stand out particularly because of how naturally they occur, giving your actions a sense of place in the world without having to signpost instances where your choices may or may not matter. This applies to the main quest too, albeit with more distinct black-and-white choices. These are clear forks in the road that determine reactions from characters around you, but their binary nature makes them less elegant (and thus, less interesting).

Core to some of Avowed narrative failings are its uninteresting companions. Kai, the first you encounter in the game's opening hour, joins your plight after little more than an introductory conversation, and very quickly is devoted to the cause without enough time to establish why. Others, like the animancer Giatta and quirky mage Yatzli, have more recognizable motivations when joining your party, but none of the four in total stand out as particularly interesting or complex. They're far more exciting in what they bring to the experience in terms of combat and abilities, but never manage to drum up the same interest in their backstories and evolving relationship with your character.

Avowed moves you between a handful of hubs throughout its narrative, which are all visually varied and stunning to look at. The inviting forestry and idyllic coasts of Dawnshore contrast the desolate deserts of Shatterscarp, with eye-catching pops of color and warm lighting inviting you to take in the sights around you. These areas act as large hubs that you can explore freely once unlocked, each with their own faction-aligned city to explore, side quests to undertake, and secrets to uncover. Getting around in Avowed is surprisingly satisfying thanks to a keen sense of verticality to exploration. It leverages a simple, yet effective, platforming system that lets you reliably make daring jumps and last-ditch lunges towards an inviting ledge to mantle up onto. This is emphasized by some straightforward but nonetheless fun platforming puzzles strewn around the map, often with either interesting loot or great views at the end. Avowed eschews the janky platforming of its influences with something that feels more purposeful, and its world is designed incredibly well to support it.

Avowed lifts some of the best aspects of the seminal RPG and improves them ... but not all of Avowed's experiments are successes, leading to an uneven role-playing adventure that surprises as much as it frustrates

This sense of refinement translates to Avowed's combat, which again feels like an improvement over its clear influences. You're offered a variety of options when building your offensive arsenal, from standard swords and shields to dual-wielding magical grimoires and elemental muskets. Avowed entices experimentation with numerous weapons by offering two loadouts that can be swapped between at any time, letting you switch from up-and-close slashes to ranged spellcasting with the press of a button. Action feels crunchy and impactful, too: An axe feels like it's burying itself into the enemies at the unfortunate end of your swings, while magical explosions shower the screen with eye-catching effects that emphasize their power. Slight pauses when executing powerful finishers (once you've whittled down an enemy's stamina bar) lets you revel in the violence, even if other actions such as parrying don't feel as tightly animated and satisfying to consistently pull off. Combining your unlockable abilities with the varied ones companions bring to the table gives combat a layer of complexity that is satisfying to engage with.

The feedback that combat offers entices you to see how each weapon type works and looks in a skirmish, which makes it surprising that so few are found in chests, offered as quest rewards, or just lay strewn around the map. Merchants offer opportunities to purchase new weapons but at heavily inflated prices, forcing you to use what you're lucky enough to get your hands on. It's fun to make some combinations work--using a sword and pistol makes for exciting combat that lets you deal lots of damage but forces you to evade a lot too--but ability upgrades stifle that, encouraging you instead to prioritize specific weapon types. These upgrades are ones you'd find in a traditional RPG where you're building toward a specific build, rather than ones that encourage you to make weird but interesting combinations work. It's difficult to make some of Avowed's most-interesting combinations synergize when it's far more effective to stick to one-handed weapons and buff their damage and critical chances, instead of spreading your limited ability points across multiple types that make you a jack of all trades.

Worse still is the imbalance in Avowed's progression that further reduces your options when constructing a viable class. Instead of scaling enemies with traditional numerical levels, foes are instead defined by the tier of gear they're wearing. In order to take on more challenging enemies, which come thick and fast as you progress from one hub to another, you need to continually upgrade your own equipment. The big problem is just how scarce most crafting materials are, making it difficult to keep just one piece of armor and two weapons up to date with the enemy scaling around you. Merchants are equally greedy with materials as they are with new weapons, giving you few options to continue trying to get your existing equipment to a new, higher tier or expediting the process with a new weapon entirely. This further pushes you into focusing on just one weapon type and class, to the point where the second loadout became completely irrelevant before I found myself halfway through my journey.

