Best Of 2025: Avowed’s Most Controversial Feature Is Also One Of Its Best

Obsidian Recognized is one of the best RPGs released in 2025. While it doesn't reinvent the wheel in particular, it does have a fun campaign, fun combat system, and charming characters. Aside from the occasional bug (a common element of Obsidian's open-world games) and the overabundance of killer bears, I liked almost everything about the game. This includes Avowed's most controversial game mechanic: enemy respawning, or lack thereof.

When it comes to role-playing games, players often think about a few key elements. Some kind of leveling system, NPCs giving quests, loot that supports certain “builds” or playstyles – you know, the basics. One feature that is common, but perhaps not as noteworthy given its use in other genres, is the respawning of enemies. Players often expect areas to be repopulated with baddies when they return to a given location. However, “The Confessed” is not about this life, at least not entirely.

Avowed is designed to respond to your actions in a meaningful way, and not just at key moments where certain decisions can change the direction of the game's plot. This also applies to Avowed enemies. Basically, most of the outlaws, walking mushrooms, and crazy bears you'll encounter during your journey won't come back once they're killed. Devastated a group of Xaurips while wandering through the forest? Don't worry. On the way back they will still be dead. Kill several dozen spiders in an underground lair? They won't be resurrected anytime soon either. Rinse and repeat—or rather, don't repeat.

Of course, this aspect of Avowed's gameplay wasn't everyone's cup of tea. Some people didn't like how the empty seats felt after a while. Others hated that they couldn't farm enemies for experience points or random loot, a drawback that added to the annoying chore of upgrading gear before Avowed's first patch. In most cases, complaints about this feature are justified. However, I liked the idea of ​​never facing the same enemy twice. Not having to worry about fighting the same group of skeletons on the way back to their camp was great, especially during those times when I needed to collect something I'd missed; going back for a chest that could only be opened with a certain key (or several lockpicks) was a piece of cake.

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I also liked how my actions had consequences. If I made the place relatively safe for travelers to explore, it would remain that way. And conversations with non-player characters would reflect how I managed to suppress a group of bandits who were threatening their city. Again, this type of thing is common when completing story missions or important side quests. However, it is easier to role play when everything you do matters. Even on a small scale, it's nice to feel like you're a meaningful part of the Avowed world.

The most notable reason this new feature is good has to do with the enemies you can farm. There are none, and this, in turn, means that farming XP is not worth it. Obsidian has created several combat systems that combine to compensate for the need to continually complete certain levels. Yes, there are places that are initially closed to new players. And seeing multiple enemies with skulls above their heads (which indicates their threat level) can mean trouble. But thanks to the ability to upgrade weapons/equipment, flexible structure building, competent AI companions, and generous help in the form of experience every time I complete a quest, I never felt downgraded when trying to complete a story mission.

I've played enough video games over the years to know that grinding, while a respected method of controlling the tempo of certain actions, isn't always necessary. I've also gotten to the point where I can better appreciate the developer's efforts to respect my time as a player; it's less “old man yelling at clouds” and more like “I don't have time for games anymore.” That's not to say I didn't participate in side quests, bounties, and more—it's just that I was never made to feel like I needed to do those things to progress.

Avowed offered me a balanced experience throughout my playthrough. And part of that appeal came from Obsidian's dedicated efforts to allow players to play at their own pace. You can progress through the game by clearing out all the camps, caves, and abandoned mines in hopes of min/maxing your character. You can also just stick to the main quest line for the most part and still have a good time. Making a game that doesn't allow enemies to respawn, which requires changes to the usual RPG grind-fest formula, works in Avowed's favor.

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