Compare Avowed vs Atomfall

P1 Avowed
P2 Atomfall

Comparison Takeaways

Avowed

Where It Has the Edge

  • camera behavior is 4.2 vs 1.8. Camera-related options were appreciated, especially the ability to adjust head bob and camera shake for comfort.
  • platforming precision is 4.3 vs 2.0. Platforming precision was a pleasant surprise, with simple mantling and vertical puzzles adding a welcome exploration layer.
  • level design is 4.8 vs 3.0. Level design was praised for verticality, density, handcrafted routes, and spaces that felt larger than their footprint.
  • user interface design is 4.0 vs 2.5. UI options such as text sizing and subtitles were appreciated as useful interface support.

Atomfall

Where It Has the Edge

  • sandbox freedom is 4.5 vs 2.3. Sandbox freedom was praised strongly for player agency, kill-anyone flexibility, faction choices, and nonlinear routes through the story.
  • frame rate stability is 5.0 vs 3.3. Frame rate stability had limited but very positive evidence from a PS5 Pro review citing smooth 60 fps...
  • mission design is 3.9 vs 2.2. Mission design was split between admiration for naturalistic quest feel and criticism that many leads still became point-to-point...
  • innovation is 4.2 vs 3.0. Innovation evidence centered on the Lead system and accessibility options, which one review explicitly praised as innovative.
Average score
Product 1: Avowed
3.6
Product 2: Atomfall
3.5
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: Atomfall
4.5

Accessibility options were widely praised, especially customizable difficulty and comfort features, although one review criticized missing visual options for eye strain.

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: Atomfall
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: Atomfall
2.5

AI behavior was a major concern, with many complaints about dumb, inconsistent, or exploitable enemies, balanced by a few positive notes on warning behavior and faction reactions.

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: Atomfall
3.7

Aiming and shooting ranged from satisfying bows and headshots to criticism that some firearms lacked punch or precision.

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: Atomfall
2.8

Animation quality had limited evidence and was criticized through character model presentation that looked last-gen.

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: Atomfall
5.0

Art direction was praised for melding lush countryside, decay, color, and atmosphere into a distinctive 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: Atomfall
4.5

Atmosphere was a consistent strength, especially the eerie Interchange, folk horror, sci-fi mystery, and British post-apocalyptic mood.

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: Atomfall
1.5

Boss design was criticized in one review for lacking meaningful boss fights beyond generic enemies.

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: Atomfall
2.2

Bug frequency was criticized in one review for game-breaking audio bugs and technical issues.

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: Atomfall
1.8

Camera behavior received one strongly negative score tied to fisheye-like movement and eye strain.

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: Atomfall
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: Atomfall
No score yet
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: Atomfall
No score yet
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: Atomfall
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: Atomfall
3.1

Combat drew the widest split: some praised its desperate, weighty firefights and satisfying weapons, while many called melee clunky, bland, janky, or underdeveloped.

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: Atomfall
No score yet
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: Atomfall
4.2

One review praised the map's variety of locations and dangers, supporting a positive but limited content-variety score.

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: Atomfall
2.9

Controls were praised for responsive shooting and trigger feel in a few places, but complaints about weightless melee and hit feedback kept the assessment mixed.

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: Atomfall
2.0

Core gameplay loop evidence was negative where discussed directly, criticizing the basic cycle of roaming and avoiding hostiles when stealth was weak.

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: Atomfall
3.4

Crafting was seen as straightforward and useful, especially for weapons and supplies, but several reviewers found it basic or underwhelming.

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: Atomfall
3.5

Crash stability had limited mixed evidence, with one reviewer noting crashes tied mainly to recording software.

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: Atomfall
3.8

Dialogue was usually praised for wit, Britishisms, tone choices, and memorable conversations, despite a few complaints about dialogue presentation.

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: Atomfall
3.9

Difficulty balance was highly adjustable and often praised for modular settings, but default challenge spikes felt unfair or punishing to some reviewers.

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: Atomfall
3.5

Resource balance and barter drew mixed-to-positive notes for scarcity and trade tension, offset by complaints about inventory limits and unrewarding combat loot.

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: Atomfall
4.0

Emotional impact had limited positive evidence from decisions that could weigh on the player.

