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#released today 25 years ago
vanalex · 2 days
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jimmythejiver · 6 months
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We didn't even get to enjoy 90s oldies very long before they rushed the 00s music I never wanted to listen to again.
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the-cryptographer · 1 year
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thinking of irvine kinneas and zelos wilder and wondering if stupid traumatised playboy manslut chad is still a jrpg stock character in this year 2023 (and if not can we bring that back for my sake pls thx)
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playstationpark · 1 year
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'Spyro The Dragon' was released on the PlayStation 25 years ago today in the US.
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fivenightsnews · 2 months
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Five Nights at Freddy's: Security Breach - RUIN was released a year ago today, July 25, 2023.
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fuckyeahthemummy · 5 months
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The Mummy released today 25 years ago.
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nintendometro · 5 months
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'Super Smash Bros.' was released on the Nintendo 64 25 years ago today in the US.
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segacity · 13 days
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The Dreamcast was released 25 years ago today in the US. Support us on Patreon
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sonichedgeblog · 13 days
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'Sonic Adventure' was released on the SEGA Dreamcast 25 years ago today in the US. Support us on Patreon
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hotwaterandmilk · 20 days
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I was recently fortunate enough to win an auction for a piece of Wedding Peach merchandise I've been unsuccessfully trying to win online for years (at this point, literally decades) and it got me thinking about how lucky I am to not be starting my collection today.
Prices for all older, more obscure magical girl items have ballooned over the past ten years but Wedding Peach merchandise is definitely one of the worst offenders. It's not uncommon to see single manga volumes going for 10k yen, 20k yen or more for the picture books, and let's not even touch on the amount the toys go for (literally several thousand dollars a pop).
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In an ideal world we'd have better access to the series itself at least (the Japanese release of the DVDs and manga, for example, are in high demand due to the manga being out of print for something like 28 years and the DVDs being a relatively limited run from 25 years ago). I understand it's unlikely that we'll be getting more fun toys or merchandise for the series, but it is truly bleak when people can't even access the series itself.
This isn't some lost media type thing, this is just capitalism and it solidifies why I feel a sense of duty to ruin my own collection in order to archive what I have. If my house burns down or washes away in a flood, I truly don't think I can restart my collection and have a fraction of what I have now ever again. It's too expensive and too time-consuming, I simply don't have another 25 years up my sleeve to dig through every possible website to try and find scraps of 90s Ciao magazine issues.
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In that sense I feel like I should share what I have with others while I have the opportunity. Even if a teenager today falls for Wedding Peach like I did as a kid, they would need to be extremely wealthy to get these pieces together and I just don't think your ability to own the core of a series should come down to wealth alone.
Goodness knows I'm not wealthy and I had very little growing up, hence my collection took decades to get where it is now. I don't want people to have to endure all that just to see a picture book from 30 years ago or to see an obscure illustration from a Ciao paper bag given away for free in 1994.
The efforts of fans keep series like this alive long after most companies have dismissed their long term profitability (although I do see you Germany with your beautiful hardback manga editions and I thank you).
Not everyone wants to break down their collection for the benefit of others and I respect that (there are some things in my collection I don't want to pull apart either), but I appreciate the efforts of those who do and aspire to do better with my own archiving as I work to get Weddingpeach.net updated to celebrate 30 years of the manga series.
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fnaf-memories · 2 months
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( July 25, 2023 )
1 year ago today, the Five Nights at Freddy’s Security Breach: Ruin DLC was released.
What are some of your favorite Ruin memories? 
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douglasbradburyverne · 4 months
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STAR WARS: Episode I - The Phantom Menace [released 25 years ago today in 1999]
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tswiftupdatess · 2 months
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5 years ago today, Taylor Swift released ''The Archer'' as a promotional single!
"The Archer" peaked at #38 on the US Billboard Hot 100 and in the top 25 on charts in Australia, Hungary, Lithuania, Scotland, and Singapore. It received certifications from Australia, Brazil, and the United Kingdom!
(July 23, 2019)
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acealistair · 3 months
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Dragon Age: The Veilguard GameInformer Article Transcribed
I saw some people lamenting that they had no way to read the GameInformer article, and while MVP dalishious posted screenshots of the article here, I figured that might be a little difficult to read, plus people with screen readers can't read it of course. So I've gone ahead and transcribed it! Full thing below the cut!
As a note, I transcribed it without correcting any typos, capitalization errors, etc. that the article itself had (as much as it pained me, omg the author capitalizes so many things that shouldn't be and vice versa). There may be some typos on my part as I did this as quickly as I could, so apologies in advance for any you might encounter.
I have also created a plot-spoiler-free version of the article for those who would like to learn more about the mechanics of the game without learning more plot info than they want!
Throughout my research and preparation for a trip to BioWare’s Edmonton, Canada, office for this cover story, I kept returning to the idea that its next game, Dragon Age: The Veilguard (formerly subtitled Dreadwolf) is releasing at a critical moment for the storied developer. The previous installment, Dragon Age: Inquisition, hit PlayStation, Xbox, and PC a decade ago. It was the win BioWare needed, following the 2012 release of Mass Effect 3 with its highly controversial and (for many) disappointing ending. Inquisition launched two years later, in 2014, to rave reviews and, eventually, various Gameo the Year awards, almost as if a reminder of what the studio was capable of.
Now, in 2024, coincidentally, the next Dragon Age finds itself in a similar position. BioWare attempted a soft reboot of Mass Effect with Andromeda in 2017, largely seen as a letdown among the community, and saw its first live-service multiplayer attempt in 2019’s Anthem flounder in the tricky waters of the genre; it aimed for a No Man’s Sky-like turnaround with Anthem Next, but that rework was canceled in 2021. Like its predecessor, BioWare’s next Dragon Age installment is not only a new release in a beloved franchise, but is another launch with the pressure of BioWare’s prior misses; a game fans hope will remind them the old BioWare is still alive today.
“Having been in this industry for 25 years, you see hits and misses, and it’s all about building off of those hits and learning from those misses,” BioWare general manager Gary McKay, who’s been with the studio since January 2020, tells me.
As McKay gives me a tour of the office, I can’t help but notice how much Anthem is scattered around it. More than Mass Effect, more than Dragon Age, there’s a lot of Anthem - posters, real-life replicas of its various Javelins, wallpaper, and more. Recent BioWare news stories tell of leads and longtime studio veterans laid off and others departing voluntarily. Veilguard’s development practically began with the COVID-19 pandemic in 2020. When I ask McKay about the tumultuousness of BioWare and how he, as the studio manager, makes the team feel safe in the product it’s developing, he says it’s about centering on the creative vision. “[When] we have that relentless pursuit for quality, and we have passion and people in the right roles, a lot of the other stuff you’re talking about just fades into the background.”
