Compare Avowed vs The Outer Worlds 2

P1 Avowed
P2 The Outer Worlds 2

Comparison Takeaways

Avowed

Where It Has the Edge

  • camera behavior is 4.2 vs 2.5. Camera-related options were appreciated, especially the ability to adjust head bob and camera shake for comfort.
  • emotional impact is 4.1 vs 2.8. Emotional impact came mostly from moral choices, consequences, and companion moments, though some endings or fallout felt muted...
  • content variety is 4.2 vs 3.0. Reviewers liked the dense zones and amount of side content, although some felt the scope was restrained rather...
  • immersion is 3.7 vs 2.5. Immersion was helped by dense worldbuilding and atmosphere but hurt for some by static NPCs and limited world...

The Outer Worlds 2

Where It Has the Edge

  • world interactivity is 4.5 vs 1.9. World interactivity was praised where obvious environmental solutions and discovered information could be acted on directly.
  • stealth mechanics is 4.0 vs 1.4. Stealth was often viable and rewarding, especially with builds and gadgets, but some reviewers found it imbalanced or...
  • mission design is 4.6 vs 2.2. Major missions and tentpole scenarios were praised for puzzle-box structure, role-play opportunities, and varied routes.
  • core gameplay loop is 4.2 vs 2.0. The main loop of talking, looting, fighting, and resolving problems your way was praised as satisfying and strongly...
Average score
Product 1: Avowed
3.6
Product 2: The Outer Worlds 2
3.7
accessibility options
Product 1: Avowed
4.2

Reviewers noted useful accessibility and comfort controls such as camera, subtitle, difficulty, and arachnophobia-related options, though colorblind support was called out as missing.

Product 2: The Outer Worlds 2
No score yet
age appropriateness
Product 1: Avowed
4.0

One reviewer specifically framed Avowed as more appropriate for older teens and adults because of its complex themes and mature material.

Product 2: The Outer Worlds 2
No score yet
AI behavior
Product 1: Avowed
3.5

Enemy AI was considered serviceable but not especially smart; later impressions suggested fights remain engaging without feeling brain-dead.

Product 2: The Outer Worlds 2
3.1

Enemy AI was sharply split between smart tactical behavior and complaints about idling, aggro, detection, or rough enemy decisions.

aiming precision
Product 1: Avowed
2.5

Aiming and first-person spell placement drew criticism when ground-targeted abilities were hard to place precisely.

Product 2: The Outer Worlds 2
3.9

Aiming was mostly better and more natural, but one reviewer still found the reticle a little slippery.

animation quality
Product 1: Avowed
3.0

Animation feedback was mixed, with stiff NPCs and less impressive presentation keeping the game from feeling fully modern.

Product 2: The Outer Worlds 2
2.8

Animation quality was mixed to negative, mostly due to janky or weak animation comments.

art direction
Product 1: Avowed
4.6

Most reviewers praised the bold, colorful, alien fantasy art direction, though a few disliked the cartoony look or felt presentation was uneven.

Product 2: The Outer Worlds 2
4.0

Art direction was mostly praised for color, personality, and alien worlds, though one reviewer preferred the first game's grounded look.

atmosphere
Product 1: Avowed
4.7

The Living Lands’ vivid tone, music, and dreamlike spaces were repeatedly praised for creating a distinctive atmosphere.

Product 2: The Outer Worlds 2
4.4

Atmosphere was praised for oppressive planets, overwhelming corporate spaces, and a strong sense of place.

boss design
Product 1: Avowed
1.8

Boss design was criticized as disappointing, with bosses feeling like tougher versions of regular enemies rather than unique encounters.

Product 2: The Outer Worlds 2
No score yet
bug frequency
Product 1: Avowed
3.6

Bug reports varied widely: some reviewers found almost none, while others hit quest bugs, map-edge bugs, or issues that required reloads.

Product 2: The Outer Worlds 2
3.1

Bug frequency was mixed, with several reviewers noting annoying or persistent bugs and others saying issues were minor.

camera behavior
Product 1: Avowed
4.2

Camera-related options were appreciated, especially the ability to adjust head bob and camera shake for comfort.

