“Creating a flexible combat system has always been one of our main objectives,” explains Gabe Paramo, the Gameplay Director. “When it comes to weapons, players have quite an array to choose from—everything from a swift, lethal dagger to a slower-firing arquebus, not to mention massive two-handed hammers, and handy one-handed swords and pistols. We even have one-handed wands, plus a dual-wielding system that allows players to mix and match off-hand and one-handed weapons, giving them a tactical edge.”
As I delved deeper into the world of Avowed and started experimenting with an array of weapons, I found myself particularly drawn to the Grimoire. This magical device grants access to spell abilities regardless of whether your character is a magic-user. The synergy of holding a Grimoire in one hand while brandishing a sword in the other was exhilarating and promised thrilling possibilities in battle. Apparently, there are more Grimoires scattered throughout the game’s universe waiting to be discovered. From there, players have the choice to enhance them or learn powerful new spells. For instance, you might pick up a “Fan of Flames” ability from a Grimoire and then integrate it into your skill set. That way, you can wield a massive hammer while effortlessly shooting flames, all without opening the spell book again.
“The standout feature for me,” Paramo elaborates, “is how seamlessly everything works together. We don’t want to bind players with unnecessary limitations; instead, we strive for ultimate flexibility. This means allowing them to swiftly swap and execute actions—from chosen abilities on their skill trees to firing weapons or executing dodges. We’ve found a unique blend in how these elements combine compared to other games, pushing the boundaries of what’s typically expected.”