![]() Game does look good (and can run at 4K), and there are some terrific animated sequences. I did it 3 times and still saw a lot of little meaningful differences based on my choices each playthrough.Įven visually and sound-wise the game is solid, though here we start getting into some less exciting elements. Which, together with lots of variability in player choice, leads to replaying the game multiple times not growing boring. And missions themselves tend to run just the right amount of time to properly tell their stories and cover all the right points. Characters are fantastic and occasional little connections with the Blackwell series (this is the same universe) are welcome, yet not distracting. There’s non-linear approach to most problems and a lot of “missions” can be taken in any order. There’s charming companion character banter which could only be better if it didn’t cut at scene transitions (a most likely technical limitation). There’s always just enough necessary scenes and dialogue for you to understand what is happening and why, and lots of optional interactions to expand on that and help you get invested in the characters and the story further. ![]() It’s just shocking that no one has tried to do this before and “return” the adventure game concepts back into adventure games. Though, come to think of it, this should not be surprising, really, given how lots of these elements were originally taken from standout features of classic adventure titles (like the Three trials from Monkey Island 2, which BioWare constantly used in their design for a long time). Most surprising of all – this feels so… natural. But hey, play Unavowed with developer commentary on and the confirmation will be there. If after reading this you need a better confirmation that Dragon Age: Origins influenced the design of the game, you probably haven’t played a BioWare game before. And you select 2 people, out of a growing team of companions with unique abilities, to join your “squad” when going on “missions”, which changes how you approach problems during the mission. You are constantly presented with choices that will affect the ending parts of the game. You can select your character gender and one of several backstories, which constantly come into play during the main story and affect several character interactions. Imagine mixing the best parts of a story focused point and click adventure game with the best parts of a story-driven RPG (most notably BioWare titles) and you can figure out what Unavowed wants to be. And Unavowed may be the most interesting take at adventure games I’ve seen since the “golden age”. And while they have published some good games, I always preferred Dave’s own approach to designing adventures, which often favored dialogue and good storytelling over puzzles. Despite sticking to the Adventure Game Studio and its aged and hard to work with tools, they’ve managed to both create and help create some of the most refreshing and innovative point and click adventures over the past 12 years. Dave Gilbert’s Wadjet Eye Games have come a very long way.
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