00:00Romance in Western RPGs have always been a staple, often the selling point, and sometimes
00:05even the defining feature of a game.
00:07From the early days of Baldur's Gate 2 with its subtle companion interactions to the sprawling
00:12romance systems of Mass Effect and Dragon Age, players have come to expect the option
00:17to flirt, date, and sometimes even go to bed with multiple party members throughout their
00:22journey.
00:23These mechanics have become synonymous with the genre itself, shaping player expectations
00:27and often becoming a major talking point in reviews and online discussions.
00:32However, when Avald launched in February 2025, developed by Obsidian Entertainment, the studio
00:37made it clear from the outset, don't expect a traditional romance system, and yet beneath
00:42this expectation-defying design lies a romance moment that arguably hits harder than most
00:48modern RPGs precisely because it isn't tied to a mechanical system or affinity points.
00:55Before the game's release, Kari Patel, the game director, told IGN that the team was
00:59focused on building thoughtful, authentic relationships rather than implementing a romance system.
01:05She emphasized that if a romance is going to exist in a game, it must feel earned and meaningful,
01:11deeply tied to a character's arc and personal growth.
01:14This philosophy is clearly evident in Avald.
01:16Unlike many other RPGs where romance options can feel like side quests or mechanical checklists,
01:23in Avald, romance emerges naturally from character development, emotional vulnerability,
01:28and the shared experiences between the player and their companions.
01:32In other words, it's not about collecting points or ticking off dialogue options,
01:36it's about connecting with another character on a genuinely human level.
01:41Avald doesn't have a romance mechanic like most Western RPGs.
01:45So here's the question.
01:47Does a game need a flashy system or meter to make a romantic moment feel real?
01:51Or can subtlety and emotional growth hit even harder?
01:55If there's going to be a romantic storyline in a game, or romance between two characters,
02:00it should just happen.
02:01It shouldn't be forced or the focus, but something that can develop as the player gets
02:05invested in these characters.
02:07Especially in RPGs where the player models the protagonist through their choices, romance
02:13should unfold naturally without being forced or heavily suggested.
02:17From my perspective, that's exactly what makes Avald's approach so refreshing.
02:22To fully appreciate why Avald's approach is so different, it's worth looking at how
02:27romance mechanics have traditionally functioned in RPGs.
02:30BioWare, a one-time powerhouse of the genre, pioneered the system in the early 2000s, introducing
02:37romanceable companions in Baldur's Gate 2, Shadows of AMN, and later refining the concept
02:42in the Mass Effect and Dragon Age series.
02:45In these games, players control a customizable protagonist, a blank slate designed to reflect
02:51the player's choices, who can flirt, date, or romance multiple attractive party members.
02:56Affinity meters, dialogue choices, and branching storylines create a system where relationships
03:02become something to manage and optimize, often turning emotional bonds into gameplay mechanics.
03:08While this method can be fun and even humorous, it also has the potential to hollow out the
03:13emotional impact of romance, reducing meaningful connections to a series of dialogue trees and
03:19stat checks.
03:21Avald breaks away from this trend.
03:24You play as a custom envoy from the Ederian Empire sent into the lawless living lands to
03:29investigate the mysterious Dream Scorch plague.
03:31Throughout your journey, you recruit four companions, only two of whom you could bring on expeditions
03:36at any given time.
03:38While at first glance this setup might feel reminiscent of a BioWare-style RPG, the similarities end there.
03:44Unlike other Western RPGs, campfire conversations with companions in a route never veer toward
03:50flirtation or innuendo.
03:53For example, an early dialogue about training between a player and a companion revolves entirely
03:58around improving combat skills, learning to take more damage, strike harder, or improve
04:03versatility.
04:04There's no ham-fisted flirting, no sexualized banter, no overt cues that a romance option exists.
04:10These interactions are grounded, practical, and meaningful, allowing the character's personalities
04:16and emotional histories to shine without distraction.
04:21The true romance of About centers on Kai, the first companion you meet voiced by Brandon
04:26Keener, who also famously voiced Garrus in the Mass Effect series.
04:30Kai is an Amurin missionary with a deeply complicated past.
04:34He deserted the Rawatai Navy, left his home of Thirdborn six years prior, and carries unresolved
04:40grief related to Tama, the deceased leader of his mercenary squad.
04:44Throughout the game, players slowly uncover Kai's past through contemplative fireside chats
04:49and story-driven moments, gradually learning about his regrets, guilt, and emotional scars.
04:56These moments are more than exposition.
04:58They form the foundation for the game's romance arc, tying the player's potential relationship
05:03with Kai directly to his personal growth.
05:06The romance unfolds subtly, yet powerfully.
05:10As Kai opens up about Tama, the envoy helps him recognize that Tama had deep feelings for
05:15him, and that he reciprocated those feelings, but was too oblivious to notice them at the
05:20time.
05:20The player's guidance allows Kai to confront his past, to understand why he left, why he
05:26avoided Thirdborn, and ultimately, how to process his grief and guilt.
05:30It's only after he achieves this emotional closure that the possibility for romance emerges.
05:36When the player finally expresses romantic interest, Kai's response is understated and profound.
05:42If you want to be with me after everything you've seen, and if you still feel that way once
05:46we've finished our journey, I want that too.
05:49There's no overt sexual content, no cinematic embrace, no dramatic cutscene.
05:55Just a quiet human acknowledgement that Kai is ready to move forward and connect with
05:59someone again thanks to the growth he experienced throughout the story.
06:04The moment when Kai finally acknowledges his feelings is understated but incredibly powerful.
06:09It makes me reflect, why do so many RPGs overcomplicate romance with meters and checklists
06:15noticed, when the simplest gestures, moments of understanding, shared growth, and quiet acknowledgement
06:20can be far more meaningful.
06:22Personally, I think this is the kind of natural earned romance that games should aim for, letting
06:26it happen as players become invested in the characters rather than forcing it through mechanics.
06:33This approach is what sets Avowed's romance apart.
06:36By removing the game-like systems traditionally associated with companion relationships, Obsidian allows
06:42romance to feel earned, natural, and deeply tied to narrative and character development.
06:47Patel herself described this approach as hidden rather than overt.
06:51There's no love meter, no prompts, and no guarantee players will stumble upon her.
06:56Instead, if you engage with Kai in the ways that reflect genuine care and empathy, the romantic
07:02moment will emerge organically by the end of the game.
07:05The result is one of the most emotionally resonant romance arcs in a modern Western RPG, precisely
07:11because it feels real rather than mechanical.
07:14The epilogue reinforces this subtle heartfelt approach.
07:18It reflects on Kai's chance at love, noting that while he believed his opportunity for
07:23romance died with Tama, the Envoy's support and understanding have given him a new chance
07:28with someone who sees, knows, and accepts him as he truly is.
07:32That quiet culmination is a breath of fresh air in a genre often dominated by flashy romance
07:37options and sexualized content.
07:39It proves that romance doesn't need to be a system to be meaningful.
07:43It can be a shared journey of emotional growth and human connection.
07:47In short, Avowed demonstrates that romance doesn't need to be flashy or mechanical to
07:52be effective.
07:52It raises an important question.
07:55Should more RPGs let romance happen organically as part of the story and character development,
08:00rather than making it a system to manage?
08:02From my perspective, the answer is yes.
08:04When romance is allowed to merge naturally, it can be subtle, meaningful, and emotionally
08:09resonant, the kind of moment that lingers with you long after the credits roll.
08:14If you enjoyed this deep dive into Avowed's unique approach to romance, make sure to give
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08:32Thanks for watching, and as always, Game On!
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