I don't care about being able to kill everybody and steal the Mayor's pants in an RPG like Avowed, and I'm tired of pretending it's mandatory
There comes a time, dear reader, when us writers at PC Gamer are at odds—and I find myself on the other side of a fence shouting: 'Nonsense! Balderdash! Tomfoolery!' at my unfortunate colleagues Joshua Wolens and Robert Zak, who have got it into their heads that Avowed is somehow lesser for its lack of reactivity or, most crucially, the inability to rob shopkeepers after you've paid them.
In fact, Avowed is a game that has come under constant scrutiny for this simple fact—and to be fair to its detractors, they are correct by technicality. Avowed is not a very reactive game. There's no real stealth system, there's no theft system, there's no bounty system, you can't kill everyone you come across, NPCs don't have daily routines. It's a world trapped in amber that you are invited to wander through, but not live in. If you were expecting those things, you'll be disappointed.
Despite the fact I've been denied these RPG staples, as apparently necessary as bread and water, I've somehow managed to enjoy myself. And that's because Avowed is an extremely focused game—its narrow scope hones in on a few things: Combat, exploration, environments, and story. And you know what? It does all of those things well—its story is maybe the weakest of those points, but even then, as a fan of textured, sleepy worldbuilding and nuanced fantasy politics, I've been having a grand time.
But Harvey, says a person I just made up, Skyrim had all of those things. You could kill a guy and steal his pants in Skyrim. You could murder a chicken farm in Skyrim. You could relentlessly follow some guy and find out what pre-ordained tasks he's programmed to do in Skyrim, and then also kill him and steal his pants and murder his chickens. Why didn't Obsidian do a Skyrim, are they stupid?
Sure, games like Baldur's Gate 3 and Skyrim are more immersive, but they also take a long goddamn time to make."
No. Look, the issue with this train of thought is that it assumes that modern videogames are dreams spun together with psychic brain magic, and not painful tangles of code that barely function even after hundreds of people work very hard on them for far too many hours. Yes, from a consumer viewpoint, Avowed is a full-priced game—so if your argument is that you wanted more bang for your buck? I can disagree with you, but not dismiss you entirely. Only you decide what your money's worth.
But the implication that anyone who worked on this thing simply thought 'nah, we won't put a theft system in there' is boneheaded—resources went elsewhere, and Obsidian as a studio tends to have several irons in the fire at once. It's why we're getting both Avowed and a new Outer Worlds this year. Sure, games like Baldur's Gate 3 and Skyrim are more immersive, but they also take a long goddamn time to make.
There's also this underlying idea I find equally maddening that if you make an RPG, it has to let you engage in NPC-stalking pants-stealing chicken murder. If it doesn't permit you to live your most Groundhog Day of butcher-fantasies, it's somehow a bad RPG. Something to be cast out of the canon. And I'm here to stand up and say: Since bloody when?
Yes, RPGs with huge amounts of freedom are arguably the landmarks of the genre. They're the hardest to make, sure, but they're also the most enduring. Still, they're also not the only RPGs that exist, nor should they be. You couldn't go on murderhobo sprees in Knights of the Old Republic, or Mass Effect, or The Witcher 3. No-one's saying that Final Fantasy 7 is a lesser RPG because Cloud Strife couldn't pull out the buster sword and do a little purging for Shinra.
And you know what? I don't think I care all that much in the first place. In games where murder-sprees are possible, I've found actually sticking to them to be eminently unsatisfying—sure, there are other perks that the immersive, reactive template grants, but are they required for me to have a good time? Not one bit. And that's all a matter of personal taste, but that's exactly what I'm saying. RPGs, like any other genre, should get to run the gamut of reactivity—from entirely systems-driven sims like Kenshi to the most JRPG of JRPGs like Metaphor: ReFantazio. Both. Both is good.
It's ostensibly absolutely fine for a game to go 'this is what I'm good at, and I'm going to stick to it'—and I think putting Avowed under this kind of scrutiny is a little unfair. It feels like the masses saw a first-person RPG and let their pattern recognition do the thinking for them, rather than ask themselves what kind of game Avowed is interested in being, and judging it based on those merits. No, Avowed isn't a Skyrim. You know what it is? A solid action RPG, and historically speaking, we like those. We like them a lot.
Best MMOs: Most massiveBest strategy games: Number crunchingBest open world games: Unlimited explorationBest survival games: Live craft loveBest horror games: Fight or flight
Hashtags

Try Our AI Features
Explore what Daily8 AI can do for you:
Comments
No comments yet...
