Exclusive: Naoki Yoshida Reveals Lots More Final Fantasy XIV Mobile Details, Confirms It Will Start With A Realm Reborn

Yesterday’s announcement that Final Fantasy XIV is coming to mobile thanks to Lightspeed Studios raised plenty of questions among fans, including which content it will feature and how it will incorporate monetization. Now, Final Fantasy XIV Producer and Director Naoki Yoshida has answered at least some of these questions in a new video released exclusively to IGN.

“While we were keen on the idea of a mobile version, we had doubts about adapting some core aspects such as monetization and core gameplay to be more accessible to mobile users. Therefore, we provided challenging feedback to the Final Fantasy XIV Mobile dev team,” Yoshida explains.

Yoshida goes on to reveal that Final Fantasy XIV Mobile will indeed start with A Realm Reborn — the original campaign that helped reboot Square Enix’s struggling MMORPG back in 2013. The rest of the content will then be “released gradually based on player feedback.”

“Of course, Final Fantasy XIV and FFXIV Mobile will be developed and operated independently, with FFXIV naturally being ahead in its release schedule,” Yoshida says. “However, we see FFXIV Mobile as a sister title and we are thoroughly involved in its supervision. We will continue to provide guidance and feedback as the project moves forward, hoping that both versions will grow hand-in-hand.”

The upshot is the Final Fantasy XIV will be relatively similar to the PC and console version, though Yoshida does not say whether it will unify accounts or progression. In addition to “faithfully recreating the story for mobile users,” it will incorporate elements like the Gold Saucer, Triple Triad, and crafting and gathering.

We see FFXIV Mobile as a sister title and we are thoroughly involved in its supervision

As for the battle system, Yoshida doesn’t offer many specifics on how it is being adapted to mobile, but does allude to its virtual joystick and how the actions are being tuned for touchscreen play. “In particular, when it comes to the battle system, which involves player parties, we had to adjust each duty and its mechanics to ensure players would have a satisfying experience. Our battle and content designers as well as myself personally played through early builds and provided feedback on how to create a multiplayer experience that would be enjoyable to mobile users.”

Ultimately, the biggest difference between Final Fantasy XIV Mobile and the original release on PC console is that the former version will be fully free-to-play. However, that doesn’t mean it will include “gacha” play or other exploitive mechanics. Instead, Yoshida says it will be geared toward encouraging “long-term engagement.”

“Our goal is to ensure that players can enjoy Final Fantasy XIV for a long time while generating a small and sustainable revenue allowing as many people as possible to play the game. So, there’s no need to worry too much — just dive in and enjoy the game,” Yoshida says.

Yoshida says that team will aim to gather feedback and begin conducting tests, including monetization in various regions globally. It will launch first in mainland China and gradually expand to a global release. In the meantime, Final Fantasy XIV continues to move head on PC and console, with the Dawntrail expansion having come out earlier this year, and it sounds like there’s still plenty more to come.

“For us, there’s no finish line,” Yoshida says. “As long as I’m still around and haven’t retired I will continue to give my all to Final Fantasy XIV.”

Kat Bailey is IGN’s News Director as well as co-host of Nintendo Voice Chat. Have a tip? Send her a DM at @the_katbot.

The jazz is as smooth as the spritework in murder mystery Loco Motive, out now

I go through this life burdened by the knowledge that I will never be framed for murder on a luxurious, multiple-day train journey. Not for me the thrill of flushing out the true culprit (or culprits???) between visits to the exquisitely upholstered dining car, against the backdrop of passing mountains. The best I can hope for is getting chewed out for hogging the toilet on a crowded commuter train to Leeds.

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Deals: Huge Micro SD Card Discounts Appear In Early Black Friday Sales

Upgrade your Switch’s storage.

Black Friday doesn’t officially kick off until Friday 29th November, but that hasn’t stopped the likes of Amazon – and even Nintendo itself – from starting the party early.

If you’ve been hoovering up games left, right and centre in Nintendo’s eShop sales (US here, UK here), you’ll probably be on the lookout for a bigger microSD card to help you store them all. Thankfully, the best early gaming Black Friday deals just so happen to be within that very category.