Product 2: The Outer Worlds 2
2.5

Third-person camera implementation was criticized as uncomfortable by one reviewer.

character customization
Product 1: Avowed
4.3

Character creation was generally praised as solid or deep, with later updates adding more races and appearance options.

Product 2: The Outer Worlds 2
No score yet
character development
Product 1: Avowed
2.7

Character development split reviewers: some found companions distinct and engaging, while others thought characters were bland or hard to care about.

Product 2: The Outer Worlds 2
2.9

Character development was mixed, with some praise for relationship growth but several complaints about unmemorable or thin characters.

character roster
Product 1: Avowed
3.3

The companion roster was often seen as small or limited, though some reviewers still liked the four supporting characters.

Product 2: The Outer Worlds 2
3.3

The companion roster drew mixed reactions, from mostly memorable faction representatives to a separate view that no one truly stood out.

class balance
Product 1: Avowed
4.4

Build and class flexibility was praised because Avowed lets players mix archetypes freely, though balance sometimes favored magic or specific styles.

Product 2: The Outer Worlds 2
No score yet
combat system
Product 1: Avowed
4.2

Combat was one of the most consistently praised elements, especially magic, responsiveness, and build variety, despite repetition and gear-gating complaints.

Product 2: The Outer Worlds 2
4.1

Combat was widely seen as a major improvement, especially gunplay, though melee feel and RPG-shooter limitations kept some scores mixed.

companion AI
Product 1: Avowed
3.1

Companion combat AI was mixed: some found companions self-sufficient or improved by patches, while others called them weak or unnecessary in fights.

Product 2: The Outer Worlds 2
2.0

Companion AI drew negative comments for reckless combat behavior and frequent deaths.

content variety
Product 1: Avowed
4.2

Reviewers liked the dense zones and amount of side content, although some felt the scope was restrained rather than sprawling.

Product 2: The Outer Worlds 2
3.0

Content variety was mixed, with one review arguing expanded quantity sometimes came at the cost of depth.

controls responsiveness
Product 1: Avowed
4.4

Controls and combat feel were commonly praised for responsiveness, impact, and keybind flexibility, with a few targeting frustrations.

Product 2: The Outer Worlds 2
4.5

Controls were praised for snappier, more responsive shooting and better weapon heft.

core gameplay loop
Product 1: Avowed
2.0

The core loop was divisive: strong combat and exploration were often undermined for some reviewers by gear-tier repetition and open-zone structure.

Product 2: The Outer Worlds 2
4.2

The main loop of talking, looting, fighting, and resolving problems your way was praised as satisfying and strongly role-play driven.

crafting system
Product 1: Avowed
2.7

Crafting was mixed to negative, with several reviewers calling it threadbare, expensive, or too tied to gear-tier progression.

Product 2: The Outer Worlds 2
No score yet
crash stability
Product 1: Avowed
4.0

Crash stability varied by platform and version: some reviewers reported no crashes, while another had severe startup crashes before fixes.

Product 2: The Outer Worlds 2
3.5

Crash stability was mixed, from one-crash praise to reports of hard crashes or repeated crashes in a specific area.

cross-save support
Product 1: Avowed
No score yet
Product 2: The Outer Worlds 2
4.0

Cross-save support was positively noted when saves moved between Xbox and PC.

dialogue quality
Product 1: Avowed
3.7

Dialogue quality ranged from standout and well acted to overly wordy, forced, or limited in the options it offered.

Product 2: The Outer Worlds 2
4.4

Dialogue was praised for branching options, smooth integration of background choices, and rewarding nonviolent solutions.

difficulty balance
Product 1: Avowed
3.4

Difficulty balance was one of the most debated areas, with some finding it fair and flexible and others criticizing gear checks, sponginess, or uneven scaling.

Product 2: The Outer Worlds 2
3.7

Difficulty was mixed: some liked the challenge and fairness, while others noted reverse difficulty or uneven spikes.

economy and resource balance
Product 1: Avowed
2.6

Resource balance divided reviewers: some liked the meaningful economy, while others felt crafting materials and upgrade resources were too scarce.

Product 2: The Outer Worlds 2
2.0

Economy balance drew criticism from one reviewer who found bits and faction standing underdeveloped.

emotional impact
Product 1: Avowed
4.1

Emotional impact came mostly from moral choices, consequences, and companion moments, though some endings or fallout felt muted to critics.

