There were hardly any trees in this environment. What plants there are scattered around are scrubby and tangled. Yet this one little encampment was constructed from hundreds of 10-foot straight-cut wooden poles.
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Thinking about made me realize further: the big "civilized" city in this region has a visual theme inspired loosely by feudal Japan. All of the architecture is beautifully colored and arranged wooden beams. Beams which are too large to be cut from *any* of the trees growing in the surrounding area.
It's all very pretty, and evocative of the culture that Obsidian had created for the people who had settled the area. But it doesn't fit together with the other pieces of the world where it is placed.
Which is why the game was filled with tons of wooden crates, which are a technology that depend on mass-produced iron nails to be cost effective, rather something like clay amphorae for storage. And why iron weapons were portrayed as *better* than bronze rather than just cheaper.
I'm still quite liking Avowed. But I do think this is part of the odd dissatisfaction I feel with Obsidian games, why something always feels not *quite* right. It's that small details which don't quite mesh accumulate to the point that I start noticing.
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Which is a really cool concept! But the creative team seemed to lack a coherent understanding of what it would actually mean.