Read the full article on nintendolife.com

Star Wars Outlaws: Wild Card – Developer Tips to Win Big at Kessel Sabacc

Star Wars Outlaws: Wild Card – Developer Tips to Win Big at Kessel Sabacc

Summary

  • Star Wars Outlaws’ first story pack, Wild Card, is available today on Xbox Series X|S, featuring a high-stakes game of Kessel Sabacc.
  • The Kessel Sabacc table aboard the casino cruiser Morenia is slightly larger with a slightly different set of rules compared to other tables across the galaxy. Learn those differences now and start preparing your strategy.
  • Developer Thibaut Machin gives insider tips on the best cheats to use and intel to gather to knock out your opponents and win the grand prize.

Star Wars Outlaws’ first story pack, Wild Card, is out now for Xbox Series X|S. To access the story pack, players need to complete the Gunsmith quest as well as The High Roller quest for Lando Calrissian.

In Wild Card, Kay Vess is tasked by Toshara’s own Governor Thorden with infiltrating a high-stakes Kessel Sabacc game and winning a coveted prize – only to find out another, secret game is being played in the underworld. This game of Kessel Sabacc is only part of the adventures that await in Star Wars Outlaws: Wild Card. However, the game is invite-only, so Kay will have to use her scoundrel charm and wit to locate and find a way into the game.

The basics of Kessel Sabacc remain the same in Wild Card: you’ll face off against opponents and draw blood and sand cards to see who can piece together the winning hand. Each round consists of three turns, and once you’re out of chips to draw new cards, you’re out.

However, this high-stakes iteration of Kessel Sabacc will look a little different from the Sabacc tables players are used to. Protocol Droid EY-E9 is the host of the event and the owner of the casino cruiser Morenia, where the game takes place. She sets the house rules, one of which is that shift tokens are banned. Shift tokens are typically a tool for Kessel Sabacc players to give themselves the upper hand at the table, or devastate an opponent’s strategy. However, EY-E9 wants to ensure every player has a fair shot to win, so no shift tokens are allowed at her table.

Cheating, on the other hand, is still possible (provided you can get away with it). The three primary cheats in Star Wars Outlaws are using magnetic dice, Lando Calrissian’s double draw trick (which allows you to draw two cards instead of one), and spying on opponents’ hands with Nix. However, in Wild Card, Nix won’t be able to be the usual extra set of eyes for Kay. The game takes place in an open, lively environment with a crowd watching, making it difficult for Nix to sneak behind players unnoticed. However, that doesn’t mean the beloved merqaal can’t help Kay out. In Wild Card, Nix has a new cheat up his furry sleeve: the ability to plant cards on other players in the hopes that EY-E9 catches them “cheating” and ejects them from the game.

Another new Kessel Sabacc element in Wild Card is that the other players will also be able to use cheats of their own to gain an advantage at the table. It’s up to Kay to pay attention to their actions, and their dialogue with one another, to catch them in the act and surreptitiously alert EY-E9 to their antics. This will make the droid more suspicious of those players, and will often lead to their ejection from the game.

Speaking of other players, Kay will have to outwit more of them in Wild Card. Across the galaxy, Kay typically encounters four-person tables, with herself and three opponents playing at one table. On the casino cruiser Morenia, there are six total players at the table. EY-E9 will also oversee the table, to announce what’s happening to the audience, interact with the players, and keep an eye out for cheating.

To help players craft their best strategy for victory in Wild Cards’ twist on Kessel Sabacc, we spoke to Thibaut Machin, game director at Ubisoft Paris, about how to handle these new rules and win big.

Double Draw

“The double draw technique, the expert skill players learn from Lando, is crucial in this game,” says Machin. Typically, in a game, players would use double draw for a better chance at pulling a favorable card, then use double discard to discreetly return the extra card to the deck before getting found out. Machin advises players to use the double draw cheat, then pair it with Nix’s new card-planting ability instead of discarding the bonus card. Not only will you get to keep the better card for your hand, but you’ll get a chance to have one of the other players kicked out.