That’s a sentiment echoed throughout the team I speak to: Focus on what makes a BioWare game great and let Veilguard speak for itself. Though I had no expectations going in - it’s been 10 years since the last Drag Age, after all, and BioWare has been cagey about showing this game publicly - my expectations have been surpassed. This return to Thedas, the singular continent of the franchise, feels like both a warm welcome for returning fans and an impressive entry point for first-time players.
New Age, New Name
At the start of each interview, I address a dragon-sized elephant in the room with the game’s leads. What was Dragon Age: Dreadwolf is now Dragon Age: The Veilguard. Why?
“These games are reflections of the teams that make them, and as part of that, it means we learn a lot about what the heart and soul of the game really is as we’re developing it,” Veilguard game director Corinne Busche tells me. “We quickly learned and realized that the absolute beating heart of this game is these authentic, diverse companions. And when we took a step back, as we always do, we always check our decisions and make sure they still represent the game we’re trying to build.”
Dreadwolf no longer did that, but each member of BioWare I speak to tells me The Veilguard does. And while I was initially abrasive to the change - lore aside, Dreadwolf is simply a cool name - I warmed up to The Veilguard.
Solas, a Loki-esque trickster member of the Elven pantheon of gods known as the Dread Wolf, created the Veil long ago while attempting to free the elves from their slave-like status in Thedas. This Veil is a barrier between the magical Fade and Thedas, banishing Elven gods and removing Elven immortality from the world. But players didn’t know that in Inquisition, where he is introduced as a mage ally and companion. However, at the end of Inquisition’s Trespasser DLC, which sets the stage for Veilguard, we learn in a shocking twist that Solas wants to destroy the Veil and restore Elves to their former glory. However, doing so would bring chaos to Thedas, and those who call it home, the people who eventually become The Veilguard, want to stop him.
“There’s an analogy I like to use, which is, ‘If you want to carve an elephant out of marble, you just take a piece of marble and remove everything that doesn’t look like an elephant,’” Veilguard creative director John Epler says. “As we were building this game, it became really clear that it was less that we were trying to make The Veilguard and more like The Veilguard was taking shape as we built the game. Solas is still a central figure in it. He’s still a significant character. But really, the focus shifts to the team.
“[We] realized Dreadwolf suggests a title focused on a specific individual, whereas The Veilguard, much like Inquisition, focuses more on the team.”
Creating Your Rook
Veilguard’s character creator is staggeringly rich, with a dizzying number of customizable options. Busche tells me that inclusivity is at the heart of it, noting that she believes everyone can create someone who represents them on-screen.
There are four races to choose from when customizing Rook, the new playable lead - Elves, Qunari, Humans, and Dwarves - and hundreds of options to customize your character beyond that. You can select pronouns separately from gender and adjust physical characteristics like height, shoulder width, chest size, glute and bulge size, hip width, how bloodshot your eyes are, how crooked your nose is, and so much more. There must be hundreds of sliders to customize these body proportions and features like skin hue, tone, melanin, and just about anything else you might adjust on a character. Oh, and there’s nudity in Veilguard, too, which I learn firsthand while customizing my Rook.
“The technology has finally caught up to our ambition,” Dragon Age series art director Matt Rhodes tells me as we decide on my warrior-class Qunari’s backstory, which affects faction allegiance, in-game dialogue, and reputation standing - we choose the pirate-themed Lords of Fortune.
Notably, instead of a warrior class, we could have chosen mage or rogue. All three classes have unique specializations, bespoke skill trees, and special armors, too. And though our Rook is aligned with the Lords of Fortune faction, there are others to choose from including the Grey Wardens, Shadow Dragons, The Mourn Watch, and more. There is some flexibility in playstyle thanks to specializations, but your class largely determines the kind of actions you can perform in combat.
“Rook ascends because of competency, not because of a magical McGuffin,” BioWare core lead and Mass effect executive producer Michael Gamble tells me in contrast to Inquisition’s destiny-has-chosen-you-characterization.
“Rook is here because they choose to be, and that speaks to the kind of character that we’ve built.” Busche adds, “Someone needs to stop this, and Rook says, ‘I guess that’s me.’”
Beyond the on-paper greatness of this character creator, its customizability speaks to something repeated throughout my BioWare visit: Veilguard is a single-player, story-driven RPG. Or in other words, the type of game that made BioWare as storied as it is. McKay tells me the team explored a multiplayer concept early in development before scratching it to get back to BioWare basics. The final game will feature zero multiplayer and no microtransactions.
Happy to hear that, I pick our first and last name, then one of four voices, with a pitch shifter for each, too, and we’re off to Minrathous.
Exploring Tevinter For The First Time
Throughout the Dragon Age series, parts of Thedas are discussed by characters and referenced by lore material but left to the imagination of players as they can’t visit them. Veilguard immediately eschews this, setting its opening prologue mission in Minrathous, the capital of the  Tevinter Empire. Frankly, I’m blown away by how good it looks. It’s my first time seeing Veilguard in action and my first look at a Dragon Age game in nearly a decade. Time has treated this series well, and so has technology.
Epler, who’s coming up on 17 years at BioWare, acknowledges that the franchise has always been at the will of its engine. Dragon Age: Origins and II’s Eclipse Engine worked well for the time, but today, they show their age. Inquisition was BioWare’s first go at Ea’s proprietary Frostbite engine - mind you, an engine designed for first-person shooters and decidedly not multi-character RPGs - and the team struggled there, too. Epler and Busche agree Veilguard is the first RPG where BioWare feels fully in command of Frostbite and, more generally, its vision for this world.
We begin inside a bar. Rook and Varric are looking for Neve Gallus, a detective mage somewhere in Minrathous. The first thing players will do once Veilguard begins is select a dialogue option, something the team says speaks to their vision of a story-forward, choice-driven adventure. After a quick bar brawl cutscene that demonstrates Rook’s capabilities, there’s another dialogue choice, and different symbols here indicate the type of tone you can roll with. There’s a friendly, snarky, and rough-and-tough direct choice, and I later learn of a more romantically inclined “emotional” response. These are the replies that will build relationships with characters, romantic and platonic alike, but you’re welcome to ignore this option. However, your companions can romance each other, so giving someone the cold shoulder might nudge them into the warm embrace of another. We learn Neve is in Dumat Plaza and head into the heart of Minrathous.
Rhodes explains BioWare’s philosophy for designing this city harkens back to a quick dialogue from Inquisition’s Dorian Pavus. Upon entering Halamshiral’s Winter Palace, the largest venue in Dragon Age history at that point, Dorian notes that it’s cute, adorable even, alluding to his Tevinter heritage. If Dorian thinks the largest venue in Dragon Age history is cute and adorable, what must the place he’s from be like? “It’s like this,” Rhodes says as we enter Minrathous proper in-game.
