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Avowed - Anniversary Update Preview

So I got to Galawain's Tusks last night on the PS5 version and while I like the game in general, two things absolutely hurt it. One is the enemy encounters. You can definitely tell it was originally a online game because it has that same lame enemy spawn fest nonsense that all online games share. Empty world then bam, hit a camp and 50 enemies magically appear. Second issue and while a small one its still aggravating. What is the point of opening up the Living Land map, seeing how big it is, but limited to only going to 15% of it?
 
So I got to Galawain's Tusks last night on the PS5 version and while I like the game in general, two things absolutely hurt it. One is the enemy encounters. You can definitely tell it was originally a online game because it has that same lame enemy spawn fest nonsense that all online games share. Empty world then bam, hit a camp and 50 enemies magically appear. Second issue and while a small one its still aggravating. What is the point of opening up the Living Land map, seeing how big it is, but limited to only going to 15% of it?
I don't know of any indication that this was ever an online project. Do you have some to share?
 
So I got to Galawain's Tusks last night on the PS5 version and while I like the game in general, two things absolutely hurt it. One is the enemy encounters. You can definitely tell it was originally a online game because it has that same lame enemy spawn fest nonsense that all online games share. Empty world then bam, hit a camp and 50 enemies magically appear. Second issue and while a small one its still aggravating. What is the point of opening up the Living Land map, seeing how big it is, but limited to only going to 15% of it?
I never experienced this once on PC and I've played the game 4 times.

I wonder if something changed because they added enemy respawning so the general "spawns" have changed.

All SP games spawn enemies when you get near an area though, not sure why you think that's an MP game thing.
 
Yup

I took sooooo many screenshots of that game but there was always some fucking HUD or UI in them.

My own screenshots

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Gorgeous game and is really Pillars of Eternity to 3D as can be.

NG+ run finally, all those neat weapons you get at the end of the game can be used from the start. Enemy respawns also will make backtracking a bit more alive.
Hugh Jackman Reaction GIF

Beauty mate.

I've always loved how this game looked.
 
I never experienced this once on PC and I've played the game 4 times.

I wonder if something changed because they added enemy respawning so the general "spawns" have changed.

All SP games spawn enemies when you get near an area though, not sure why you think that's an MP game thing.
So what I mean is that say I go to do a bounty in Avowed. When I get to it there will suddenly out of nowhere be 30 other enemies with the bounty because this was originally a 4 player online coop game and they needed encounters like that to provide enough enemies to add difficulty to the mission and give everyone a chance to pick up loot and upgrade materials. Games like Skyrim and Fallout really aren't like this. While you do encounter mobs they are geared towards single play and the world itself has random enemy encounters. There are no random encounters at all in Avowed. Its just spawn camps.
 
So what I mean is that say I go to do a bounty in Avowed. When I get to it there will suddenly out of nowhere be 30 other enemies with the bounty because this was originally a 4 player online coop game and they needed encounters like that to provide enough enemies to add difficulty to the mission and give everyone a chance to pick up loot and upgrade materials. Games like Skyrim and Fallout really aren't like this. While you do encounter mobs they are geared towards single play and the world itself has random enemy encounters. There are no random encounters at all in Avowed. Its just spawn camps.
Yes they are fixed encounters, but I'm really not convinced it has anything to do with those potential online roots. I never got this sense at all playing it - there are many such games that have fixed encounter setups which have no online foundations at all. It's not always out of nowhere, either. For example one such bounty is in a sort of fallen keep or fort and it makes sense that there are quite a few enemies concentrated there.

I think it has more to do with the design of the combat system, taking on the groups by design.
 
So what I mean is that say I go to do a bounty in Avowed. When I get to it there will suddenly out of nowhere be 30 other enemies with the bounty because this was originally a 4 player online coop game and they needed encounters like that to provide enough enemies to add difficulty to the mission and give everyone a chance to pick up loot and upgrade materials. Games like Skyrim and Fallout really aren't like this. While you do encounter mobs they are geared towards single play and the world itself has random enemy encounters. There are no random encounters at all in Avowed. Its just spawn camps.
Yeah I mean the enemies don't wander around the map. That is one great thing about Skyrim and Bethesda RPGs, but they also use tricks for that. The enemies are still spawning when you get near a "Cell" it's just a much wider area and appears more dynamic.

I'm just arguing against the idea that what you described has much to do with it ever being an online game, which would have been super early in development. Skyrim and Bethesda RPGs are the exception to the rule for the most part for SP games.

I still don't really know what you mean by "out of nowhere" though. If you approach a camp the enemies are spawned into it before you get there.

This game is barely like Skyrim, it never should have been compared to it. It's a far more action heavy / simpler game.
 
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Yes they are fixed encounters, but I'm really not convinced it has anything to do with those potential online roots. I never got this sense at all playing it - there are many such games that have fixed encounter setups which have no online foundations at all. It's not always out of nowhere, either. For example one such bounty is in a sort of fallen keep or fort and it makes sense that there are quite a few enemies concentrated there.

I think it has more to do with the design of the combat system, taking on the groups by design.
Whatever its reason, its lame and not fun
 
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