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What I Would Want From Avowed 2

Transcribed Jun 28, 2026 Watch on YouTube ↗
Intermediate 7 min read For: Fans of Obsidian RPGs, especially those familiar with Pillars of Eternity and Avowed.
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AI Summary

The video discusses the speaker's desires for a potential sequel to Avowed, building on their recent experience with the Pillars of Eternity series. The speaker argues that Avowed 2 is more likely than Pillars 3 due to commercial and corporate constraints, and focuses on key improvements: setting, character classes, and world design.

[2:11]
Setting: Living Lands or Aedyr Empire

The speaker suggests either revisiting the diverse Living Lands or moving to the unexplored Aedyr Empire, both with narrative challenges involving the broken reincarnation cycle and a natural-born god.

[4:29]
Character Classes: Bringing Back Pillars' Uniqueness

The speaker wants the return of all Pillars classes (especially cipher and chanter) in a multi-class system with two skill trees chosen at character creation, acknowledging implementation difficulties for action-oriented gameplay.

[9:39]
World Design: Addressing Static World Criticism

The top criticism of Avowed was its static hub-based world. The speaker advocates for an open-world sandbox with NPC schedules, while preserving the rewarding vertical exploration and loot system of the original.

[11:48]
Sequels as Stepping Stones

The speaker notes Obsidian's history of improving sequels (e.g., Pillars 2 over Pillars 1) and hopes Avowed 2 will be a dramatic improvement incorporating feedback.

The speaker hopes Avowed 2 will be a stepping stone to a better game, incorporating fan feedback and advancing the rich lore of Eora, but acknowledges uncertainty about whether it will happen.

Clickbait Check

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"The title accurately reflects the video's content—a personal wishlist for an Avowed sequel based on lore and gameplay analysis."

Study Flashcards (9)

What is the setting of Avowed?

easy Click to reveal answer

The Living Lands, a vibrant area teeming with life and diverse biomes.

2:23

Why does the speaker believe Avowed 2 is more likely than Pillars 3?

medium Click to reveal answer

Because Pillars 2 took a long time to become profitable, and Microsoft/Xbox face financial troubles, making a more mass-appeal game like Avowed a safer bet.

1:23

What major lore event occurs at the end of Pillars 2?

medium Click to reveal answer

The cycle of reincarnation is stopped, leading to a crisis where people may be born without souls and gods could die without soul energy.

3:24

What two classes from Pillars does the speaker think are most unique and hardest to implement in an action game?

medium Click to reveal answer

Cipher and chanter.

6:58

How does the chanter class function in Pillars CRPGs?

hard Click to reveal answer

Chanters chant phrases that produce effects; after enough phrases, they can use active abilities. It is a passive build-up class with support capabilities.

8:09

What was the biggest criticism of Avowed according to the speaker?

easy Click to reveal answer

Its static world—it was hub-based rather than an open-world sandbox with NPC schedules.

9:39

What improvement does the speaker suggest for Avowed 2's world design?

medium Click to reveal answer

Make it an open-world sandbox with NPC schedules, while retaining the rewarding exploration with verticality and hidden loot.

10:36

What multi-class system does the speaker propose for Avowed 2?

hard Click to reveal answer

Allow players to pick two skill trees at character creation, representing a multi-class, then progress normally. Use unique multi-class names from Pillars 2.

5:36

Why does the speaker think the cipher class is hard to port to an action game?

hard Click to reveal answer

Its abilities rely on unique targeting mechanisms (bouncing off friendlies, line effects, debuff jumps) that require careful positioning, which is difficult in fast-paced action.

7:17

💡 Key Takeaways

💡

Avowed 2 More Likely Than Pillars 3

Provides a candid industry reality check: corporate finances favor mass-appeal games over niche CRPGs.

1:11
📊

The Broken Reincarnation Cycle

Key lore foundation that any sequel must address, showing deep worldbuilding continuity.

3:10
🔧

Cipher and Chanter as Unique Pillars Classes

Highlights two classes that define Pillars' identity but pose significant design challenges for action gameplay.

6:58
⚖️

Static World as Top Criticism

Directly addresses the community's most common complaint, framing the desired open-world improvement.

9:39
💡

Obsidian's History of Strong Sequels

Provides evidence-based optimism: Obsidian's sequels (e.g., Pillars 2) often dramatically improve on originals.

11:48

✂️ Creator Tools: Viral Hooks

AI-generated clip ideas for Shorts based on the transcript

Why Avowed 2 Happens Before Pillars 3

40s

Explains the business reality behind game sequels, appealing to fans who want insight into industry decisions.