Minrathous is huge, painted in magical insignia that looks like cyberpunk-inspired neon city signs and brimming with detail. Knowing it’s a city run by mages and built entirely upon magic, Rhodes says the team let its imagination run wild. The result is the most stunning and unique city in the series. Down a wide, winding pathway, there’s a pub with a dozen NPCs - Busche says BioWare used Veilguard’s character creator to make each in-world NPC except for specific characters like recruitable companions - and a smart use of verticality, scaling, and wayfinding to push us toward the main attraction: Solas, attempting to tear down the Veil.
All hell is breaking loose. Pride Demons are rampaging through the city. Considering Pride Demons were bosses in prior games, seeing them roaming freely in the prologue of Veilguard speaks to the stakes of this opener. Something I appreciate throughout our short journey through Minrathous to its center below is the cinematography at play. As a Qunari, my character stands tall, and Rhodes says the camera adjusts to ensure larger characters loom over those below. On the flip side, the camera adjusts for dwarves to demonstrate their smaller stature compared to those around them.
This, coupled with movie-liked movement through the city as BioWare showcases the chaos happening at the hands of Solas’ Veil-break ritual, creates a cinematic start that excited me, and I’m not even hands-on with the game.
Eventually, we reach Neve, who has angered some murderous blood mages, and rescue her from danger. Or rather, help… barely. Neve is quite capable, and her well-acted dialogue highlights that. Together, Varric, returning character Lace Harding, who is helping us stop Solas and is now a companion, Rook, and Neve defeat some demons. They then take on some Venatori Cultists seizing this chaotic opportunity to take over the city and other enemies before making it to Solas’ hideout. As we traverse deeper and deeper into this hideout, more of Solas’ murals appear on the walls, and things get more Elven. Rhodes says this is because you’re symbolically going back in time, as Minrathous is a city built by mages on the bones of what was originally the home of Elves.
At the heart of his hideout, we discover Solas’ personal Eluvian. This magical mirror-like structure allows the gang to teleport (and mechanically fast-travel) to Arlathan Forest, where Solas is secretly performing the ritual (while its effects pour out into Minrathous).
Here, we encounter a dozen or so demons, which BioWare has fully redesigned on the original premise of these monstrous creatures. Rhodes says they’re creatures of feeling and live and die off the emotions around them. As such, they are just a floating nervous system, push into this world from the Fade, rapidly assembled into bodies out of whatever scraps they find.
I won’t spoil the sequence of events here, but we stop Solas’ ritual and seemingly save the world… for now. Rook passes out moments later and wakes up in a dream-like landscape to the voice of none  other than Solas. He explains a few drops of Rook’s blood interacted with the ritual, connecting them to the Fade forever. He also says he was attempting to move the Elgar’nan and Ghilan’nain, part of the Evanuris or Elven gods of ancient times, to a new prison because the one he had previously constructed was failing. Unfortunately, Solas is trapped in the Fade by our doing, and these gods are now free. It’s up to Rook to stop them; thus, the stage for our adventure is set.
The Veilguard Who’s Who
While we learned a lot about returning character but first-time companion Lace Harding, ice mage private detective Neve Gallus, and veil jumper Bellara Lutara, BioWare shared some additional details about other companions Rook will meet later in the game. Davrin is a charming Grey Warden who is also an excellent monster hunter; Emmrich is a member of Nevarra’s Mourn Watch and a necromancer with a skeleton assistant named Manfred; Lucanis is a pragmatic assassin whose bloodline descends from the criminal House of Crows organization; And Taash is a dragon hunter allied with the piratic Lords of Fortune. All seven of these characters adorn this Game Informer issue, with Bellara up front and center in the spotlight.
The Lighthouse
After their encounter with Solas, Rook wakes up with Harding and Neve in the lair of the Dread Wolf himself, a special magical realm in the Fade called the Lighthouse. It’s a towering structure centered amongst various floating islands. Epler says, much like Skyhold in Inquisition, the Lighthouse is where your team bonds, grows, and prepares for its adventures throughout the campaign. It also becomes more functional and homier as you do. Already, though, it’s a beautifully distraught headquarters for the Veilguard, although they aren’t quite referring to themselves as that just yet.
Because it was Solas’ home base of operations, it’s gaudy, with his fresco murals adorning various walls, greenery hanging from above, and hues of purple and touches of gold everywhere. Since it’s in the Fade, a realm of dreams that responds to your world state and emotion, the Lighthouse reflects the chaos and disrepair of the Thedas you were in moments ago. I see a clock symbol over a dialogue icon in the distance, which signals an optional dialogue option. We head there, talk to Neve, select a response to try our hand at flirting, and then head to the dining hall.
A plate, a fork and knife, and a drinking chalice are at the end of a massive table. Rhodes says this is both a funny (and sad) look at Solas’ isolated existence and an example of the detail BioWare’s art team has put into Veilguard. “It’s a case of letting you see the story,” he says. “It’s like when you go to a friend's house and see their bedroom for the first time; you get to learn more about them.” From the dining hall, we gather the not-quite-Veilguard in the library, which Busche says in the central area of the Lighthouse and where your party will often regroup and prepare for what’s next. The team decides it must reach the ritual site back in Arlathan Forest, and Busche says I’m missing unique dialogue options here because I’m Qunari; an Elf would have more to say about the Fade due to their connection to it. The same goes for my backstory earlier in Minrathous. If I had picked the Shadow Dragons background, Neve would have recognized me immediately, with unique dialogue.
With our next move decided, we head to Solas’ Eluvian to return to Arlathan Forest and the ritual site. However, it’s not fully functional without Solas, and while it returns us to Arlathan Forest, it’s not exactly where we want to go. A few moments later, we’re back in the Arlathan Forest, and just before a demon-infested suit of mechanized armor known as a Sentinel can attack, two new NPCs appear to save us: Strife and Irelin. Harding recognizes them, something Dragon Age comic readers might know about. They’re experts in ancient elven magic and part of the new Veil Jumpers faction. The ensuing cutscene, where we learn Strife and Irelin need help finding someone named Bellara Lutara, is long, with multiple dialogue options. That’s something I’m noticing with Veilguard, too - there’s a heavy emphasis on storytelling and dialogue, and it feels deep and meaty, like a good fantasy novel. BioWare doesn’t shy away from minutes-long cutscenes.
Busche says that’s intentional, too. “For Rook, [this story’s about] what does it meant to be a leader,” she says. “You’re defining their leadership style with your choices.” Knowing that Rook is the leader of the Veilguard, I’m excited to see how far this goes. From the sound of it, my team will react to my chosen leadership style in how my relationships play out. That’s demonstrated within the game’s dialogue and a special relationship meter on each companion’s character screen.
Redefining Combat Once More
Bellara is deep within Arlathan Forest, and following the prolgoue’s events, something is up here. Three rings of massive rocks fly through the air, protecting what appears to be a central fortress. Demon Sentinels plague the surrounding lands, and after loading up a new save, we’re in control of a human mage.