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: Atomfall
No score yet
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: Atomfall
2.9

Enemy variety was mixed: one review liked unique enemies, but others wanted more variety beyond humans and a few creatures.

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: Atomfall
4.1

Environmental detail was often praised for dense spaces, crafted locations, landmarks, and striking scenery, with one review noting visual variety could grow stale.

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: Atomfall
4.4

Exploration was the clearest strength across reviews, with praise for curiosity-driven discovery, meaningful leads, and rewarding secrets.

facial animations
Product 1: Avowed
2.8

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

Product 2: Atomfall
2.0

Facial animations drew a negative review for rubbery, distorted faces during expression.

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: Atomfall
No score yet
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: Atomfall
2.9

Fast travel convenience was polarizing, with many complaints about backtracking and no fast travel, while a few reviewers felt walking supported immersion.

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: Atomfall
5.0

Frame rate stability had limited but very positive evidence from a PS5 Pro review citing smooth 60 fps play.

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: Atomfall
4.2

Fun factor was broadly positive even in mixed reviews, with many reviewers saying they enjoyed the world, systems, or playthrough despite flaws.

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: Atomfall
3.7

Reviewers saw the core systems as streamlined and approachable, with survival-lite mechanics supporting exploration, though several felt the suite was shallow or only functional.

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: Atomfall
4.4

Graphics quality was broadly positive, especially environments and countryside vistas, though some reviews noted rough character models.

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: Atomfall
2.8

Grind level had limited mixed evidence, with default difficulty feeling grindy to some players before customization helped.

handheld play suitability
Product 1: Avowed
3.5

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

Product 2: Atomfall
4.5

Handheld play suitability had limited but positive evidence from Steam Deck testing.

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: Atomfall
4.5

Haptic feedback evidence was limited but positive, with DualSense adaptive triggers improving weapon feel.

horror tension
Product 1: Avowed
No score yet
Product 2: Atomfall
4.1

Horror tension was positively supported by unsettling facilities and an unnerving underground atmosphere.

HUD clarity
Product 1: Avowed
3.5

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

Product 2: Atomfall
3.4

HUD clarity was mixed: one review praised the immersive minimal ammo check, while another wanted clearer ammo information when swapping weapons.

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: Atomfall
4.0

Immersion was usually strong due to exploration, setting, and atmosphere, though a few systems and empty-world moments broke the illusion.

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: Atomfall
4.2

Innovation evidence centered on the Lead system and accessibility options, which one review explicitly praised as innovative.

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: Atomfall
4.2

Learning curve evidence was positive, especially around the recommended Survivor setting feeling steep but satisfying.

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: Atomfall
3.0

Level design was mixed: some linear interiors were interesting to explore, but others felt empty, shallow, or short on curated encounters.

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: Atomfall
No score yet
load times
Product 1: Avowed
No score yet
Product 2: Atomfall
4.0

Load times had limited positive evidence, with one review noting quick loading screens despite their frequency.

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: Atomfall
2.2

Loot and inventory value were criticized when rewards felt like filler or items became burdens rather than meaningful discoveries.

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: Atomfall
3.3

Lore depth was mixed, with compelling mysteries and notes offset by underused premise and surface-level faction development.

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: Atomfall
3.2

Map and navigation design was divisive: organic clue-based navigation impressed some, but vague objectives and missing area maps frustrated others.

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: Atomfall
2.7

Menu usability was criticized for small issues adding up and for leads or clues not being organized well.

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: Atomfall
3.9

Mission design was split between admiration for naturalistic quest feel and criticism that many leads still became point-to-point errands.

mission variety
Product 1: Avowed
No score yet
Product 2: Atomfall
2.7

Mission variety was a recurring weakness when leads devolved into similar errands or repetitive objective chains.

movement feel
Product 1: Avowed
4.6

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

Product 2: Atomfall
3.2

Movement feel had limited mixed evidence, with one reviewer finding heart-rate traversal restrictions occasionally annoying but not enjoyment-breaking.

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: Atomfall
3.7

Narrative quality split reviewers: many enjoyed the mystery, branching endings, and investigative structure, while others found the plot thin, vague, or underwhelming at the end.

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: Atomfall
3.0

Onboarding divided reviewers: one struggled through a poor first two hours, while another felt the opening quickly communicated the game's freedom.

