# **Avowed vs. Skyrim: How Obsidian’s RPG Distinguishes Itself from Bethesda’s Classic**
Obsidian Entertainment’s eagerly awaited RPG, *Avowed*, has often been likened to *The Elder Scrolls V: Skyrim* since its unveiling. Considering both titles are first-person fantasy RPGs, such comparisons are quite reasonable. Nonetheless, after thorough evaluation, we can assert that *Avowed* offers a markedly different experience than *Skyrim*.
With *Kingdom Come: Deliverance 2* and *Monster Hunter Wilds* set to launch in February, *Avowed* encounters robust competition in the RPG genre. But does it validate the anticipation? And what is its actual comparison to *Skyrim*? Let’s explore further.
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## **What Sparks the Comparison Between Avowed and Skyrim?**
The parallels drawn between *Avowed* and *Skyrim* originate from *Avowed*’s initial development phase. Following Obsidian’s acquisition by Microsoft in 2018, the studio first introduced the game as their interpretation of *Skyrim* ([via PCGamer](https://www.pcgamer.com/avowed-open-world-skyrim-rpg-size/)). Given Obsidian’s track record with open-world RPGs—particularly *Fallout: New Vegas*—this perspective was logical.
However, as development advanced, the team opted to emphasize character-driven narratives over sandbox exploration. While certain similarities persist, *Avowed* ultimately establishes its own identity.
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## **First-Person RPG Mechanics with Notable Variances**
Both *Skyrim* and *Avowed* possess a first-person viewpoint, immersing players in their fantasy realms. Combat in either title features melee weapons, magic, and ranged assaults. However, *Avowed* adds early modern armaments, such as muskets, providing a distinct flair to combat encounters.
### **Character Progression and Skills**
A significant distinction lies in the advancement of characters. In *Skyrim*, skills develop through use—swinging a sword increases your one-handed skill, while spellcasting enhances your magical prowess. Conversely, *Avowed* adopts a more conventional RPG framework, where players accumulate experience points to invest in a talent tree. This approach grants more adaptability, as players can readjust their abilities for a minor gold cost—something *Skyrim* did not facilitate.
Furthermore, *Avowed* enables players to enhance their companions’ skills, rendering party management a more essential aspect of gameplay.
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## **Open World vs. Hub-Based Exploration**
Perhaps the most pronounced difference between the two titles is in their world design. *Skyrim* represents a true open-world RPG, granting players the liberty to explore its expansive terrain without interruption. In contrast, *Avowed* implements a hub-centered framework, requiring players to navigate substantial, interconnected zones rather than traversing a solitary, unbroken world.
While this may seem limiting, *Avowed*’s hubs are extensive and filled with engaging content. Each locale feels unique, showcasing diverse biomes like deserts, volcanic regions, and tropical shores. Unlike *Skyrim*’s predominantly Nordic atmosphere, *Avowed* offers a wider range of meticulously crafted environments.
However, players must tread carefully during their explorations—*Avowed* lacks level scaling. Encounters in high-level regions too early can lead to rapid and harsh defeats, especially for characters focused on melee combat.
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## **Navigation and Level Design**
In contrast to *Skyrim*, where players could awkwardly ascend mountains, *Avowed* incorporates a more systematic traversal mechanic. Climbing and parkour elements are woven into the level architecture, providing exploration with a more intentional feel. Certain areas even evoke the fluid movement characteristic of *Mirror’s Edge*.
While this contributes to a more refined experience, it also limits players’ movement flexibility compared to the unstructured exploration offered by *Skyrim*.
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## **Interactivity and Loot Mechanism**
A hallmark of *Skyrim* is its sandbox nature—players can pick up nearly every object, pilfer from NPCs, and engage with the world in myriad ways. In contrast, *Avowed* takes a more concentrated approach. Players can only gather critical items such as weapons, gold, and food, while other elements remain static.
Moreover, *Avowed* lacks a crime system. Theft incurs no penalties, and players cannot assault non-hostile NPCs. This renders the world less responsive compared to *Skyrim*, but also streamlines gameplay by eliminating superfluous mechanics.
For those who appreciate immersive world simulations, *Avowed* may come across as constraining. NPCs do not engage in daily routines, and random occurrences akin to those in *Skyrim* are absent. Nevertheless, this focused design guarantees that every aspect serves a distinct purpose.
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## **A More Robust Narrative Emphasis**
Where *Avowed* truly sets itself apart is in its narrative approach. While *Skyrim*’s main quest often