Following the trend of prior Dragon Age games, Veilguard has completed the series’ shift from tactical strategy to real-time action, but fret not: a tactical pause-and-play mechanic returns to satiate fans who remember the series’ origins (pun intended). Though I got a taste of combat in the prologue, Veilguard’s drastic departure from all that came before it is even more apparent here.
Busche says player complete every swing in real-time, with special care taken to animation swing-through and canceling. There's a dash, a parry, the ability to charge moves, and a completely revamped healing system that allows you to use potions at your discretion by hitting right on the d-pad. You can combo attacks and even “bookmark” combos with a quick dash, which means you can pause a combo’s status with a dash to safety and continue the rest of the combo afterward. It looks even cooler than it sounds.
Like any good action game, there is a handful of abilities to customize your kit. And, if you want to maintain that real-time action feel, you can use them on the fly, so long as you take cooldowns into effect. But Veilguard’s pause-and-play gameplay mechanic, similar to Inquisition’s without the floating camera view, lets you bring things to halt for a healthy but optional dose of strategy.
In this screen, which essentially pauses the camera and pulls up a flashy combat wheel that highlights you and your companions’ skills, you can choose abilities, queue them up, and strategize with synergies and combos, all while targeting specific enemies. Do what you need to here, let go of the combat wheel, and watch your selections play out. Busche says she uses the combat wheel to dole out her companions’ attacks and abilities while sticking to the real-time action for her player-controlled Rook. On the other hand, Epler says he almost exclusively uses the combat wheel to dish out every ability and combo.
Busche says each character will play the same, in that you execute light and heavy attacks with hte same buttons, use abilities with the same buttons, and interact with the combo wheel in the same way, regardless of which class you select. But a sword-and-shield warrior, like we used in the prolgoue, can hip-fire or aim their shield to throw it like Captain America, whereas our human mage uses that same button to throw out magical ranged attacks. The warrior can parry incoming attacks, which can stagger enemies. The rogue gets a larger parry window. Our mage, however, can’t parry at all. Instead, they throw up a shield that blocks incoming attacks automatically so long as you have the mana to sustain it.
“What I see from Veilguard is a game that finally bridges the gap,” former Dragon Age executive producer Mark Darrah, who left BioWare in 2021 before joining the Veilguard team last year as a consultant, tells me. “Uncharitably, previous Dragon Age games got to the realm of ‘combat wasn’t too bad.’ In this game, the combat’s actually fun, but it does keep that thread that’s always been there. You have the focus on Rook, on your character, but still have that control and character coming into the combat experience from the other people in the party.”
“This is really the best Dragon Age game that I’ve ever played,” he adds, noting his bias. “This is the one where we get back to our roots of character-driven storytelling, have really fun combat, and aren’t making compromises.”
Watching Busche take down sentinels and legions of darkspawn on-screen, I can already sense Veilguard’s combat will likely end up my favorite in the series, although admittedly, as a fan of action games, I’m an easy sell here. It’s flashy, quick, and thanks to different types of health bars, like a greenish-blue one that represents barrier and is taken down most effectively with ranged attacks, a decent amount of strategy, even if you don’t use the pause-and-play combo wheel. Like the rest of the game, too, it’s gorgeous, with sprinkles, droplets, and splashes of magic in each attack our mage unleashes. Though I’m seeing the game run on a powerful PC, which is sure to be the best showcase of Veilguard, Epler tells me the game looks amazing on consoles - he’s been playing it on PlayStation 5 and enjoying it in both its fidelity and performance modes, but I’ll have to take his word for it.
Pressing Start
The start or pause screen is as important to a good RPG as the game outside the menus. Veilguard’s contains your map, journal, character sheets, skill tree, and a library for lore information. You can cross-compare equipment and equip new gear here for Rook and your companions, build weapon loadouts for quick change-ups mid-combat, and customize you and your party’s abilities and builds via an easy-to-understand skill tree. You won’t find minutiae here, “just real numbers,” Busche says. That means a new unlocked trait might increase damage by 25 percent against armor, but that’s as in-depth as the numbers get. Passive abilities unlock jump attacks and guarantee critical hit opportunities, while abilities add moves like a Wall of Fire to your arsenal (if you’re a mage). As you spec out this skill tree, which is 100 percent bespoke to each class, you’ll work closer to unlocking a specialization, of which there are three for each class, complete with a unique ultimate ability. Busche says BioWare’s philosophy here is “about changing the way you play, not statistical minutiae.”
Companion Customization
You can advance your bonds by helping companions on their own personal quests and by including them in your party for main quests. Every Relationship Level you rank up, shown on their character sheet, nets you a skill point to spend on them. Busche says the choices you make, what you say to companions, how you help them, and more all matter to their development as characters and party members. And with seven companions, there’s plenty to customize, from bespoke gear to abilities and more. Though each companion has access to five abilities, you can only take three into combat, so it’s important to strategize different combos and synergies within your party. Rhodes says beyond  this kind of customizable characterization, each companion has issues, problems, and personal quests to complete. “Bellara has her own story arc that runs parallel to and informs the story path you’re on,” Rhodes says.
In Entropy’s Grasp
As we progress through the forest and the current “In Entropy’s Grasp” mission, we finally find Bellara. She’s a veil jumper, the first companion you meet and recruit in-game (unlike Neve, who automatically joins), and the centerpiece of this issue’s cover image. Because our mage’s background is Veil Jumper, we get some unique dialogue. Bellara explains we’re all trapped in a Veil Bubble, and there’s no way out once you pass through it. Despite the dire situation, Bellara is bubbly, witty, and charming.
“When designing companions, they’re the load-bearing pillars for everything,” Rhodes says. “They’re the face of their faction, and in this case [with Bellara], their entire area of the world. She’s your window into Arlathan Forest.” Rhodes describes her as a sweetheart and nerd for ancient elven artifacts. As such ,she’s dressed more like an academic than a combat expert, although her special arm gauntlet is useful both for tinkering with her environment and taking down enemies.
Unlike Neve, who uses ice magic like our Rook and can slow down time with a special ability, Bellara specializes in electricity, and she can also use magic to heal you, something Busche says Dragon Age fans have been desperate to have in a game. Busche says if you don’t direct Neve and Bellara, they’re fully independent and will attack on their own. But synergizing your team will add to the fun and strategy of combat. Bellara’s electric magic is effective against Sentinels, which is great because we currently only have access to ice. However, without Bellara, we could also equip a rune that converts my ice magic, for a brief duration, into electricity to counter the Sentinels.
As we progress through Arlathan Forest, we encounter more and more darkspawn. Bellara mentions the darkspawn have never been this far before because the underground Deep Roads, where they usually escape from, aren’t nearby. However, with blighted Elven gods roaming the world, and thanks to Blight’s radiation-like spread, it’s a much bigger threat in Veilguard than in any Dragon Age before it.
