[0:00] [music] [0:05] >> What's going on everybody? Mortem here, [0:07] this time bringing you what I would want [0:09] from Avowed 2. Because you see, I have [0:12] been playing a lot of Pillars lately, a [0:14] turn-based review for the original game, [0:16] and I've been running through the second [0:18] game recently to take another look at [0:19] that one for a video as well. And those [0:22] games are of course set in the same [0:23] world as Avowed, if you didn't know. And [0:25] that combined with some rumors of Avowed [0:27] 2 swirling around last week or so. That [0:30] said, just being rumors that this is [0:32] something that Obsidian was working on, [0:33] and I'm not one to put a ton of stock in [0:35] that, but I'd be lying if I said all of [0:37] that didn't have me thinking what I [0:38] would even want from an Avowed 2. And so [0:41] I figured I would of course make a video [0:43] about it. Now, if you have not played [0:45] Avowed since release, you may well be [0:47] interested in an anniversary video I [0:49] made for it earlier this year talking [0:51] about all of the updates it got, because [0:52] some of the things that I would [0:53] definitely want in Avowed 2 were already [0:55] added to Avowed post-release. These of [0:57] course being things like all of the [0:59] races being added, bonuses to each of [1:01] those races, just little stuff going on [1:04] like that. But, before we get into that, [1:06] I do want to point out that I do think [1:08] Avowed 2 is more likely than Pillars 3. [1:11] Personally, I would take Pillars 3 all [1:13] day every day, but I love CRPGs, and so [1:15] it shouldn't really be a surprise that I [1:17] would prefer a more traditional CRPG [1:19] experience in the vein of Pillars of [1:21] Eternity. However, it's also not really [1:23] news that Pillars 2 took a long time to [1:25] become profitable, and that combined [1:27] with Microsoft and Xbox having all sorts [1:30] of money troubles these days, rumors of [1:32] them shutting down studios, etc. I [1:34] sincerely doubt they would be willing to [1:36] take a bet on something like Pillars 3, [1:38] as much as I would really enjoy it. I [1:40] certainly don't have enough money to [1:41] keep them afloat. So, something a little [1:43] more mass appealing like Avowed would be [1:46] makes more sense. Because, while there [1:48] were plenty of people with some [1:50] legitimate criticisms we're going to get [1:51] into in this video actually, it also did [1:54] the important work of making the genre [1:56] transition happen. And so, [1:58] theoretically, it should be a little [1:59] easier to build from there and take into [2:02] consideration some of those criticisms [2:04] people had for the original game in [2:05] order to make a more complete experience [2:08] people would enjoy. With that said, [2:09] let's go ahead and dive into this thing. [2:11] Let's first talk about setting. So, some [2:14] small spoilers for Avowed actually going [2:16] forward here in a little bit of Pillars [2:18] 2 as well, to be honest. Let's talk [2:19] about where this game would even be set [2:21] because you could theoretically set it [2:23] in the Living Lands again. If you're [2:25] unaware, Avowed takes place in the [2:27] Living Lands, and the Living Lands is a [2:28] very vibrant, over-the-top place, just [2:31] absolutely teeming with life and diverse [2:34] biomes, etc. And so, you could [2:36] theoretically set another game there and [2:38] actually have it be substantially [2:40] different in uh you know, in terms of [2:41] like biomes and things. However, I could [2:43] see them not wanting to reuse that, and [2:46] so they might want to set it someplace [2:47] else. If they are going to set it [2:49] anywhere else, I think it needs to be in [2:50] the Aedyr Empire, personally. That being [2:53] the empire that sent you as an envoy in [2:55] your role in Avowed, anyway. But, it's [2:57] also a place the games have thus far [2:59] never taken us, and so they would have a [3:01] lot of room to work with there. And [3:03] while I would be totally fine with that, [3:05] personally, it does uh sort of run into [3:07] another problem, which is that ideally, [3:10] Avowed 2 would start tackling some of [3:12] the bigger lore that has been [3:13] introduced. So, if you're up to date on [3:15] the timeline, the world of Eora, the [3:18] actual setting