▶ Play Clip

The World of Eora is Dying – Will Avowed 2 Save It?

45s

Reveals a major lore crisis that raises stakes and engages fans of the Pillars universe.

▶ Play Clip

Why Cipher and Chanter NEED to Return in Avowed 2

46s

Debates the challenge of translating unique CRPG classes to action RPG, sparking passionate fan discussion.

▶ Play Clip

Avowed's Biggest Flaw – and How Avowed 2 Can Fix It

51s

Addresses the top criticism of the original game, tapping into common player frustration and hope for improvement.

▶ Play Clip

[00:00] [music]

[00:05] >> What's going on everybody? Mortem here,

[00:07] this time bringing you what I would want

[00:09] from Avowed 2. Because you see, I have

[00:12] been playing a lot of Pillars lately, a

[00:14] turn-based review for the original game,

[00:16] and I've been running through the second

[00:18] game recently to take another look at

[00:19] that one for a video as well. And those

[00:22] games are of course set in the same

[00:23] world as Avowed, if you didn't know. And

[00:25] that combined with some rumors of Avowed

[00:27] 2 swirling around last week or so. That

[00:30] said, just being rumors that this is

[00:32] something that Obsidian was working on,

[00:33] and I'm not one to put a ton of stock in

[00:35] that, but I'd be lying if I said all of

[00:37] that didn't have me thinking what I

[00:38] would even want from an Avowed 2. And so

[00:41] I figured I would of course make a video

[00:43] about it. Now, if you have not played

[00:45] Avowed since release, you may well be

[00:47] interested in an anniversary video I

[00:49] made for it earlier this year talking

[00:51] about all of the updates it got, because

[00:52] some of the things that I would

[00:53] definitely want in Avowed 2 were already

[00:55] added to Avowed post-release. These of

[00:57] course being things like all of the

[00:59] races being added, bonuses to each of

[01:01] those races, just little stuff going on

[01:04] like that. But, before we get into that,

[01:06] I do want to point out that I do think

[01:08] Avowed 2 is more likely than Pillars 3.

[01:11] Personally, I would take Pillars 3 all

[01:13] day every day, but I love CRPGs, and so

[01:15] it shouldn't really be a surprise that I

[01:17] would prefer a more traditional CRPG

[01:19] experience in the vein of Pillars of

[01:21] Eternity. However, it's also not really

[01:23] news that Pillars 2 took a long time to

[01:25] become profitable, and that combined

[01:27] with Microsoft and Xbox having all sorts

[01:30] of money troubles these days, rumors of

[01:32] them shutting down studios, etc. I

[01:34] sincerely doubt they would be willing to

[01:36] take a bet on something like Pillars 3,

[01:38] as much as I would really enjoy it. I

[01:40] certainly don't have enough money to

[01:41] keep them afloat. So, something a little

[01:43] more mass appealing like Avowed would be

[01:46] makes more sense. Because, while there

[01:48] were plenty of people with some

[01:50] legitimate criticisms we're going to get

[01:51] into in this video actually, it also did

[01:54] the important work of making the genre

[01:56] transition happen. And so,

[01:58] theoretically, it should be a little

[01:59] easier to build from there and take into

[02:02] consideration some of those criticisms

[02:04] people had for the original game in

[02:05] order to make a more complete experience

[02:08] people would enjoy. With that said,

[02:09] let's go ahead and dive into this thing.

