Alright, let's talk about something that might have raised an eyebrow or two when we first booted up Avowed last year. I'm talking about the fact that you can't equip your companions with gear. No fancy swords for Kai, no enchanted robes for Giatta—nada. At first, I'll admit, it felt a bit... off, you know? Like finding this amazing legendary chest piece and thinking, "Man, Marius would look killer in this," only to remember he's stuck with his default outfit. It seemed like a weird limitation, almost like the game was taking away a classic RPG toy. But here's the thing, after sinking dozens of hours into the Living Lands, I've come around. Big time. This isn't a limitation; it's liberation. Obsidian made a conscious choice to buck several RPG traditions—no companion romances, streamlined leveling—and ditching companion gear might be the smartest move of them all.

More Loot For You, Less Headache For Everyone

Let's break it down. Avowed gives us four fantastic companions: Kai the fighter, Marius the ranger, and the wizards Giatta and Yatzli (who, by the way, have wildly different magical specialties). If we had to kit out all four of them plus ourselves, the loot distribution would be a nightmare. Imagine finding a sweet, unique wand—do you give it to Yatzli for her frost magic, or save it for your own spellblade build? The loot pool would feel stretched thinner than a Goblin's patience. By focusing gear solely on our character, the game essentially says, "Here, this is all for you."

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This leads to one glorious outcome: you get geared up faster. When that perfect pistol for your sharpshooter build drops, you don't spend ten minutes in the menu debating if it's better on Marius. You just equip it. Done. And all that other loot—the heavy armor your mage will never wear, the staves your warrior scoffs at—it's not junk. It's pure, unadulterated capital. Sell it for a mountain of gold or break it down for precious upgrade components. It cuts out that awful feeling of being resource-starved. No more "I need to save this for a party member who might use it later." Your inventory becomes a tidy, profitable engine for your own power fantasy. Honestly, it's a game-changer.

Can we all agree? Inventory management is often the least fun part of any action RPG. It's the chore between the adventures. Obsidian clearly gets this. Remember those perks in The Outer Worlds that just let you carry more junk? They were lifesavers. Avowed takes that philosophy and runs with it by removing the biggest source of menu-clutter: companion equipment.

Think about it. If you had to outfit four other characters, you'd be pausing the action constantly. Compare stats, swap gear, manage weight limits... ugh, my head hurts just thinking about it. Instead, Avowed keeps you in the action. See a two-handed maul as a Wizard? Instantly know it's vendor trash or component fodder. This streamlined approach means less time fiddling in menus and more time actually playing the game—exploring beautiful, dangerous environments and engaging in its fluid combat. It respects your time.

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Power Fantasy, Not Party Management Simulator

Here's the real kicker, the genius behind the curtain. If every companion could use powerful loot, the game's balance would be a developer's nightmare. To prevent your entire squad from becoming unstoppable gods, the devs would have to drip-feed amazing items much more slowly. They'd have to balance loot for five characters, not one. The result? Fewer "whoa!" moments when you find a game-changing weapon.

Because Avowed only has to worry about your character's power curve, it can be more generous. I found a devastating wand, a brutal axe, and a slick rifle all within a couple of hours early in my playthrough. My pure melee character couldn't use two of them, but that wasn't a problem—it was an opportunity! It let me experiment. "Maybe I'll put a few points into magic and try this wand out..." This design encourages build experimentation without punishing you for it. The loot you don't use fuels the build you're perfecting through sales and crafting. It's a beautifully elegant loop.

Now, I get it. Some players love the deep customization of outfitting every party member. It can feel like you're losing a layer of strategy or connection. And yeah, sometimes it does feel a bit silly selling a magnificent piece of armor that any sane adventurer would wear. But in the grand scheme of Avowed's experience—which is all about fast-paced action, exploration, and your personal story—this trade-off is worth its weight in gold. It removes friction at every turn. The focus stays on the fun stuff: the world, the combat, your choices.

Looking back from 2026, Avowed's approach feels increasingly prescient. In an era where our gaming time is precious, streamlining complex systems without sacrificing depth is a high art. By letting go of companion gear, Avowed grabbed onto something better: a smoother, more focused, and ultimately more empowering adventure. It's a lesson in design where sometimes, giving less control to the player gives them more of the game. And honestly? I'm here for it.