sirsagrell
sirsagrell
Oh, well
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sirsagrell · 13 days ago
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Honestly, I wonder how much of Solas’s rejection of godhood boils down to his own personal issues with the title, and all the baggage that comes with it. Because despite his suspiciously frequent insistences that the Creators weren’t gods, he… kinda does shit all to disprove the accusation.
Let’s tally it up, shall we? Inconceivable, world rending power? Check. A deep, unshakeable sense of responsibility for the state of the world? Check. Cataclysmic plans to reshape reality into a form that fits his ideals, at the cost of untold lives? Check, check, and check.
Solas can stamp his feet and shout all he wants about the attribution, but the fact is, he’s practically a textbook definition of a minor god.
And I get it. I really do. Solas considers himself fallible. In spite of his hatred of the evanuris (or likely because of it), Solas has a very high standard for whatever he thinks a “true” god is. And he - unequivocally, and by his own estimation - does not meet this standard.
He’s made mistakes in the past, he makes mistakes over the course of the game, and he will continue to make mistakes in the future. He’s not perfect, and at times, he doesn’t even come across as good. Which is why he can’t be a god. Gods don’t falter. Gods don’t doubt themselves or the necessity of their cause. Gods don’t manipulate their allies, or kill their friends, or break a world that they treasure above all else. Gods don’t mourn, or love, or lust, or regret. He is not a god.
But the thing about gods, especially in a setting like the DA-verse, is that the powerful and the divine are often not so easily dichotomized. The true gods of Thedas (if present at all) are suspiciously silent, and in their absence people will inevitably, out of necessity or distress or desperation, end up creating their own. Just look at Corypheus. 
And in cases such as this, the perception of the masses can be as vital in shaping legend as the power that legend carries itself. If they think you are divine, well, there’s nothing and no one out there who’s going to contradict them. And if, like Solas, you’ve got the power to back up those claims, any arguments you make to the contrary are going to look pretty weak.
From his perspective, and the perspective of the player, his feelings, his decisions and his actions all have entirely mundane explanations. But that doesn’t change the fact we’ve got a super powerful, effectively immortal being, who not only has Plans™ for Thedas, but feels that these goals supersede the desires of those who live in the world now.
Basically, if the shoe fits…
What I’m getting at here, is that whatever Solas says regarding his supposed divinity is inconsequential in the face of his abilities and intentions. You can’t look at the world and, finding it wanting, decide that it’s your place to fix it, only to step back and say “Oh, but I’m not actually a god. I just want to alter the very fabric of reality and recreate the world to my specifications. Again. But I’m not a god.”
I mean, where exactly does he draw the line? After a certain point, how does one distinguish a god from a grief stricken, displaced, disassociated man with the ability to split reality in two like a melon?
I think that’s one of the most tragic aspects of his character. He has classified his goals as immutable, unavoidable responsibilities, so that he can’t stop and consider whether he truly has the right to make this decision. The way he sees it, is that it isn’t murder if he genuinely doesn’t have a choice. It’s not monstrous if the world is already broken. This way, he’s not playing with people’s lives - he’s doing a terrible thing, because there’s no other alternative.
Because if he calls it duty, then he’s not a god. He’s not the evanuris. And if he keeps telling himself that, maybe someday he’ll finally believe it.
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sirsagrell · 17 days ago
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This is probably a very subjective and very personal gripe.
I'm trying to do a second playthrough, for reasons.
And Veilguard's incessant motivational hand-holding of "You're doing great Rook, you got a great team Rook, small steps, Rook, do your best, Rook, it'll be enough", and how then, of course, doing your best really is enough?
That feels like being slapped in the face, somehow.
The highest level of worry I can feel these people experience is, idk, doctoral thesis defense level of worry. Maybe doctoral thesis defense while dealing with a personal tragedy at the same time. They act like they are going through a kind of trial, where it's difficult, but if you do everything right, you're expected to succeed.
They are supposedly opposing an overwhelming force, and the whole way through they are acting like they know they will succeed if they do everything right.
I don't know. I come from a part of the world where so many people did their best so much, so many fought and sacrificed, and died. And it wasn't. It wasn't enough. There was an overwhelming force and there wasn't some right way to do everything and succeed against it. Spoiler warning, there never is, actually, against an overwhelming force. And you have to live knowing that and do your best anyway.
Veilguard knows shit all about resilience and being stubbornly positive in the face of overwhelming odds, is what I'm saying. That's not what that feels like.
It's not about peddling false promises that you can win if you just do everything right.
And you might say, isn't this a video game you can beat and get your good ending? Isn't that promise inherent in the medium?
To which I say, first of all, no, it's not actually inherent, but also video games can convey that experience of opposing an overwhelming force truthfully despite that.
This one did not.
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sirsagrell · 18 days ago
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Dragon Age: The Veilguard: Strangled by Gentle Hands
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*The following contains spoilers*
“You would risk everything you have in the hope that the future is better? What if it isn’t? What if you wake up to find the future you shaped is worse than what was?”
– Solas, Dragon Age: Inquisition (2014)
I. Whatever It Takes
My premium tickets for a local film festival crumpled and dissolved in my pants pocket, unredeemed as they swirled in the washing machine. Throughout that October weekend in 2015, I neglected my celebratory privileges, my social visits to friends, and even my brutal honors literary theory class. All because a golden opportunity stretched before me: a job opening for a writing position at the once-legendary BioWare, with an impending deadline.
The application process wasn’t like anything I’d seen before. Rather than copy+paste a cover letter and quickly swap out a couple of nouns here and there, this opening required me to demonstrate my proficiency in both words and characters – namely, BioWare’s characters. Fanfiction wasn’t normally in my wheelhouse – at the time, I had taken mainly to spinning love sonnets (with a miserable success rate). But I wouldn’t balk at this chance to work on one of my dream franchises – especially since the job prospects for fresh English BAs weren’t exactly promising. So, I got to work crafting a branching narrative based on the company’s most recent title: Dragon Age: Inquisition. Barely two months prior, I saw the conclusion of that cast’s story when the Inquisitor stabbed a knife into a map and swore to hunt her former ally, Solas, to the ends of the earth. Now it was my turn to puppeteer them, to replicate the distinct voice of each party member and account for how they’d react to the scenario I crafted. And if it went well, then maybe I’d be at the tip of the spear on that hunt for Solas. Finishing the writing sprint left me exhausted, but also proud of my work.
The folks at BioWare obviously felt differently, because I received a rejection letter less than a week later. Maybe they found my story trite and my characterization inaccurate, or maybe they just didn’t want to hire a student with no professional experience to his name. Regardless, I was devastated. It wouldn’t be until years later that I learned that, had my application been accepted, I likely would’ve been drafted into working on the studio’s ill-fated looter shooter, Anthem (2019), noteworthy for its crunch and mismanagement. My serendipitous rejection revealed that sometimes the future you strive to build was never meant to match your dreams. What seemed like an opportunity to strike oil actually turned out to be a catastrophic spill.
Still, my passion for the Dragon Age series (as well as Mass Effect) persisted in the face of BioWare’s apparent decline. I maintain that Inquisition is actually one of the studio’s best games, and my favorite in the series, to the point where I even dressed up as Cole for a convention one time. The game came to me at a very sensitive time in my life, and its themes of faith vs falsehood, the co-opting of movements in history, and the instability of power all spoke to me. But I will elaborate more on that at a later date. My point is, I held on to that hope that, in spite of everything, BioWare could eventually deliver a satisfactory resolution to the cliffhanger from their last title. Or perhaps it was less hope and more of a sunk cost fallacy, as an entire decade passed with nary a peep from Dragon Age.