[02:11] Let's first talk about setting. So, some

[02:14] small spoilers for Avowed actually going

[02:16] forward here in a little bit of Pillars

[02:18] 2 as well, to be honest. Let's talk

[02:19] about where this game would even be set

[02:21] because you could theoretically set it

[02:23] in the Living Lands again. If you're

[02:25] unaware, Avowed takes place in the

[02:27] Living Lands, and the Living Lands is a

[02:28] very vibrant, over-the-top place, just

[02:31] absolutely teeming with life and diverse

[02:34] biomes, etc. And so, you could

[02:36] theoretically set another game there and

[02:38] actually have it be substantially

[02:40] different in uh you know, in terms of

[02:41] like biomes and things. However, I could

[02:43] see them not wanting to reuse that, and

[02:46] so they might want to set it someplace

[02:47] else. If they are going to set it

[02:49] anywhere else, I think it needs to be in

[02:50] the Aedyr Empire, personally. That being

[02:53] the empire that sent you as an envoy in

[02:55] your role in Avowed, anyway. But, it's

[02:57] also a place the games have thus far

[02:59] never taken us, and so they would have a

[03:01] lot of room to work with there. And

[03:03] while I would be totally fine with that,

[03:05] personally, it does uh sort of run into

[03:07] another problem, which is that ideally,

[03:10] Avowed 2 would start tackling some of

[03:12] the bigger lore that has been

[03:13] introduced. So, if you're up to date on

[03:15] the timeline, the world of Eora, the

[03:18] actual setting we are in, is dealing

[03:20] with a very tumultuous moment, let's

[03:22] say. At the end of Pillars 2, the cycle

[03:24] of reincarnation that defines the world

[03:26] has largely been put to a stop. And as a

[03:29] result, they've basically got a couple

[03:31] of generations to figure out a long-term

[03:33] solution, or there's going to be a

[03:35] problem. Because without the cycle of

[03:37] reincarnation happening, people will be

[03:39] born without souls, which is more or

[03:41] less like a zombie in some ways. And

[03:43] then, without souls churning through

[03:44] this cycle, the gods themselves cannot

[03:47] feed off of that energy, which means

[03:49] they would also die. And so, there has

[03:51] to be a solution found to that problem.

[03:53] Avowed takes place a couple years after

[03:55] Pillars II, where we're starting to see

[03:57] the effects of that, but it's not

[03:59] immediately dire. And then that game

[04:01] introduces a whole bunch of new lore

[04:02] about a natural-born god, which up to

[04:04] this point hadn't really been a thing.

[04:06] However, that natural-born god was sort

[04:09] of cut off and confined to the area of

[04:11] the Living Lands. And regardless of

[04:13] where I think they would set a new game,

[04:14] I do think they would want to uh

[04:16] hopefully address some of that stuff,

[04:18] and so it would come up and you'd have

[04:19] to the sort of write your way around

[04:21] that. Nothing that would be impossible,

[04:22] but you know, one of those would

[04:24] probably be ideal. But I think both

[04:26] would come with some hoops to jump

[04:27] through. But then there's the character

[04:29] side of things. This is pretty important

[04:31] to me personally, because with the big

[04:32] genre shift, there were some things lost

[04:34] in translation there. Namely, uh some of

[04:37] the class stuff that made Pillars really

[04:39] unique as an experience, but also I

[04:42] think a larger investment into your

[04:43] character as well. As I already

[04:46] mentioned at the top of the video, some

[04:47] of the post-release updates for Avowed

[04:50] did bring back things like all of the

[04:52] normal races you could play, minus uh

[04:54] the Godlike, but you are a Godlike

[04:56] already in Avowed no matter what, which

[04:58] is how that always works. As technically

[05:00] a Godlike can be of any other race, and

[05:01] the Godlike portion is just on top of

[05:03] that. But either way, those races are

[05:05] there and playable. So, the other side

[05:08] of this would just be that I want them

[05:10] to bring the classes back. And I think

[05:12] there's a couple ways they could do

[05:13] this. So, the way Avowed works already

[05:15] is that you could effectively be a

[05:17] multi-class of fighter, mage, or ranger,

[05:20] which are, to be fair, three of the

[05:21] classes available in the Pillars games.

[05:23] However, there's a lot of other classes

[05:25] that weren't really available outside of

[05:28] some ability overlap, let's say. And I

[05:30] would really want them to bring those

[05:32] classes back, along with multi-classing,

[05:34] in fact. And I think a way they could do

[05:36] that is by effectively making one of

[05:38] these skill trees for every single

[05:40] class, and then simply allowing you to

[05:42] pick two of them at character creation,

[05:44] which would effectively be your

[05:46] multi-class, and then you could proceed

[05:47] relatively as normal from there. Now,

[05:50] that is of course much easier to say

[05:51] than it is to do, as you would have to

[05:53] make all those abilities for all those

[05:55] classes, make them thematic, etc. And I

[05:57] don't think a little bit of overlap,

[05:59] especially in terms of like passive

[06:00] abilities, would be a big deal at all.

[06:02] Just add those passives to individual

[06:05] trees where they make sense. I don't

[06:06] think they have to be 100% unique tree

[06:08] to tree, but having some overlap there

[06:11] in terms of the active abilities and

[06:12] just incorporating a lot of what makes

[06:14] Pillars unique in particular would do a

[06:16] lot for I think both build diversity,

[06:18] but also getting you more attached to a

[06:20] character in terms of replayability.