I continue to soak in the visuals of Veilguard with Arlathan Forest’s elven ruins, dense greenery, and disgusting Blight tentacles and pustules; it’s perhaps the most impressive aspect of my time seeing the game, although everything else is making a strong impression, too. I am frustrated about having to watch the game rather than play it, to be honest. I’m in love with the art style, which is more high fantasy than anything in the series thus far and almost reminiscent of the whimsy of Fable, a welcome reprieve from the recent gritty Game of Thrones trend in fantasy games. Rhodes says that’s the result of the game’s newfound dose of magic.
“The use of magic has been an evolution as the series has gone on,” he says. “It’s something we’ve been planning for a while because Solas has been planning all this for a while. In the past, you could hint at cooler magical things in the corner because you couldn’t actually go there, but now we actually can, and it’s fun to showcase that.”
Busche, Epler, and Rhodes warn me that Arlathan Forest’s whimsy will starkly contrast to other areas. They promise some grim locations and even grimmer story moments because, without that contrast, everything falls flat. Busche likens it to a “thread of optimism” pulled through otherworldly chaos ravaging Thedas. For now, the spunky and effervescent Bellara is that thread.
As we progress deeper into the forest, Bellara spots a floating fortress and thinks the artifact needed to destroy the Veil Bubble is in there. To reach it, though, wem ust remove the floating rock rings, and Bellara’s unique ability, Tinker, can do just that by interacting with a piece of ancient elven technology nearby. Busche says Rook can acquire abilities like Tinker later to complete such tasks in instances where Bellara, for example, isn’t in the party.
Bellara must activate three of these in Arlathan Forest to reach the floating castle, and each one we activate brings forth a slew of sentinels, demons, and darkspawn to defeat. Busche does so with ease, showcasing high-level gameplay by adding three stacks of arcane build-up to create an Arcane Bomb on an enemy, which does devastating damage after being hit by a heavy attack. Now, she begins charging a heavy attack on her magical staff, then switches to magical daggers in a second loadout accessed with a quick tap of down on the d-pad to unleash some quick attacks, then back to the staff to charge it some more and unleash a heavy attack.
After a few more combat encounters, including one against a sentinel that’s “Frenzied,” which means it hits harder, moves faster, and has more health, we finally reach the center of the temple. Within is a particular artifact known as the Nadas Dirthalen, which Bellara says means “the inevitability of knowledge.” Before we can advance with it, a darkspawn Ogre boss attacks. It hits hard, has plenty of unblockable, red-coded attacks, and a massive shield we must take down first. However, it’s weak to fire, and our new fire staff is perfect for the situation.
After taking down this boss in a climactic arena fight, Bellara uses a special crystal to power the artifact and remove it from a pedestal, destroying the Veil Bubble. Then, the Nadas Dirthalen comes alive as an Archive Spirit, but because the crystal used to power it breaks, we learn little about this spirit before it disappears. Fortunately, Bellara thinks she can fix it - fixing broken stuff is kind of her thing, Epler says - so the group heads back to the Veil Jumper camp and, as interested as I am in learning what happens next, the demo ends. It’s clear that even after a few hours with the game’s opening, I’ve seen a nigh negligible amount of game; frustrating but equally as exciting.
Don’t Call It An Open World
Veilguard is not an open world, even if some of its explorable areas might fee like one. Gamble describes Veilguard’s Thedas as a hub-and-spoke design where “the needs of the story are served by the level design.” A version of Inquisition’s Crossroads, a network of teleporting Eluvians, returns, and it’s how players will traverse across northern Thedas. Instead of a connected open world, players will travel from Eluvian to Eluvian to different stretches of this part of the continent. This allows BioWare to go from places like Minrathous to tropical beaches to Arlathan Forest to grim and gothic areas and elsewhere. Some of these areas are larger and full of secrets and treasures. Others are smaller and more focused on linear storytelling. Arlathan Forest is an example of this, but there are still optional paths and offshoots to explore for loot, healing potion refreshes, and other things. There’s a minimap in each location, though linear levels like “In Entropy’s Grasp” won’t have the fog of war that disappears as you explore like some of Veilguard’s bigger locations. Regardless, BioWare says Veilguard has the largest number of diverse biomes in series history.
Dragon’s Delight
With a 10-hour day at BioWare behind me after hours of demo gameplay and interviews with the leads, I’m acutely aware of my favorite part of video games: the surprises. I dabbled with Origins and II and put nearly 50 hours into Inquisition, but any familiarity with the series the latter gave me had long since subsided over the past decade. I wanted to be excited about the next Dragon Age as I viewed each teaser and trailer, but other than seeing the words “Dragon Age,” I felt little. Without gameplay, without a proper look at the actual game we’ll all be playing this fall, I struggled to remember why Inquisition sucked me in 10 years ago.
This trip reminded me.
Dragon Age, much like the Thedas of Veilguard, lives in the uncertainty: The turbulence of BioWare’s recent release history and the lessons learned from it, the drastic changes to each Dragon Age’s combat, the mystery of its narrative, and the implications of its lore. It’s all a part of the wider Dragon Age story and why this studio keeps returning to this world. It’s been a fertile franchise for experimentation. While Veilguard is attempting to branch out in unique ways, it feels less like new soil and more like the harvest BioWare has been trying to cultivate since 2009, and I’m surprised by that.
I’m additionally surprised, in retrospect, how numb I’ve been to the game before this. I’m surprised by BioWare’s command over EA’s notoriously difficult Frostbite engine to create its prettiest game yet. I’m surprised by this series’ 15-year transition from tactical strategy to action-forward combat. I’m surprised by how much narrative thought the team has poured into these characters, even for BioWare. Perhaps having no expectations will do that to you. But most of all, with proper acknowledgement that I reserve additional judgment until I actually play the game, I’m surprised that Veilguard might just be the RPG I’m looking forward to most this year.
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playstationpark · 7 months
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'Silent Hill' was released on the PlayStation 25 years ago today in Japan.
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hellodropbear · 4 months
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like she used to (III)
alexia putellas x sister
chapter I, II
edited this in 25 minutes and now I am going to bed... but alexia debut in here today :)
~~~~~~
I sat in the back of the car as Ingrid drove Mapi and me to Johan the next morning. The car was silent, my eyes focussed out the window, hyperaware of the glances that both defenders threw back at me every so often.
Mapi is worried about me. That much I can tell, but I don't know why Ingrid, who I've barely spoken to, seems to think the world is coming to an end. She was in the room this morning when Mapi told me that Mami had called to say that she would see me there. I don't think the tension in the room was hard for the Norwegian to identify. Or it could have been Mapi's wide eyes staring at me that made her think something was wrong. 
Alba is also coming to watch this game even though I told her I wouldn't be playing.
