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Story, yes they are part of the story/plot :)
Lackluster.
The game started out really good but the way companions are haphazardly lined up and ready to join you for no apparent reason has me worried for the rest of the game. Maybe I'm just getting too old for games or I was expecting too much but I couldn't care less about any of the characters I've met nor about the underlying causes for any of their adventures, including my own. Literally, about an hour into the game I'm running with 5 random strangers that apparently trust eachother enough to not raise any questions whatsoever. The whole thing feels fake and contrived.
My opinion may change, and I hope it does, but there needs to be some major character development and soon. I've been through too many heartfelt stories in my RPG career to settle for this level of "storytelling".
The quests, however, are numerous and reasonably fleshed out. They build up backstories and lore pretty well but a lot of that illusion is shattered when you witness it with your own eyes. In the case of Defiance Bay; I was under the impression that it was a city struggling to retain its identity amids the turmoil of a restless population from all walks of life but when I get there it looks like a model city, super clean with abandoned streets like it's some sort of dystopian Big Brother scenario.
Bah. Really it's too early to tell for me. I'll do a more comprehensive and valid analysis when it's all said and done.
I mean, a bunch of them have decent reasons to join you, and they definitely grow on you the more you learn about their pasts (and how some of them tie into the main plot). I quite like the five party members I've chosen to run around with.
I have. The problem with that is it seems to me like it's a tacked on feature to give backstory to your companions. It's totally disjointed from the rest of the game where they wait for your command and function as automated killing machines. There's something amiss here and I'm wondering if, in their efforts to capture and replicate a beloved gaming experience from the past, PoE has missed the opportunity to develop a soul of its own.
Sitting here typing this out, thinking about my past gaming experiences that seem to do more for me with less text and effort, I wonder if it's the lack of cutscenes that are leaving this game flat. Something simple using the in game engine, maybe cutting away when you first meet a companion to show them in a particular predicament that defines them as a person so they aren't degenerated into some narrative tool to progress your own story and help you kill enemies.
Dunno, just rambling.
I really don't view any of the vanilla companions as "tacked on." In terms of them being there just to follow — some of them are. Their places in the game are directly, narratively connected to the player's role as the Watcher. Durance and Grieving Mother come to mind, the former in particular. Others like Aloth and Sagani have clearly defined personalities, goals and problems of their own. Generally speaking, their reasons for choosing to follow the Watcher are believable. These companions are by no means plot-essential in most respects or undeniable paragons of character development, but I think you're selling the writing a bit short. IMO.