we are in, is dealing [3:20] with a very tumultuous moment, let's [3:22] say. At the end of Pillars 2, the cycle [3:24] of reincarnation that defines the world [3:26] has largely been put to a stop. And as a [3:29] result, they've basically got a couple [3:31] of generations to figure out a long-term [3:33] solution, or there's going to be a [3:35] problem. Because without the cycle of [3:37] reincarnation happening, people will be [3:39] born without souls, which is more or [3:41] less like a zombie in some ways. And [3:43] then, without souls churning through [3:44] this cycle, the gods themselves cannot [3:47] feed off of that energy, which means [3:49] they would also die. And so, there has [3:51] to be a solution found to that problem. [3:53] Avowed takes place a couple years after [3:55] Pillars II, where we're starting to see [3:57] the effects of that, but it's not [3:59] immediately dire. And then that game [4:01] introduces a whole bunch of new lore [4:02] about a natural-born god, which up to [4:04] this point hadn't really been a thing. [4:06] However, that natural-born god was sort [4:09] of cut off and confined to the area of [4:11] the Living Lands. And regardless of [4:13] where I think they would set a new game, [4:14] I do think they would want to uh [4:16] hopefully address some of that stuff, [4:18] and so it would come up and you'd have [4:19] to the sort of write your way around [4:21] that. Nothing that would be impossible, [4:22] but you know, one of those would [4:24] probably be ideal. But I think both [4:26] would come with some hoops to jump [4:27] through. But then there's the character [4:29] side of things. This is pretty important [4:31] to me personally, because with the big [4:32] genre shift, there were some things lost [4:34] in translation there. Namely, uh some of [4:37] the class stuff that made Pillars really [4:39] unique as an experience, but also I [4:42] think a larger investment into your [4:43] character as well. As I already [4:46] mentioned at the top of the video, some [4:47] of the post-release updates for Avowed [4:50] did bring back things like all of the [4:52] normal races you could play, minus uh [4:54] the Godlike, but you are a Godlike [4:56] already in Avowed no matter what, which [4:58] is how that always works. As technically [5:00] a Godlike can be of any other race, and [5:01] the Godlike portion is just on top of [5:03] that. But either way, those races are [5:05] there and playable. So, the other side [5:08] of this would just be that I want them [5:10] to bring the classes back. And I think [5:12] there's a couple ways they could do [5:13] this. So, the way Avowed works already [5:15] is that you could effectively be a [5:17] multi-class of fighter, mage, or ranger, [5:20] which are, to be fair, three of the [5:21] classes available in the Pillars games. [5:23] However, there's a lot of other classes [5:25] that weren't really available outside of [5:28] some ability overlap, let's say. And I [5:30] would really want them to bring those [5:32] classes back, along with multi-classing, [5:34] in fact. And I think a way they could do [5:36] that is by effectively making one of [5:38] these skill trees for every single [5:40] class, and then simply allowing you to [5:42] pick two of them at character creation, [5:44] which would effectively be your [5:46] multi-class, and then you could proceed [5:47] relatively as normal from there. Now, [5:50] that is of course much easier to say [5:51] than it is to do, as you would have to [5:53] make all those abilities for all those [5:55] classes, make them thematic, etc. And I [5:57] don't think a little bit of overlap, [5:59] especially in terms of like passive [6:00] abilities, would be a big deal at all. [6:02] Just add those passives to individual [6:05] trees where they make sense. I don't [6:06] think they have to be 100% unique tree [6:08] to tree, but having some overlap there [6:11] in terms of the active abilities and [6:12] just incorporating a lot of what makes [6:14] Pillars unique in particular would do a [6:16] lot for I think both build diversity, [6:18] but also getting you more attached to a [6:20] character in terms of replayability. [6:22] Also, this would allow them to make use [6:24] of the incredible multi-class names that [6:27] were added in Pillars 2. So, in Pillars [6:28] 2 you could multi-class and every single [6:31] possible combination of multi-class got [6:33] a unique class name, which I thought was [6:34] fun. And I would like to see those in [6:36] Avowed 2, to be honest. But, I think the [6:39] real challenge of even that system, as [6:41] nice as it is to say, would be [6:43] incorporating some of the more difficult [6:45] classes to bring into this [6:46] action-oriented fold. Some of them, like [6:49] I think barbarian and fighter, would be [6:51] relatively easy. You see that in other [6:52] games, as barbarian and fighter have a [6:54] lot of overlap, obvious things like [6:56] that. However, the two most unique [6:58] classes that are very like Pillars and [7:00] what you think of when you think of [7:02] Pillars fantasy is of course cipher and [7:04] chanter. But, I also think these would [7:06] be difficult to incorporate into an [7:08] action-oriented game, but certainly not [7:10] impossible. The problem is I just don't [7:12] think you could port them in wholesale, [7:14] no matter how much you wanted to. [7:16] There's a couple reasons for that. I [7:17] think cipher in particular is a class [7:20] that has interesting targeting [7:22] mechanisms for a CRPG. A lot of its [7:25] abilities often trigger very uniquely by [7:29] either bouncing off friendly targets to [7:30] hit an enemy, or going from you to a [7:33] friendly target and affecting enemies in [7:35] between you two, jumping from enemies, [7:38] being like purely debuffs and things [7:39] like that. And I could just see that [7:41] being more difficult to incorporate into [7:44] an action game. Especially given that [7:46] with those abilities, positioning is [7:48] really important. And how that would [7:50] feel in a more action-oriented RPG would [7:52] almost certainly require some tweaking [7:55] and a lot of time to get right. And I [7:57] can see why they didn't want to do it [7:59] for Avowed, to be honest. Chanter runs [8:01] into a slightly different problem, where [8:03] yes, it is a variation of a bard, let's [8:05] be honest. It also functions a bit [8:07] differently in the CRPGs in that [8:10] chanters basically chant phrases, and [8:13] those phrases individually will, of [8:15] course, produce different effects. And [8:17] then as they have so many phrases [8:19] chanted, they basically build that up as [8:21] a resource. They can then use their [8:23] actual normal abilities outside of the [8:25] effects produced by the chants. Meaning [8:27] that a lot of what their class does is [8:30] like build up those chants, and those [8:32] happen sort of passively, and then your [8:34] big abilities, once you've said so many [8:36] phrases over a period of time, have a [8:38] little more active participation. As [8:40] typically what you'd do is set the [8:42] chants up before you get into combat. [8:44] And this would be difficult to [8:46] implement, I think, for a variety of [8:47] different reasons. There are a ton of [8:49] these chants in the CRPGs, and tons of [8:52] different ways to mix and match those, [8:54] but they take time, you know, in combat [8:56] to actually go off. And again, I'm not [8:58] really sure how well that would [8:59] translate to an action game, like how [9:01] well you would even be able to use those [9:03] chants. It would obviously be more of [9:05] like a support situation, which I think [9:08] would obviously make for a good [9:09] multi-class in that case, cuz then you [9:11] could have more active abilities on top [9:13] of the chanting. But long story short, I [9:15] would really want these to be in Avowed [9:17] 2. I think they're some of what makes [9:19] Pillars so unique. And I think finding a [9:21] way to implement them into the game in a [9:24] fun way that is, of course, enjoyable is [9:27] not a small thing. But if we're going to [9:29] do Avowed 2, I really think that's where [9:31] a lot of the effort needs to be focused, [9:33] personally. And yet, it is actually not [9:36] the only place a lot of the effort would [9:38] need to be focused because next I want [9:39] to talk about the biggest criticism [9:41] Avowed received which was its static [9:43] world. So, Avowed was never like going [9:46] to be a big open world sandbox. That is [9:48] to say the version we got. I know there [9:50] were like rumors from the initial [9:52] announcement of Avowed being a thing [9:54] that people really wanted it to be the [9:56] sandbox to rival Skyrim and people were [9:58] very disappointed when it was not that. [10:00] And I think that's for a few reasons but [10:02] I mainly think it's because a lot of [10:03] people just want a city and to do that [10:06] again. A lot of people love New Vegas of [10:08] course and that is obviously an open [10:09] world sandbox and I think people just [10:12] really want that as an experience from [10:14] them again and they just aren't [10:16] receiving it and so this game they got [10:18] close to that in the sense of it's like [10:20] open world hubs and everything was [10:21] frustrating for a lot of people. And if [10:24] you wanted to address feedback and [10:26] criticism that Avowed received, this is [10:28] pretty much the top of the list which [10:30] would be to make the game an open world [10:32] sandbox with NPCs that have schedules [10:34] and move around. That is again something [10:36] that is much easier said than done, [10:38] especially in an RPG where there's a lot [10:41] of potential for non-linearity but [10:43] Obsidian does have that experience and [10:46] it certainly could be done. What's more [10:48] though, I think something that goes a [10:50] little unsung so to speak was how [10:53] rewarding exploration could be in [10:55] Avowed. There was just stuff tucked [10:57] everywhere and every little nook or [10:58] cranny and they really made it a delight [11:00] to go and explore like individual pieces [11:03] of levels and climb on top of stuff. [11:05] There's a lot of verticality and you [11:06] would usually get up somewhere and they [11:08] would pretty much always be some form of [11:10] loot. Even places you might think were [11:11] initially unreachable, you get up there [11:13] and sure enough there's loot to find and [11:15] be collected. And I think combining that [11:17] rewarding exploration with a proper open [11:20] world sandbox that people want and [11:22] ideally giving us a lot of different [11:24] ways to approach different quests and [11:26] things on top of the more [11:28] action-oriented elements and really kind [11:30] kind rope all of the RPG aspects into [11:32] it, which Avowed certainly plays around [11:34] with here and there, but could certainly [11:35] lean into more as well. And suddenly, I [11:38] think you have a game that would at the [11:40] very least address the criticism this [11:42] game mostly received. But to sort of [11:44] start wrapping this up, if we were to [11:46] get an Avowed 2, I would say that I [11:48] would sincerely hope that Avowed would [11:51] in fact just be a stepping stone to [11:53] something bigger and better, which is [11:54] something that Obsidian has done well [11:56] with in the past. A lot of their sequels [11:59] are in fact better than some of the [12:00] original games. Even speaking uh purely [12:03] to the Pillars series, which was all [12:05] in-house at Obsidian, as opposed to the [12:07] sequels they worked on from other [12:08] franchises. Pillars 2 for me was a [12:11] dramatic improvement over the original [12:14] game. And in that sense, I would hope [12:16] that Avowed 2 would be a dramatic [12:18] improvement over that original that [12:20] would hopefully incorporate some of this [12:21] feedback and criticism that the original [12:23] received. And in that sense, I do think [12:25] there's a way forward, and I certainly [12:27] hope there is, because otherwise, I just [12:29] don't know that we would get more of the [12:31] world of Eora. And personally, to me, as [12:34] somebody who's made a ton of lore videos [12:35] and covered these games uh pretty [12:37] extensively at this point compared to [12:39] the vast majority of people out there [12:41] anyway, the idea of not seeing more of [12:43] this world in a medium that I love, [12:45] video games of course, would be [12:47] incredibly disappointing. But [12:49] ultimately, time will tell what actually [12:51] happens with this, and we will see if [12:53] those rumors prove true. But for today, [12:56] that is going to do it. Certainly hope [12:57] you enjoyed the video. If you did, by [12:59] all means, like, comment, subscribe, all [13:01] that YouTube jazz. But regardless of any [13:04] of that, truly, just thank you so much [13:05] for watching. I really do appreciate it. [13:07] May you wander in wisdom and have an [13:10] amazing day. [13:30] >> Mhm.