Avowed
Only 4 companions??
Sounds pathetically low, even Outer Worlds had more. Have some just not been revealed or are we stuck with the 4 diversity hires?
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Showing 1-15 of 18 comments
MaSeKind Feb 12 @ 2:31am 
Technically 7 I think, but not permanent companions.
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
MaSeKind Feb 12 @ 2:37am 
Originally posted by Darrrreee:
You can't even talk with them as you are out and about exploring the world and doing quests though.
So like real life. Yes it tends to get difficult to talk to people who aren't close to you
More like followers than companions
Originally posted by Darrrreee:
You can't even talk with them as you are out and about exploring the world and doing quests though.
Really????
MaSeKind Feb 12 @ 2:43am 
Originally posted by Darrrreee:
Originally posted by MaSeKind:
So like real life. Yes it tends to get difficult to talk to people who aren't close to you
wtf are you talking about? I mean, you can NOT talk to them as you are travelling the work WITH them.
Wtf are you talking about?
Originally posted by AdahnGorion:
More like followers than companions
Like a mercenary from Diablo?
Originally posted by Killa2447:
Originally posted by AdahnGorion:
More like followers than companions
Like a mercenary from Diablo?
Like a Bethesda follower
MaSeKind Feb 12 @ 2:51am 
Originally posted by Darrrreee:
Originally posted by MaSeKind:
Wtf are you talking about?
check the interviews with the director ffs, you bought the freakin' game already but you haven't bothered to check the interviews or youtube videos of people who had access to the game? You can NOT initiate dialogue with them as you are exploring and travelling throughout the world, you may ONLY do so in camp.
Yes and? Why would that matter? Talking to your companions in camp is a very standard thing. Who talks to their companions while out exploring? Unless its related to a quest and they join a conversation.
Originally posted by MaSeKind:
Originally posted by Darrrreee:
check the interviews with the director ffs, you bought the freakin' game already but you haven't bothered to check the interviews or youtube videos of people who had access to the game? You can NOT initiate dialogue with them as you are exploring and travelling throughout the world, you may ONLY do so in camp.
Yes and? Why would that matter? Talking to your companions in camp is a very standard thing. Who talks to their companions while out exploring? Unless its related to a quest and they join a conversation.

You "can't" talk to them is the point. Like, even as mules. LOL
MaSeKind Feb 12 @ 4:34am 
Originally posted by Darrrreee:
Originally posted by MaSeKind:
Yes and? Why would that matter? Talking to your companions in camp is a very standard thing. Who talks to their companions while out exploring? Unless its related to a quest and they join a conversation.
"why would that matter"
lmao
ONLY talking with them in camp is NOT a standard thing.
Sad shill lmao
Of course it is. In BG3 you can only advance your relationship with them when talking in camp. In ME you also only built relationships by talking on the Normandy. Same with Dragon Age.

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.
Wait... are we applying the whole 'it's just diversity hires' trope to a FANTASY game where the accepted standard, even before Tolkin, is that any adventurer group is a mix of multiple fantasy races and classes that complement each other's strengths & weaknesses and/or introduce character conflicts about their different view points on culture and morality?
MaSeKind Feb 12 @ 5:22am 
Originally posted by Darrrreee:
Originally posted by MaSeKind:
Of course it is. In BG3 you can only advance your relationship with them when talking in camp. In ME you also only built relationships by talking on the Normandy. Same with Dragon Age.

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.
In EVERY SINGLE ones of those games you can talk with your companions outside of camp/normandy. You can discuss things with them, ask their opinion and interact with them in a meaningful way outside of camp lol, which is where you are going to be spending most of your time lol. To ONLY be able to do so in camp is immensely restrictive and likely indicates the companions do not have much content or much to say. Weird given that they only offer a very limited number of companions
Okay, but I see no problem not talking to them while out exploring. Don't know why that would be a problem. You're out exploring after all, not there to stand around talking. Now the question is do they respond to things happening, when talking to other NPCs, or do they just stand there like statues? I doubt that's the case.
OP already has it's mind made up. You won't pierce the veil of selective outrage.

News flash: not every game needs to function exactly the same, nor have the same looking cast
OK, let's keep things relevant to the thread then. Yes, there are four main companions, plus two minor companions during the game's prologue who I think are the woman and blue furred Orlan you meet on the docks.

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"
Originally posted by Darrrreee:
Originally posted by monster_urby:
OK, let's keep things relevant to the thread then. Yes, there are four main companions, plus two minor companions during the game's prologue who I think are the woman and blue furred Orlan you meet on the docks.

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 would actually like more human companions, game will only feature one. About the companions, what's worrisome is that there will be no affinity/approval system and you can't interact/initiate dialogue with them as you are travelling
I will admit that the way Avowed appears to handle companions is one of my biggest gripes with the game. I don't mind so much that you can only do the big talks in camp, but the fact that you can't change their gear and that they are integral to the story which means they're essential NPCs, urgh. It also means you can't piss them off to the point that they up and leave. Maybe they can go back to camp if you cross a line, but they'll still be there despite everything.

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.
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Date Posted: Feb 12 @ 2:04am
Posts: 18