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And I'd rather have 4 great characters you spend lots of time with than 10 boring ones you don't get to even know because there's too many
You "can't" talk to them is the point. Like, even as mules. LOL
One of the biggest reasona for gabinia camp or some kind of base in these games is to talk to your companions. It gives you a nice break, upgrade equipment and sell or whatever, and then head back out.
News flash: not every game needs to function exactly the same, nor have the same looking cast
The Outer Worlds had six companions, but let's be honest, there were five. S.A.M. was a nothing character. Honestly, I stuck with the same two most of the way through the whole game, aside from when doing their sidequests.
The companions in Avowed include Kai, a coastal Aumaua, Yatzli, a hearth Orlan, Giatta who I think is Vailian aka Ocean folk human and Marius, a mountain dwarf. I believe they are met throughout the main quest and join the envoy due to their specific ties to the overarching plot, rather than their "diversity"
I'm aware that there are plenty of games that work like that, but Obsidian has been more fluid regarding companions in the past and this does feel like the removal of player agency. I just hope they're decently written so that their forced involvement makes sense and is bearable.