

You’re not the only new recruit, as over the first couple of missions you’ll bring in additional members. His magical abilities have significantly extended his life span. He can throw fireballs, read any document that may have been burned to ashes, and is the team’s expert on magic in general. Eli is a fire Mage – it’s important that it’s Mage with a capital M, although Eli’s not exactly sure why. Like her father, Mandana is incapable of telling a lie and can sense untruths when spoken by others. Mandana is Kalash’s half-human, half-jinn daughter, who learned to use a sword from her deceased mother and is the most physically fit of the Unavowed, capable of climbing and jumping to areas that others can’t reach. The New York group is overseen by Kalash, an immortal jinn who founded the branch four hundred years previously. With this second sight, you are invited to join the Unavowed to help hunt down the spirit that possessed you. However, due to your recent possession your character is “void touched,” meaning you can see the monsters.

Most humans – dubbed “mundanes” here – don’t see or acknowledge these paranormal threats. Over the past year, the number of such occurrences has been on the rise. The two work for a clandestine group known as the Unavowed, describing themselves as “the wall against the darkness,” a group of supernatural police who keep an eye on all the demons, evil spirits and other magical forces that sometimes bleed through into our reality from other dimensions. You’ll learn that the man in the coat is one Eli Beckett and the woman restraining you is the sword-wielding Mandana. Once you remember who you are and how you were possessed, the game returns to present day as the evil spirit is finally cast out. The actor, as one would expect, is good at deception, which can be used to bluff your way through several situations. The detective, on the other hand, can get on with other cops and has a good eye for detail during investigations. You can use these abilities to get people to open up and share things they wouldn’t tell the other personas. The bartender, for example, is endowed with a great deal of empathy and is seen as trustworthy by other characters. Your choice of profession doesn’t just impact the beginning of the story, to a degree it also affects the way you tackle different challenges throughout the game. Or you can even take the path of an actor in a play whose director has suddenly been struck by the creative muse and is rewriting the entire script – a week before opening night. Or you might go the route of being a rookie detective investigating an overweight cop at a Goth club who has suddenly taken on Bruce Lee capabilities, at least according to all the witnesses. Based on the occupation you picked, you’ll experience one of three different playable character introductions that lead up to where the evil spirit takes control of you.ĭepending on your preference, you can play as a sympathetic bartender who has to get a suicidal drunk out of the bar’s bathroom. At this point, events flash back to one year previously.
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Through a series of questions posed with the command that you remember who you are, you get to choose your gender, name, and occupation. It quickly becomes apparent that they’re trying to exorcise an evil spirit from your body.ĭuring this introductory sequence, the game cleverly lets you select personal details about your character that will carry through right to the finale. Someone restrains you while a man in a fedora and long coat throws lightning bolts at you. You’ll find yourself on a rooftop in the middle of a downpour, appearing for now only as a silhouetted character. Set in present day New York, Unavowed opens right in the thick of the action. Could Gilbert capture lightning in a bottle twice? Could he conjure forth more characters with the depth of Rosa Blackwell and her spirit guide Joey? Could he devise even more interesting scenarios to investigate? With his latest 2D point-and-click adventure, Unavowed, the answer to all those questions is a resounding yes! After the emotionally-charged ending of the final game, I heard that designer Dave Gilbert was done with Blackwell and moving onto something new, leaving me both excited and trepidatious. Over the course of five installments that continually grew in length and complexity of both story and characters, each game tried something new while remaining comfortingly familiar. I’ve been a longtime fan of Wadjet Eye’s Blackwell series.
