Avowed’s Best Feature Is Letting You Be Quiet

Avowed’s Best Feature Is Letting You Be Quiet

I already have two different Avowed playthroughs that I’m juggling. What can I say, I’m committed to the RP in RPG and have too many ideas to let lie. See also: my four different, all incomplete, Baldur’s Gate 3 playthroughs.

In one of my Avowed runs, I’m a careful, considered wizard. Old, caring, at peace with his lot in life and desperate to bring balance to all things. In the other, I’m a bit of a d*ck. I uphold the will of the Aedyrean Empire with an iron fist – or more accurately, a golden pistol and arcane spellbook – and berate every passerby with as much sarcasm as I can muster. Both playthroughs are great fun, but the former is nearly impossible to replicate in any other game.

Sarcasm Is The Easy Way Out

Avowed Heart of Valor quest end rewards.

Nearly every RPG these days lets you be a sarcastic little p*ohead. There will usually be one nice dialogue option, one nasty little dialogue option, and one sarcastic dialogue option. Some games will even throw in a clever quip to show off your brains or a skill- or background-based option, depending on your character’s abilities and lore.

I get it. It’s funny to run up to the Big Bad and say something sarcy and provocative. Sometimes it can veer too far into the Whedon-esque for my tastes, but usually it’s good fun to read, if not necessarily to choose. My rude dude inquisitor-type character will choose these, but I don’t ordinarily in other RPG playthroughs.

Usually, that would leave you with a choice of saying something nice or saying something horrible. You know, the poor little street urchin approaches you and begs for a coin. You can be the noble knight who empties their coin purse into their bowl, or you can kick them to the curb, spit on them, and teabag their corpse. Avowed lets you say nothing at all.

You Say It Best When You Say Nothing At All

Koda and Dario speak to one another in Avowed.

[Nod solemnly.]

[Stare quizzically.]

[Remain politely silent.]

Avowed is a masterclass in letting the NPCs do the talking. My wise old wizard can simply stand there and absorb people’s problems, never passing judgement and keeping a calm poker face throughout. I don’t let on where my sympathies lie, I don’t make hasty conclusions, and I certainly don’t make any sarcastic quips.

I’m told Lost Records: Bloom & Rage also allows you to run out the timer on dialogue options in order to stay silent. Good going, Lost Records: Bloom & Rage.

I’m roleplaying a patient character, but I’ve also enjoyed having a more patient way to play. I find myself hearing people out more often and actually considering their perspective. It’s been incredibly rewarding.

I’ve played enough RPGs in my time to know that most ‘bad guys’ you come across in side quests will have ulterior motives. Maybe they’re stealing bread to feed their family. Maybe they killed a loving husband because he slept with their wife. Maybe the baron who enlisted your help is abusive to his wife and daughter. There’s always more to a side quest than initially meets the eye.

I’ve always had a ‘hear out both sides’ approach to side quests. Usually, it turns out that the person who made an unprovoked attack is racist against lizardfolk or has a personal vendetta against children or something, but occasionally there’s also a twist. So, like any good detective, I gather all the information before making my decision.

None of this is true for Disco Elysium, the exception that proves the rule. That’s because, no matter how you roleplay it, Harry du Bois is never a good detective.

While avoiding snap judgements, sometimes I’ve been railroaded into making decisions before I’d like, or at least offering sympathy to a guilty party because I don’t want to initiate a fight by picking the aggressive dialogue option. Avowed lets you say nothing, and that’s perfect. Perfect for the sage Aedyrean wizard I’m roleplaying. Perfect for me.

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