"you are part of the first team for the first time ever, hermanita! It is exciting just to watch you warm up."
I had rolled my eyes as she pulled me into a hug that day, but I appreciated it either way.
Ingrid led me to the changing rooms as Mapi made her way into the stands with some of the other injured players. My locker is beside Aitana's and she beams up at me when she spots me. I thank Ingrid quickly and make my over to Aitana and into her open arms.
"You ready?"
I nod, a smile on my face. For the first time in a long time, I do not think about my sister or what she would say, what her opinion would be. It is hard to grasp the idea that my dreams are maybe becoming a reality. 
E. Putellas 29
It is a dream that I have had for a long time, to have my name on a blaugrana shirt, to be in this very position. It is something I have wanted since I could kick a ball, since I watched my sister do the same thing all those years ago.
They had asked me what name I wanted on the back of my jersey. Because Alexia just had her first name, I could take the last name without the E but Mami said to keep the E. I think she wanted me to just use my first name as well but that is for Alexia. I am only new to this, I thought.
I will not play today, Jonatan told me, but he said he wants me to be a sub in a game with lower pressure after I've spent a few games on the bench and trained with the team for more than a week.
Despite this, Mami and Alba are sat in the audience, between a bunch of relatives and family friends.
A red flush creeps onto my cheeks as I hear them all cheering when I run out of the tunnel to start the warm up. Aitana's arm is around my shoulders and she gives me an extra tight squeeze before winking at me and releasing me from her hold.
I know I will be sitting on the bench for the whole game but just warming up with the team is exciting. The cheering from the audience during the warm up is ten times louder than any crowd I've played in front of, even in the most stressful part of a match.
I try to shrug off the goosebumps that creep over my arms as I take in my surroundings. It is surreal and I think I am in a state of disbelief when Patri approaches me.
"You ok, pequena?"
"I'm good." I look at her as she places a hand on my shoulder. "This is just big."
"I get it. You are very young. You should be very proud of yourself, Elena. You a right, this is a big thing. A huge thing. We are all very proud, remember that."
She squeezes my shoulder before letting go.
"Now get to warming up, stop drifting off with the fairies!"
~~~~~~
It only took Barcelona 5 minutes to establish their dominance through an early Salma goal and by half time they were already up by 4 to 0.
The second half started and by the end of the match we were up by 8 with a decent scoreline of 9-1. Patri pulled me off the bench to go on the rounds to all the opposition and the fans. I have seen this happen so many times that it still feels surreal to be experiencing it.
"Where is your sister?"
Patri's whisper is meant to be harmless but her words are like ice water down my back and my stomach flips inside out. She continues when I shrug my shoulders.
"I saw her earlier with Olga, she's probably sat with the other injured girls."
At the mention of the girlfriend I have not met, I resist the urge to throw up, saying goodbye to Patri and heading over to where my family was in the stands.
My whole family tells me how proud they are and I think Mami takes about a thousand pictures of me and Alba and gets Alba to take some of me and her as well. I am grateful that she ignores Alexia's absence but that does not mean any of us are happy about it.
Mami is frustrated, angry maybe and that is evident in the way she scans the stadium every few minutes and shakes her head or releases disappointed sighs every once in a while.
Alba is sad and it is obvious because she makes no effort to hide the tears that brim in her eyes behind her smile. She tells me it is proud but I know when she looks longingly over to where Alexia should be standing beside me that she is just as upset as I am.
I am offended but I do my best to hide my emotions. I try to be as happy as I can because I am somewhat exhilarated from the experience despite sitting on the bench for the full 90 minutes.
Keira and Ona were being rested for the whole match and it turns out that Keira is hilarious and Ona can provide the best commentary on any match. They are a good pairing and I enjoyed making fun of Keira as she struggled to keep up with our (very slow) Spanish.
I am definitely looking forward to playing at some point. The thought makes me so incredibly nervous but I don't think there will be a better feeling than finally stepping out onto that field with my name on my back and representing my childhood club.
Mami holds me in her arms after she's satisfied with the pictures and I feel a tear drop onto my head.
"I am so proud of you, nina, you have made me proud from the day you were born and you will continue forever. This is just the start of everything. Papi is looking down on us right now with pride too, he's telling all his friends that you are his baby bear and that he taught you everything you know."
I sniffle in her arms.
"Thank you for everything you have done for me Mami, I would be nothing if not for you."
"Oh, hija, I love you."
"I love you too."
Alba throws herself into the hug and proclaims it is now a group hug. Mami chuckles and extends one of her arms around her.
"Mi hermanita is all grown up!" Alba cheers quietly so only me and Mami can hear. "15 years old and in the first team, a record?"
"Only a record when I leave the bench, Alba." I whack the back of her head with my hand and she recoils from the hug in mock annoyance.
"I should go, Mami, I'll meet you out the front?"
She nods and I kiss her cheek before wandering back to the changing rooms.
I am surprised when they are empty but the sound of the showers tells me that I will not be alone for long.
It is supposed to be a happy feeling, but I can not help but feel alone in this room, full of the belongings of people who are older than me, more experienced, skilled. People who know my sister better than I do.
People who will always look up to La Reina. Who will always hang off her every word.
I wish that was me still because if it was, I would not be alone in this locker room right now, I would be celebrating with my sister.
But she is nowhere to be found.
She didn't even say hello to me, she didn't say congratulations, she didn't even acknowledge my existence. It hurts me more than I care to admit, but maybe that is what she meant when she said I was weak.
I wipe the tears out of my eyes before they spill and it is good timing because a whole group of girls walk into the locker room at the same time that Ingrid and Frido return from their showers.
"Our pequena!" Marta cheers when she sees me in my cubby and paces over to pick me up. "You are one of us now, welcome to Barca!"
Everyone cheers and a big smile takes over my face as I am thrown amongst the group of people, being hugged and patted on the back, loud yells in Spanish bouncing round the room.
Aitana holds me for longer than everyone else and whispers her congratulations in my ear.
"You need a lift home today?"
I shake my head and smile.
"Mami and Alba are taking me out to dinner."
Aitana nods and begins talking about how exciting it is that I have finally been introduced to the first team and how I have grown up and I zone out and scan the room.
The loud chatter is a far cry from the near silence that engulfed the room five minutes ago.
I spot Mapi in the corner of the room speaking animatedly to Ingrid.
Frido is also there, laughing with Caro and Marta
Jana is beside Bruna, a giddy smile on her face as they chat to Esmee.
That can only mean one thing, Alexia is somewhere in here but I do not want to speak to her. I do not want to see her and I do not want her to see me. I excuse myself from Aitana to quickly grab my change of clothes and I go over to the showers, spending the longest possible time rinsing myself and washing my hair and an even longer time drying myself and getting changed.
I spend a humiliating amount of time in the stall but I do not hear anyone else come into the bathroom so I don't really think anyone had noticed.