Although doing side-quests help with accruing money, quest rewards do little to help with the grind for materials. For the most part the payouts don't put a dent in the large price tags on the most-exclusive offerings from merchants, while equipment rewards rarely fill the gap. Finding a weapon with unique attributes is often a bittersweet one, given how hard it is to pivot from your existing loadout that you've already committed to upgrading and potentially restarting that process at your current tier with new gear. You can choose to respec for a flat fee, letting you rebuild your class around a new, higher tier weapon, but you have to be equally careful doing this too given how difficult it is to accrue a meaningful gold balance. Even if you prioritize side quests and as much optional content as possible in each of Avowed's hubs, it's never nearly enough to prevent your companions from screaming the same barks during combat pleading with you to upgrade your armor and weapons to survive.

No Caption Provided

It turns the impactful combat into drawn-out skirmishes where you're vulnerable to a quick flurry of attacks while slowly chipping away at an enemy. Large groups become incredibly dangerous when even just one or two enemies are a few gear levels above your own due to the time it takes to dispatch them and how easily they can flatten you. Combat encounters also scale in a manner that suggests you should be keeping up with ease, as larger waves flood skirmishes and quickly overwhelm you and your two companions in tow. Checkpoints are not as forgiving as you might expect, sometimes throwing you back multiple encounters that you might have tediously slogged through just to have to suffer through them again. These hurdles were prevalent on the game's default Normal difficulty setting, with a total of five to choose from at any time. I tested what impact knocking things down to Easy had and although it improved my odds at survival in many late-game battles, it still didn't alleviate the tedium of whittling down enemies with vastly superior gear. Avowed doesn't owe you a straightforward power fantasy, but it is woefully balanced currently, to the point of persistent frustration.

On multiple fronts, Avowed holds so much promise that it struggles to follow through on. While its combat feels impactful and gives you options to experiment with, it's hamstrung by an overall reliance on gear upgrades and scarce resources that prevent you from fully enjoying the creative freedom it initially advertises. Its world is fun to explore and navigate, but its story fails to wrap this in a captivating tale with a satisfying conclusion. It's an experience that routinely swaps between exhilarating moments and frustrating slogs, and often leans towards the latter the closer you get to the game's climax. Avowed might present itself as the new age of the fantasy role-playing games that it borrows so much from, but it's unlikely to have the same lasting impact.

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The Good

  • Combat is impactful and satisfying, with numerous weapons to try and experiment with
  • Visually inviting areas to explore with engaging platforming that lets you exploit their verticality
  • Choices and their consequences manifest in surprising but natural ways

The Bad

  • Reliance on gear upgrades to keep up with enemy scaling is incredibly unbalanced and frustrating
  • Straightforward and uninteresting narrative that doesn't offer interesting surprises
  • Companions are largely forgettable

About the Author

Alessandro traveled across Avowed's the Living Lands and tried to bring some order to its disparate factions across 30 hours. Code was reviewed by the publisher.
173 Comments  RefreshSorted By 
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Slannmage

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How much longer can Microsoft fail? Can say the same for Sony with how many major flops they've had lately.

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Mimbus

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@Slannmage: Good thing Asia has been shipping bangers non-stop. Although France might be getting in on the action with Clair Obscur: Expedition 33. Finally a game with an original premise and innovative combat.

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Vaildez

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5 or 6 seems reasonable to me… I decided to refund the game after trying to give it a chance…. I just didn’t find it fun.

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Mimbus

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@Vaildez: Yeah, same. I bounced off the game hard when I got to the port and the world just felt dead. Couldn't interact with any items that were lying around. Combat felt floaty af. NPCs didn't react to me hoovering up every item I could find. Tried shanking a dude and my dagger phased right through him.

It's weird how something totally acceptable in a isometric CRPG just doesn't work once you go first person. Absolutely loved POE I + II but this one was a total miss.