Gather Intel

According to Machin, players will need to explore the Morenia to find a way into the game, and players should keep their eyes peeled for useful pieces of information about the others at the Sabacc table.

“During that investigation, there are many clues to find about the other players, which will help you know how they cheat during the game,” says Machin. “If you collect those clues, you’ll be able to act during the game to expose them.”

Have a Good Reputation

Many of the syndicates will be onboard the Morenia, having received an invitation to the Kessel Sabacc game from EY-E9. In addition to adding flavor to the casino cruiser, these syndicate representatives will be key for Kay to find her seat at the table. According to Machin, Kay will either ally with or betray them, but “having a good reputation with the syndicates will help Kay navigate the cruiser, and will make things easier in the story pack.”

Take Your Time

“The best tip I can give is not to rush,” says Machin. “With so much happening at the table, it’s safer to play carefully and avoid acting too quickly. Also, paying close attention to the table dynamics is crucial to stay ahead.”

He goes on to describe that a common strategy for players is to immediately spend chips to draw a better hand, but in Wild Card, the game will last for more rounds, and players will only have eight chips. It’s better to use discretion when spending chips to draw cards, as well as paying close attention to your opponents’ banter and interactions.

“Lando has a few funny lines that I really like, as do the others,” says Machin. “The mood is pretty intense for the player, so they’re meant to make it more lively.”

Play Star Wars Outlaws: Wild Card today on Xbox Series X|S! There’s more content coming to the game, so stay tuned to Star Wars Outlaws official channels on Facebook, Instagram, X (Formerly Twitter), and here on Xbox Wire.  

The post Star Wars Outlaws: Wild Card – Developer Tips to Win Big at Kessel Sabacc appeared first on Xbox Wire.

First details on MLB The Show 25, plus looking towards the future of MLB The Show

Major League Baseball’s exciting 2024 season has wrapped and with MLB The Show 24’s Season 4 content arriving tomorrow*, we at San Diego Studio wanted to take a moment to share a sneak peek at the future of this franchise. 

MLB The Show 24 Season 4

Beginning tomorrow, all fans can enjoy every card in MLB The Show 24 as we move into Season 4 with the release of 2024 Finest with more content coming. Yes, this also means cards in your inventory from previous seasons in MLB The Show 24 can be enjoyed again!

MLB The Show 25 Diamond Dynasty

We appreciate the feedback from our community and have also decided that Sets and Seasons will not be returning in MLB The Show 25, allowing every card to be used freely throughout the year. While we look forward to sharing more about our live content plans for MLB The Show 25 at a later date, our Season 4 approach gives you a sense of the direction of MLB The Show 25.

We are also excited to share that you, our fans, will be able to earn rewards in MLB The Show 24 to jump-start your MLB The Show 25 experience! Beginning tomorrow, you can start earning Now & Later MLB The Show Packs in playable content all throughout Diamond Dynasty! Each Now & Later MLB The Show Pack earned in MLB The Show 24 will grant an MLB The Show Pack in MLB The Show 25**.

As we work to develop the most authentic and realistic Major League Baseball experience possible, we wanted to share a sneak peek of what is to come next year in MLB The Show 25.

  • Road To The Show: Deepen the player’s journey before being drafted, and return control to how a player develops and grows in new and interesting ways. 
  • Diamond Dynasty*: With Sets and Seasons retiring, our fans can look forward to all-new elements of the Diamond Dynasty experience blended with what they love most about it. 
  • Franchise: Improved trade evaluation metrics are coming along with a new fun and engaging offseason experience.
  • Gameplay: With the expansion of quick time events, defensive AI, and pathing updates, enjoy more engaging moment-to-moment gameplay. 

For all the latest MLB The Show information, head to TheShow.com, sign up for The Scouting Report, and follow our X, Facebook, and Instagram accounts.

*Internet connection required for online features and software updates.
**An internet connection, MLB The Show account, and purchase of MLB The Show 25, once available, is required to receive your Now & Later MLB The Show Pack in MLB The Show 25.

