Originally Posted by voncastein

The only thing that bothered me a little is the lack of voice over when the player is using either the player character or the companion to speak with NPCs. A little strange when the character stares blankly at the NPC whilst the NPC is charismatic and engaging. I felt that this takes away from the player character and I felt less engaged. Even more strange when the character speaks with a companion and the companion is charismatic but when the companion is used to speak with a NPC, they stare blankly. We can still have the conversation options but after that voice acted and animated in the style of the companion or player character. Good example could be found in games like Mass Effect/Witcher.

ME and Witcher are a bit different beasts - they remove a lot of Control over the character for presentation sake. That’s certainly not what I would want Larian to do. However, you are not wrong.

I think it works better if RPG leaves more to players imagination. While adding more detail to conversations (closeups, full VO, animations) adds to the experience, it becomes really noticeable when it is not there. That has been the case with Bioware games since KOTOR. I think it works better in something like Fallout New Vegas where we mare simply in protagonist’s head.

And yeah, the companion thing is something that bothered me even in Divinity2 - companions being companions, but also empty shells to be inhabited by coop players - And with content being designed to be interacted With by 4 players, rather then 1, when played singleplayer, you will control 4 protagonists, rather then one protagonist with companions.

I felt lack of coop buddies in D:OD2 strongly and I fear it will be the same in BG3.