When RPG companions are more than stat sticks
Most mobile RPGs treat companions as numbers — a healer here, a tank there, slot them in and forget their names. The games that stick with me do the opposite, and Emberfall Chronicles is a recent example that got this right.
In Emberfall, each companion doesn't just add a skill, they change how you approach a whole fight. Bringing the archer means I play slower and control space; bringing the fire mage means I go aggressive. The roster is a set of playstyles, not a spreadsheet.
On top of that, they talk. They have opinions about where you go and who you side with, and those little comments make the world feel lived-in. I found myself keeping certain characters in the party just because I liked having them around.
It's a reminder that in an RPG, mechanics and character don't have to be separate departments. The best companions are both a tactic and a person, and that's a hard thing to design.
