I'm not spoilering anymore. I'm assuming if people are in this thread, they've progressed to Act 3. If you haven't, begone! :P

Originally Posted by Wormerine

Hmm... Halsin joins you with intention to remove Shadowcurse, so I don't think it is unreasonable to expect players to pay attention to him, if they are interested in removing the shadowcurse. If I remember correctly it wasn't exactly him who initiated the quest but an NPC in the Last Light. I think it is fine that the game requires active investment from players for some things to be found, even major choices like that.

It is interesting that you didn't get UI popup that someone wants to talk to you... perhaps it doesn't apply to the followers? If it doesn't, than I think it should.

However, I have issue with the other side of the issue - somewhat unintuitive points of no return. Personally I struggled more with the first one (what exactly will I be cut off if I move on?) I found implementation of those to be very heavyhanded and very vague at the same time - not great.

If that's the case, that Halsin isn't even the character initiating the quest, then I find things to be even worse than I originally thought. When leaving the Shadow Cursed lands, one of the cinematic cut scenes that plays says that nobody is more upset about NOT removing the curse than Halsin?! If one of my companion characters could possibly be so upset about me not doing something, that I was given zero notice about how to even start, that's awful design. If a "side" quest is so important that it warrants a cinematic expression, it should NOT be something we can miss. As soon as you enter the cursed lands you should get a notification about accomplishing said quest that points you in the direction of whichever character initiates it. In this case, it seems that character is in the Last Light Inn. I'd say there should be a quest marker and a map reference on him. It's entirely too easy to NOT talk to random NPCs in this game. I mean, we frequently get those little white boxes with exclamation marks in them over our camp companions' heads when they want to talk to us about something. It can't be that difficult to put the same thing over an NPC's head if they're the initiator of a quest. It seems like ContactFront ran into much the same problem as I did. I sincerely hope quest initiation and progression is something on the Devs' radar to address in a future patch. There's no way it should be so easy to miss starting the quest to end the Shadow Curse.
Having missed it, it makes me wonder what other quests I may have missed, all because I just chose not to initiate a conversation with EVERY NPC I came across.