Originally Posted by Crimsomrider
The ironic thing is the game during Early Access did not have such a clear-cut line between good and evil as it does today. Companions were not goodie two-shoes but actual realistically behaving people given their circumstances, with fascinating backstories, trust issues and own intentions.

Karlach for example was not this lovely innocent carefree walking sunshine meme she is today, but a very vengeance driven bloodthirsty fighter that wanted to make the streets of Baldur's Gate overflow with blood as she was going after Zariel.

Wyll also was not this charming heroic idealistic goodie two-shoes either, but a very hurt and hate-driven man because of what goblins did to him, as he was chasing after Mizora to save her.

How I wish now I played EA. I bought the game months before launch, but I didn't play it to avoid spoilers, and when I changed my mind shortly before the release, my PC broke down and I couldn't fix it on time. From what I heard earlier, Wyll was a much more interesting character than what we got. The way you describe Karlach also sounds fascinating, in comparison to what we have now. Sigh...

Originally Posted by Crimsomrider
On top of that Minthara went entirely ignored, as did the evil endings too. The fact that we did not get any epilogue, even a mere artwork showing what happens after is just depressing.

Agreed!

Originally Posted by mayxd
Why can't we have both? Why can't good aligned players push npcs to be good, while evil aligned - push them towards evil? It's more fun this way, everyone gets what they want, and npcs are deeper for it. As it is, both Wyll and Karlach feel so shallow and boring, and it sucks, because I like them on a concept level, I like their acting, but they are so milquetoast frown

This! They bore me completely and I don't see any depth in them.