If one thing works in S.T.A.L.K.E.R. 2, it’s the incomprehensible name generator for random NPCs

S.T.A.L.K.E.R. 2: Heart of Chornobyl stays largely faithful to the original series’ bleak yet inquisitive tone and propensity for technical problems, but there’s another, much smaller feature that it also brings back: silly titles for its lesser NPCs. All the major and side characters are, indeed, characters, but rather than leave inconsequential henchmen and roving bandits nameless, S.T.A.L.K.E.R. 2 assigns Zone-merc handles to each and every one of them. Some try to sound badass, some might as well have been chosen by the owner panickedly looking around the room for something to name himself after, and all of them sound like they should be on the actor’s wall in Toast of London.

Because your life partly depends on relieving slain foes of their belongings, S.T.A.L.K.E.R. 2 encourages you to get up close and looty with these blokes, meaning you end up spending a lot of time reading goofy nicknames. I thought I’d pay tribute to the best ones I’ve seen so far, even if the majority of these honours will need to be given posthumously.

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Overthrown is a city builder where you can throw your whole city at the sky because secretly, you hate city builders

Overthrown is a city building game made by and for people who can’t work out whether they love or despise city building games. In this curious concoction from developers Brimstone and publishers Maximum Entertainment, you are a chirpy anime monarch equipped with a magic crown that confers the ability to seize entire buildings and throw them away because aaaararargahragrhagh, I am sick of this dang sawmill. I am sick of perfecting the infrastructure. I am sick of stockpiling food for the winter. I am sick of my hard-working peasants and their happiness levels. I am going to pick everything up and hurl it into the sky.

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Final Fantasy 7: Rebirth Won’t Have Intergrade-Style DLC as Square Enix Focuses on Making Part 3

Sorry, Final Fantasy sickos. Final Fantasy 7: Rebirth isn’t getting any major story DLC akin to Remake’s Intergrade expansion, according to game director Naoki Hamaguchi.

In an interview with The Daily Star, Hamaguchi gently denied fan hopes of an intermediary chapter between Rebirth and the next game. Final Fantasy 7: Remake received such a chapter with “Intermission,” which included a new story featuring Yuffie.

“We definitely do hear the desire from fans, the voices out there that want that kind of thing,” he said. “I understand it completely, but I think, from my perspective, what the fans really want to see the most is not necessarily DLC. They want to see the third part of the series as quickly as possible.”

While Hamaguchi’s assessment is probably correct, this might be a let-down for fans who were expecting more. Rumors of a Rebirth DLC have been bubbling both due to Remake’s existing DLC, as well as a prior comment from Hamaguchi about wanting to make “further expansions” to addictive minigame Queen’s Blood.

While that remark could have meant anything from minor updates to a standalone game, many took it to mean Queen’s Blood DLC was in the cards. Hamaguchi’s remarks today don’t seem to totally refute that, as he appears to be specifically referring to a full-blown, character-driven, story DLC here. But it’s also not looking hopeful.

For now, it sounds like Square Enix is full speed ahead on the third part of Final Fantasy 7’s trilogy of a remake. The first two games, Remake and Rebirth, were four years apart, and Rebirth just released this year. That means we likely have a bit of a wait ahead of us, with Square Enix suggesting it hoped to release the finale by 2027. That gives us plenty of time to play all the way through Rebirth, which we gave a 9/10 and which is a nominee for Game of the Year at The Game Awards in December.

Rebekah Valentine is a senior reporter for IGN. You can find her posting on BlueSky @duckvalentine.bsky.social. Got a story tip? Send it to rvalentine@ign.com.

Nintendo Download: 21st November (North America)

Divine Dynamo Flamefrit! Loco Motive! Nine Sols!

The latest Nintendo Download update for North America has arrived, and it’s bringing new games galore to the eShop in your region. As always, be sure to drop a vote in our poll and comment down below with your potential picks for the week. Enjoy!

Note that two of the biggest releases this week — MySims: Cozy Bundle and Stray — featured in last week’s download. We didn’t forget about them!

