Why Companions in Dragon Age 2 are Still the Best (and Worst) Part of the Game

Why Companions in Dragon Age 2 are Still the Best (and Worst) Part of the Game

BioWare took a massive risk with Kirkwall. After the sprawling, world-saving epic of Origins, people expected another grand trek across a continent. Instead, we got stuck in one city for a decade. It was polarizing. But honestly, the reason anyone still talks about this game in 2026 isn’t the recycled caves or the wave-based combat—it’s the companions in Dragon Age 2. They aren't just sidekicks. They’re roommates, rivals, and occasionally, the person who stabs you in the back because their religious convictions outweighed your three-year friendship.

They feel alive.

Unlike the "yes-men" found in many RPGs, the Kirkwall crew has lives that happen when Hawke isn't looking. Aveline gets a job. Varric runs a business empire. Isabela gets into trouble at the docks. You don't just "collect" them; you coexist with them.

The Rivalry System: Friendship Isn't Everything

BioWare did something brilliant here that they’ve weirdly never fully revisited. They ditched the "gift-giving to buy love" mechanic from the first game. In its place, we got the Friend/Rivalry slider. It fundamentally changed how we interact with companions in Dragon Age 2.

Most games punish you for disagreeing with a follower. If you're mean to them, they leave. In Dragon Age 2, if you constantly challenge Merrill’s use of blood magic, you don't necessarily lose her. You just develop a Rivalry. This isn't "enemies." It’s a different kind of respect. A Rivalry path often means you're trying to protect them from their own worst impulses, while a Friendship path means you're supporting their choices, for better or worse.

It adds layers. You’ve got Fenris, a former slave who hates mages with a burning passion. If you’re a mage, or you constantly side with the Circle, you’re going to hit Rivalry fast. But a Max Rivalry Fenris is still loyal to Hawke. He just thinks you're dangerously wrong. It’s a nuanced take on adult relationships that feels much more grounded than the binary "likes/dislikes" systems in modern titles like Starfield or even Baldur’s Gate 3.

Aveline and the Burden of Being Normal

Aveline Vallen is arguably the backbone of the entire group. She’s not a "chosen one." She’s not a possessed justice-spirit or a pirate queen. She’s just a woman trying to keep a crumbling city from exploding. Her personal quest involving Donnic is legendary because of how awkward and human it is. It’s a rare moment of levity in a game that gets progressively darker as the years pass.

She represents the Law. When you're playing a Hawke who skirts the line of criminality, Aveline acts as a moral anchor. You see her grow from a mourning widow into the Guard Captain. Watching her struggle with the corruption of the City Guard while trying to keep her friends out of the gallows is a masterclass in character writing. She isn't there to serve your ego. She’s there to do her job.

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The Anders Problem: Why We’re Still Arguing

You can't talk about companions in Dragon Age 2 without talking about the mage in the room. Anders.

In Dragon Age: Origins - Awakening, Anders was a quippy, cat-loving apostate. In Dragon Age 2, he’s a revolutionary merged with the Spirit of Justice (or Vengeance, depending on how you look at it). He is the most divisive character in the franchise. The game forces you to deal with his radicalization over the course of ten years. It’s slow. It’s painful.

One of the biggest misconceptions is that Anders’ actions at the end of the game are a surprise. If you pay attention to his dialogue—especially if you're on a Rivalry path—the warning signs are everywhere. The game handles the topic of extremism with a level of discomfort that is rare in gaming. He isn't a villain in the traditional sense, but he isn't a hero either. He's a tragedy.

Whether you execute him or let him walk, the choice defines your Hawke. It’s the ultimate test of the bond you've built with your followers.

Varric Tethras: The Unreliable Narrator

Varric is the glue. Without him, the game falls apart. Since the entire story is technically Varric telling a story to Cassandra Pentaghast, his presence as a companion is unique. He’s the first companion you meet in the city, and he’s the only one who stays by your side regardless of your choices.

  • The Cross-Class Synergy: Varric’s "Bianca" skill tree makes him one of the most effective ranged damage dealers in the game.
  • The Banter: His nicknames for the other characters (Daisy, Sunshine, Blondie) reveal more about their personalities than some of the main cutscenes do.
  • The Loyalty: He is the "Best Friend" trope executed to perfection.

