After delving into Avowed’s expansive character creator, you’re thrown into the world.

Right from the start, Avowed emphasizes its open class approach to combat.

Starting from scratch, things felt a lot more open.

Avowed has a bunch of open zones instead of one giant open world.

Fighting enemies is snappy, fluid, and cinematic.

There are a lot of options for any given fight, too.

You discover a local resident of the Living Lands locked inside with a dead soldier.

You don’t pick a class that determines your fighting style–you’re free to fight as you please.

Whether you choose to trust the smuggler or leave her to rot, however, is up to you.

When you get to the docks, you see it’s new built on old.

And when you get to Paradis, you see the same thing.

The demo I played saw me deal with a quite a few of Avowed’s lizard-like Xaurip.

As you set out, you start to get a sense of what the Living Lands are really like.

art director Matt Hansen said.

After clearing them out, I found a strange mural they’d painted in her living room.

Each of the game’s many zones are quite distinct.

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“Companions will react to those things in real time.

Creepy crawlies of all shapes and sizes populate Avowed’s world.

They will also impact the choices that are even available to you.

It wasn’t marked by an icon or any other clues, but just looked interesting.

Avowed comes off as littered with situations like this.

The fungal-like disease spreading through the world is an ongoing problem for your character.

A little way down the stream was another set of ruins where bandits had set up camp.

And that was all just stuff I happened across on my way back to town.

“And that does, you know, create some design challenges.

The people of the Living Lands don’t like the protagonist very much. Not at first anyway.

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