The point that jamskinner makes is pretty logical. The advisors will not be travelling with us outside specific story missions (like the Leliana one in the gameplay trailer). The debs have stated that they have equivalent content with the exception of banter.
The issue with this is that a significant amount of attachment to characters stems not just from cutscene-style interaction, but from both the banter and (arguably more importantly) the time you spend with them. You can form attachment to fairly two-dimensional and bland characters purely on the basis of 'time served', because (for example) 'that time you and Cassandra beat those fifteen people and were the last ones standing' becomes part of the way the player processes their attachment to the character. Both the banter and the 'time served' element will be vastly reduced for the advisors purely on grounds of gameplay mechanics. This means that, depending on exactly how BioWare have worked around this, even if Cullen and Josephine have identical amounts of romance dialogue and cutscenes as the party members the romances could still end up feeling nebulously weaker. BioWare knows these restraints, though, so I'm interested in how they solved the problem.
That is the problem I have with the advisers, for example Cullen and Leliana can get on some missions with you but Josephine is not a warrior or a spy, so I can only see her on social parties. I really do not know how they solved the problem but I hope at least we get more times and more profound conversations with the adviser to compensate.





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