If I had known what was been waiting for me when I opened the door of my stall I probably wouldn't have opened it.
Because the bleached blonde hair was the first thing I clocked, but her confidence oozed out of her as she leant against the wall, her arms crossed, her head resting against the blue paint like she was bored.
I don't say anything when I see her, trying my luck by just walking straight past her but her hand reaches out and stops me from leaving.
"No, Elena, don't run away from me."
"What do you want from me, Alexia?"
She let out an exhale and her features softened slightly. I look down at her feet, willing myself to not make eye contact.
"Why did I find out you had joined my team through a post on Instagram?"
I roll my eyes and shrug my shoulders, making an unintelligible sound that tells her that I do not know and I do not care. I try to leave again but she just stops me again.
"Why do I not know anything about you anymore? Why did Mapi find you in the middle of the park near her house last night when you should have been in bed like Mami thought?"
At least Mapi didn't say anything. I was worried, she is terrible at keeping secrets.
I just scoff because I don't know how else to react to the irony.
"Where is your girlfriend?"
She sighs.
"Olga is in the changing room with the others. You can meet her if you would like."
"I do not want to meet her."
"Then why did you ask?"
"I just wanted to confirm it wasn't just another one of Alba's rumours. You never told me."
I am proud that my voice doesn't falter, that it doesn't break. It is calm, level, despite the emotions that are raging inside of me.
"And whose fault is that?"
I roll my eyes but I avoid saying anything. She hesitated before continuing.
"We were best friends Elena, what even happened? Why did you stop talking to me, why did you start skipping our thursday night dinners?"
I scoff as she tries to make eye contact.
"I am not having this conversation now, Alexia. This is supposed to be a happy day but you are ruining it. You don't remember, that is the problem."
"I should be part of this day with you. I am your captain now."
I hold back a laugh.
"yes, captain, anything you say captain." I salute her weakly and turn around to leave, pushing past her outstretched arm.
Mapi looks at me cautiously as I walk back into the changing rooms but she is chatting with Olga and I do not want to have any interaction with her. I wave goodbye to her and Ingrid and say goodbye to a few of the others.
"What did she say?" Aitana had walked out with me and had apparently seen Alexia enter the showers earlier as well.
"That she is my captain now." I don't think I will ever forget her coldness.
"She is also your sister, Lena, she must be proud?"
If she is she has not shown it.
"She is my captain before she is my sister." My voice is monotone and I stare straight ahead of me. "Football always comes before family. It always has for Alexia."
Aitana shakes her head.
"It should not, it is not healthy."
I can't help but agree with the midfielder beside me.
~~~~~~
Dinner with Mami and Alba is nice, although I shouldn't have expected the topic of my oldest sister to be completely neglected the whole evening. Thankfully, she waits until we are all in the car driving home to bring it up.
"Your sister should have been there today, Elena." She makes eye contact with me through the rear view mirror and I look away.
"There are many things she should have done but didn't." I mumble quietly so Mami can't hear me, but Alba does and she looks back at me weirdly.
"Alexia said she was going to talk to you, she told us how proud she was and I said that you would want to hear her say it to you."
"She's... proud of me?" My voice is soft and I can see my mother's eyebrows furrow in the mirror.
"Of course she is, you are her baby sister and you have just joined her team. She was upset that you didn't tell her and I don't think she really understood why but, Lena, she was practically crying. She is a very proud big sister. I told her to come with us tonight and she seemed keen, said she would meet you in the changerooms and come out with you."
"Why does she tell you all this but when she talks to me she is so cold?" My voice is barely a whisper yet both Mami and Alba hear me loud and clear.
"She went to meet you in the dressing room, she was excited for you to meet Olga and Olga was excited as well. What did she say to you?" Mami frowns, her eyes flickering over to Alba who also had creases in her forehead.
I shrug.
"She asked me why I didn't tell her that I had joined, why she doesn't know anything about my life anymore. She said she was my captain, she should be part of my life. I think she meant my football life, not my actual one."
"What makes you say that?" Alba is the one who speaks because Mami looks devastated.
I look around dramatically. "If she wanted to be part of my actual life she would be here right now, no?"
Alba runs her hands over her face in frustration but I don't think she is frustrated at me. Just the situation. I think it has upset Alba more than anyone else and I feel guilty.
"Sorry." 
"No, hermanita, this is not your fault, I just don't understand what is going through Alexia's head."
"It's ok, Alba, Mami. I don't mind. Really, I don't."
Mami just shakes her head. She is not happy and she clearly does mind.
"No, you and your sister need to sort this out, pequena, I simply cannot stand it any more. You will be home for dinner this Thursday and you will talk about it."
"But I have train-" I am interrupted.
"No you do not, you are not playing with the B team at the moment, don't be ridiculous. You will be there and we will discuss it then. We also need to discuss what we are going to do about your school."
I groan, although the change in topic is appreciated.
"Mami! I don't want to have to go back to school because I'd rather do this." She sighs and I roll my eyes.
"La Masia has made an arrangement that will allow you to continue your classes there but your days will be rearranged. You will go to training with the first team until 2, then you will go over to La Masia and do your school classes with your peers there. They will get you a tutor to study with you in the evenings when training usually is to make up for the school you missed in the morning."
Unfortunately, Mami has always been adamant that we get a good education despite mine and Alexia's obsessions with football.
I was quick to get out of the car when we arrived home, having dropped Alba off at her apartment on the way back. I went up to my room quickly, changing into my pajamas and heading to bed quite quickly.
Mami called out to tell me that she was going to see Alexia before bed, so I sat on my phone for a while, the doors locked and my lights switched off.
But my phone was plugged in and my eyes were closed when a soft fist hit my door twice. Thinking it was just mami, I called for her to enter.
But when I registered that bleach blonde hair for the second time that day, all I felt was regret.
"I am tired, Alexia. Please, just let me sleep."
"Elena, please." I hadn't noticed the tears that dripped down her face, the slump in her usual perfect posture. Her voice cracked when she said my name. "I miss you."
"Alexia. It has been a long day, I am tired, I want to sleep. Please, Alexia. Let me sleep." I am acting immature but I am tired, and I don't want to have this conversation now.
She let out a soft exhale, stepping towards me and placing a kiss on the side of my head that is exposed to the air.
I try to ignore the warm shivers it sends down my spine, it has been so long since she did that; since she did something she used to do every night.
She walks slowly back to the door, stopping as she reaches it and resting her hand on the door handle.
"Mami says you don't think I am proud of you. It is not true. I am so proud of you and I love you, pequena. But I don't think you need me anymore, I think you're fine without me. I am sorry, Elena. I am sorry for not being there for you when I should have been, but I will take a step back. I am so proud of you."
She pushed down the door handle and was gone just as quickly as she came and I resisted the urge to call out and tell her she had got it all wrong. I want her to take a step forward, she has already taken a step back. She has already taken 50 steps back.
