Originally Posted by Icelyn
Originally Posted by TheFoxWhisperer
The main tadpole story implies urgency but there is a LOT of focus on the companions and their story. Which you get to see by resting a lot. It kind of clashes hard.
The tadpole is in stasis. While the pc would still likely want to get it out quickly, the pc isn't in immediate danger.

This is something you do not know right away, you learn this later. There is still the attempt to instill that feel of urgency for a good part of the act. Companions keep stressing it, NPCs who remark it is strange you did not turn yet but could turn any moment do. Even having something that is basically a ticking timebomb in your head in stasis is a thing you would want to get out asap. It remains the main plot, to deal with this thing.

It is hard to be invested in a plot like that, that is storywise time sensetive (less so maybe when you learn it is in stasis but it is still a Nope in your brain either way) while so much of the rest of the game is based around the companions and their story (which you get by resting) as well as exploration of the map and sidequests.

It is still a contradiction in writing, especially so at the start of the game.