Compare Avowed vs Nioh 3

P1 Avowed
P2 Nioh 3

Comparison Takeaways

Avowed

Where It Has the Edge

  • tutorial quality is 4.9 vs 1.8. The tutorial was praised for teaching systems naturally and creating meaningful choices early.
  • platforming precision is 4.3 vs 2.5. Platforming precision was a pleasant surprise, with simple mantling and vertical puzzles adding a welcome exploration layer.
  • 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.
  • crash stability is 4.0 vs 2.7. Crash stability varied by platform and version: some reviewers reported no crashes, while another had severe startup crashes...

Nioh 3

Where It Has the Edge

  • endgame content is 4.9 vs 1.5. Endgame content was strongly praised through NG+, deep loot payoff, and multiplayer/endgame longevity.
  • core gameplay loop is 4.9 vs 2.0. The core loop was described as addictive and hard to put down, with repeated praise for combat-driven progression...
  • boss design is 4.3 vs 1.8. Boss design was broadly praised for memorable, fair, and demanding encounters, though a few reviewers found some bosses...
  • mission design is 4.3 vs 2.2. Mission and Crucible design were viewed positively, with reviewers noting more open paths, pressure-test encounters, and dungeon-like challenge.
Average score
Product 1: Avowed
3.6
Product 2: Nioh 3
3.8
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: Nioh 3
3.0

Accessibility evidence was mixed: one review criticized the lack of lower difficulty options, while another noted subtitle and caption-related options.

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: Nioh 3
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: Nioh 3
2.5

AI behavior was criticized in one review for enemies failing to react believably to nearby actions.

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: Nioh 3
No score yet
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: Nioh 3
4.5

Animation quality received positive evidence from one review that noted improved animations supporting better combat feel.

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: Nioh 3
4.2

Art direction was mostly positive, especially for aesthetic and yokai style, despite one review saying it lacked FromSoftware-like beauty.

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: Nioh 3
4.5

Atmosphere was praised for distinctive hubs, strong Sengoku flavor, and memorable area identity.

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: Nioh 3
4.3

Boss design was broadly praised for memorable, fair, and demanding encounters, though a few reviewers found some bosses generic or less memorable.

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: Nioh 3
2.8

Bug frequency was a concern in several reviews, including disappearing health bars, glitches, and enemies behaving incorrectly.

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: Nioh 3
2.5

Camera behavior received a negative technical note because stuttery camera movement was part of a broader PC issue list.

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: Nioh 3
4.4

Character customization was mostly praised as deep and flexible, though one review found it weaker than Nioh 2.

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: Nioh 3
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: Nioh 3
2.0

Character roster was criticized in one review as thin compared with previous entries.

checkpoint system
Product 1: Avowed
No score yet
Product 2: Nioh 3
4.5

Checkpoints were praised as well placed and supported by abundant shortcuts.

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: Nioh 3
4.2

Class balance was mostly positive, with Samurai and Ninja both seen as viable despite some flexibility concerns.

co-op experience
Product 1: Avowed
No score yet
Product 2: Nioh 3
4.2

Co-op was generally praised as smooth, strong, and helpful, with only some stability caveats.

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: Nioh 3
4.9

Combat was the most strongly praised attribute, repeatedly called deep, smooth, flexible, and among the best in the soulslike/action RPG space.

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: Nioh 3
2.5

Companion AI received a negative note where summonable allies were said to be ignored by bosses.

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: Nioh 3
3.6

Content variety was mixed: several reviews praised packed activities and systems, while others felt repetition or density set in.

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: Nioh 3
4.5

Style switching was described as smooth and responsive, with reviewers noting that swapping between Samurai and Ninja quickly became satisfying in battle.

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: Nioh 3
4.9

The core loop was described as addictive and hard to put down, with repeated praise for combat-driven progression and long-term engagement.

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: Nioh 3
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: Nioh 3
2.7

Crash stability was mixed-negative, with multiple reviewers reporting crashes or fatal errors even when saves survived.

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: Nioh 3
No score yet
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: Nioh 3
3.9

Difficulty was generally seen as challenging but more approachable and flexible, though one review strongly criticized the lack of lower difficulty options.

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: Nioh 3
2.5

Resource balance drew criticism around elixir management, especially early on when healing items felt unnecessarily stressful.

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: Nioh 3
4.0

Emotional impact received limited but positive evidence from one review citing some emotional weight in the leadership theme.

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: Nioh 3
4.9

Endgame content was strongly praised through NG+, deep loot payoff, and multiplayer/endgame longevity.

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: Nioh 3
3.9

Enemy variety was divisive, ranging from praise for a huge monster lineup to criticism of recycled or repetitive foes.

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: Nioh 3
4.5

Environmental detail was praised where reviewers found the large landscapes impressive.

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: Nioh 3
4.5

Exploration was consistently praised as rewarding, meaningful, and strongly tied to progression, though a few reviewers noted checklist fatigue.

facial animations
Product 1: Avowed
2.8

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

Product 2: Nioh 3
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: Nioh 3
4.4

Faithfulness to franchise was praised where reviewers felt the game preserved Nioh’s identity while evolving its formula.

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: Nioh 3
No score yet
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: Nioh 3
3.3

Frame rate stability varied sharply by reviewer and platform, from stable or flawless to serious regional problems and forced FPS caps.

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: Nioh 3
4.8

Fun factor was very high across reviews, with repeated language around fun, addictive play, and strong enjoyment.

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: Nioh 3
4.2

Reviewers largely praised the Samurai/Ninja systems and style switching for adding flexibility and depth, though a few found specific mechanics underpowered or limiting.