Product 2: The Outer Worlds 2
2.8

Emotional impact was limited in mixed reviews, with satire and tone sometimes keeping decisions from landing deeply.

endgame content
Product 1: Avowed
1.5

Endgame content was criticized because the original experience did not allow continued post-story play and lacked New Game Plus at launch.

Product 2: The Outer Worlds 2
2.3

Endgame content drew criticism when the level cap arrived before some arcs or final hours, reducing reward momentum.

enemy variety
Product 1: Avowed
2.5

Enemy variety was a recurring concern; many reviewers felt the same bears, spiders, skeletons, and humanoids appeared too often.

Product 2: The Outer Worlds 2
1.5

Enemy variety was a repeated low point in IGN-aligned reviews, especially repeated creatures across planets.

environmental detail
Product 1: Avowed
4.6

Environmental detail was strongly praised through dense secrets, vistas, caves, and handcrafted spaces, even by some otherwise mixed reviewers.

Product 2: The Outer Worlds 2
4.5

Environmental detail was praised for purposeful design, interiors, environmental storytelling, and handcrafted spaces.

exploration quality
Product 1: Avowed
4.6

Exploration was one of the strongest consensus positives, with dense maps, secrets, vertical paths, and constant rewards keeping reviewers engaged.

Product 2: The Outer Worlds 2
3.9

Exploration was generally rewarding and purposeful, though some reviewers found open stretches empty or unrewarding.

facial animations
Product 1: Avowed
2.8

Facial animations were criticized in later impressions as not matching next-generation expectations.

Product 2: The Outer Worlds 2
No score yet
faithfulness to franchise
Product 1: Avowed
4.7

Returning Eora fans often felt Avowed was faithful to the Pillars of Eternity world, while still accessible to newcomers.

Product 2: The Outer Worlds 2
4.3

Faithfulness to the franchise was praised for refining the series, keeping its soul, and moving closer to Obsidian's RPG promise.

fast travel convenience
Product 1: Avowed
4.4

Fast travel was viewed as convenient and generous, making it easy to revisit areas without friction.

Product 2: The Outer Worlds 2
3.8

Fast travel was useful and sometimes praised, though lack of interplanetary fast travel frustrated one reviewer.

frame rate stability
Product 1: Avowed
3.3

Frame-rate stability varied: some reviewers saw stable performance, while others reported hitches, drops, screen tearing, or stuttering.

Product 2: The Outer Worlds 2
3.9

Frame rate evidence ranged from smooth 60 FPS praise to concerns about 4K performance and quality/performance tradeoffs.

fun factor
Product 1: Avowed
4.2

Fun factor leaned positive overall, especially for combat and exploration, though some reviewers found the experience merely solid or underwhelming.

Product 2: The Outer Worlds 2
3.9

Fun factor was mostly positive, though some reviewers tied their enjoyment to tolerance for repetition, pacing, or familiar design.

gameplay mechanics
Product 1: Avowed
3.9

Gameplay mechanics were generally praised as streamlined and flexible, but a few reviewers felt RPG systems lacked depth or reactivity.

Product 2: The Outer Worlds 2
4.5

Reviewers generally liked the RPG systems, build options, and reactive mechanics, though a few found familiar systems less imaginative.

graphics quality
Product 1: Avowed
4.2

Graphics quality was divisive but often positive, with praise for stunning vistas and vivid visuals alongside criticism of poor or compromised visuals on some platforms.

Product 2: The Outer Worlds 2
4.2

Graphics were generally positive, with vibrant worlds and improved visuals, though some character models or performance-mode compromises drew criticism.

grind level
Product 1: Avowed
2.4

Grind level was a common complaint tied to gear upgrades, resource hunting, and spongy combat loops.

Product 2: The Outer Worlds 2
3.1

Grind level was mixed: IGN found the RPG grind compelling, while RPGFan said repetitive tasks and level-cap timing hurt motivation.

handheld play suitability
Product 1: Avowed
3.5

Steam Deck suitability was considered playable and verified, but the visual tradeoff was significant.