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: Atomfall
3.6

Open-world design was praised when reviewers liked its compact less-is-more structure, but criticized when the world felt static or underbaked.

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: Atomfall
3.8

Originality was mixed-to-positive: reviewers liked the unusual British setting and fresh lead system, while several felt the mechanics borrowed too much.

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: Atomfall
3.3

Pacing opinions were mixed: some liked the short, focused runtime, while others complained about trudging, busywork, repetition, or inconsistent momentum.

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: Atomfall
4.5

Performance optimization was generally strong across PC, PS5 Pro, and Steam Deck, though one preview noted some issues.

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: Atomfall
4.5

Platform-specific support was positive where mentioned, especially DualSense adaptive triggers and Steam Deck suitability.

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: Atomfall
2.0

One reviewer specifically criticized platforming as lacklustre, saying basic maneuvers could take multiple tries.

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: Atomfall
2.7

Polish was mixed-to-negative overall, with repeated complaints about rough edges, design omissions, and undercooked systems despite one bug-free PC report.

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: Atomfall
2.2

Progression system evidence was limited and negative, with one reviewer calling the overall progression very slim.

protagonist appeal
Product 1: Avowed
No score yet
Product 2: Atomfall
2.0

Protagonist appeal was criticized by one reviewer who felt the amnesiac lead lacked personality traits.

puzzle design
Product 1: Avowed
3.7

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

Product 2: Atomfall
4.0

Puzzle evidence was limited but positive, focused on the Interchange and its light energy-routing puzzles that kept exploration engaged.

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: Atomfall
4.0

The leads and quest structure were a standout for many reviewers because it encouraged investigation and choice, though others found some objectives basic or unclear.

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: Atomfall
4.6

Replay value was strong where reviewers wanted to revisit saves, chase endings, or see alternate routes and consequences.

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: Atomfall
4.5

Sandbox freedom was praised strongly for player agency, kill-anyone flexibility, faction choices, and nonlinear routes through the story.

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: Atomfall
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: Atomfall
3.3

Side character depth was mixed: several reviewers liked memorable NPCs, while others thought factions and personalities stayed too surface-level.

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: Atomfall
3.0

The skill tree was usually considered streamlined but shallow, with several reviewers calling perks boring, generic, hard to discover, or unnecessary.

sound design
Product 1: Avowed
4.4

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

Product 2: Atomfall
3.3

Sound design was mixed, with one complaint about off-putting audio and another positive note on environmental sound.

soundtrack quality
Product 1: Avowed
3.5

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

Product 2: Atomfall
4.0

Soundtrack evidence was limited but positive, praising lean music that suited the quiet survival atmosphere.

stealth mechanics
Product 1: Avowed
1.4

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

Product 2: Atomfall
2.6

Stealth was repeatedly criticized as inconsistent, shallow, or unreliable, though a few reviewers found methodical sneaking viable on the right settings.

tutorial quality
Product 1: Avowed
4.9

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

Product 2: Atomfall
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: Atomfall
4.0

Upgrade system evidence was limited but positive, with weapon improvement through crafting described as helpful.

user interface design
Product 1: Avowed
4.0

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

Product 2: Atomfall
2.5

User interface design had limited negative evidence, with one reviewer saying full-screen menus broke immersion.

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: Atomfall
3.7

Value was mixed: Game Pass and quality hours helped, while full-price or short-runtime concerns lowered some scores.

visual effects quality
Product 1: Avowed
4.6

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

Product 2: Atomfall
4.2

Visual effects evidence was limited but positive, with praise for striking interior lighting such as shafts of light through windows.

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: Atomfall
4.5

Voice acting was a consistent positive, especially regional accents and standout performances that made NPCs more memorable.

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: Atomfall
3.4

Weapon balance was mixed: some praised weapon variety or gun feel, while others disliked uninteresting weapons and scarcity tradeoffs.

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: Atomfall
4.7

World-building was one of the strongest attributes, especially the British quarantine-zone identity, folk horror, and distinctive alternate-history setting.

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: Atomfall
2.2

World interactivity received a low score from one reviewer who felt NPCs and systems failed to react properly to player actions.

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: Atomfall
4.5

Writing quality had limited but positive evidence, with one reviewer calling the writing very good.