As years wore on, news gradually surfaced about the troubled development of the fourth game. Beginning under the codename “Joplin” in 2015 with much of the same creative staff as its predecessors, this promising version of the game would be scrapped two years later for not being in line with Electronic Arts’s business model (i.e. not being a live-service scam). Thus, it was restarted as “Morrison”. The project cantered along in this borderline unrecognizable state for a few years until they decided to reorient it back into a single-player RPG, piling even more years of development time onto its shaky Jenga tower of production. Indeed, critical pieces were constantly being pulled out from the foundations during this ten year development cycle. Series regulars like producer Mark Darrah and director Mike Laidlaw made their departures, and the project would go on to have several more directors and producers come and go: Matthew Goldman, Christian Dailey, and Mac Walters, to name a few key figures. They eventually landed on John Epler as creative director, Corinne Busche as game director, and Benoit Houle as director of product development. Then came the massive layoffs of dozens of employees, including series-long writer Mary Kirby, whose work still made it into the final version of DA4. Finally, the game received a rebranding just four months before release, going from Dreadwolf (which it had been known as since 2022) to The Veilguard (2024) – a strange title with an even stranger article.
Needless to say, these production snags did not inspire confidence, especially considering BioWare’s been low on goodwill between a string of flops like Anthem and Mass Effect: Andromeda (2017) and, before that, controversial releases like Dragon Age II (2011) and Mass Effect 3 (2012). The tumult impacted The Veilguard’s shape, which scarcely resembles an RPG anymore, let alone a Dragon Age game. The party size is reduced from four to three, companions can no longer be directly controlled, the game has shifted to a focus on action over tactics a la God of War (2018), the number of available abilities has shrunk, and there’s been a noticeable aesthetic shift towards a more cartoonish style. While I was open to the idea of changing up the combat (the series was never incredible on that front), I can’t get over the sensation that these weren’t changes conceived out of genuine inspiration, but rather vestigial traces from the live-service multiplayer iteration. The digital fossil record implies a lot. Aspects like the tier-based gear system, the instanced and segmented missions, the vapid party approval system, the deficit of World State import options, and the fact that rarely does more than the single mandatory companion have anything unique to say on a quest – it all points to an initial design with a very different structure from your typical single-player RPG. The Veilguard resembles a Sonic Drive-In with a mysterious interior dining area – you can tell it was originally conceived as something else.1
That said, the product itself is functional. It contains fewer bugs than any previous game in the franchise, and maybe BioWare’s entire catalog for that matter. I wouldn’t say the combat soars, but it does glide. There’s a momentum and responsiveness to the battle system that makes it satisfying to pull off combos and takedowns against enemies, especially if you’re juggling multiple foes at once. Monotony sets in after about thirty or forty hours, largely due to the fact that you’re restricted to a single class’s moveset on account of the uncontrollable companions. Still, this design choice can encourage replay value, as it does in Mass Effect, and free respec options and generous skill point allocations offset the tedium somewhat.
While the character and creature designs elicit controversy – both for the exaggerated art direction and, in the case of demons and darkspawn, total redesign – the environmental art is nothing short of breathtaking. I worried that this title would look dated because of how long it had been in development and the age of the technology it was built upon. Those fears were swiftly banished when I saw the cityscapes of Minrathous, the cyclopean architecture of the Nevarran Grand Necropolis, or the overgrown ruins of Arlathan. But like everything in The Veilguard, it’s a double-edged sword. The neon-illuminated streets of Docktown, the floating citadel of the Archon’s Palace, and the whirring mechanisms of the elven ruins evoke a more fantastically futuristic setting that feels at odds with all three previous titles (even though all three exhibited a stylistic shift to some extent). It aggravates the feeling of discordance between this rendition of Thedas and the one returning players know.
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All of these elements make The Veilguard a fine fantasy action-adventure game – even a good one, I’d say. But as both the culmination of fifteen years of storytelling and as a narrative-based roleplaying game – the two most important facets of its identity – it consistently falls short. Dragon Age began as a series with outdated visuals and often obtuse gameplay, but was borne aloft by its worldbuilding, characterization, and dialogue. Now, that paradigm is completely inverted. The more you compare it to the older entries, the more alien it appears. After all these years of anticipation, how did it end up this way? Was this the only path forward?
Throughout The Veilguard’s final act, characters utter the phrase “Whatever it takes,” multiple times. Some might say too many. I feel like this mantra applied to the development cycle. As more struggles mounted, the team made compromise after compromise to allow the game to exist at all, to give the overarching story some conclusion in the face of pressure from corporate shareholders, AAA market expectations, and impatient fans. Whatever it takes to get this product out the door and into people’s homes.
This resulted in a game that was frankensteined together, assembled out of spare parts and broken dreams. It doesn’t live up to either the comedic heights or dramatic gravity of Inquisition’s “Trespasser” DLC from 2015, despite boasting the same lead writer in Trick Weekes. Amid the disappointment, we’re left with an unfortunate ultimatum: It’s either this or nothing.
I don’t mean that as a way to shield The Veilguard from criticism, or to dismiss legitimate complaints as ungrateful gripes. Rather, I’m weighing the value of a disappointing reality vs an idealized fantasy. The “nothing”, in this sense, was the dream I had for the past decade of what a perfect Dragon Age 4 looked like. With the game finally released, every longtime fan has lost their individualized, imaginary perfection in the face of an authentic, imperfect text. Was the destruction of those fantasies a worthy trade? It doesn’t help that the official artbook showcases a separate reality that could’ve been, with a significant portion dedicated to the original concepts for Joplin that are, personally, a lot closer to my ideal vision. I think it would’ve done wonders to ground the game as more Dragon Age-y had they stuck with bringing back legacy characters, such as Cole, Calpernia, Imshael, and the qunari-formerly-known as Sten.
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I don’t necessarily hate The Veilguard (I might actually prefer it to Dragon Age II), but I can’t help but notice a pattern in its many problems – a pattern that stems from a lack of faith in the audience and a smothering commitment to safety over boldness. As I examine its narrative and roleplaying nuances, I wish to avoid comparing it to groundbreaking RPGs such as Baldur’s Gate 3 (2023) or even Dragon Age: Origins (2009), as the series has long been diverging from that type of old-school CRPG. Rather, except when absolutely necessary, I will only qualitatively compare it to Inquisition, its closest relative.
And nowhere does it come up shorter to Inquisition than in the agency (or lack thereof) bestowed to the player to influence their character and World State.
II. Damnatio Memoriae
No, that’s not the name of an Antivan Crow (though I wouldn’t blame you for thinking so, since we have a character named “Lucanis Dellamorte”). It’s a Latin phrase meaning “condemnation of memory”, applied to a reviled person by destroying records of their existence and defacing objects of their legacy. In this case, it refers to the player. When it comes to their influence over the world and their in-game avatar, The Veilguard deigns to limit or outright eliminate it.
Save transfers that allow for the transmission of World States (the carrying over of choices from the previous games) have been a staple of the Dragon Age and Mass Effect franchises. Even when their consequences are slight, the psychological effect that this personalization has on players is profound, and one of many reasons why fans grow so attached to the characters and world. At its core, it’s an illusion, but one that’s of similar importance to the illusion that an arbitrary collection of 1s and 0s can create an entire digital world. Player co-authorship guarantees a level of emotional investment that eclipses pre-built backgrounds.