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metroknowm

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@Mimbus: This happened to me as well, and it's when I wrote my first review. Then ... I removed it, as it opened up significantly after the dead "initial city" experience. It turns out this isn't even the city, it's a little port outside the main city - which you will get to explore in about two hours if you do the side quests before going there.

I am a very particular gamer, I work in the industry in a senior technical capacity for a major publisher, and I advise giving it about 10 hours - then render your verdict.

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cugabuh

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From what I’ve played so far, not sure I agree with this review score but I guess time will tell if your frustrations will resonate with me. I’ve had a really good time with this game so far. 🤷‍♂️

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thenephariouson

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Obsidian have always been one of my favourite developers. I love Outerworlds and am looking forward to playing this but am currently immersed in the land of Bohemia.

I always take Reviews with a pinch of salt, especially where RPGs are concerned as they require much greater time investment.

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Mimbus

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@thenephariouson: Dude, for your own sake take a break between the two games. Going from KCD2 to Avowed will give you a bad case of whiplash. The melee combat felt jank af, the world felt dead and uninteractive, and the NPCs felt wooden.

I understand that Avowed is more of a AA game, but it is not a pretty comparison. I feel like directly going from one to the other really soured me on Avowed.

I'm gonna leave it on the backburner for a few months before trying again, maybe it'll be fun then.

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metroknowm

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@Mimbus: I agree with the idea that playing highly realistic, engaging, modern gaming experiences and jumping to an Obsidian title, even in 2025, will create whiplash as it were. However, once warming into Obsidian's take on things for a few hours, the investment is worth it. That doesn't mean Obsidian doesn't need to update a number of their mechanics. See my previous post.

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Gr4h4m833zy

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The lead creators of this project didn't want anyone to compare this to Skyrim. Too bad Skyrim already exists though. It's like not comparing mass effect Andromeda to the other mass effect games. The logic just really didn't add up here. Should've thought this before starting development. I'm still going to give avowed a try though.

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OldDadGamer

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OldDadGamer  Moderator

@gr4h4m833zy: Whenever you ask someone not to compare your work to something else, you pretty much guarantee they will compare your work to that thing.

I think people are going to compare any first person fantasy game to Skyrim for the foreseeable future. It was just too much of a cultural juggernaut. Is that fair? Probably not. But what can you do?

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metroknowm

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Edited By metroknowm

@olddadgamer: It's completely fair. Every developer, for that matter every creator, must consider the collective conscious and unconsciousness that exists with regard to their creation before creating It. Whether or not they intend for it to be compared, everything that has been experienced before will be used as reference material for things that are experienced after. It's the nature of reality.

Especially when we are talking the same market, the same genre, and much of the same company, the creator in this instance would be advantageous to consider the comparisons that will be made very intentionally.

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Mimbus

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@olddadgamer: I compared it to KCD2 as I was playing it literally the day Avowed was released, and Avowed looked even worse in comparison to that than it did to Skyrim. The world of KCD2 feels so much more alive and real. Avowed, in comparison, felt like a world frozen in amber. In KCD2 you could find an item you couldn't afford from a merchant, pickpocket his keys, and then break into his house at night and steal the item that you had your eye on. In Avowed you can't even start a fight in town.

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metroknowm

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Edited By metroknowm

@Mimbus: Totally fair comparison. I was playing Indiana Jones before playing Avowed. It was like jumping back 15 years and utterly unacceptable. Then I persisted, and the Obsidian lava-blood started to flow more effectively.

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Mimbus

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@metroknowm: That's exactly what it felt like, It really felt like jumping back 15 years in the worst way. I blame myself for not waiting, but at the same time I am a huge fan of POE 1+2. POE 2 is my most played game after Kingmaker: WoTR.

That wasn't actaully the worst, because I saw an Avowed vs Oblivion video and the comparisons are wild. I'm not even talking about NPC reactivity, or crimes, or guards not helping you when you bring enemies to town. I'm talking about basic details like how arrows in oblivion bounce off stone, but stick in wood, while in Avowed all three arrows that are allowed to exist in the game at any one tim will stick (well actually they float in the air) to stone walls.

