“The flexibility in combat actions has always been a goal for us,” says Gabe Paramo, the Gameplay Director. He elaborates on their design approach, explaining the variety of weapons available: from the quick-strike dagger to the slow-loading arquebus, you have two-handed great hammers, a one-handed sword, a one-handed pistol, and even a one-handed wand. Not to mention, there’s a dual-wielding system that lets you pair off-hand and one-handed weapons for a unique combat style.
As I delved deeper into weapon experimentation, I was instantly drawn to the Grimoire. This magical weapon is fascinating because it lets you harness spell abilities even if your character isn’t inherently magic-focused. Pairing it in my off-hand with a sword in the other felt like a powerful combo with the potential to spice up battles. There’s also the exciting prospect of finding more Grimoires throughout the world of Avowed, each offering the chance to enhance or learn new spells. Imagine picking up an ability like “Fan of Flames” from your Grimoire and adding it to your ability bar. You could then be wreaking havoc with a giant hammer, all while flinging fire, completely independent of the spell book.
Paramo points out, “I think what sets us apart is how everything comes together seamlessly, offering players unmatched freedom to switch and execute abilities on the fly. Whether it’s their choice of skills from their trees, the weapons at their disposal, or the timing of a dodge — we take a unique approach by blending elements in a way that’s both familiar and distinctly our own.”