Related Articles
Yahoo
2 hours ago
- Yahoo
Barbenheimer's Epic Double Feature Happened 2 Years Ago, And I'm Worried I'll Never Get That Same Experience
When you buy through links on our articles, Future and its syndication partners may earn a commission. Back in 2023, there was a time when it felt as if all was right with the world, and that, my friends, was Barbenheimer. While the 2025 movie schedule has been filled to the brim with great releases, I really don't think we're going to get another time like this, and that worries me. It's been two years. I know, it's hard to believe it, but it has, and it honestly feels like a lifetime at this point. We have had some major releases come out since then, such as the latest Superman, which turned me into a fan. Or we could point to Wicked, which took over the world for a month or two. However, nothing has hit quite as hard as when these two films – Barbie and Oppenheimer – were released simultaneously. And honestly, I don't think we're going to get another instance like this, at least for a long time. Barbenheimer Was Perfectly Timed During The Summer I think a big reason why Barbenheimer was such a success was that both of these releases were planned at the perfect time – right in the middle of summer. I always feel that the most successful blockbusters tend to happen at this point, and it's clear both of these, by their box office amounts, did incredibly well. Barbie earned well over $1 billion, and Oppenheimer came really close to the mark, as did a rated-R movie. However, because many people had a day off or two during this time, seeing the double feature was that much easier. The Amount Of Marketing For Both Was Done Amazingly Well And Spawned An Era Unlike Any Other Another significant factor contributing to this success is that the marketing teams were on point. We all already knew Christopher Nolan's best films. We were all already aware of the pull Barbie had as a toy. However, the fact that these two were eventually marketed together as a double feature paved the way for its success. They had their marketing – it was practically pink mania for months with Barbie. However, I think it worked best when people combined the films into one prominent double feature, allowing fans to dress up for each and go out with their friends, making it a whole event rather than just an outing or a date. That's the key in marketing here. The Fanbases Somehow Collided In A Way Unlike Ever Before, And I Don't Think We'll Get That Again The beauty of this is that Barbenheimer is special. Something like this has happened before, where two totally conflicting genres released major films on the same day – The Dark Knight and Mamma Mia!, a movie I rewatch all the time – but that was never as grand an event. The same thing happened with the release of Wicked and Gladiator, and how marketing teams tried to make it the new Barbenheimer, but it just didn't work – even if both films did very well. I think Barbenheimer is a one-and-done, and that does sadden me. There was something so…magical about this time, as cheesy as that sounds. The idea of two completely different fan bases coming together to celebrate films, in two totally different styles, is something that I will always love and never forget. The hype that led up to this made it even more enjoyable, and attending the double feature with my friends and a crowd of people who just loved movies was unlike any other. Maybe one day we'll get another Barbenheimer. But you know what? I'm happy with it living in my memory, even if I feel that we're never going to get another time like this one. Solve the daily Crossword
Yahoo
9 hours ago
- Yahoo
No, Ghost of Yotei won't force you to swap weapons, even if you should, as the open-world game "would like players best to learn to switch weapons"
When you buy through links on our articles, Future and its syndication partners may earn a commission. Ghost of Yotei co-director Nate Fox has confirmed that you'll be able to play the game in its entirety without switching to a second weapon if you'd like. Ghost of Yotei is taking place hundreds of years after Ghost of Tsushima, and due to this, Atsu has way more gear in her arsenal than Jin ever did. Not only does she have access to guns (which the developers have assured are not going to be overpowered), but she can also equip way more bladed weapons than the original game's own protagonist could. These include dual-wielded swords, a spear, and a flail – but if you want to continue Jin's legacy of just using a sword, the game won't punish you. Speaking to IGN, Ghost of Yotei co-director Nate Fox says, "the game definitely would like players best to learn to switch weapons when it is appropriate, cause it's the most efficient way to play." However, he concedes, "let's face it, people sometimes want to play in the way that makes them feel the coolest. And the game will not hurt you if you do that." Fox assures fans "if you want to play with just two swords in each hand because it looks cool, you can play through the whole game that way" – although he presumably means a sword in each hand, as I'm not sure Atsu is able to hold four swords at once (but she should be, because that'd be sick). This approach seems to be par for the course for the upcoming sequel, as the developers have said that Ghost of Yotei "focuses on player freedom more than any game Sucker Punch has ever made." GamesRadar+ got to speak to Ghost of Yotei creative directors Nate Fox and Jason Connell as well, in an interview that you can read through here.
Yahoo
10 hours ago
- Yahoo
Cyberpunk 2 associate game director admits CD Projekt Red "are sometimes slower" than players would like, and yeah, I'd already made peace with the fact we'll be waiting on this sequel for years
When you buy through links on our articles, Future and its syndication partners may earn a commission. Cyberpunk 2077 quest design director Paweł Sasko admits that "we are sometimes slower [than] you would like" as the delayed Patch 2.3 finally goes live. The new update for Cyberpunk, which adds new vehicles, gameplay options, bug fixes and quality of life improvements, was originally planned for release on June 26, 2025, but wound up being pushed back to July 17 when developer CD Projekt Red announced on social media that "we'll need some more time to make sure we're happy with it". With Patch 2.3 now finally going live, Sasko, who's also associate game director on the upcoming Cyberpunk 2077 sequel, tells fans to "enjoy" the update as he says: "Everything we do, is for you. We are sometimes slower [than] you would like to [sic], but we always have the best of our community and our game in heart." Despite the apologetic tone, it seems as though the community has been perfectly happy to wait for the end result. Early initial reactions to Patch 2.3 seem positive, and even the original announcement that it was being rescheduled back in June was largely met with understanding and patience by the fanbase. That might be due to the fact that it's generally understood that game development is taking longer and longer with every passing year, an issue that's by no means exclusive to CDPR. As graphics and technology get more complicated and the scale of many projects increases, the time and resources needed to create these games is only getting greater, not helped by some studios jumping the gun and announcing projects way in advance of their actual release. To hammer that point home, The Elder Scrolls 6 was announced back in 2018, and there's no reason to think it'll be out any time soon. But of course, that community patience could always be because CDPR specifically has learned its lesson about rushed development. Cyberpunk's launch in 2020 was notorious for its poor performance and missing features, particularly on consoles, as well as brutal levels of crunch being reported in the months leading up to the game's release date. Consequently, the fanbase seems happy for the company to pace itself and its workload, considering the ugly consequences of what happened when it didn't. I fully agree with them on that score. Still, Sasko's comment is a reminder that good things come to those who wait, and a momentary glimpse into the priorities of a CD Projekt Red that appears to have learned its lesson. I guess with current industry trends and timescales in mind, I look forward to playing the Cyberpunk sequel sometime around the actual year 2077. Despite a rough start, Cyberpunk 2077 would eventually make it up to our list of the best RPGs! Check out what else made the list – and what took the first place spot.