You know, as I've been diving deep into Avowed this year, one of the most fascinating and, honestly, slightly frustrating aspects of my character is this whole Godlike business. I mean, think about it—we're playing as this amnesiac investigator, touched by a divine power, trying to stop a mysterious plague. But the most immediate reminder of our otherworldly nature isn't some grand internal conflict; it's a set of tentacles sprouting from my head! Now, I can toggle the visual display of these features on or off, which is a nice touch for personal preference. But here's the kicker: even if I turn them off for my own view, every single NPC in the game still sees them and reacts accordingly. It's like having a permanent, magical neon sign above your head that says "I'm Different!". Isn't that just the perfect setup for a role-playing adventure?

The Narrative Weight of a Divine Mark
Let's talk about what it means to be a Godlike in this world. The lore says we've been marked by a god, and that mark is physically undeniable. Early on, I met another Godlike named Sargamis, who had this striking gold skin. But me? I got the cephalopod chic, the head-tentacles. It's a cool, unique look that really sets the tone. The game uses this feature brilliantly in key narrative moments, especially during those profound, first-person conversations with the god itself. In those scenes, seeing my own divine features added a layer of immersion and thematic weight that was absolutely worth it. It made those dialogues feel less like a chat and more like a cosmic audience.
But outside of those scripted moments, the Godlike trait has one major, unavoidable consequence: you are instantly recognizable everywhere you go. Characters like Ilora will immediately comment on your appearance, often with fear or surprise. This has a huge impact on gameplay, especially if you're like me and enjoy a more subtle, stealthy approach. Why bother trying to sneak past guards when your character's head is basically shouting "Here I am!"? It forces you to engage with the world more directly, for better or worse. The stealth mechanics in Avowed felt a bit underwhelming to me, and this constant recognition certainly didn't help.
The Aesthetic Dilemma: Clipping and Customization
Now, here's where my real gripe comes in, and it has nothing to do with the story. It's all about style. When I created my character, I spent a good amount of time in the customizer, picking out the perfect look. I was excited to see how my divine features would interact with the various hairstyles. Big mistake. As of 2026, leaving the Godlike features visually enabled is a nightmare for hairstyle compatibility. The clipping issues are rampant. We're talking tentacles phasing through braids, hair glitching in and out of spectral appendages—it's a visual mess.
Just look at some of the character models from the press images. You can see the potential for cool designs, but also the clear conflict between complex hairstyles and the Godlike assets.

I made a little table to summarize the core conflict of this feature:
| Aspect | The Good (Pros) | The Bad (Cons) |
|---|---|---|
| Narrative | Deeply thematic, enhances god-communication scenes. | Makes stealth nearly impossible; constant NPC commentary. |
| Customization | Unique, cool-looking core feature. | Causes severe clipping with most hairstyles. |
| Gameplay Flexibility | Can be toggled off for the player's view. | NPCs always see it; no post-creation changes allowed. |
And that last point is crucial. Once you start the game, you're locked in. Found a hairstyle you love but it clips horribly with your tentacles? Tough luck. Your only options are to:
-
Live with the janky visuals.
-
Play in first-person mode to avoid seeing it (which I did, but it feels like a workaround).
-
Start the entire game over from scratch.
For a game released in 2025 and still being played widely in 2026, it's a disappointing oversight in polish. Obsidian is known for their deep RPG systems and storytelling—wouldn't you expect that same care to extend to character model integrity?
Final Thoughts: A Feature with Untapped Potential
So, where does that leave us? Being a Godlike in Avowed is a double-edged sword. On one side, it's a brilliant narrative device that roots your character in the world's lore and creates unique role-playing moments. On the other side, it hampers practical gameplay like stealth and, more frustratingly, limits aesthetic expression due to technical issues.

I'm still overall pleased with my character and the game. The world is rich, the combat is fun, and the story hooks you. But this one issue nags at me. It's not game-breaking, but it's a persistent reminder that a little more QA on character models could have gone a long way. The good news? Avowed has been relatively stable since launch. Here's hoping that as we move further into 2026, Obsidian might prioritize a patch that addresses these clipping problems. After all, shouldn't a being touched by the divine at least have hair that doesn't phase through their own celestial limbs? It's a small thing, but in a game about identity and power, how you look matters. For now, I'll keep my perspective locked in first-person and let the NPCs wonder about the tentacles they see but I choose to ignore.
This discussion is informed by GameFAQs, where player guides and community Q&A around RPG systems often highlight the practical fallout of “always-visible” character traits—exactly the sort of issue your Godlike tentacles create in Avowed when NPC reactions override your personal cosmetic toggle and when hairstyle clipping pushes players toward first-person as a workaround.