Carrie Patel was on Dropped Frames talking about Avowed.

[Released: 2020] The Xbox Series X is estimated to be four times as powerful, with support for 8K resolution and up to 120 frames-per-second rendering, with a nominal target of 4K resolution at 60 frames per second.

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Carrie Patel was on Dropped Frames talking about Avowed.

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https://twitter.com/IdleSloth84_/status/1754314121921663117

Here's a breakdown of what was discussed:

- They are aware of the vocal feedback around combat [impact]; it's something they already know about and are actively working on. The footage shown in the Developer_Direct was already weeks behind what was the current build (at the time of filming).

- Players will find themselves one foot between a grounded political story and a metaphysical story about gods and souls.

- There will be things to find in the environment (Cohh's question was targeted around loot, environmental storytelling, notes etc.).

- Classless system but skill trees will allow for speccing into more traditional 'archetypes' if a player wants.

- Companion skill trees are locked to a specific archetype, but will allow for variations.

- Different enemy attacks can impact the player (knockdown, push, unblockable etc.).

- Not discussing endings or NG+ at this time.

- Some character creation decisions will have mechanical and roleplay impacts.

- Scope is similar to The Outer Worlds (question was about playtime, critical path vs. 100% completion).

- Weapon upgrade system (not mandatory, but recommended).

- Party camp will follow you through the game (no base building).

- Similar difficulty options in their previous games (story time, path of the damned).

- Grimoire magic still in the game, just wasn't shown at the direct (can also dual wield grimoire + wand for quick magic and powerful spells).

- Can't speak much about the stat system, but the general idea is they don't want a system that corners players into potential bad decisions. Want to present a fun set of options for the player.

- Can't speak much on bosses yet, but the idea around combat encounters is to present a variety of enemies that will challenge the player and not make them feel too complacent with sticking to one play style. Want to encourage swapping weapon sets.

- Playing PoE 1 and 2 are not required to understand what's going on.

- No mini-games.

- Day and Night system is there, but doesn't affect gameplay.

- No mounts, some combat abilities affect movement (charge, etc.).

- Tease about some gear can affect things like movement.
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