Compare Nioh 3 vs Avowed

P1 Nioh 3
P2 Avowed

Comparison Takeaways

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.

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...
Average score
Product 1: Nioh 3
3.8
Product 2: Avowed
3.6
accessibility options
Product 1: 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.

Product 2: 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.

age appropriateness
Product 1: Nioh 3
No score yet
Product 2: Avowed
4.0

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

AI behavior
Product 1: Nioh 3
2.5

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

Product 2: Avowed
3.5

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

aiming precision
Product 1: Nioh 3
No score yet
Product 2: Avowed
2.5

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

animation quality
Product 1: Nioh 3
4.5

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

Product 2: Avowed
3.0

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

art direction
Product 1: Nioh 3
4.2

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

Product 2: 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.

atmosphere
Product 1: Nioh 3
4.5

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

Product 2: Avowed
4.7

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

boss design
Product 1: 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.

Product 2: Avowed
1.8

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

bug frequency
Product 1: Nioh 3
2.8

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

Product 2: 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.

camera behavior
Product 1: Nioh 3
2.5

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

Product 2: Avowed
4.2

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

character customization
Product 1: Nioh 3
4.4

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

Product 2: Avowed
4.3

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

character development
Product 1: Nioh 3
No score yet
Product 2: Avowed
2.7

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

character roster
Product 1: Nioh 3
2.0

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

Product 2: Avowed
3.3

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

checkpoint system
Product 1: Nioh 3
4.5

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

Product 2: Avowed
No score yet
class balance
Product 1: Nioh 3
4.2

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

Product 2: Avowed
4.4

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

co-op experience
Product 1: Nioh 3
4.2

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

Product 2: Avowed
No score yet
combat system
Product 1: 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.

Product 2: Avowed
4.2

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

companion AI
Product 1: Nioh 3
2.5

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

Product 2: 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.

content variety
Product 1: Nioh 3
3.6

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

Product 2: Avowed
4.2

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

controls responsiveness
Product 1: 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.

Product 2: Avowed
4.4

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

core gameplay loop
Product 1: 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.

Product 2: 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.

crafting system
Product 1: Nioh 3
No score yet
Product 2: Avowed
2.7

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

crash stability
Product 1: Nioh 3
2.7

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

Product 2: Avowed
4.0

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

dialogue quality
Product 1: Nioh 3
No score yet
Product 2: Avowed
3.7

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

difficulty balance
Product 1: 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.

Product 2: 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.

economy and resource balance
Product 1: Nioh 3
2.5

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

Product 2: Avowed
2.6

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

emotional impact
Product 1: Nioh 3
4.0

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

Product 2: Avowed
4.1

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

endgame content
Product 1: Nioh 3
4.9

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

Product 2: 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.

enemy variety
Product 1: Nioh 3
3.9

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

Product 2: Avowed
2.5

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

environmental detail
Product 1: Nioh 3
4.5

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

Product 2: Avowed
4.6

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

exploration quality
Product 1: Nioh 3
4.5

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

Product 2: Avowed
4.6

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

facial animations
Product 1: Nioh 3
No score yet
Product 2: Avowed
2.8

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

faithfulness to franchise
Product 1: Nioh 3
4.4

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

Product 2: Avowed
4.7

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

fast travel convenience
Product 1: Nioh 3
No score yet
Product 2: Avowed
4.4

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

frame rate stability
Product 1: 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.

Product 2: Avowed
3.3

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

fun factor
Product 1: Nioh 3
4.8

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

Product 2: Avowed
4.2

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

gameplay mechanics
Product 1: 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.

