I really respect what Wadjet Eye tried to do with Unavowed, and a lot of it worked really well for me. However, ultimately I think it was perhaps a little too ambitious in scope for the resources that they have available.

By having so many choices in the game, it means that a huge chunk of the game is not seen in a single playthrough, with many optional pieces of dialog and character building. I think the development resources were stretched a bit too thin in order to achieve this and I felt this most keenly in the puzzle design - almost every puzzle has a very simple solution, there are very few items in the game and much of it is progressed simply by exhausting all dialog options. Many of the encounters feel quite shallow as different characters need to be able to slot in and out of the situations depending on your choices.

I do like the characters and the world, some more than others, and I really liked the idea of having companion characters along for the ride with lots of idle chitchat and colouring the world for you. The "silent protagonist" style makes sense and they do some cool stuff with it, but I still didn't really like it. Your main character is incredibly dull in almost every way and it doesn't really make sense that you have as much control over events as you do.

Still I would be interested in a tighter, more focused sequel. Personally I would prefer if each mission just had set companions that insist they come a long for whatever reason and the entire sequence was structured with those characters in mind.

The achievements were also very annoying, requiring you to play through the pretty much the whole game with every possible combination of characters in order to get them all.

Reviewed on Jan 08, 2023


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