I need her. More than anything.
But I can't rely on her. I can not be weak in front of her.
I am a Putellas. I can not be weak.
She has to be right. I am fine without her.
~~~~~~
She is still home when I walk downstairs in the morning, her eyes puffy and hair a mess as she sits on the kitchen table with a coffee. My sigh alerts her to my presence but I turn my back on her as soon as I enter the kitchen.
"Elena, please." I don't know how I changed my sister from a leader to a beggar, but today is not the day to ask when that happened.
I pour myself a bowl of cereal silently and head straight back upstairs, locking my bedroom door and eating my breakfast before sitting down on the piano stall, my fingers immediately jumping onto the keys, improvising and experimenting with new notes, chords and rhythms.
I don't know what Mami said to Alexia when she visited last night, but to be quite honest I don't want to know. I just need to keep being ok without my older sister, no matter how much I miss her. She said I should be fine without her, so I will be.
For some reason, I neglect to consider the other words she said.
"I miss you."
"I am so proud of you."
"I love you."
I think I ignore those statements because I can't seem to grasp their validity. If she missed me, she would have seen me; she would have come to my games. If she was proud of me I would already know, she would have told me like Mami had, like Alba had. Like everyone else who is proud of me has.
If she loved me... If she loved me she would be my older sister again.
I miss her, I am proud of her and I love her. It is true and I have never once doubted those emotions.
But it feels like she is just saying what she wants me to hear. What Mami said that she should say to me. I don't think she actually means it.
How could someone who loves me tell me that I am weak?
How could someone who is proud of me tell me that she doesn't want me to achieve my dreams, that she never wants to share a shirt because I am haven't had to work for it?
I don't understand how it could be true, both things at the same time.
I curse at the tear that spills out of my eye, rubbing it away aggressively and shaking my head at myself. No. I can not be weak. Not today, not ever.
My sisters words from today, from yesterday, from three years ago spin in my mind and my fingers become more and more aggressive on the keys of my piano, my song increasing in intensity; reflecting my emotions in the only way I know how. The keys are my home, the notes are my head and the song is my heart. 
Though sometimes the song sounds broken, like right now when there is so much going on. So many chords, rhythms. Increasing speed, increasing volume. My fingers moving at a million miles an hour, barely hitting one key before moving to the next. 
There is so much going on that it is overwhelming, so much going on that it could just explode. Into a million pieces. So many pieces that it would be futile to even try and put them back together.
It does that sometimes, and I have to fall back down to the softness and calmness of the easy rhythms, easily sailing away from the broken song like it never even existed. 
But it always existed, and it's remains will always be there at the bottom of the sea, haunting me, threatening to re-emerge. 
I realise I have been grieving my sister like she has died. I grieve the death of our relationship and how it has changed so quickly and so aggressively. I miss her more than anything, but the thought of what it used to be is overwhelming, it fills me with dread, with complete sadness. 
Those notes that exploded so long ago, still lying dormant somewhere, never gone, never forgotten. There are so many of them, I just wish she would help me pick them up.
My song has already exploded, so I resort to playing soft chords, tears now spilling from my eyes in a continuous stream. There are too many to wipe away and I know that my eyes will be red and my cheeks puffy when I eventually do. I have lost my sister in a way that is almost impossible to comprehend.
Because Alexia isn't dead, and somehow that makes her distance so much harder to understand, so much more hurtful.
She isn't dead, she has just decided she does not want to be a part of my life any more.
The song comes to a conclusion, and my fingers rest on the keys, my eyes staring ahead at the empty stand in front of me, trying their very best to not slip upwards towards the picture that I know hangs directly above it.
The picture of me and my family the day I was born, held in Alexia's arms as Alba tried her best to share me, both of them sitting beside Mami in bed as Papi watched on with a proud smile.
I would go back to that day in an instant if I was given the opportunity.
~~~~~~
I don't go back downstairs until I hear the front door close and Alexia's car drive away. I give it a few minutes before I actually leave the safe haven that my bedroom has become, ignoring Mami's watchful eyes as I slump onto the sofa, using the remote to switch on the tv.
I only watch it for five minutes before my mother switches it off, standing by the door and looking directly at me.
"She is confused, Elena. She doesn't know why this has all happened but she is angry with herself for not being there for you more."
I roll my eyes. Of course she doesn't remember.
"Maybe she should use her brain. Maybe she should just think."
Mami shakes her head at me, it could be in frustration, maybe disappointment. I still do not look at her.
"Maybe you could just talk to her! She doesn't know how to love you when you won't let her. She wanted you to meet Olga yesterday, but you left. She wanted to speak to you last night or this morning but you ignored her."
"But Mami, it is not my fault! It should not be up to me to fix what she has broken."
"She is trying, Elena, and at the moment that is what matters. This just can not go on, you are in the same family, the same football team! Mapi spoke to me yesterday, you know. She was practically crying, Elena, it's effecting even her."
"I never should have opened my mouth to her. Now she has involved herself in something that is not her business." My voice is poisonous and my words aggressive. I know Mapi would be heartbroken if she could hear this, she always has tried so hard to do what is best. Especially when it was about me.
I love Mapi, I always have. She never thought I did because I never gravitated towards her at training when I was little, but that was just because I thought she was another sister - she was like Alexia, always around.
When I was 11, maybe, I didn't realise how upset she got about me 'not liking her', and I had made a joke about never hanging around with Mapi. It was when she left the room that Alexia pulled me to the side harshly.
"Even if you don't like her, Elena, you have to pretend! She is my best friend and she loves you so much."
I remember looking at her with my mouth agape - I love Mapi, I always did. I was confused, it was a meaningless joke - a version of a joke I made all the time to Alexia.
Alexia didn't need to tell me to go talk to her, but I didn't know what to say when I walked out the door and found her sitting down with her back to the wall, tears pouring down her face. I explained everything and she apologised for being dramatic.
Since then, we have gotten along well and I have tried to spend time with her when I can.
It has been harder in the last couple years when I have fallen out with Alexia. They are best friends, I don't want to get in the way of that.
Mami's anger brings me right back to reality.
"That is enough, Elena! Maria only wants to help, but she can't, nobody can do anything except you and Alexia."
I resist rolling my eyes, instead releasing a huff of air.
"I'll think about it." 
My arms are folded and I turn back towards the blank screen, ignoring the way Mami sighs and walks away. 
It is only when I hear her door close that I let my angry facade crumble, my body shaking as I resist the tears. 
I need to stop crying. 
Alexia thinks I am strong enough to do everything by myself.
I need to prove to her that I can. 
Maybe then she will tell me she is proud of me. 
~~~~~~
this is pretty much all the prewritten stuff i have, will write more soon once my exams are done
let me know if there's anything you want to see in the next parts
part IV
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