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I can't remember the last time I was so attached to a companion in an RPG, where I realized that I cared about what happened to her. I don't think any game of the cRPG Renaissance (starting with Wasteland 2, then Pillars of Eternity) has actually accomplished this, at least not so well as BG3 has. Maybe Disco Elysium, but that's a completely different kind of thing.
Giving companions satisfying character arcs in combat-heavy non-linear games is one of the hardest things for narrative designers to do. I can only think of a few other examples: Morrigan and Alistair in Dragon Age being at the top of the list, Bastila in KotOR maybe, probably the characters in Planescape: Torment (but not really Tides of Numenera)--that's not to say that there aren't plenty more good characters out there, but that they don't really grow or change over the course of a story centered around a player's choices. And how could they? How can you write an arc, with a beginning and a middle and an end, that makes sense and is emotionally satisfying, when the outcome has to depend on player decisions? When critical scenes can be missed altogether? It's an immense task.
But Larian pulled it off. At least with this one character. I'm not as impressed by the others, but I haven't finished their stuff yet either.
My results led to 4chan, but didn't say that it's her real name.
I do quite like Astarion though. I'm going to romance him on my next playthrough, and pick up Minthara. I murdered her, for that sick Drow armor, so I don't know if she's actually interesting or not.
Who else? Halsin? Boring. Jaheira? Gross. L'a'e'z'el? Well, I romanced Shadowheart, so we all know how that went!
That final fight against the Sharans is pretty crazy. I'm stacked with tons of AoE so I managed to nuke the room pretty quick, but it's an insane number of enemies.
Tho I dont mind the lore dumpin, I like it. It makes the world feel alive for me though regarding that final fight, I had a fighter/paladin, warlock, paladin, and Jenevelle
so uh... it was tough lol