Product 2: The Outer Worlds 2
No score yet
haptic feedback integration
Product 1: Avowed
3.5

Haptic support was platform-dependent: one PS5 review praised DualSense vibration, while another noted missing haptic and trigger use.

Product 2: The Outer Worlds 2
No score yet
HUD clarity
Product 1: Avowed
3.5

HUD clarity improved through options to reduce clutter, adjust opacity, and toggle display elements.

Product 2: The Outer Worlds 2
No score yet
immersion
Product 1: Avowed
3.7

Immersion was helped by dense worldbuilding and atmosphere but hurt for some by static NPCs and limited world reactivity.

Product 2: The Outer Worlds 2
2.5

Immersion was limited in one review where the ship never felt like home.

innovation
Product 1: Avowed
3.0

Innovation was usually described as limited; reviewers saw Avowed as confident and enjoyable rather than genre-changing.

Product 2: The Outer Worlds 2
3.8

Innovation was split between praise for the flaws system and criticism that broader mechanics felt unimaginative.

learning curve
Product 1: Avowed
4.0

Learning support was helped by reference and lore systems that made Eora’s terminology easier to understand.

Product 2: The Outer Worlds 2
4.0

One reviewer found the broader RPG structure easy to grasp despite its added ambition.

level design
Product 1: Avowed
4.8

Level design was praised for verticality, density, handcrafted routes, and spaces that felt larger than their footprint.

Product 2: The Outer Worlds 2
4.3

Dense openings and dungeon spaces earned strong praise, with reviewers singling out alternate routes and thoughtful layouts.

live-service support
Product 1: Avowed
4.4

Post-launch support was viewed positively, with free updates improving stability, customization, build options, and quality-of-life features.

Product 2: The Outer Worlds 2
No score yet
load times
Product 1: Avowed
No score yet
Product 2: The Outer Worlds 2
4.5

Load times were praised as reasonably short in one cross-platform review.

loot system
Product 1: Avowed
3.0

Loot opinions were mixed: unique items and progression could be satisfying, but many chests and rewards felt predictable or unexciting.

Product 2: The Outer Worlds 2
4.2

Loot was praised as meaningful, rewarding, and varied enough to support distinct builds.

lore depth
Product 1: Avowed
4.7

Lore depth was consistently praised, especially the in-game books, history, politics, and reference systems that made Eora feel rich.

Product 2: The Outer Worlds 2
4.5

Lore depth was praised where new factions made Arcadia feel deeper and more distinct than the first game.

map and navigation design
Product 1: Avowed
3.0

Map and navigation design was mixed, with missing custom markers criticized before later updates added them.

Product 2: The Outer Worlds 2
2.8

Navigation drew criticism for unclear markers, map cursor issues, and unintuitive routes.

menu usability
Product 1: Avowed
3.6

Menu and ability-wheel usability was mixed; some quality-of-life systems helped, but radial wheels and limited hotkeys disrupted combat for others.

Product 2: The Outer Worlds 2
3.0

Menus and inventory drew mixed-to-negative reactions, especially inventory patience, UI bugs, and clutter.

mission design
Product 1: Avowed
2.2

Mission design drew criticism when quests felt repetitive, fetchy, or like back-and-forth errands, though some standout missions remained.

Product 2: The Outer Worlds 2
4.6

Major missions and tentpole scenarios were praised for puzzle-box structure, role-play opportunities, and varied routes.

mission variety
Product 1: Avowed
No score yet
Product 2: The Outer Worlds 2
1.5

Mission variety was criticized by one reviewer who felt objectives repeated too often.

movement feel
Product 1: Avowed
4.6

Movement feel and parkour were strongly praised for making exploration fluid, vertical, and enjoyable.

Product 2: The Outer Worlds 2
3.8

Movement was usually considered improved and freer, helped by mobility options, though fall damage and melee sluggishness drew criticism.

narrative quality
Product 1: Avowed
4.1

Narrative quality was usually a strength thanks to mystery, choices, and world stakes, but some reviewers found the main plot predictable or underwhelming.

Product 2: The Outer Worlds 2
3.8

Narrative quality ranged from excellent political intrigue and strong story beats to complaints about a weak, predictable, or flat core story.

onboarding experience
Product 1: Avowed
3.8

Onboarding was praised when it taught by doing, though lore-heavy openings could feel steep for newcomers.

