Hey everybody,
I know this is probably not as much an issue for many players as it is for me, but if there is one universal thing I hated about all the FO3/NV DLC, it's that I could never bring any companions with me.
It makes some sense in Mothership Zeta, Old World Blues or Dead Money - but for Point Lookout, The Pitt, Honest Hearts or Lonesome Road, why would I voluntarily travel to unknown/even-more-hostile territory and not bring my dog or comrades with me? I don't see why Dogmeat catches bullets for me, but suddenly a boatride is too dangerous/he's got dog stuff going on? Cass watches me playing blackjack for a full-ingame day (I may have a problem), and has my back in a fate-of-the-world changing battle; but won't come along with her bff and long-time adventuring partner she followed to hell and back to make some money - with a caravan of all jobs? [...]
Now don't get me wrong, I know that from a production POV, it's simply to save oneself the due effort (dialogue i.e. voice actors, additional scripting, balancing etc.), yet I really hope that BGS planned ahead accordingly this time around, with the welcome expansion on the companions in the vanilla game - I was already scared they would cast aside Obsidian's return to a more "party based" experience altogether, after all, so I do have high hopes now.
So we know that this is a case of Nick's were about to investigate, but does that mean we would have to take Nick? Is he going to be an essential quest companion, i.e. we can bring someone else? I wonder. I just don't want it to be too seperated an experience from the base game, including the "leave everything behind we can't conveniently fit through the magical DLC-land portal"-stunt.
Thanks for listening and have a great day.
-TRM