However, The Veilguard limits the scope to just three choices, a dramatic decrease from the former standard. All import options come from Inquisition, with two just from the “Trespasser” expansion. One variable potentially impacts the ending, while the other two, in most cases, add one or two lines of dialogue and a single codex entry. Inquisition, by contrast, imported a bevy of choices from both previous games. Some of them had major consequences to quests such as “Here Lies the Abyss” and “The Final Piece”, both of which incorporated data from two games prior. The Veilguard is decidedly less ambitious. Conspicuously absent options include: whether Morrigan has a child or not, the fate of Hawke, the status of the Hero of Fereldan, the current monarchs of Fereldan and Orlais, the current Divine of the southern Chantry, and the individual outcomes of more than two dozen beloved party members across the series. Consequently, the fourth installment awkwardly writes around these subjects – Varric avoids mentioning his best friend, Hawke, as does Isabela ignore her potential lover. Fereldan, Orlais, and the Chantry are headed by Nobody in Particular. Morrigan, a prominent figure in the latest game, makes no mention of her potential son or even her former traveling companions. And the absence of many previous heroes, even ones with personal stakes in the story, feels palpably unnatural. I suspect this flattening of World States into a uniform mold served, in addition to cutting costs, to create parity between multiple cooperative players during the initial live-service version of Morrison. Again, the compromises of the troubled production become apparent, except this time, they’re taking a bite out of the core narrative.
Moreover, the game’s unwillingness to acknowledge quantum character states means that it’s obliged to omit several important cast members. At this point, I would’ve rather had them establish an official canon for the series rather than leaving everything as nebulous and undefined as possible. That way at least the world would’ve felt more alive, and we could’ve gotten more action out of relevant figures like Cassandra, Alistair, Fenris, Merrill, Cole, and Iron Bull. Not to mention that The Veilguard’s half-measure of respectful non-intereference in past World States ultimately fails. Certain conversations unintentionally canonize specific events, including references to Thom Rainier and Sera, both of whom could go unrecruited in Inquisition, as well as Morrigan’s transformation into a dragon in the battle with Corypheus in that game’s finale. But whatever personal history the player had with them doesn’t matter. The entire Dragon Age setting now drifts in a sea of ambiguity, its history obfuscated. It feels as gray and purgatorial as Solas’s prison for the gods.
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Beyond obscuring the past, The Veilguard restrains the player’s agency over the present. When publications first announced that the game would allow audiences to roleplay transgender identities and have that acknowledged by the party, I grew very excited – both at the encouraging representation, and at the depth of roleplaying mechanics that such an inclusion suggested. Unfortunately, The Veilguard offers little in roleplaying beyond this. The player character, Rook, always manifests as an altruistic, determined, friendly hero, no matter what the player chooses (if they’re offered choices at all). The selections of gender identity and romantic partner constitute the totality of how Rook defines themselves, post-character creation – exceptions that prove the rule of vacancy. Everything else is set in stone. The options presented are good, and should remain as standard, but in the absence of other substantive roleplaying experiences, their inclusion starts to feel frustratingly disingenuous and hollow, as if they were the only aspects the developers were willing to implement, and only out of obligation to meet the bare minimum for player agency. In my opinion, it sours the feature and exudes a miasma of cynicism.
Actual decisions that impact the plot are few and far between, but at least we have plenty of dialogue trees. In this type of game, dialogue options might usually lead to diverging paths that eventually converge to progress the plot. You might be choosing between three different flavors of saying “yes”, but as with the World States, that illusion of agency is imperative for the roleplaying experience. The Veilguard doesn’t even give you the three flavors – the encouraging, humorous, and stern dialogue options are frequently interchangeable, and rarely does it ever feel like the player is allowed to influence Rook’s reactions. Relationships with companions feel predetermined, as the approval system has no bearing on your interactions anymore. There are so few moments for you to ask your companions questions and dig in deep compared to Inquisition. Combined together, these issues make me question why we even have dialogue with our party at all. Rook adopts the same parental affect with each grown adult under their command, and it feels like every conversation ends the same way irrespective of the player’s input. With the exception of the flirting opportunities, they might as well be non-interactive cutscenes.
Rook’s weak characterization drags the game down significantly. With such limited authorship afforded to the player, it’s difficult to regard them as anything more than their eponymous chess piece – a straightfoward tool, locked on a grid, and moving flatly along the surface as directed.
III. Dull in Docktown
On paper, a plot summary of The Veilguard sounds somewhere between serviceable and phenomenal: Rook and Varric track down Solas to stop him from tearing down the Veil and destroying the world. In the process, they accidentally unleash Elgar’nan and Ghilan’nain, two of the wicked Evanuris who once ruled over the elven people millenia ago. With Solas advising them from an astral prison, Rook gathers a party together to defeat the risen gods, along with their servants and sycophants. Over the course of the adventure, they uncover dark truths about the origins of the elves, the mysterious Titans, and the malevolent Blight that’s served as an overarching antagonistic force. Eventually, Rook and friends join forces with Morrigan and the Inquisitor, rally armies to face off with their foes, and slay both the gods and their Archdemon thralls before they can conjure the full terror of the Blight. As Solas once again betrays the group, Rook and company have to put a decisive stop to his plans, which could potentially involve finally showing him the error of his ways.
The bones of The Veilguard’s story are sturdier than a calcium golem. Problems arise when you look at the actual writing, dialogue, and characterization – the flesh, blood, and organs of the work.
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I’ve seen others chide the writing as overly quippy, but that better describes previous titles. Rather, I think The Veilguard’s dialogue is excessively utilitarian and preliminary, like a first draft awaiting refinement. Characters describe precisely what’s happening on screen as it’s happening, dryly exposit upon present circumstances, and repeat the same information ad nauseum. This infuriating repetition does little to reveal hidden components of their personalities, or their unique responses to situations. You won’t hear anything like Cole’s cerebral magnetic poetry or Vivienne’s dismissive arrogance. Many exchanges could’ve been uttered by Nobody in Particular, as it’s just dry recitation after recitation. It almost feels like watching an English second language instructional video, or a demonstration on workplace safety precautions. Clarity and coherence come at the cost of characterization and charisma.
Words alone fail to make them interesting. Most companions lack the subtlety and depth I had come to expect from the franchise, with many conversations amounting to them just plainly stating how they’re feeling. Most rap sessions sound like they’re happening in a therapist’s office with how gentle, open, and uncomplicated they feel. Compare this to Inquisition, where every character has a distinct voice (I should know, I had to try to copy them for that stupid application), as well as their own personal demons that it betrays: Sera’s internalized racism, hints of Blackwall’s stolen valor, Iron Bull’s espionage masked by bluster, or Solas’s lingering guilt and yearning for a bygone age. These aspects of their characters aren’t front and center, but things the audience can delve into that gives every moment with them more texture. The Veilguard’s companions lay out all their baggage carefullly and respectfully upfront, whether it’s Taash’s multiculturalism and gender identity issues or Neve’s brooding cynicism towards Tevinter’s underbelly. You’ve plumbed the depths of their personas within the first few minutes of meeting most of them.
Small exceptions exist. Professor Emmerich Volkarin stands out from the rest of the cast as a particularly inspired character: a charming, Vincent Price-like necromancer. His attachment to tombs and necromancy as a way to cope with his crippling fear of death makes for curiously compelling melodrama. The way in which he ultimately has to face his fear – either by foregoing his opportunity for immortality to save his beloved skeletal ward, Manfred, or by allowing his friend to pass on so that he can transcend into a new type existence – rises above the other binary choices in the game by being both narratively interesting and legitimately difficult to judge. Still, I feel Emmerich’s whole “lawful good gentleman necromancer” conceit, while a unique and clever subversion of tropes, would’ve worked better if it actually contrasted with anyone else in the party. Instead, the whole crew is full of unproblematic do-gooders who are forbidden by the game to nurture any meaningful interpersonal conflict. While I’d appreciate this lack of toxicity in my real-life relationships, fictional chemistry demands more reactive ingredients.