[06:22] Also, this would allow them to make use

[06:24] of the incredible multi-class names that

[06:27] were added in Pillars 2. So, in Pillars

[06:28] 2 you could multi-class and every single

[06:31] possible combination of multi-class got

[06:33] a unique class name, which I thought was

[06:34] fun. And I would like to see those in

[06:36] Avowed 2, to be honest. But, I think the

[06:39] real challenge of even that system, as

[06:41] nice as it is to say, would be

[06:43] incorporating some of the more difficult

[06:45] classes to bring into this

[06:46] action-oriented fold. Some of them, like

[06:49] I think barbarian and fighter, would be

[06:51] relatively easy. You see that in other

[06:52] games, as barbarian and fighter have a

[06:54] lot of overlap, obvious things like

[06:56] that. However, the two most unique

[06:58] classes that are very like Pillars and

[07:00] what you think of when you think of

[07:02] Pillars fantasy is of course cipher and

[07:04] chanter. But, I also think these would

[07:06] be difficult to incorporate into an

[07:08] action-oriented game, but certainly not

[07:10] impossible. The problem is I just don't

[07:12] think you could port them in wholesale,

[07:14] no matter how much you wanted to.

[07:16] There's a couple reasons for that. I

[07:17] think cipher in particular is a class

[07:20] that has interesting targeting

[07:22] mechanisms for a CRPG. A lot of its

[07:25] abilities often trigger very uniquely by

[07:29] either bouncing off friendly targets to

[07:30] hit an enemy, or going from you to a

[07:33] friendly target and affecting enemies in

[07:35] between you two, jumping from enemies,

[07:38] being like purely debuffs and things

[07:39] like that. And I could just see that

[07:41] being more difficult to incorporate into

[07:44] an action game. Especially given that

[07:46] with those abilities, positioning is

[07:48] really important. And how that would

[07:50] feel in a more action-oriented RPG would

[07:52] almost certainly require some tweaking

[07:55] and a lot of time to get right. And I

[07:57] can see why they didn't want to do it

[07:59] for Avowed, to be honest. Chanter runs

[08:01] into a slightly different problem, where

[08:03] yes, it is a variation of a bard, let's

[08:05] be honest. It also functions a bit

[08:07] differently in the CRPGs in that

[08:10] chanters basically chant phrases, and

[08:13] those phrases individually will, of

[08:15] course, produce different effects. And

[08:17] then as they have so many phrases

[08:19] chanted, they basically build that up as

[08:21] a resource. They can then use their

[08:23] actual normal abilities outside of the

[08:25] effects produced by the chants. Meaning

[08:27] that a lot of what their class does is

[08:30] like build up those chants, and those

[08:32] happen sort of passively, and then your

[08:34] big abilities, once you've said so many

[08:36] phrases over a period of time, have a

[08:38] little more active participation. As

[08:40] typically what you'd do is set the

[08:42] chants up before you get into combat.

[08:44] And this would be difficult to

[08:46] implement, I think, for a variety of

[08:47] different reasons. There are a ton of

[08:49] these chants in the CRPGs, and tons of

[08:52] different ways to mix and match those,

[08:54] but they take time, you know, in combat

[08:56] to actually go off. And again, I'm not

[08:58] really sure how well that would

[08:59] translate to an action game, like how

[09:01] well you would even be able to use those

[09:03] chants. It would obviously be more of

[09:05] like a support situation, which I think

[09:08] would obviously make for a good

[09:09] multi-class in that case, cuz then you

[09:11] could have more active abilities on top

[09:13] of the chanting. But long story short, I

[09:15] would really want these to be in Avowed

[09:17] 2. I think they're some of what makes

[09:19] Pillars so unique. And I think finding a

[09:21] way to implement them into the game in a

[09:24] fun way that is, of course, enjoyable is

[09:27] not a small thing. But if we're going to

[09:29] do Avowed 2, I really think that's where

[09:31] a lot of the effort needs to be focused,

[09:33] personally. And yet, it is actually not

[09:36] the only place a lot of the effort would

[09:38] need to be focused because next I want

[09:39] to talk about the biggest criticism

[09:41] Avowed received which was its static

[09:43] world. So, Avowed was never like going

[09:46] to be a big open world sandbox. That is

[09:48] to say the version we got. I know there

[09:50] were like rumors from the initial

[09:52] announcement of Avowed being a thing

[09:54] that people really wanted it to be the

[09:56] sandbox to rival Skyrim and people were

[09:58] 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.

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