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Avowed's companion system is giving me strong Mass Effect vibes – and not only because of Kai

Features
By Jasmine Gould-Wilson published 21 February 2025

Now Playing | Obsidian's new RPG has been compared to Skyrim, but 12 hours in I'm feeling Avowed's Mass Effect love

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Avowed screenshot of Kai, a companion, waiting at the dock in Dawnshore
(Image credit: Xbox Game Studio)
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After setting up camp on the outskirts of Avowed's city of Paradis, I take a moment to simply listen. My two companions Marius and Kai are verbally sparring once more, this time trading barbs about a certain lady acquaintance of Kai's that the flustered dwarf ranger may or may not be interested in. "I can introduce you, if you want," the blue-scaled "handsome squidward" offers smoothly, only to be met by Marius' protestations – though much like the rest of us, he's no match for Kai's charm.

Those velvety transatlantic tones are barely a shade away from voice actor Brandon Keener's past performances as Garrus Vakarian in Bioware's Mass Effect series, and to hear them all over again in a very different RPG makes Kai a welcome comfort. But as I delve deeper into Avowed, that connection feels more and more apt – and it's all down to the inner workings of the companion system.

Strength in numbers

Avowed screenshot of companion Marius, dressed in his ranger attire with a bow strapped to his back, talking to the player at the campsite

(Image credit: Xbox Game Studio)
Bonk

Avowed screenshot showing the lush fantasy realm called The Living Lands, with the protagonist looking at a lush cave powered by magical energy

(Image credit: Xbox Game Studios)

Avowed has achieved something even Kingdom Come: Deliverance 2 couldn't – it's made me fall in love with the most boring weapon in RPGs

It might sound odd to see flavors of a sci-fi RPG in a medieval high fantasy one. Sure, Avowed is most often compared to Bethesda darling Skyrim in terms of combat and exploration – especially given how the former facilitates the return of a sneaky beloved archer playstyle. However, in my mind, the narrative-heavy implications of Avowed's recruitable NPCs heavily evokes Mass Effect.

Article continues below
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Having finally broken through the game's surface at a humble 12 hours, Kai and Marius' friendly rivalry is in full swing. They're my only Avowed companions at this mid-stage, each offering something new to support my magical Envoy on her quest across the Living Lands. I'm loving developer Obsidian's take on the party system itself, centered around racking up companion points to be invested into one of four nascent skills per companion. Immediately, it has me thinking of Mass Effect.

Much like in Mass Effect, the Envoy can only bring two companions on a given outing – which is fine for me, since two is all I have so far. While I can't adjust Kai and Marius' weapons or armor loadout a-la Bioware, I get to decide which of their skills best complements my own build. Kai's spiffy gun-like blunderbuss (I will never not chortle at that name) is great for drawing enemy attention away from my glass cannon mage, while I delight in how Marius' thorny gasp ability pins foes to the spot so I can get some whippy wandwork in. Both companions are capable of executing their own attacks and specials autonomously, but much like in the later Mass Effect games, I'm able to command them to perform certain skills too. The pair's smarter AI means Kai and Marius are a lot better at not dying on me – especially given how partial to kamikaze Garrus and Wrex seemed to be in Mass Effect 1.

Mass Effect 3 screenshot of Garrus Vakarian

(Image credit: BioWare)

It's the kind of responsive, character-specific emerging narrative magic that can elevate an RPG...

Their dynamic duo status is another reason I can't stop comparing Avowed to Mass Effect. Kai and Marius have a slightly complex history, I'm aware, marked by equal parts respect and ball-busting. While exploring the Living Lands at my side, the two frequently share their thoughts and feelings on a given conversation, and it's not uncommon for them to be at odds with each other. It reminds me of how Commander Shepard's own crew aboard the Normandy never held back with their opinions of each other, good or bad. Both games feature a similar level of interactivity between not only active party members, but those they meet while exploring the open world. For example, Kai's numerous silver-tongued attempts at placating those he's crossed reminds me of Garrus' running commentary while exploring Turian bases in Mass Effect. It's the kind of responsive, character-specific emerging narrative magic that can elevate an RPG and turn its NPCs into fully fleshed-out people to interact with.

While I'm aware that romance is off the cards in Avowed, I still love how refined the companion system feels – mechanically, and as a storytelling tool. There's still loads I have yet to experience in the game, with my companion numbers still two shy of a full set, but Obsidian has already thoroughly impressed me with what I've seen so far. And look at that, not a single Skyrim comparison in sight!

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Check out our Avowed review and see why we gave it a solid 4/5 stars

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Jasmine Gould-Wilson
Jasmine Gould-Wilson
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Senior Staff Writer, GamesRadar+

Jasmine is a Senior Staff Writer at GamesRadar+. Raised in Hong Kong and having graduated with an English Literature degree from Queen Mary, University of London, she started her games journalism career as a freelancer with TheGamer and Tech Radar Gaming before joining GamesRadar+ full-time in 2023. As part of the Features team, her duties include attending game previews and key international conferences such as Gamescom and Digital Dragons in between regular interviews, opinion pieces, and the occasional news or guides stint. In her spare time, you'll likely find Jasmine thinking/talking about Resident Evil, purchasing another book she's unlikely to read, or complaining about the weather.

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