So I attempted to create this thread on the reddit but it was suggested to me that this is better suited here.

Please comment your feedback for Story Structure, Companion Reactivity and Cutscenes here! I'd like to create a straight forward megathread with all feedback so it's easier for devs, new players, and critical players to navigate. We have so many similar threads so why not compile a place to view them.

If you have already created a thread related to the three topics above please link the thread or copy your comment!

For myself the issues are

1.

Story Structure: Act 3 is narratively the weakest of the three. The interaction with the city could gave been expanded. Companion quests given higher stakes.

Ex: Cazador as a major player to conflict with Gortash. Now Astarions quest is put onto the stage of the greater narrative.

Also the way quests are laid out in Act 3. It's heavy on side quests and some even Companion quests seem shallow. What's the impact of my choices? Why do I have such limited narrative choices for outcomes? The details change but the issue with player agency and Story relevance comes up time and time again

Also concequences and outcomes related to choices are lacking. How are my choices reflected in the end game state? Why are my allies just cannon fodder for a large scale battle without any meaning to their deaths?

2.

Reactivity. Here's a thread of party banter that's in game but I have never experienced even though I should have. If you examine the comments on that video you'll see that alot of players are complaining that Reactivity is an issue in Act 2 and 3. I originally thought that this was intentional and that Reactivity was not a priority by the studio for these Acts. Evidently no, they are likely just severely bugged and this is therefore an overarching concern Larian needs to address in an upcoming patch.



Reactivity from Companions in dialogue during Act 2 and 3 in terms of relationship dialogue and story are also lacking. The same choices repeat or after companion quests complete they become silent besides the same dialogue prompts. There are changes in dialogue at very end game *if you click on companions randomly* during theses times but again very limited. Why does my companion feel flat during the most emotionally and narratively intense part of the game? It doesn't make sense and feels empty. Why are the relationships near the end of game less fulfilling even though they are finally established? Why are epilogues or endings not reflective of the companions journeys or gravitas of their choices (or mine?).

Also death reactions seem to have broken in last patch.

3.
Cutscenes.

The decisions on what cutscenes made it in on Act 3 are a concern. Firstly, no ending cutscenes or even panel cards. No cutscenes reflecting allies dead. Even a generic one noting the sacrifice of the fallen. No cutscene reflecting companions reacting to the death of Durge. No cutscenes between companions at camp, discussing the end of the world, or even a celebration for victory. Short cutscenes for evil playthroughs. Why limited relationship cutscenes and interactions in Act 3?- no dates, no end of the world talks, no in game final battle cut scenes specifically centered on a given love interest or platonic bond. I could go on and on.


Basically you see the narrative issues come full circle in what cutscenes are created.

So, what are your concerns with these three categories? Include your feedback below

Last edited by Bellanouva; 18/09/23 07:44 PM.