So the plot of Unavowed has this interesting little vibe to it. It reminds me a lot of those kinds of TV shows that would be half buddy cop, half action, and for good measure, half sci-fi. There’s this odd kinship between characters where everyone shares a bond that goes deeper than just people with the same goal. I always love the old ragtag bunch of misfits dynamic.
Although there is one thing that did drag things down a bit. There is lots of talk about how much of an influence the player can have on the story. There is influence, sure. You can give your character a choice of different backgrounds, a bar tender, a cop, or an actor. This does sort of change things. You may already know a character you meet in the following story or you may have certain dialogue options available, based on the skills and connection that role affords you. But a lot of the game is less explicit and clear cut. The problem, I suppose, is lots of the choices take a long time to see their payoff. They’ll acknowledge it sure, but big life or death decisions were merely discussed as part of a big Unavowed meeting rather than occurring organically at the time of the choice.