I am definitely gonna put it on the backburner and maybe come back in a few months after playing Monster Hunter and Trails of Daybreak. Game should be patched up by then too.

It's just that the first impressions were so bad that I completely bounced off before the refund period ended. Frankly it just made me want to go back to POE2 and play that instead.

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Vaildez

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I like the POE games but this just feels janky as hell… its like a bad version of enshrouded with painfully awful dialog.

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Mimbus

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@Vaildez: Enshrouded is a gem and a half, and it's not even at 1.0 release yet.

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GaryTheBard

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Do recall that Gamespot gave Veilguard an 8...

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Gr4h4m833zy

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Edited By Gr4h4m833zy

@garythebard: ...........And? Your point is?

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GaryTheBard

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@gr4h4m833zy: Just a PSA for anyone who takes these scores seriously. Wanted to offer a comparison so that they're not dissuaded by a 6, considering they've handed out a higher score for a clearly inferior game.

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Gr4h4m833zy

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@garythebard: most of my associates like the veilguard. But those guys don't read reviews because they don't care what others think. So I guess it is like you said, it's only one person's opinion. Are you playing avowed?

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TommyTong

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A bit surprised with the low score, tbh

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Sound_Demon

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Are 80% of the cast here black? I saw some memes on X about this and wanted to ask lol

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jhawk

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@Sound_Demon: Is it some kind of a crime if they are? I think you just want attention here with a comment like that.

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Noxstalgic

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@Sound_Demon: I dont care about that as long as a game is good. That is a stupid comment.

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CMDR_Spock

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@Sound_Demon: and if they are, what about it?

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Gr4h4m833zy

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@cmdr_spock: Hm. I'm guessing he won't reply. 😂 😂 😂

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Miquella

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No surprises to anyone who has seen the trailers.

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mgarcia250

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Edited By mgarcia250

Xbox tax

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ceelogreen94

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Edited By ceelogreen94

This is Shit! every time there is a major release for XBOX this site has the lowest score all the time and then tries to backtrack on it. If this was a Sony game, it would have 10's all on it for no reason at all.

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Gr4h4m833zy

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Edited By Gr4h4m833zy

@ceelogreen94: But have you actually played avowed?

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ceelogreen94

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@gr4h4m833zy: this isn't the type of game I would even play so I have to say no this. I don't like games in this category that look or play like this for myself but that doesn't stop the fact that this site is always bias towards XBOX games as a whole when other site that are way more creditable game much higher scores.

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Mimbus

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@ceelogreen94: As someone that actually played the game, I promise you that 6/10 is in the right ballpark. I bet you the Steam score will be down to mixed in a month or two just like Veilguard.

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ODG1974

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"Combat is impactful and satisfying, with numerous weapons to try and experiment with"

"Reliance on gear upgrades to keep up with enemy scaling is incredibly unbalanced and frustrating" these statements contradict each other.

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StickEmUp

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@odg1974: I don’t think the word “contradict” means what you think it means.

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ODG1974

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@stickemup: it's exactly what I think it means & I don't need you to tell me otherwise, so respectfully keep your snarky better than thou comment to yourself.

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Shauneepeak

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@odg1974:

No it's really not. The first statement is about the combat itself and the variety of weapons. The second is strictly how upgrading those weapons is handled.

Example you find a weapon type you really love the moveset of but it immediately becomes outclassed when you enter the next area requiring you to constantly get a new variety of the weapon you enjoy.

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ODG1974

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@shauneepeak: that's the point of experimenting with new weapons which you said you enjoyed & most RPGs weapons hit a wall to were you have to get a better weapon to move on or be better skilled at the game. Even with your complaint a 6 is a little heavy handed.

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Dave1927p

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@odg1974: his point was that they say combat is satisfying and yet with the enemies scaling up it’s frustrating. So sounds like combat is both satisfying and frustrating and there lies the contradiction

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uninspiredcup

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An RPG without a quick-save system?

Yea, no buy.

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Mimbus

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@uninspiredcup: Wrong game bud. That's KCD2.

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RedEyedMonster8

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@uninspiredcup: There is a quick save system. Just hit F5.

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