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Companion Crises


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#1
thepimpto

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I've noticed many people clamoring for romance possibilities with the potential squaddies, but what I want is hardcore companion crisis moments. DA:I is supposed to be a game of choice and consequence, right? 
 
Alistair/Loghain is the only mandatory companion in DA:O. The rest were all optional and could/would leave you if they didn't like your bullsh*t, some would even try to kill you, even if you were the best of friends. Defile the Urn with Wynne and Liliana in the party, side with Branka with Shale along, don't be on friendly terms with Zevran in the back alleys of Denerim after the Landsmeet, or take Sten to Haven.
 
However in DA2, only Isabela, Fenris, and Sebastian are optional. And save for the endgame, where companion crisis moments can be completely negated by a healthy friend/rival meter and the Anders/Sebastian Virmire decision, only Isabela and Fenris will chuck up the deuce to Hawke if they aren't catered to, or optionally, you could even hand them over to the people hunting them. I guess I should mention the potential for the sibling to die, as well.
 
In DA:O your companions could/would abandon you to the blight based on decisions made by the player regardless of approval. In DA2, companions simply followed Hawke around regardless and would be like, "Hawke, I don't like you or the decisions you've made, but we're full blown rivals, so let me just abandon my own personal morals and follow your lead," or conversely, "Hawke, we're BFFs, so I'll defer to your judgement, even I think you are completely in the wrong here." 
 
I think ending the Fifth Blight was a little more dire than the fate of one city-state, even if it was the catalyst of the Mage-Templar War. Let's see, I have to save the world, but I didn't recruit, did something to royally ******-off my friends and had to kill them, or I just irritated them enough that they just left me. Compared to, hmm, tensions have been rising between mage and Templar since, I don't know, the Nevarran Accord, and I have to pick a side now that it has reached its boiling point, some of my allies might really not like my choice, but hey we're buddies, so they'll still have my back
 
In DA:I I would love it if they brought back choices that, regardless of approval, could make a companion turn on or abandon the Inquisition. But what I don't want is a cop out. I want companions that if sleighted against in what they deem important will simply be done with you. You make a choice, you must live with the consequences, or load a savegame and choose differently
 
Well, that's my opinion anyway. Your thoughts, comments?


#2
Wolfen09

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i never played rivalry routes except for the one achievement and that was easiest with carver... anyway, i dont see bioware doing that due to the fact that it would ****** some people off if they could only have half of the companions available at the end of the game.  say if you take the evil route that only cassandra, sera, dhmg, cole, and iron bull stay with you, then a ton of people will be pissed that they cant use varric and the rest...  it would be more realistic, but i dont see it happening



#3
thepimpto

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I wasn't saying they make it so that a companion will abandon you know matter what. I would just like situations where making certain choices *could* make you lose somebody. 

 

Mark Darrah stated: it won’t be possible to pursue every opportunity in the game, and in some cases, your choices will close doors on paths that would otherwise be accessible.

 

I don't see why this would only be limiting to what you unlock with your Keeps, or letting villages burn. I see the potential of severe companion consequences. In the demo footage the devs talk about the effect of letting Crestwood burn will have on Varric, the potential of his absence could affect player decisions. Let's say holding the keep is the smarter strategical move, but you appease your companion by saving the town instead because you don't want to lose him and risk losing the resources the Keep nets you. That may force the player to choose between their emotional investment in characters and sound strategy for their organization, but don't forget the difficult possibilty of saving/losing both. Those are the weighty decisions I would like to see, but the severity of the choice diminishes without the risk of companion abandonment. That is why I'd like to see it come back.