Varric's relationship with his brother Bartrand provides one of the best side-stories in the game, focusing on the corrupting influence of Red Lyrium—a plot point that would eventually define Dragon Age: Inquisition.

Merrill and the Cost of Obsession

Merrill is often pigeonholed as the "cute, quirky elf," but that’s a surface-level read. She’s actually one of the most stubborn and potentially dangerous companions in Dragon Age 2. Her fixation on restoring the Eluvian—a mirror that holds the history of her people—drives her to strike deals with demons.

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The tragedy of Merrill is that she’s incredibly intelligent but lacks the wisdom to see how her choices affect her Clan. If you go the Friendship route, you’re basically an enabler. If you go the Rivalry route, you’re the only person telling her "no." It’s a heartbreaking dynamic because, unlike Anders, her intentions are purely academic and cultural, yet the fallout is just as devastating.

Isabela and the Art of Running Away

Isabela is the catalyst for Act 2. Her character arc is about the transition from selfishness to accountability. She’s a pirate who accidentally started a war with the Qunari and spent years trying to hide from the consequences.

She brings a necessary chaos to the group. Her banter with Aveline is some of the funniest writing BioWare has ever produced. But beneath the jokes is a character terrified of being tied down or being "good." When she finally chooses to return with the Tome of Koslun (if you’ve built enough trust), it feels earned. It’s not a magical personality shift; it’s a slow realization that some things are worth more than her own skin.

Fenris: The Living Weapon

Fenris is a polarizing figure because he is so uncompromising. Escaping from Tevinter slavery has left him with deep scars, both literal and metaphorical. His lyrium-infused skin gives him incredible power in combat, making him an indispensable tank, but his personality is prickly at best.

A lot of players find him "whiny," but that’s a massive oversimplification of PTSD. His hatred of magic isn't just prejudice; it’s a trauma response. Engaging with Fenris requires patience. He is one of the few companions who will actively leave you if you side with the mages at the final hour, unless you’ve maxed out your relationship with him. He values his principles over his loyalty to Hawke, which is exactly what makes these characters feel like real people.

Why the "Kirkwall Family" Still Matters

There is a specific "found family" vibe in this game that Origins and Inquisition lacked. In Origins, you were a military unit. In Inquisition, you were a political organization. In Dragon Age 2, you’re just a bunch of weirdos who meet up at the Hanged Man pub to drink and complain about the Vizier.

The time skips between acts are crucial. They simulate the passing of years. You see characters change clothes, move houses, and change their outlooks on life. This longevity builds an emotional investment that is hard to replicate. You aren't just doing a loyalty mission and then forgetting about them; you are living a life alongside them.

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Tips for Managing Your Party

If you're jumping back into Kirkwall or playing for the first time, keep these things in mind. They'll save you a lot of headache.

Don't try to please everyone. It's impossible. If you try to be a centrist, you'll end up with a bunch of neutral relationships and miss out on the best stat bonuses provided by the Friendship/Rivalry milestones. Pick a side and lean into it.

Watch your party composition. You generally want one of each class, but certain pairings have better synergy. Aveline and Anders are a solid defensive core. If you're a rogue, bringing Fenris and Merrill provides a good balance of AOE damage and crowd control.

Don't skip the DLC companions. Sebastian Vael (The Exiled Prince) and Tallis (Mark of the Assassin) add different flavors to the group. Sebastian, in particular, offers a religious perspective that creates a lot of friction with Anders and Isabela, making for some spicy party banter.

Moving Forward with Your Hawke

The legacy of the companions in Dragon Age 2 is their messy, beautiful humanity. They make mistakes. They lie to you. They break your heart. But they also stand by you when the city literally catches fire.

To get the most out of your next playthrough, try the following:

  • Commit to a full Rivalry path for a character you usually befriend. It reveals entirely different dialogue trees and a deeper understanding of their motivations.
  • Rotate your party frequently. The banter changes depending on who is paired together, and some of the best lore nuggets are hidden in these random 30-second conversations.
  • Pay attention to the environment. Companions will often react to specific locations in Kirkwall based on their personal history, like Fenris in the Danarius estate or Isabela at the docks.

The game might have its flaws, but the writing of its cast remains a high-water mark for the RPG genre. They aren't just pixels; they're the citizens of Kirkwall, and they're why we keep going back.