Product 2: The Outer Worlds 2
4.2

Onboarding and character setup were mostly praised for immediately expressing background, traits, and build identity.

open-world design
Product 1: Avowed
3.5

Open-zone design split reviewers: many liked curated, dense hubs, while others found the world restrictive, lifeless, or not interactive enough.

Product 2: The Outer Worlds 2
3.0

Open-zone design drew mixed reactions, with compact areas praised but barren spaces and shallow depth criticized.

originality
Product 1: Avowed
2.9

Originality was limited; reviewers often described Avowed as familiar comfort-food fantasy rather than a bold genre evolution.

Product 2: The Outer Worlds 2
3.0

Originality was moderate, with one reviewer describing the sequel as incremental rather than transformative.

pacing
Product 1: Avowed
3.0

Pacing was mixed, with slow starts, downtime, filler quests, and late-game repetition weighing against an otherwise easy-to-follow story.

Product 2: The Outer Worlds 2
2.9

Pacing was the most consistent caveat, with slow first acts, uneven zones, or late-game drag appearing in several reviews.

performance optimization
Product 1: Avowed
3.4

Performance optimization varied sharply across versions, from stable and improved after patches to demanding, stuttery, or poorly optimized on some PCs.

Product 2: The Outer Worlds 2
3.8

Performance optimization was mixed but generally acceptable, with strong platform reports offset by rough PC or ray-tracing complaints.

platform-specific feature support
Product 1: Avowed
4.4

Platform-specific support was praised for PS5 performance modes, Sony-platform feel, and PC features such as DLSS.

Product 2: The Outer Worlds 2
No score yet
platforming precision
Product 1: Avowed
4.3

Platforming precision was a pleasant surprise, with simple mantling and vertical puzzles adding a welcome exploration layer.

Product 2: The Outer Worlds 2
No score yet
polish
Product 1: Avowed
3.7

Polish improved over time but remained uneven, with reviewers citing jank, lack of gloss, or presentation limits alongside strong craftsmanship.

Product 2: The Outer Worlds 2
3.5

Polish was mixed, balancing technical reliability improvements against uneven design and jank.

progression system
Product 1: Avowed
3.1

Progression systems were divisive: some liked flexible builds and added points, while others found midgame growth stagnant or too gear-dependent.

Product 2: The Outer Worlds 2
4.4

Progression, perks, flaws, and no-respec commitment were widely praised, though level-cap and respec complaints created some friction.

protagonist appeal
Product 1: Avowed
No score yet
Product 2: The Outer Worlds 2
4.0

One reviewer enjoyed shaping an idiot-savant commander, supporting protagonist role-play appeal.

puzzle design
Product 1: Avowed
3.7

Puzzles were generally light but appreciated when they used environmental elements, timing, and exploration paths.

Product 2: The Outer Worlds 2
4.2

Puzzle support was praised where gadgets expanded both combat and puzzle-solving options.

quest design
Product 1: Avowed
3.7

Quest design ranged from excellent side stories and meaningful follow-ups to fetchy, inconsistent, or repetitive tasks.

Product 2: The Outer Worlds 2
3.9

Quest design was split: several reviewers loved the branching checks and side content, while others saw busywork or inconsequential side quests.

replay value
Product 1: Avowed
3.7

Replay value improved with choices and post-launch New Game Plus, though some reviewers felt repeated runs changed too little.

Product 2: The Outer Worlds 2
4.5

Replay value was a major strength, with reviewers wanting additional runs for alternate builds, choices, paths, and endings.

sandbox freedom
Product 1: Avowed
2.3

Sandbox freedom was limited compared with full open-world RPGs, though some reviewers still appreciated freedom in story choices or builds.

Product 2: The Outer Worlds 2
4.4

Reviewers strongly praised the freedom to solve situations through speech, stealth, combat, skills, traits, and prior discoveries.

save system reliability
Product 1: Avowed
3.0

Save reliability was a concern for at least one reviewer who needed more careful saving because of bugs.

Product 2: The Outer Worlds 2
No score yet
side character depth
Product 1: Avowed
3.9

Side characters and companions were highly divisive: some found them memorable and heartfelt, while others thought they were shallow or uninspired.