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The Veilguard’s developers frequently positioned the game as “cozy” and about a “found family”, but I can guarantee you that there’s more tension at my Thanksgiving dinners than there is anywhere in this title. This family would get along swimmingly even during a presidential election. The thing about the “found family” trope is that it’s more satisfying when it’s earned. Here, it represents the default state, the starting point, and the status quo that they will always return to. Any minor squabbles (Harding wanting to sleep in the dirt, Emmerich taking too many books on a camping trip, Taash not liking necromancy) are introduced and squashed within the same scene. They all feel so extraneous. There’s so little friction among the companions here that you’d think it disproves Newton’s Third Law. The previous games never struggled in this regard, which makes the choices here all the more baffling.
Beyond the intra-party dynamics, characters lack grit or darkness to them – even when the narrative absolutely calls for it. Remember how I described the necromancer as lawful good (to use traditional Dungeons and Dragons alignments)? Yeah, that’s every character. Even the demonic assassin. Lucanis is a notorious hitman possessed by a demon of Spite, and possibly the weakest character of the game. This may or may not be due to the fact that his writer, Mary Kirby, was laid off mid-development. Regardless, he has noticeably less content than the other party members and generally feels unfinished. The demonic possession storyline goes nowhere; he doesn’t exorcise Spite, nor does he learn more about it or how to live with it. Instead, Spite is just an excuse to give Lucanis cool spectral wings (which he will use to fail several assassination attempts). The demon itself mostly just comes across as rude rather than threatening. The biggest issue, however, stems from the absence of any edge to Lucanis. When confronting his traitorous cousin, Ilario – the man who sold out Lucanis’s family to an enemy faction, kidnapped his grandmother, and made multiple attempts on his life – our grizzled, hardened assassin, pushed to the brink, demands… due process. Seriously, if your choices have led Lucanis to have a hardened heart, his method for dealing with the grievous traitor is sending him to jail. That’s The Veilguard’s idea of vindictive brutality among a clan of unforgiving murderers-for-hire. By contrast, Inquisition features Sera insubordinately murdering a stuck-up nobleman for talking too much. I believe that if modern BioWare had written The Godfather (1972), it would’ve ended with Michael Corleone recommending his brother-in-law to attend confession and seek a marriage counselor.
The writers seem intent on making the cast wholly unproblematic, with no way that the audience could ever question their morality or taste the delicious nuance of seeing someone you like do something bad. Measures were taken to child-proof every aspect of the good guys so that they couldn’t possibly be construed as anything else – even if it constricts them to the point of numbness and eventual atrophy.
To make things as palatable and accessible as possible, the language itself was dumbed down. Characters make frequent use of neologisms and bark phrases like “Suit up,” or “These guys go hard.” It emulates popular blockbuster superhero stuff rather than staying true to the diction the series traditionally employed. It’s all about the team, and the entire Dragon Age world has been stripped down into simplistic conflicts and recognizable stock characters.
This is why The Veilguard’s story largely fails. Despite being ostensibly being about the characters, they come off as an afterthought. Most of the time, only the sole requisite follower has anything to say on a given mission. Even in combat, their wholeness as fully-implemented party members falls short of expectations. Their damage output pales in comparison to the Rook’s, they have no health and cannot be downed in battle, and they mainly exist to give the player three extra ability slots. That’s the game’s true ethos for the companions, whether in combat or dialogue – utility, tools to make things happen rather than elegantly crafted identities. We end up with the largest amount of content per companion among any game in the franchise, only to have the weakest roster.
I know these writers can do better, because I’ve seen them do better. Trick Weekes wrote Iron Bull, Cole, and Solas in Inquisition, as well as Mordin Solus and Tali’Zorah in Mass Effect 2 (2010) and Mass Effect 3. Mary Kirby wrote Varric throughout the series, as well as Sten and Loghain in Origins. Plenty of other experienced writers, such as Sylvia Feketekuty and John Dombrow also contributed, so I can’t put any of the blame on a lack of skill. I don’t know if the mistake was trying to appeal to a wider audience, or if the constant reorientations of the DA4 project drained the crew’s passion and left them lacking in time to polish things.
I personally suspect that the writers had to rush out a script for all of the voiced dialogue. A video from August of 2020 showed off the voice actors for Davrin and Bellara, more than four years before the final game’s release. I think the codex entries, letters, and missives that you find throughout the game, which consist of only text, are much better written than the dialogue. My theory is that the writers had more time to revise and spruce up these tidbits, where edits were minimally invasive, as far as production is concerned. But my knowledge is limited; after all, BioWare rejected my application almost a decade ago.
Still, there are aspects of The Veilguard’s plot that I enjoy. The lore reveals were particularly satisfying2, and many felt rewarding after a decade of speculation. I called that elves were originally spirits, as well as the connection between the Archdemons and the Evanuris, but I wouldn’t have guessed that the Blight formed out of the smoldering rage of the Titans’ severed dreams. I’d concisely describe The Veilguard’s story as the opposite of Mass Effect 3: Whereas ME3 did excellent character work, the characterization in The Veilguard leaves much to be desired. Whereas ME3’s tone was overwhelmingly grim, The Veilguard feels inappropriately positive. Whereas ME3’s lore reveals ruined much about the series’s mystique, The Veilguard’s helped tie the setting’s history together. And whereas ME3 fumbled the ending about as much as it possibly could, The Veilguard actually coalesces into a spectacular third act.
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While I think the twist with Varric’s death is weak (outright pitiful compared to the Dread Wolf twist of Inquisition), the actual events that make up the finale carry a momentum and urgency that the rest of the game severely lacked. Everything from the sacrifice and kidnapping of Rook’s companions to the slaying of Ghilan’nain to the awe-inspiring battle between the Dread Wolf and Archdemon Lusacan – the whole affair takes the best parts of Mass Effect 2’s Suicide Mission and elevates it to the scale of an apocalyptic series finale. Ultimately, Solas takes center stage as the final antagonist, and the drama crescendos to a height the rest of the game desperately needed. He remains the most interesting character in the game and perhaps the franchise, and thankfully, the resolution to his story did not disappoint me (though I would’ve preferred the option for a boss battle against his Dread Wolf form if the player’s negotiations broke down). So in that sense, I think the worst possible scenario was avoided.
But is that really worth celebrating? Averting complete disaster? Exceeding the lowest standards? In many regards, The Veilguard still could have been – should have been – more.
IV. A World of Tranquil
In my essay on Final Fantasy VII: Rebirth (2024), I briefly discussed a trend in media to sand off the edges so as not to upset the audience in any way. The encroachment of this media sanitization seems to be an over-correction to the brimming grimness of late 2000s and early 2010s fiction (to which the first two Dragon Age titles belong), which earned comparable levels of criticism. Like Solas, I occasionally feel trapped in a cycle of regret, where it feels like our previous yearning for less aggressive, mean-spirited content led to a media landscape that prioritized patronizingly positive art. Now it’s clear to me that, in order to have a point, you need to have an edge.