Read the full article on nintendolife.com

How Player Choice Is Infused into Avowed’s Approach to Combat

Avowed Screenshot

How Player Choice Is Infused into Avowed’s Approach to Combat

Summary

  • We explore combat and player choice in our extended hands-on time with Avowed.
  • Gameplay Director Gabe Paramo and Senior Combat Designer Max Matzenbacher share insights into the combat design process.
  • Avowed is launching February 18, 2025, for Xbox Series X|S, the Xbox app for Windows, Steam, Battle.net and will be available on day one with Game Pass Ultimate and PC Game Pass. It is currently available for pre-order on the Xbox Store, Battle.net, and Steam. The Premium Edition offers up to five days early access, two premium skin packs, and access to the Avowed Digital Artbook & Soundtrack. Learn more here on Xbox Wire.

As soon as I got off the boat and set foot in Dawnshore, the first major open zone of Avowed, I knew I was in for a good time. The port city of Paradis is absolutely dripping in character. From the mix of weathered buildings with missing bricks, merchants waving me over to see their wares, and a handful of thieves hanging about that don’t want to talk to me, it all felt so alive. So naturally the first thing I do is climb to the top of the bell tower for a better view and discover some gold coins resting inside a bird’s nest. “The game anticipated I might go here; this is going to be great.”

Player choice is at the forefront in Avowed and it’s a theme that is infused into just about everything you can do within the game’s world, born from a studio that prides itself on the motto of, “Your Worlds, Your Way.” That means everything is on the table, from complex dialog choices to customized character builds that let you choose how you want to explore the Living Lands within the world of Eora. Combat also fits within this framework of player choice, and it was an aspect that I explored in detail during a recent hands-on media event for Avowed.  

I must have tried close to a dozen weapons during my session (the powerful arquebus rifle would become my favorite, more on that in a bit), but having the freedom to cycle between axes and bows and hammers and wands and even a spell book was incredibly flexible. I felt encouraged by the game to experiment even though my starting background as a ‘War Hero’ began to feel more like a suggestion – as designed.

“I would describe it as like an open class system,” Senior Combat Designer Max Matzenbacher tells me. “In games where it’s class-based, you can be restricted on which weapons you can wield, which abilities you can select from. But in Avowed, the classes are more of a guideline or a flag post for someone to follow; you can mix and match your weapons at any time in the game. You can put things in your primary and off-hand, and then you can combine nearly any ability from any tree at any time. So, you could take something from a wizard build that’s a Meteor Storm style ability and then have a more fighter-centric ability. It’s giving the player the opportunity to build their class. We give you some indicators and you can find nods to Pillars of Eternity within those trees, and more nuanced subclasses, but you can really build whatever you like.”

“Flexibility in combat actions was always a goal for us,” adds Gameplay Director Gabe Paramo. “In terms of weapons, you can expect anywhere from a one-hit dagger to a slow reloading arquebus, two-handed great hammers, a one-handed sword, one-handed pistol, a one-handed wand, and we have a dual-wielding system that lets the player equip off-hand and one-handed weapons together in a dual-wielding type way.”

As I continued my experimentation with weapons, I initially found myself gravitating to the Grimoire early on, which is a magic weapon that allows you to tap spell abilities even if your class isn’t magic-based. Holding it in my off-hand while wielding a sword in the other felt like a great combination that could yield some entertaining results in combat. We’re told you can also discover more of these Grimoires throughout Avowed, and then choose to either improve it or learn spells from it. For example, you could take something that you learned from a Grimoire, like a “Fan of Flames” ability, and put it into your ability bar, and then run around with a giant hammer while tossing fire independently of the spell book.

“I think the biggest kind of unique element is how all the pieces fit together and how we don’t restrict the player; to give them ultimate flexibility in being able to quickly swap and execute these actions, like their abilities they choose from their trees, the weapons they fire, the dodge — all those I would say is a mix of how a lot of games handle it; we just mix some elements more uniquely,” Paramo says.

Avowed also lets you enchant (modify) unique weapons by utilizing resources that you’ve gathered throughout the world, rewarding the more adventurous and curious players with the tools needed to upgrade more powerful weapons and gear. As someone who loves to explore every nook and cranny, I was thrilled to see how often my curiosity was being rewarded, like the previously mentioned bird nest on top of the bell tower. It was also when exploring these nooks that the world of Avowed really opened up for me, not only because it was rewarding my curiosity and how I wanted to approach combat, but how those tie into the freedom to explore the world how I wanted to.