Product 2: The Outer Worlds 2
3.8

Side characters and companions were divisive: many praised their faction ties and quests, while others found them uneven or unmemorable.

skill tree depth
Product 1: Avowed
3.6

Skill trees were praised for flexibility but criticized by others as simple, shallow, or uneven across archetypes.

Product 2: The Outer Worlds 2
4.5

Skill depth was praised for meaningful specialization, tough choices, and builds that affected both dialogue and combat.

sound design
Product 1: Avowed
4.4

Sound design was praised for impactful effects, combat feedback, and strong weapon audio.

Product 2: The Outer Worlds 2
4.0

Sound design and radio presentation were praised for adding flavor and helping scenes land.

soundtrack quality
Product 1: Avowed
3.5

Soundtrack reception was generally positive but often stopped short of calling the music unforgettable.

Product 2: The Outer Worlds 2
3.5

Soundtrack quality was mixed: radio and themed music were liked, while several reviewers found the score sparse or not memorable.

stealth mechanics
Product 1: Avowed
1.4

Stealth was criticized as underdeveloped or nearly useless, with little support for stealth-focused play.

Product 2: The Outer Worlds 2
4.0

Stealth was often viable and rewarding, especially with builds and gadgets, but some reviewers found it imbalanced or merely serviceable.

tutorial quality
Product 1: Avowed
4.9

The tutorial was praised for teaching systems naturally and creating meaningful choices early.

Product 2: The Outer Worlds 2
No score yet
upgrade system
Product 1: Avowed
2.9

Upgrade systems were sharply divisive, with some liking gear longevity and many others criticizing tiers, scarcity, or number-go-up design.

Product 2: The Outer Worlds 2
3.8

Weapon and gear upgrades were usually liked for customization, but some reviewers found mod limits or specific systems clunky.

user interface design
Product 1: Avowed
4.0

UI options such as text sizing and subtitles were appreciated as useful interface support.

Product 2: The Outer Worlds 2
3.3

Interface design was split between a UI that stayed out of the way and a cluttered UI complaint.

value for money
Product 1: Avowed
3.1

Value for money was mixed: reviewers praised Game Pass or lower pricing but questioned the original premium price for the scope.

Product 2: The Outer Worlds 2
3.8

Value was mixed-positive: Game Pass and standard pricing were praised, while some reviewers recommended waiting for broader opinions or a sale.

visual effects quality
Product 1: Avowed
4.6

Visual effects, especially magic, were repeatedly praised for impact, color, and satisfying feedback.

Product 2: The Outer Worlds 2
4.0

Visual effects were praised by one reviewer for good-looking special effects and reflections.

voice acting
Product 1: Avowed
4.1

Voice acting was mostly praised as strong or outstanding, though one reviewer found performances unable to save weaker writing.

Product 2: The Outer Worlds 2
4.3

Voice acting was considered strong or solid, with performances generally supporting the setting and comedy.

weapon balance
Product 1: Avowed
4.1

Weapon balance and variety were mostly praised for experimentation and flexible loadouts, but some reviewers felt magic outclassed melee or guns.

Product 2: The Outer Worlds 2
3.6

Weapon balance ranged from fresh, satisfying arsenals to overpowered or underwhelming weapons and uneven biomass guns.

world-building
Product 1: Avowed
4.5

World-building was one of Avowed’s clearest strengths, especially its politics, cultures, history, and Eora continuity.

Product 2: The Outer Worlds 2
4.7

World-building was a major strength, with reviewers praising factions, moral dilemmas, environmental context, and a lived-in universe.

world interactivity
Product 1: Avowed
1.9

World interactivity was one of the most common criticisms, with many reviewers finding NPCs, theft, objects, and systems too static.

Product 2: The Outer Worlds 2
4.5

World interactivity was praised where obvious environmental solutions and discovered information could be acted on directly.

writing quality
Product 1: Avowed
3.9

Writing quality was widely praised for lore, companion dialogue, and sharp prose, but a minority found it wordy, pretentious, or mid.

Product 2: The Outer Worlds 2
4.2

Writing was one of the best-supported strengths, especially satire, dialogue, humor, and faction commentary, despite a few complaints about patchiness.