Dragon Age historically drew a very progressive audience, and many of them congregated around Tumblr in that website’s heyday. Tumblr has garnered something of a reputation for overzealous discourse and sensitivity among its userbase, and I think that the developers of The Veilguard, in an attempt to cater to one of their core audiences, may have misunderstood both that passion and the fundamental appeal of their products. They became so concerned about optics, about avoiding politically charged criticism, that they kneecapped their world-building, rendering it as inoffensive and sterile as possible. It’s not so much “PC culture” as it is “PG culture.”
To that end, the various governments, factions, and societies of Thedas lost their edge. Dragon Age previously presented itself as anti-authoritarian by showcasing the rampant abuses of power across all cultures. Whether it was the incarceration of mages under the Chantry, the slavery practiced by the Tevinter Imperium, the expansionist anti-individualism of the Qun, the restrictive dwarven caste system, or the rampant racism against elves, social strife abounded in this world. I think that’s one thing that drew so many marginalized fans to the series. But the correlation of fictional atrocities with those of real life frequently prompted volatile discourse, with many concerned about how allegedly allegorized groups were being represented. You began to see countless essays pop up by folks who use the phrase “blood quantum” more than any healthy person should for a setting about wizards. BioWare responded to this by making Thedosian society wholly pleasant and the people in power responsible and cool and the disparate cultures tolerant and cooperative. If nothing’s portrayed negatively (outside of the cartoonishly evil gods), nobody can take offense, right?
For starters, the Antivan Crows have gone from an amoral group of assassins to basically Batman. These figures, which previously purchased children off slave markets to train them into killers, are now the “true rulers” of Antiva, by which the official government derives its authority. The Crows in The Veilguard stand against the insurgent qunari army as heroes of the common folk. They’re not an unscrupulous faction that Rook is reluctantly forced to ally with for the greater good; no, the Crows are simply good guys now. When the pompous governor of Treviso rails against them, with such audacious claims as “assassins and thugs should not represent the citizenry,” we’re meant to laugh at the governor’s foolishness. The unintentional implication this sends is that lethal vigilantism and unchecked power are cool because the people who use it are cool and stylish. The slave trade goes unacknoweldged; Antivan children want to grow up to be assassins now. The Crows never do anything wrong in The Veilguard – the governor is later revealed to be cooperating with the invaders for their own power. BioWare avoids the unpleasantness inherent in the Crows’ concept by pretending it never existed.
Perhaps more ridiculous is the Lords of Fortune, a new faction of pirates and treasure hunters based out of Rivain. Except they don’t really do piracy or treasure hunting. The game goes to lengths to ensure that the audience knows that the Lords don’t steal important cultural artifacts from any of the tombs and ruins they raid. What do they steal, then? There is no such thing as an ethical treasure hunter – plundering indigenous sites for souvenirs is inherently problematic – but the writers wanted to reap the appeal of adventurous swashbucklers without any of the baggage, regardless of whether it makes sense or not3. It comes across as a child’s idea of a pirate: they’re not thinking about the murder and looting, just the funny men with eye-patches who say “ARRR!” The developers want us to like the Lords of Fortune, and to that end, they can’t do anything culturally insensitive – even fictional disrespect toward a made-up culture. This is doubly amusing because the Lords are represented by Isabela from Dragon Age II. The same Isabela that kicked off a war with the qunari by stealing their holy book, the Tome of Koslun. This irony goes unacknowledged by the game.4
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When these rogue buccaneers aren’t busy giving land acknowledgments to displaced Dalish elves or whatever, they’re enjoying their nonviolent coliseum. Pirates revel in bloodsport, but only so long as no actual blood is spilled. The Lords refuse to fight prisoners or animals in their arena, as they find such acts too cruel. I guess they’re all big Peter Singer readers. Instead, they summon spirits to adopt the visages of common enemies so that the player can kill them with a clean conscience. It’s another example of wanting to have your cake and eat it too – they wanted to create a glory hunter/gladiator faction, but couldn’t stand the underlying implications of such. So they twisted and bent them to fit into their unproblematic paradigm, leaving the Lords flavorless and lame. They barely even contribute to the main story, and they’re practically the only look we get into Rivaini society (which remains criminally underdeveloped).
More tragic is the handling of the qunari, once one of the most unique and nuanced civilizations in the Dragon Age setting. The Qun, as portrayed in the first three installments, is a society that demands all of its composite parts work in harmony. Thus, they have predetermined vocations for their children, rigid gender roles, strict codes of conduct, and an ambition to “enlighten” the rest of the world. While the Qun has often been presented as antagonistic toward the heroes, the series has commonly balanced its portrayal by showing how seductive its absolutism can be for people without hope. In some cases, life under the Qun is preferable, as is the case with former Tevinter slaves. Conformity becomes comfort when the world is regularly threatening to split apart.
The Veilguard opts for a different approach. See, Rook’s not fighting members of the Qun in this game – they’re fighting the Antaam, the former qunari military. The Veilguard constantly reiterates that the Antaam, which makes up one of the three branches of the Qun, has broken off and decided to invade, pillage, and stoke chaos. BioWare didn’t want the questionable morality and complexity of fighting an invading people from a humanized, multi-faceted culture, so they removed their culture. Their efforts to turn the non-Western-coded qunari into something digestible for their mistaken conception of a modern audience instead results in two caricatures: one being a fetishized, perfect society where there are no perceivable social ills; and the other a bunch of rampaging brutes.
Contending with a realized conception of Plato’s Republic mixed with the Ottoman Empire makes for more compelling drama than a horde of murderous giants. Again, BioWare wanted to have it both ways, and they still needed nameless, faceless orcs to kill. So every bit about the qunari’s militancy, imperialism, and repression coexisting alongside some of their more progressive ideas and communal unity is stripped of its context and meaning. Blame is placed solely on the Antaam, who no longer represent (and retroactively, never represented) the Qun’s ideology. It’s a cowardly compromise, attempting to pin the blame of all the Qun’s failings on a renegade military and seeking to exonerate the political and social apparatuses of their culpability.
At one point, a minor character named Seer Rowan lectures to an ignorant human (a proxy for the audience absorbing these retcons) that qunari society has always been egalitarian in practice, with mages enjoying freedom there. Previous games showed that the qunari shackle their “saarebas” mages, stitch their mouths, cut out their tongues, and teach them to commit suicide if they ever stray from their masters. However, we’re now assured that this is only practiced under the Antaam, and No True Qunari would ever do such a thing. Ignore the fact that, in Inquisition, we witness the enslaved saarebas under the supervision of the Ben-Hasserath, a subdivision of the Ariqun (i.e. not part of the Antaam). In fact, the Antaam that Rook fights in The Veilguard never command saarebas at all. They’re completely absent from the game (likely because the image of the bound, mutilated minority was too much for The Veilguard’s sensibilities). Seer Rowan’s weak, conciliatory retcon can’t even justify itself in its own game. The scolding diatribe communicates an intrinsic misunderstanding of the Qun by the writers – namely, it continues the pattern established with the Antivan Crows that the mechanics of power in society are fundamentally good as long as aberrant forces aren’t in charge. While I understand the desire to be conscientious about the portrayal of fictional cultures that draw upon non-Western traditions and iconography (which have historically been demonized in media), glamorizing the Qun and stripping it of its realistic nuance does little to alleviate any problems with representation. If anything, it creates new ones.
But hey, now we have our faceless orcs to guiltlessly slaughter. That’s what the Antaam’s been reduced to, bereft of the ideology that made them people. We kill them because they’re strange and scary and foreign and seeking to destroy our cities for fun. They remain the most prominent representation of the qunari in-game, barring our party member Taash. BioWare’s attempts to reverse what they viewed as problematic components to the qunari instead devolved into the very tropes they wished to avoid.