“With the enchantment system and weapon upgrading systems, and the unique [weapons] with passive abilities that the player can unlock to enhance those weapons, they can really drill in deep on the mechanic side of things to really min/max or improve the playstyle that they are choosing,” Paramo explains. “We also have a very flexible respecing system if they want to kind of change their minds and try something else, maybe choose a different ability to enhance another set of weapons that they find that they like later.”

“I would add that the attribute system is inspired by the Pillars of Eternity concept of not having restricted class specific attributes, where to wield a certain type of weapon, or to optimize a certain weapon, you must take a specific attribute,” Matzenbacher adds. “All the attributes are available to all players and builds, so they can use that to extend their play style if they want to be more damage centric or have more survivability or have more resources to use either weapon attacks or abilities.”

This raised the question of how they balance all these weapons while still rewarding player choice and experimentation. Matzenbacher and Paramo explained that it was all about stripping these weapons down to their most basic components first and adjusting from there. For example, larger weapons will cost more stamina but deal more damage; smaller weapons will use less stamina but could be better used for stunning. The same rules generally apply to taking the time to cast with a powerful attack spell and their essence cost; the more powerful the spell, the more cost to cast.

“Choice and consequence are not just something that we have in dialogue, but it’s something that we also have in combat, where for every choice the player makes and what they’re choosing to equip, there’s a consequence to that,” Paramo explains. “So, if I’m going to choose a two-handed great hammer, I’m going to do heavy damage, but have a slow attack speed that leaves me open more to hits but costing me stamina. Each one of these things is all about finding the system that the player will funnel into and then kind of creating those different consequences for choosing that weapon or load out.”

The way this played out for me was pairing the powerful arquebus rifle with the Charge ability for my “War Hero,” which had me dash forward and smash into anything in my way. Through its repeated use, I also discovered it did a great job of running up the stun meter on enemies — attacking a fully stunned enemy allows you to perform a special attack for massive damage. Combining that with my slow-loading (yet powerful) rifle proved to be a vicious combination, especially against some of the more formidable enemies I came across, like a diseased bear and giant spider.

Choice also applies to enemies as well, in how they are designed to utilize the environment to find the best method of attack. All of them, from sporelings to skeletons to Xaurips (this universe’s reptilian race), each have distinct rules of engagement on top of their more basic commands — fodder units will try to charge and attack you; ranged units are going to be at a distance; blocker units will always try to block. But here’s where it gets a bit more intriguing, as these commands also feed into a “parkour everywhere” approach for both the player and enemy movement within the environment that can keep these encounters challenging and fun.

“The AI knows how to parkour up (cliffs or ledges) and get to you. Or they know that you are trying to be on a high level trying to shoot at them from at a range distance,” explains Paramo. “They adapt, and even though they might be a more melee-focused character, they’re going to try to get to you. And if they can’t get to you, they’re going to switch to something more ranged too so that you can’t just like capitalize on them and cheese them basically.”

This exact scenario happened to me numerous times while battling crowds of Xaurips. I’d see them scatter up to higher ledges, trying to hit me with their arrows. As I climbed the cliff to get at them, they’d do backflips to get to a higher ledge as I chased them down. Eventually I had enough of this, equipped my Grimoire, and shot flames at them to put an end to this chase. But I really liked seeing that enemies both had an appreciation of their own survivability, but also continued to try and gain an advantage against me.

“Having the player able to jump up on locations, that kind of creates a different dynamic for the AI,” continues Paramo. “We also have stealth grass in the game where the player can take a bit more of a stealthier approach. And we have destructibles in the game that the player and enemies can destroy, or explosive barrels that the player can use range attacks on, so that can help get them an advantage in that encounter, and damage bonuses for stealth attacks when the player is hitting unaware enemies.”

