Mass Effect 4: Why LESS is More for Companions

The Mass Effect series offers gamers the opportunity to engage with some of the most memorable video game characters. Throughout the Mass Effect Trilogy, players had the chance to build relationships with companions who accompanied Shepard throughout all three games, allowing for character development over time and fostering player attachment as the years went by and they revisited each game. Some characters appeared in only one or two games, but their impact was significant due to their compelling narratives; characters like Wrex and Mordin are prime examples of this.

In the Mass Effect series, one of the standout features is the squadmates. However, having too many of them can sometimes be overwhelming. They might seem insignificant due to being underdeveloped, their numbers being excessive, or their abilities being repetitive. To prevent this issue in Mass Effect 4, it would be beneficial to restrict the number of recruitable squadmates. A smaller group of multi-dimensional and engaging characters, who are deeply entwined with the game’s lore and narrative, is more appealing than a larger group that includes characters players often choose to leave on the ship.

The Issues Too Many Squadmates Bring in Games Like Mass Effect

In “Mass Effect,” the characters accompanying the protagonist were not just tactical assets during battles, they significantly enriched the game world. They often compensated for Shepard’s weaknesses or enhanced abilities to trigger combos, making them a crucial aspect of the game. For “Mass Effect 4” to maintain its appeal, it is essential that the companions are well-developed not only in their narratives and personalities, but also in their combat classes and abilities.

Finding the optimal number of companions in a game can sometimes prove challenging due to the delicate balance between variety and manageability. A smaller number might leave insufficient representation for all character classes, potentially forcing players into specific roles to compensate, which may feel restrictive. Conversely, an abundance of companions can lead to information overload for the player, and constraints in game development resources could result in less depth or intrigue within these characters.

Although both issues hold merit, it’s plausible that the challenge of creating shallow companions is more detrimental, particularly for a BioWare game where characters play a significant role. Maintaining balance within a party can be achieved with approximately six companions, but expanding this number to nine or more could lead to characters that are uninteresting, lack depth, and are easily forgotten.

The Benefits of Mass Effect 4 Having a Smaller Squad

In Mass Effect 2, there were a dozen characters in your squad, with thirteen companions overall. Most of these team members were appealing and well-known from the larger Mass Effect universe. The narrative of Mass Effect 2 predominantly revolved around these companions and their character development. However, characters like Jacob spent more time on the Normandy, while Legion joined the crew rather late in Mass Effect 2. Despite this, Legion’s storyline carried over to an essential role as a Non-Player Character (NPC) in Mass Effect 3, which helped cement him as a beloved companion and contributed significantly to the development of the geth lore.

Reducing the number of companions, like in Mass Effect, Mass Effect 3, and Mass Effect: Andromeda (which have around six to seven companions), allows for more attention to each character. This means their arcs, roles, and overall impact are significant rather than being filler characters. Adding more companions might lead to repetitive combat abilities, uninteresting personalities, or stories that players often overlook. The resources dedicated to these less impactful characters (such as writing, design, and animation) could instead be used to develop a smaller group of characters more deeply and give them more screen time.

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2025-04-23 20:25