Product 2: Avowed
3.9

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

graphics quality
Product 1: Nioh 3
3.7

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

Product 2: 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.

grind level
Product 1: Nioh 3
No score yet
Product 2: Avowed
2.4

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

handheld play suitability
Product 1: Nioh 3
No score yet
Product 2: Avowed
3.5

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

haptic feedback integration
Product 1: Nioh 3
No score yet
Product 2: Avowed
3.5

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

HUD clarity
Product 1: Nioh 3
No score yet
Product 2: Avowed
3.5

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

immersion
Product 1: Nioh 3
3.0

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

Product 2: Avowed
3.7

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

innovation
Product 1: Nioh 3
4.2

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

Product 2: Avowed
3.0

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

learning curve
Product 1: Nioh 3
3.4

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

Product 2: Avowed
4.0

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

level design
Product 1: Nioh 3
4.6

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

Product 2: Avowed
4.8

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

live-service support
Product 1: Nioh 3
No score yet
Product 2: Avowed
4.4

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

load times
Product 1: Nioh 3
5.0

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

Product 2: Avowed
No score yet
loot system
Product 1: 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.

Product 2: Avowed
3.0

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

lore depth
Product 1: Nioh 3
No score yet
Product 2: Avowed
4.7

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

map and navigation design
Product 1: Nioh 3
4.0

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

Product 2: Avowed
3.0

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

menu usability
Product 1: 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.

Product 2: 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.

mission design
Product 1: Nioh 3
4.3

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

Product 2: Avowed
2.2

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

movement feel
Product 1: Nioh 3
4.5

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

Product 2: Avowed
4.6

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

multiplayer design
Product 1: Nioh 3
4.0

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

Product 2: Avowed
No score yet
narrative quality
Product 1: 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.

Product 2: 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.

onboarding experience
Product 1: Nioh 3
4.1

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

Product 2: Avowed
3.8

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

online stability
Product 1: Nioh 3
2.8

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

Product 2: Avowed
No score yet
open-world design
Product 1: 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.

Product 2: Avowed
3.5

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

originality
Product 1: Nioh 3
No score yet
Product 2: Avowed
2.9

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

pacing
Product 1: Nioh 3
5.0

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

Product 2: Avowed
3.0

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

performance optimization
Product 1: Nioh 3
3.3

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

Product 2: Avowed
3.4

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

platform-specific feature support
Product 1: Nioh 3
No score yet
Product 2: Avowed
4.4

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

platforming precision
Product 1: Nioh 3
2.5

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

Product 2: Avowed
4.3

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

polish
Product 1: Nioh 3
4.5

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

Product 2: Avowed
3.7

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

progression system
Product 1: Nioh 3
4.7

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

Product 2: Avowed
3.1

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

puzzle design
Product 1: Nioh 3
No score yet
Product 2: Avowed
3.7

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

quest design
Product 1: Nioh 3
4.0

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

Product 2: Avowed
3.7

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

replay value
Product 1: Nioh 3
4.9

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

Product 2: Avowed
3.7

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

sandbox freedom
Product 1: Nioh 3
No score yet
Product 2: Avowed
2.3

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

save system reliability
Product 1: Nioh 3
No score yet
Product 2: Avowed
3.0

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

side character depth
Product 1: Nioh 3
No score yet
Product 2: Avowed
3.9

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

skill tree depth
Product 1: Nioh 3
4.2

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

Product 2: Avowed
3.6

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

sound design
Product 1: Nioh 3
4.8

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

Product 2: Avowed
4.4

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

soundtrack quality
Product 1: Nioh 3
3.8

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

Product 2: Avowed
3.5

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

stealth mechanics
Product 1: Nioh 3
2.5

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

Product 2: Avowed
1.4

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

tutorial quality
Product 1: Nioh 3
1.8

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

Product 2: Avowed
4.9

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

upgrade system
Product 1: Nioh 3
No score yet
Product 2: Avowed
2.9

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

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

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

value for money
Product 1: Nioh 3
4.8

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

Product 2: Avowed
3.1

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

visual effects quality
Product 1: Nioh 3
5.0

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

Product 2: Avowed
4.6

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

voice acting
Product 1: Nioh 3
2.8

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

Product 2: Avowed
4.1

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

weapon balance
Product 1: Nioh 3
4.3

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

Product 2: Avowed
4.1

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

world-building
Product 1: 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.

Product 2: Avowed
4.5

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

world interactivity
Product 1: Nioh 3
No score yet
Product 2: Avowed
1.9

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

writing quality
Product 1: Nioh 3
3.9

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

Product 2: Avowed
3.9

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