A demon possessed you one year ago. Since that day, you unwillingly tore a trail of bloodshed through New York City. Your salvation comes in the form of the Unavowed – an ancient society dedicated to stopping evil.
You are free, but your world is in tatters. You have no home, no friends, and are wa...
A demon possessed you one year ago. Since that day, you unwillingly tore a trail of bloodshed through New York City. Your salvation comes in the form of the Unavowed – an ancient society dedicated to stopping evil.
You are free, but your world is in tatters. You have no home, no friends, and are wanted by the police. Your old life is gone, but perhaps you can start a new one. Join the ranks of the Unavowed, and fight against the oncoming darkness.
Choose a male or female protagonist
Three playable origin stories
Branching storyline
A total of four companion characters to choose from, each with their own talents and abilities.
Twice the resolution of a typical Wadjet Eye Game!
All the usual guff – voice acting, commentary, original music, etc.
Extras
Hintergrundbild
Systemanforderungen
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Warum bei GOG.COM kaufen?
DRM-FREI. Keine Aktivierung oder Internetverbindung zum Spielen erforderlich.
A good game should entertain you for many hours and not frustrate you. Unavowed didn't disappoint me and captivated me for at least 5-6 hours.
Most puzzles are relatively easy but I personally like it this way. The game is technically perfect and I enjoyed the deep story.
I look forward to their next production.
I enjoyed Unavowed a great deal. I hadn't played a point-and-click adventure for many years, not since 'The Longest Journey', and before that it was Lucasarts adventures back in the Amiga days (wow, I'm old). Unavowed reminded me - in a good way - of the adventures I used to play and love, and the great art and writing that I enjoyed, while also bringing more modern mechanics to it such as branching dialogue, moral choices (with consequences) and being able to assemble a party like in an RPG, giving you different puzzle solutions and dialogue based on who you take with you on missions. It's got some Bioware-lite systems, in other words, which I hadn't experienced in point-and-clickers before. Voice acting is strong throughout. I don't share the opinion of many reviewers in that I don't mind that the main character is not voiced. It seems weird to click on a sentence and have it read back to you before you get a response. I much prefer Unavowed's way of hearing the response to your dialogue choice immediately, much more realistic and like you are having the conversation yourself. It's more immediate and natural. As the developer says, not having to voice a male and female lead, along with all their comments on items and scenery, meant they could focus on fleshing out other characters and having multiple origin stories. I think the effort was placed correctly. The puzzles aren't difficult. I got stuck briefly twice, but there's nothing here to have you scratching your head for days, and the story definitely takes priority in Unavowed. In summary, I loved it, I cared about the characters and their stories, and I have been thinking about the game a lot since finishing it, which is always a good marker of a quality game. Recommended.
Rejoice! The high lord or urban-fantasy has graced us one again with an excepional piece of art! Hurray!
But seriously, for the one's who like Dave Gilbert's work, I think this is one of his best. Not AS good as Blackwell (than again, not many games are), but comes pretty close.
His strength lies in creating memorable characters and scenarios in an evironment he clearly loves, with a touch of magic. All in all, a brilliant story in a very streamlined game, which actually connects to the Blackwell series. The artwork is beautiful, the music is great, and the "choice-based" gameplay actually has some outcomes within, and doesn't feel nearly as manipulaitve as any Telltale game I played recently.
Now, let's talk about some of the few problems:
The most frequent criticism: the "silent protaginist". It not only makes sense in a practical level, but from the very first scene, it shows that it might make sense in a conceptual and narrative level - and it does. The protagonist, being a blank slate is part of the story. It works this way.
The other characters, while mostly lovely, imaginative and well defined, tend to fall back to their "defining trait" and talk in circles about it. A bestower who happens to be an ex alcoholic? Half of his lines refer to his old drinking habits. We get it. We can move on. A fire-mage? He'll talk about fire a lot more than needed. The worst culprit is Vicki the cop, who cops like no other, and cops day and night and always and only cops like there's no tomorrow. Did I mention she's a cop?
The puzzles and interface are so streamlined, I never really had to think once about solving problems. The game had a great flow, but harder tasks would've lead to greater feeling of accomplishment and a stonger connection with your character.
The animation in the game is a little uneven - making the more dramatic moments a little silly looking here and there.
Despite all these issues, The Unavowed is still one of the best adventures of recent times.
The story itself is interesting, but it is told in a static way, with all missions basically following the same pattern.
Visually, it looks good, but apart from the hotspots, the environment feels strangely ‘empty’ because the protagonist is the only one without a voice, meaning there is no one to observe the details and talk about them. This means that an essential element is missing that would actually give the protagonist – and thus also the story – ‘character’.
Apart from that, I find the much-praised music strangely uninteresting and inappropriate.
Nevertheless, I played the game through to the end, but even the option of choosing a different beginning does not tempt me to do so again.
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