“There are also environmental interactions in the game,” adds Matzenbacher. “So, there could be water on the ground that will react if you’re using shock magic. And then there are certain cases where there are traps and hazards that can either affect the player or enemies that they can trigger and interact with — there’s both the layout and the structure of the space, but also elements that can be combined and leveraged against the enemies.”

There are so many intriguing parts of Avowed, like being able to build our characters as we want, choosing the load outs and companions we want, and having such a dynamic approach to combat, that it will no doubt create numerous and exciting moment-to-moment adventures within the world of Eora. Obsidian are masters of their craft at giving players choice and freedom to play within their worlds as they want, and Avowed is shaping up to be their next great proof point of this concept – from everything we’ve seen and played so far, it’s leading up to something truly special. And we can’t wait to go back.


Avowed is launching February 18, 2025, for Xbox Series X|S, the Xbox app for Windows, Battle.net, Steam, and will be available on day one with Game Pass Ultimate and PC Game Pass. It is currently available for pre-order on the Xbox Store, Battle.net, and Steam. The Premium Edition offers up to five days early access, two premium skin packs, and access to the Avowed Digital Artbook & Soundtrack. Learn more here on Xbox Wire.


Xbox Play Anywhere

Avowed Premium Edition

Xbox Game Studios


27

$89.99

Premium Edition includes:
– Avowed base game
– Up to 5 days early access
– Two Premium Skin Packs
– Access to Avowed Digital Artbook & Original Soundtrack

Welcome to the Living Lands, a mysterious island filled with adventure and danger.
Set in the fictional world of Eora that was first introduced to players in the Pillars of Eternity franchise, Avowed is a first-person fantasy action RPG from the award-winning team at Obsidian Entertainment.
You are the envoy of Aedyr, a distant land, sent to investigate rumors of a spreading plague throughout the Living Lands – an island full of mysteries and secrets, danger and adventure, and choices and consequences, and untamed wilderness. You discover a personal connection to the Living Lands and an ancient secret that threatens to destroy everything. Can you save this unknown frontier and your soul from the forces threatening to tear them asunder?

The Weird and Wonderful Living Lands
The Living Lands is a place that feels foreign yet somewhat intrinsic to you as it feels the island itself is calling out to you for help. Explore an island home to many different environments and landscapes, each with their own unique ecosystem.

Visceral Combat to Play Your Way
Mix and match swords, spells, guns, and shields to fight your way. Dig into your grimoire for spells to trap, freeze or burn enemies, bash them with your shield, or use range bows to attack from a distance.

Companions as part of your journey
Companions from a spread of species will fight alongside you, with their own unique set of abilities. From a former mercenary to an eccentric wizard, they will be part of your journey with your choices shaping them as you help them with their quests.


Xbox Play Anywhere

Avowed Standard Edition

Xbox Game Studios


27

$69.99

Welcome to the Living Lands, a mysterious island filled with adventure and danger.
Set in the fictional world of Eora that was first introduced to players in the Pillars of Eternity franchise, Avowed is a first-person fantasy action RPG from the award-winning team at Obsidian Entertainment.
You are the envoy of Aedyr, a distant land, sent to investigate rumors of a spreading plague throughout the Living Lands – an island full of mysteries and secrets, danger and adventure, and choices and consequences, and untamed wilderness. You discover a personal connection to the Living Lands and an ancient secret that threatens to destroy everything. Can you save this unknown frontier and your soul from the forces threatening to tear them asunder?

The Weird and Wonderful Living Lands
The Living Lands is a place that feels foreign yet somewhat intrinsic to you as it feels the island itself is calling out to you for help. Explore an island home to many different environments and landscapes, each with their own unique ecosystem.

Visceral Combat to Play Your Way
Mix and match swords, spells, guns, and shields to fight your way. Dig into your grimoire for spells to trap, freeze or burn enemies, bash them with your shield, or use range bows to attack from a distance.

Companions as part of your journey
Companions from a spread of species will fight alongside you, with their own unique set of abilities. From a former mercenary to an eccentric wizard, they will be part of your journey with your choices shaping them as you help them with their quests.


The post How Player Choice Is Infused into Avowed’s Approach to Combat appeared first on Xbox Wire.