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Which leads us to the elves. Much of the series’s discourse has surrounded the portrayal of the long-suffering elven people, who endure slavery under Tevinter, expulsion from their homeland in the Dales, confinement in ghettos, and the general disdain from other races. The games’ stories use symbolic shorthand of real-life oppressed peoples to communicate these tragedies, and this has led to a variety of intense, emotional interpretations over the years. The unending misery of the systematically marginalized elves hasn’t gone unnoticed by the fanbase – and their criticisms haven’t gone unnoticed by the developers. To quote The Veilguard’s creative director, John Epler, in an interview with Polygon:
“Dragon Age has not always been the kindest to the Dalish [elves]. Somebody once made a joke to me, and it’s not untrue, that it’s possible to wipe out a Dalish clan in all three of the games in some way.”
He and others on the development team must’ve thought elves needed a break, because the omnipresent racism against them vanishes completely in The Veilguard. Tevinter, an empire built on the back of chattel slavery, doesn’t show any of that. Consequently, it feels like players in the know still haven’t seen the true face of Tevinter, despite spending half a game there. The notion that the capital of Minrathous gives now is one of a prosperous city that’s centuries ahead of the countries down south, rather than a cruel regime cracking the whip at every opportunity. Perhaps the writers weren’t comfortable portraying this, or felt that their audience might not be amenable to it after years of incendiary argumentation. Nevertheless, it castrates their established world-building and robs us of the opportunity to witness true elven liberation in the climax. With both the fall of Minrathous and the toppling of the tyrannical elven gods, we could have delivered a much needed catharsis after four games of oppression, but The Veilguard forgoes this storytelling opportunity to play it safe.
I worry that this hesitancy originated from anxieties about the sensitivity of depicting marginalized peoples in brutal, dehumanizing conditions, and how that might look to more fragile viewers. But I think it’s important for all players, watchers, and readers to know that, though there might be aspects shared between them, fictional minorities are distinct from real ones.
Dragon Age’s elves are aesthetically Celtic. Their residency in alienages evokes images of Disapora Jews in Europe. Their Long Walk after being driven from the Dales calls back to the Trail of Tears, sharing an experience with Native Americans. Their subsequent migratory nature is reminiscent of the Romani people. And their ancient empire of Arlathan, with its large columns and temples of worship, headed by ascended humanoid (for lack of a better term) deities that cast down an enemy called the Titans, and which has since had its religion and culture co-opted and renamed by Roman-inspired Tevinter invites comparisons to classical Greece.
My point is, the elves of Dragon Age don’t represent one group of people, because fictional cultures are constructs drawing from countless inspirations. If they represent anything beyond themselves, it’s the idea of a proud people that’s fallen under the yoke of conquering powers – a supervictim to embody all. The idea that one must be limited in their storytelling options based on how the portrayal might reflect upon or disrespect an existing culture is flawed, in my opinion. In the overwhelming majority of cases, coding cannot be read as a 1:1 allegory, especially in speculative fiction like science-fiction and fantasy. I believe the most mature way to evaluate a story isn’t to try to pigeonhole what it’s trying to say say about who, as if there’s some insidious encrypted message in the text. Rather, it’s to see the forest through the trees and interpret the work as a complete whole in itself.
On that basis, I ask: would it have been so bad to see some of those enslaved elves, praying for salvation, side with their manipulative, nefarious gods? To add some nuance to the conflict with Elgar’nan and Ghilan’nain, would the story of elven liberation not have been better if the game actually engaged with it? Could we actually have a moral quandary with those whom Rook ends up fighting, even if the content might be seemingly problematic?
Epler might respond in the negative, per the Polygon interview, claiming that the gods “simply don’t care” about the elves.
“Those blighted, decrepit gods, they’re not bothering with the soft pitch. Their pitch is, We’re going to make a horrible world. We’re going to give you a lot of power, and maybe you’ll be OK.”
Like a chess board, the core conflict of The Veilguard is black and white. BioWare abandoned the chance to make Elgar’nan and Ghilan’nain more interesting villains because it was too risky.
Similarly risky was Solas’s role as an antagonist, since his motivations, as explained in “Trespasser”, are deeply sympathetic. Perhaps too much so for the developers’ comfort. Unlike the Evanuris and their disinterest in the elves, Solas wants to restore the elven people to their former glory. At least, that seemed to be his pitch in the last game. Frustratingly absent from The Veilguard are the Agents of Fen’Harel – elves who swore fealty to Solas’s cause. They infiltrated and compromised the Inquisition, effectively precipitating the final decision to end the organization in its current form. The idea that Solas had amassed an army of common folk who found the idea of a renewed elven empire appealing made him appear formidable and intimidating. “Trespasser” implies that a mass uprising of elves under Solas’s leadership was imminent, and anyone could be in on it.
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None of this happens in The Veilguard. Not only does Solas lack an army, but their absence isn’t explained or even acknowledged. As a result, Solas remains a passive antagonist until near the end, since the player has no disciples of his to contend with (either physically or ideologically) along the way. It wastes a side of his character that had been foreshadowed in a decade-long cliffhanger – that of a charismatic leader, capable of coordinating a rebellion that could spell disaster for its own followers.
In a Reddit AMA after the latest game’s release, Epler answered where the Agents of Fen’Harel disappeared to:
“Solas’ experience leading the rebellion against the Evanuris turned him against the idea of being a leader. You see it in the memories – the entire experience of being in charge ate at him and, ultimately, convinced him he needed to do this on his own. And his own motivations were very different from the motivations of those who wanted to follow him – he had no real regard for their lives or their goals. So at some point between Trespasser and DATV, he severed that connection with his ‘followers’ and went back to being a lone wolf. There are Dalish clans who are sympathetic to his goals, but even there, there’s an understanding that he’s too dangerous to have a more formal connection with, and that he will, ultimately, sacrifice them to his own ends if necessary.”
I find this explanation unsatisfying, not the least bit because the narrative offers next to nothing to imply this. The disappearance of Solas’s agents represents my biggest bugbear with the game, depriving it of the full potential of its highly anticipated antagonist in favor of the more generically villainous Evanuris. Moreover, this omission fits into the aggravating blueprint for The Veilguard’s inoffensive direction. The motivations, emotions, and backgrounds of the Agents of Fen’Harel would be sympathetic, and therefore might problematize the otherwise cut-and-dry conflicts. Epler seemed concerned that audiences might think Solas was “a little too sympathetic in his goals,” according to an interview with GamesRadar+.
But that’s the thing: sympathy isn’t endorsement, and portrayal of sympathetic characters isn’t endorsement either. But neither does that invalidate the emotions and experiences that generate that sympathy, even if the character’s actions ultimately turn toward evil. I’ve noticed a trend (especially in symptomatic criticism, which I generally dislike5) to view art as propaganda, and to evaluate it from a moralizing, top-down perspective. Antagonists with complex or understandable motivations (in this case, revolutionary villains) are often judged by this framework as tools for stories wishing to champion the status quo. Common arguments that I’ve seen imply that the relatability that we often find in villains is not a strength of the writing, but a devilish trick of ideology by which writers can reinforce conservative doctrine, to scold us away from certain beliefs. Any decent writer knows this isn’t the case, and that people don’t write morally or emotionally complex antagonists for didactic purposes. Instead, characters such as these embody the anxieties of their creators – the fear of losing yourself to your passions, the fear of going about things the wrong way, the fear of sacrificing too much to achieve your desired ends. The concepts and feelings that compel these characters remain authentic to the writer’s heart and the connection they established with the audience.
