 The design team was focused on making the companion system deeper and contain a sense of accountability with players . Companions who are treated well and who agree with the protagonist 's actions bestow certain benefits , such as bonuses in combat . Companions who are treated poorly will not cooperate with the hero and may even abandon the hero . The story , revolving around the hole in the player character 's chest and his need to feed on the spirits of others to survive , was described by Obsidian as less all @-@ encompassing than the first game and more personal in nature . Saunders commented " It 's an epic story , but it 's a very personal one . You awaken in a pool of your own blood . Your immediate goal is survival . The shard of the Sword of Gith has been ripped from your chest and in its place is a dark hunger , a craving that threatens to consume you . The early part of the game involves determining the source and implications of this craving . " Saunders also stated that the story , written by creative lead George <unk> , was " very dark " and that the ending would bring some closure to the story of the Shard @-@ Bearer . 
