Pandabearparade said:
Alright, I can accept that. I want sidekicks who have personality, but I can see why someone would want a mute companion. I don't see why you'd hate ED-E if that's the case, ED-E almost never talks.
Ed-E, and REX, were fine, well Ed-E in the base game, not the lonesome road one. Though, I prefer dogmeat.
Pandabearparade said:
...if daddy issues bother you why exactly are you fond of Fallout 3's main quest again? The entire plot revolves around a whiny kid with daddy issues trying to clean muddy water.
Because I didn't play my character as being whiny, in fact, I didn't give two shits about finding my dad, and only found him via exploring, and when I got him out of tranquility lane, and I talked to him, I told him he was a prick, and to fuck off.
I loved how I could subvert the whiny daddy issues trope all through the game, playing through it normally, and not normally.
.
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While not perfect by any means, I like what Bethesda did with the follower Erandur in Skyrim. Erandur is a priest of Mara, who you find in Dawnstar, who asks for your help in stopping the artifact of Vermina from consuming the dreams of the local townspeople, and causing them nightmares, and when you get to the temple you find out that Erandur was originally one of the priests of Vermina, who fled when the temple was attacked by Orcs, and they released a gas to put everyone to sleep.
What I like about Erandur is that he had a crappy life, he fled from his problems, but then, he actually took steps, on his OWN, to make his life better. He didn't just sit around moping, or running away from his problems, until you, the hero, came along, and talked him into doing something he should have done for himself years ago.
He was a follower that showed some self-initiative, and wasn't just some robot that needed you to puppet him into a better life. He didn't need you to fix his life for him, he didn't need you to bring about some giant revelation in his beliefs, he just needed you to help him kill shit, and I like him because of that.
Out of all the companions for any game I can recall, he's really the only one that actually had some ability to do shit for HIMSELF, instead of needing you to live his life for him.
It was cool to hear about his past, it was cool, when after drinking vermina's torpor, seeing him in the past, through his eyes, as the orcs attacked and he released the gas to put everyone to sleep, and it was cool to see him also kill his former cultist friends, and redeem his life in his eyes, and what made it better is that he did it himself, for himself.
And while it wasn't a perfect quest, I wish companions acted more like he did, I wish companions had some sense of self-determination, and didn't need you to fix their lives for them, or start them on the path of fixing their lives, or tell them what big moral revelation they should pick.
Companions in games that need you to do basically everything to fix their lives for them dont seem like real people, they seem like robots left by the game devs to give you something to do, and feel like god because you are essentially controlling every aspect of their lives, and what path they will take in the future.