Avowed’s companion system is giving me strong Mass Effect vibes – and not only because of Kai

Following our establishment of camp on the edge of Avowed’s city, Paradis, I pause for a brief moment, immersed in the silence. My comrades, Marius and Kai, are engaged in another round of verbal banter, this time centered around a particular female acquaintance of Kai’s whose affection he might or might not seek. In a smooth attempt to mediate, the blue-skinned “charming octopus” suggests introducing them, yet encounters resistance from Marius – much like the rest of us, he finds it difficult to resist Kai’s allure.

In a refreshingly familiar way, the smooth, transatlantic voice in this game is reminiscent of Brandon Keener’s past roles as Garrus Vakarian in the Mass Effect series by Bioware. Hearing it again in another RPG brings a sense of comfort to me, Kai. As I explore more of Avowed, this connection becomes increasingly relevant, and it’s all thanks to the intricate mechanics of the companion system.

Strength in numbers

It could seem unusual to find elements from a science fiction RPG like Mass Effect appearing in a traditional medieval fantasy game such as Skyrim’s successor, Avowed. While Avowed shares similarities with Skyrim in terms of combat and exploration, and even brings back a popular stealth archer gameplay style, its focus on recruitable NPCs hints at narrative depth reminiscent of Mass Effect.

At long last, after sinking 12 hours into the game, Kai and Marius’ friendly competition is heating up. They are the only companions I have sworn allegiance to at this point in the story, each bringing fresh abilities to aid my magical Envoy on her journey through the Living Lands. The way Obsidian has designed the party system really appeals to me, focusing on accumulating companion points that can be used to upgrade one of four potential skills for each character. It’s reminding me a lot of Mass Effect in its approach.

Similar to the game Mass Effect, the Envoy can only take two companions with them on an adventure. For my playstyle, this works perfectly since I currently only have two companions available. While I can’t customize Kai and Marius’ weapons or armor like in BioWare games, I can choose which of their abilities best complements my character’s build. Kai’s blunderbuss-like weapon is perfect for drawing enemy attention away from my mage who resembles a glass cannon, while I enjoy using Marius’ ability to pin enemies down so I can perform some magical attacks. Both companions are capable of attacking and using special abilities on their own, but much like in the later Mass Effect games, I can also command them to use specific skills. The improved AI of Kai and Marius means they are significantly better at staying alive – a marked improvement over characters like Garrus and Wrex from Mass Effect 1 who seemed particularly prone to kamikaze behavior.

It’s the kind of responsive, character-specific emerging narrative magic that can elevate an RPG…

The close partnership between Avowed’s characters Kai and Marius is another aspect that continually makes me draw parallels with Mass Effect. Though their history is intricate, a mix of mutual respect and frankness defines their relationship. As we traverse the Living Lands together, they often exchange thoughts and emotions during conversations, and it’s not unusual for them to disagree. This dynamic resonates with me because it mirrors the candid opinions exchanged among Commander Shepard’s crew on the Normandy.

Both games showcase a comparable level of interaction between party members, not just those actively in the group, but also the characters they encounter while exploring the open world. For instance, Kai’s persistent attempts at reconciliation with those he’s wronged bring to mind Garrus’ commentary during explorations of Turian bases in Mass Effect.

This type of responsive, character-specific narrative development has the power to transform non-player characters (NPCs) into fully developed individuals, enriching the RPG experience.

Though I understand that romantic relationships aren’t an option in Avowed, I’m genuinely captivated by the elegance of its companion system – both mechanically and as a narrative device. Despite having only two companions so far, there’s still plenty more to explore within the game. Obsidian has already managed to leave me awestruck with their work thus far, and amazingly, I haven’t even made a Skyrim comparison yet!

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2025-02-21 19:40