I find it really odd that throughout EA there weren't any/much changes to Grove vs Goblins conflict.

Even as a good-cligned Tav/DUrge I find it not only ultimately evil to murder Minthara, given the fact she was
forcibly conscripted and brainwashed by Orin/Absolute into servitude, regrets the fact that tieflings had to die and etc. (which makes her rather morally complex, somewhere right in the middle between neutral and evil, IMO)
but also highly illogical given that we can dissuade
Nere from following the sham of a God - The Absolute, but also we are capable of restoring Minsc n Act 3 using the prism. The very tool which anti-Absolute function is shown to us PRIOR to meeting with Minthara in Act 1. And let's not forget that we don't even need the prism to restore and free her in Act 2, in case of her survival (unavailable in pro-tiefling path, since knock-out is apparently equals murder).

And from all used/unused content I saw, Minthara feels very organic with good-aligned Tavs (an especially redemption path DUrge Tav) and she has a ton of interactions with
Wyll and Karlach, who leave you permanently in case of attacking the Grove.
So game tries to tell us that missing a huge portion of Act 1 is the most viable option in terms of companion content? Really?

Plus, I'm honestly tired of Drow (in case of Minthara the only PALADIN companion in entire game) getting short end of the stick. First
Viconia DeVir
, now Minthara Baenre, that, if stays exclusive would remain that evil Act 1 boss and nothing more for majority of players, since majority in absolutely any RPG ends up with walkthroughs heavily leaning towards the "good". Hells, if Liriel Baenre is capable of turning chaotic good, why can't Minthara, even with help of Tav & CO?

The closest comparison from RPG genre in terms of choice and companion focus - Dragon Age Origins, a game that was developed by very same studio as the OG Baldur's Gate games. It allowed you to recruit every possible companion in game, but also allowed you to ignore their recruitment or eventually kill them. It also had an approval system that allowed them to leave you or, in case of Zevran (if not murdered during his ambush), to betray you. Some could turn away from you if you choose certain actions: Shale attacked and died by your hand if Karidin was attacked (or leave you if you tell her about that in camp), Oghren would attack you (survives the encounter) if you go against Branka, Wynne and Leliana attack you if you choose to desecrate the Ashes of Andraste and end up dying by your hand, Alistair ends up a king/drunkard-exile/corpse depending on your choices if Loghain (primary antagonist aside from the darkspawn and Archdemon) is spared and recruited into Grey Wardens.

I'm sure something more could be done with Halsin and Minthara. Fail to find and rescue Daddy Druid in Act 1? He could be easily be transferred to Moonrise Towers, so his story and
Moonrise curse arc
doesn't end abruptly. Minthara loses in Grove raid? Force her to retreat to Towers to stand trial/take her prisoner to give Sazza some company. If Nere was never met/killed right away - narratively we lack the information on how
the cultists traverse through the cursed lands.
Even as a prisoner she'd make a valuable asset, prior to player making a decision to recruit her.

BTW, why lil' goblin lady
gets murdered
regardless of me persuading that tiefling fool not to shoot her? If anything, were Goblins to become playable, Sazza could make a nice, say, ranger companion.


#JusticeForMinthara