Stefanocrpg_rev91 wrote...
I know, it doesn't say that all the things I wrote about won't be present anymore.Grommash94 wrote...
Stefanocrpg_rev91 wrote...
I missed this point, earlier.DanteCousland wrote...
In Origins, party members would abandon the
Warden if he made decisions they did not like, resulting in players not
using certain party members even if they were the best ones to use for a
quest. This "meta-game" is gone in Dragon Age II. If a character
disagrees with the player's actions, they may still complain. However,
the player can now be openly hostile to party members and still unlock
combat bonuses, previously only available when the player established
positive relationships. [/list]
Well, not like so much this. I mean, if one character really, really hate me I can't imagine why should he still remain with me, especially considering the timelinedeveloping in a decade.
I read that some of our decisions may still result in some of our companions leaving the party, and that is good. But I hope that somehow if someone really hate me won't stay with me for the whole ten years campaign, and that he find some way for leaving me alone of turn against me (Zevran, for example, could attack the player if he hadn't a high approval)...
Oh, and I hope I can decide to send away one companion every time I want, just like in Origins, or decide to take or not to take with me some characters, as I could do in the first Dragon Age with almost everyone (I could let Zevran join me or kill him or let him just go, I could ignore Sten and leave him to rot in his cell, I could killed Wynne, I could refuse Leliana's help...).
It doesn't really say that they won't leave you. I just felt it meant that even if a character does not like you, you still get some benefits...which is interesting, imo.
I just wrote that I'd like these features to remain in DA2, and maybe even made in a better way.
Sounds a little bit like Alpha Protocol. No companions in that game, but you got different bonuses from your handler depending on whether they liked/disliked you and how strong their feelings were. It worked fine, I thought. It sounds like quite an interesting change in dynamic from 'if a party member doesn't like you, they will either leave, or you will have to kill them'. And if the option to kill them anyway is still there, well, so much the better





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