Art isn’t propaganda. To read it as such reduces it and promotes intellectual dishonesty and foolhardy myopia. Stories are irreducible (otherwise, we would not waste our time with them), and so I believe interpretations should be formed from the bottom-up, rooted in the text as much as possible. The “message” cannot be imposed from the top-down, but symptomatic readings, in their focus on tropes and cultural context, frequently condemn without a trial. Hindering your story in order to future-proof it for the sake of optics is a safeguard against this, and one that leads to bad stories. Artists should have confidence that their text will hold its ground on its own. To quote Ursula K. Le Guin’s essay “A Message about Messages”:
“The complex meanings of a serious story or novel can be understood only by participation in the language of the story itself. To translate them into a message or reduce them to a sermon distorts, betrays, and destroys them… Any reduction of that language into intellectual messages is radically, destructively incomplete.” (67-68)
BioWare’s doctrine of passive writing violates this wisdom by surrendering to their fear of (bad) criticism. The Veilguard lacks punch, stakes, and empathy and becomes incongruous with its established lore because it’s not willing to take risks that might alienate or upset players. They’re more concerned with making sure their work is inoffensive than they are with conveying a moving story.
I believe all of this was inherited from an incestuous feedback loop between a vocal minority of critics, of which I might’ve once counted myself among the blameworthy, and the apprehensiveness of out-of-touch corporate board room decision-making. Dragon Age’s genome mutated, and it slowly lost its teeth.
Over the course of a decade, we bred the Dread Wolf into a Dread Pug.
V. What It Took
The Veilguard’s lack of confidence in itself and lack of faith in its audience contribute to its capitulatory nature. In many respects, it feels like the developers lost their passion for it over the course of the ten year hellish production and just wanted to be done with it. This resulted in a decent game that nonetheless feels divorced from what came before it. It tries to juggle being a soft reboot while also trying to close out the series’s biggest and longest running story arcs, but inevitably fumbles.
Nearly everything done by The Veilguard was handled better by Inquisition. And Inquisition was certainly the more ambitious title. Perhaps more returning characters would have established a sense of continuity between the two, or at least made it less awkward by having them present for the story’s grand finale. For as strong as the endgame is, it could’ve benefited from the presence of slave liberator Fenris, elven history aficionado Merrill, possible Evanuris soul vessel Sera, or Divine Victoria (any of them). The core pillar of Dragon Age is the characters, and The Veilguard’s under-performance (and in some cases, outright dismissal) in that regard sabotages its integrity. Without this to anchor it, the changes to gameplay, visuals, and roleplaying depth become more alienating.
Personally, what do I take away from this? The Veilguard is far from the game I dreamed about for ten years, and not the one that loyal fans deserved either. I’m no stranger to disappointment at this point in my life, and yet this still leaves me with a hollow feeling. Will I still be able to return to Inquisition, a game I truly adore, and see it the same way as before, knowing now where all this is leading? The true cost of The Veilguard, for me, has nothing to do with the price tag: it’s the loss of that perfectly tailored dream, now that the possibilities of the future have shut their gates.
Where do those dreams go? Are they doomed to fester in their lonely, incommunicable agony? Will they be twisted by their enmity, like the blighted dreams of the Titans, and spread their corruption into those important happy memories?
In 2014, I was depressed as fuck, and Dragon Age: Inquisition helped me to see the light and come out of it. In 2024, I was depressed as fuck, and Dragon Age: The Veilguard made me feel nothing. There’s no less favorable comparison in my eyes. It’s disheartening to behold something that once meant so much to me and be greeted with numbness. I have to wonder if that affection will ever return, or if I’ve just grown out of it.
But as I wandered the streets of Minrathous as Rook, I heard a familiar song. It was one of the tavern songs from Inquisition, its nostalgic chords filling me with wistful sentiment. I know, deep down, there’s still something there. Maybe I just need to dig it up. Maybe it’s time to look back…
To be continued…
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– Hunter Galbraith
Further Reading
Le Guin, Ursula K. “A Message about Messages.” Wonderbook: The Illustrated Guide to Creating Imaginative Fiction, Abrams Image, 2018, pp. 67–68.
Incidentally, this was an anomaly my friends and I pondered over and eventually solved. It turned out to be a former Wienerschnitzel. ↩︎
You could argue that this credit goes more to Inquisition and the previous games for laying the groundwork for said reveals, which were obviously planned out ahead of time, as confirmed by the aforementioned official artbook. Regardless, the payoff satisfied me and gave me proper closure. ↩︎
I’ve been informed that there is a hidden conversation that explains that the Lords of Fortune do, in fact, sell cultural artifacts at times, but only to the rightful owners. This just makes me wonder what they do with the artifacts if the prospective clients can’t pay. Do they shove them back in the ruins and re-arm all the booby traps? ↩︎
I would argue that this does not represent character progression on Isabela’s part, as her (possible, depending on the player’s choices) return of the Tome of Koslun in Dragon Age II was a pragmatic sacrifice she made to save her friends and the city, rather than an acknowledgment of the qunari’s inviolable ownership. In fact, in many continuities, she never returns the Tome at all. ↩︎
I prefer more formalist criticism because it allows the text to lead the dance, not the critique. I think it’s only fair, given that the creators likely spent more effort crafting the piece than I spent consuming it. Symptomatic criticism mandates that the reader consider everything around the text, typically at the text’s expense. In the worst cases, symptomatic critics make their arguments about seemingly everything besides the text in question. ↩︎ Link to article: https://planckstorytime.wordpress.com/2025/01/01/dragon-age-the-veilguard-strangled-by-gentle-hands/
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sirsagrell · 22 days ago
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The holidays have passed so it's time to yap critically about Veilguard some more.
So. I like to project themes and meanings on Dragon Age stories that weren't even necessarily intentionally put there by the writers. And how well Dragon Age used to lend itself to that favorite pastime of mine, was, I think, one of its main strengths.
Hear me out.
Dragon Age is a game, and a game is not a book. A Dragon Age narrative is not done being written until you the player play through it and fill in the blanks. And you don't just play a role, as in define the player character and make choices for them. Through the interplay between your character and the world, trough the influence you have on the world and the people in it, you pick out the themes and meanings that your very own Dragon Age narrative explores and expresses.
It used to be a damn fantasy writer simulator. No wonder it inspired so much creativity.
Some of it was intentional, and some, probably, not. Some, but far from all of it was due to the infamous Dragon Age Grey Morality(TM).
(Where that Grey Morality(TM) was executed well, and where not is a separate conversation, and that conversation has very much been had, extensively, over the past ten years. I'm not getting into that here.)
Most of this effect, however, relied on the simple fact that Dragon Age never presumed to tell you what the correct themes and meanings of a Dragon Age story were. (Yes, you could arrive at some really unfortunate themes and meanings with the story building blocks given to you, yes, I know. But you never had to.)
You were asked questions (Yes, some of them were stupid questions). But if you were in any way interested in thinking about the messy source material presented to you, you immediately arrived at questions even deeper than the writers ever intended to ask, and weren't some of them just fascinating.
Veilguard, I feel, almost stopped asking questions. Worse, when it does try to ask them, it tells you what the answers are supposed mean. Literally. In a tooltip (!) in the interface (!!). There's a correct way to read Dragon Age now, somehow.
I'd say the most egregious example of this shift is Rook's unquestionable heroism.
