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RAE

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  1. Sarevok (BG), Irenicus (BG2), the Master (Fallout), Kerghan (Arcanum), the Architect (DA:O-A) and Meredith (DA2) were great antagonists with their own understandable (though twisted) views and agendas. Akachi from MotB was sort of intersting, though in a bit different way. The worst couple of villains I've ever seen in CRPG are Archdemon and Loghain from DA:O. One is a ridiculously underwhelming Old God that remains unseen, hiding in underground tunnels for the whole game, then pops up for the final battle only to be defeated in a matter of minutes by the magic powers of hot witch sex and
  2. I blame myself for the poor wording, because I, actually, agree with you Of course, interaction with the characters is, probably, the most important part of PS:T gameplay. What I meant to say is that the variety of choices in party composition was non-existent until the latter stages of the game, so it didn't really feel like you were choosing companions, but rather that the game was doing it for you. Mind you, the player was limited not only by the number of choices, but by availability of those choices as well. The companions arrived at certain plot points and some of those happened very la
  3. Oh, that sounds exciting. Concepts for all the characters we had by now were pretty bland (no, I'm not worried, I know they'll all have twists of some sort, but as far as pitches go "human fighter" or "elven wizard" just doesn't sound nearly as exciting as, say, "flying skull", "fallen angel", "bear demigod" or "walking suit of armor"). Crime-solving psyonic gnome is the most intriguing character pitch we had at this point. Really looking forward to the other two. Aumaua and Godlike are not yet represented in the cast, are they?
  4. Definetely Sagani. An Innuit dwarf archer? Sign me up. And for Cadegund too, but mostly because of her boomstick (Machine Gun Preacher anyone?) The Orlan detective sounds pretty cool, but I'll reserve my judjement till I see the actual artworks of the race and the character.
  5. New Vegas didn't have 5 open companion slots. Neither did Dragon Age, Mass Effect, Jade Empire... ...or either of Nevewinter Nights games. Not to mention that MotB was a relatively short expansion pack or that One-of-Many was, basically, three characters in one. So it had flexibility in party composition proportional to the number open companion slots.
  6. I have an adamant confidence in the abilities of Obsidian writers. In fact, it's this confidence that makes me want to see more characters from them. Yes, huge dungeons and big cities are cool, but frankly I would gladly trade them off for 2-3 additional companions wrtitten by Avellone and Ziets. Yes, I want the impossible, character depth of PS:T and MotB combined with the variety of BG2
  7. Thank you all for your responses to my first post on this forum I think that several very good points have been made in this topic, but the problem I have with a "look at Planescape, it had even less!" is that PS:T had a completely different approach to this issue than most of the others CRPGs. You do not get a chance to "assemble" your party, unlike, say, in BG. The game is very focused on its narrative, while tactical combat is just a tiny and somewhat lackluster part of its gameplay. Torment characters' value are their stories and the roles they play in the story of Nameless One, but t
  8. So, is anyone else concerned about the lack of variety among the potential party members? It seems that 8 companions is a bit low number for 5 party slots. Granted, it seems that for party memebrs Obsidian is taking Planescape/MotB route (potential companions are fewer in number, but are much more fleshed out and involved in the main plot). Now, don't get me wrong, I'm all for the "quality over quantity" approach, but 8 just seems a bit too low. Baldur's Gate had over twenty potential companions. Baldur's Gate 2 had 17. Shouldn't P:E have at least 10, to allow a couple of playthroughs with
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