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: Nioh 3
3.7

Graphics were mixed: some called the game good-looking or visually impressive, while others found graphics dated or uneven.

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: Nioh 3
No score yet
handheld play suitability
Product 1: Avowed
3.5

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

Product 2: Nioh 3
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: Nioh 3
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: Nioh 3
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: Nioh 3
3.0

Immersion was mixed: one review said empty restored areas harmed it, while another said technical hiccups did not break it.

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: Nioh 3
4.2

Innovation received positive evidence for blending outside influences into a cohesive whole.

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: Nioh 3
3.4

The learning curve was widely described as approachable but still steep, dense, or overwhelming depending on player familiarity.

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: Nioh 3
4.6

Level design was broadly praised for open-field layouts, strong world structure, and mission-like areas integrated into larger spaces.

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: Nioh 3
No score yet
load times
Product 1: Avowed
No score yet
Product 2: Nioh 3
5.0

Load times were praised as very quick in both supporting reviews.

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: Nioh 3
2.7

Loot was one of the most repeated pain points, with reviewers describing abundance, inventory pressure, and menu-heavy cleanup despite some useful tools.

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: Nioh 3
No score yet
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: Nioh 3
4.0

Map and navigation design was mostly positive, especially collectible reveal systems, though one review disliked checklist-style map completion.

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: Nioh 3
2.9

Menu usability was a repeated drawback, with reviewers citing convoluted systems, cluttered menus, and too much menu busy work despite mitigation tools.

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: Nioh 3
4.3

Mission and Crucible design were viewed positively, with reviewers noting more open paths, pressure-test encounters, and dungeon-like challenge.

movement feel
Product 1: Avowed
4.6

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

Product 2: Nioh 3
4.5

Movement earned praise for mobility and flow, especially through Ninja style and the broader feel of moment-to-moment action.

multiplayer design
Product 1: Avowed
No score yet
Product 2: Nioh 3
4.0

Multiplayer design received limited positive evidence for remaining a strong suit.

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: Nioh 3
2.8

Narrative quality was the clearest creative weakness, often described as hard to follow, dry, rough, or merely functional, with a few positive exceptions.

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: Nioh 3
4.1

Onboarding was usually praised for pacing new systems well and helping players get up to speed despite mechanical density.

online stability
Product 1: Avowed
No score yet
Product 2: Nioh 3
2.8

Online stability was mixed-negative, with co-op praised but disconnections and network instability noted.

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: Nioh 3
4.4

The open-field/open-world shift was mostly praised as a strong evolution, with a minority finding it unnecessary or gimmicky.

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: Nioh 3
No score yet
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: Nioh 3
5.0

Pacing received excellent marks where reviewers described the setting and exploration rhythm as unrelentingly addictive.

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: Nioh 3
3.3

Performance optimization was mixed, with some smooth experiences but repeated PC issues, frame dips, and calls for optimization.

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: Nioh 3
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: Nioh 3
2.5

Platforming was criticized in one review for inconsistency and for making terrain feel more dangerous than intended.

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: Nioh 3
4.5

Polish was praised by reviews that called Nioh 3 polished, refined, and fleshed out.

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: Nioh 3
4.7

Progression was praised for free respecs, build freedom, rewarding upgrades, and flexible experimentation across styles and weapons.

puzzle design
Product 1: Avowed
3.7

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

Product 2: Nioh 3
No score yet
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: Nioh 3
4.0

Side quests were viewed favorably in the cited review because Myths were spaced out rather than overwhelming the map.

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: Nioh 3
4.9

Replay value was rated very highly, with reviewers pointing to postgame hostility resets, NG+, long playtimes, and ongoing engagement.

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: Nioh 3
No score yet
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: Nioh 3
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: Nioh 3
No score yet
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: Nioh 3
4.2

Skill trees were praised for depth and hidden unlocks, though some reviewers felt the system could be overwhelming at first.

sound design
Product 1: Avowed
4.4

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

Product 2: Nioh 3
4.8

Sound design was strongly praised, especially combat effects, ambient audio, and overall audio presentation.

soundtrack quality
Product 1: Avowed
3.5

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

Product 2: Nioh 3
3.8

Soundtrack quality ranged from forgettable to gorgeous and well-placed, making the overall evidence mixed-positive.

stealth mechanics
Product 1: Avowed
1.4

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

Product 2: Nioh 3
2.5

Stealth received a mixed note because one reviewer found stealth attacks could alert enemies too easily.

tutorial quality
Product 1: Avowed
4.9

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

Product 2: Nioh 3
1.8

Tutorial quality was criticized for poorly introduced systems and badly timed mechanics during difficult early moments.

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: Nioh 3
No score yet
user interface design
Product 1: Avowed
4.0

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

Product 2: Nioh 3
No score yet
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: Nioh 3
4.8

Value for money was rated highly due to 100-hour completion, content richness, and strong day-one value claims.

visual effects quality
Product 1: Avowed
4.6

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

Product 2: Nioh 3
5.0

Visual effects quality was strongly praised in one review for the Crucible’s striking visual design.

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: Nioh 3
2.8

Voice acting was mixed, with Japanese voiceover praised but English voice acting criticized as poor or distracting.

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: Nioh 3
4.3

Weapon balance/depth was positive overall, though style-locked weapons were also described as controversial.

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: Nioh 3
3.4

World-building was mixed, with time-period variety praised but identity, lore depth, and restored-world immersion criticized in several reviews.

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: Nioh 3
No score yet
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: Nioh 3
3.9

Writing quality was mixed-positive, with praise for spectacle and some story impact despite broader narrative caveats.