We, Dragon Age and I, used to ponder the meaning of being celebrated as the hero, regardless of what kind of person you really were. Or the futility of trying to be the hero when all the societal systems work against you. Or the terror of being the hero, when you're suddenly forced to become a whole societal system yourself. My Dragon Age protagonists had a really sad and shitty time being protagonists. 'Twas good for their souls.
Enter Veilguard and Rook.
You start the game and you're introduced to Rook, the game's hero. You are repeatedly reassured that you're the hero, and Were Chosen For Reason. You can attempt to express doubt about maybe having made the situation worse, and you're immediately assured by your companions that you shouldn't. "You got this Rook", the game repeatedly says. (It's thankless work, fixing the world, Solas shares, but Solas is from a different game and probably didn't get the memo.) Everyone is actually super thankful to Rook, even the people you left to be blighted, you're a universally good influence, after all, and you couldn't be two places at once, any reasonable person understands. You're doing your best. Don't you worry, your best will be enough.
Oh, and just in case you're still having doubts, Rook, all your antagonists are mindless and/or power-hungry fools, and, like, elfy Thanos. It is objectively correct to oppose them. By doing so you're not just saving people but helping the world move past the violence of the past and into a brighter safer future.
Honestly, I don't think I have ever played a game that went to such lengths to assure you you're the Good Guy here. I've never played Marvel games though, are they like that? Is this why…
This is getting too long. So I'll sum it up as best I can.
Veilguard isn't juvenile in meaning, not really. In tone, yes, in meaning, for the most part, no. It does tackle some heavy stuff. But Veilguard knows what exactly it means to say and it will beat you over the head with its message, until you know it too.
And that, to me, for a Dragon Age story, is just sad.
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sirsagrell · 26 days ago
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I know a lot of people are going back to play previous DA games about now.
So… I remembered how 10 years ago I got so annoyed at a dalish elf inquisitor forced to ask Morrigan to elaborate what a Temple of Mythal was, I actually learned to mod that game and fixed it. Was my biggest contribution to fandom back then.
The mod's still on Nexus and should still work:
So if anyone's going back to play Lavellan in Inquisition on PC, maybe this will be of interest.
Happy New Year or something.
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sirsagrell · 28 days ago
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While I'm usually critical about Veilguard, and will probably continue to be critical, I want to switch gears for a bit and engage in some positivity. Because there are things in it I liked and I don't want to lose sight of them.
So this is a collection of random Veilguard positivity rambles about some things I genuinely liked:
The entire character of Davrin: Davrin and his confusion about sacrificing himself as was expected of him but surviving, Davrin and his complicated but constructive relationship with his heritage that informs everything about him. Davrin knowing what is and isn't a monster, and giving Isseya her name back. Davrin is just very Dragon Age to me. Also holy shit, hot.
Generally, most of the stuff that surrounds the Wardens - the Hossberg Wetlands, the siege of Weisshaupt, the wardens Ivo, those records about the first qunari Warden, the First Warden trying to take the sacrifice of killing Razikale upon himself, the fucked up fortress for hiding fucked up stuff, the surviving wardens saying fuck it post-Weisshaupt and turning the joining into a blight vaccine.
The flowers in Hossberg quest (or was it a hidden quest?). Loved that. Flowers starting to bloom on previously blighted land was a plot point in that DA fic I outlined in my head 10 years ago and never wrote.
While I'm on the subject of plants, Harding's greenhouse was just stunning. Went to just stare at it multiple times regardless of Harding having anything to say to me. And it's thematically resonant too.
Neve as a concept seems like a character designed specifically to appeal to me personally in every way possible. If I was a Dragon Age character I would want to marry Neve. In my actual playthrough Neve never quite stuck, but I wasn't playing myself, I was trying to play a character who fucking hates Tevinter. So I am actually considering doing a separate Neve appreciation playthrough, and I have never replayed a game just to get more of one particular character before. You are too alluring, Neve.
Taash is interestingly and realistically flawed. People like to critique their coming-out scene because Shathann wasn't even really rejecting them, rather trying to understand them through concepts familiar to her, but I like it as written. You get so used to your mother being relentlessly critical of you, you work up the courage to have this important conversation because you know that is the right thing to do, you come prepared to stand your ground, you've been imagining everything she will say and rehearsing what to say back, and when she's honestly trying to understand and reach out, you don't even really notice it and lash out anyway, because you expected this conversation to go badly. This is very human.
Also, I vibe with Taash a lot. I too am socially challenged, sometimes unintentionally rude, surrounded by things that are certifiably messed up, struggle with cultural shit, and think dragons are the best.
I honestly liked the hair. Especially those luscious curls on Teia. This might be the first game I played where hair wasn't some kind of a distracting eyesore. I kid you not it improved my immersion.
I don't actually remember if it was like this in previous games, but I am very glad they labeled the flirt/romance dialogue options in the most unambiguous way possible. I played Baldur's Gate 3 recently and the most seemingly innocuous dialogue options led to flirting all the time. I realize this may be a me problem (see above, socially challenged), but having the options labeled and never having to reload because I'm not trying to flirt with you dammit is very relaxing. Which reminds me.
I think, that despite all its flaws, and weird narrative decisions, and wild shifts in theme and tone, Veilguard still made a better attempt at saying meaningful things than everyone's game of the year 2023 Baldur's Gate 3 did (runs away and hides under a rock).
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sirsagrell · 29 days ago
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This is a good rant, it brings up all the things that bothered me about Solas' plan and Veil story line.
I was always in the "It should have just been timetravel" camp. To the point I remember being convinced it would be timetravel, when I first finished Trespasser. I think it could have been written not to be silly.
For one, it's simple and requires no additional lore to be invented: first, it actually restores a lot of what Solas identifies as his people. Then, to go back and change some terrible thing in the past you have to undo the entire present, that's why the whole world would die. And to travel back in time 10 thousand years you probably need to tear the whole Veil down first.
As to the motivation: there is existing, well set up motivation for Solas (extremely ruthless, but never actually wants to cause harm), to decide to do this (aside from just thinking ancient elves superior). It's the Blight. Solas was depicted to take the Blight very seriously. Solas bitterly criticized every attempt to do anything about the Blight anyone ever made. Solas showed no indication he knows what a right way to deal with the Blight is. Solas could have decided that there is no way to stop the Blight before it eats the whole world, and the only way for anything to survive would be to go back and undo its creation.
Which feeds into thematic bits that BioWare, presumably, wanted to hit with Solas: "present society with no/slim chance of survival vs past society with better chance of survival" can be a trolley problem, when you have access to timetravel. Thinking the past society has a better chance of survival can be a typical Solas bias. "I, the knowledgeable one, see no hope, therefore there is no hope" is exactly Solas' type of hubris. And it naturally lends itself to a scenario where you convince him there is in fact another way - there's hope for the world that is, and he should maybe accept what he's done and let the world (which is more than what he did to it) take care of itself.
It also sets nice parallels with the player character(s). What if we're wrong here? If this is a world-sized trolley problem, we could be. Are we willing to solve it based on little more than hope or the fact that we prefer our familiar world? How are we better than the antagonist then? Also the inquisitor already did exactly this, if on a smaller scale. They literally landed in a scary future that looked doomed to them, probably in the epicenter of all the awfulness, with people stuck in worse-than-death states, and within an hour decided it was doomed and rolled it all back. What if we were all someone's perceived-doomed future all this time?
Sorry for ranting back at you, I may have too much free time right now, and this part of Veilguard keeps bothering me.
I've been wanting to find a way to articulate more of my thoughts about what Veilguard ultimately did with Solas and why it feels like they did and did not take him out of character to me, because said thoughts are a mess.
And fair warning that this is going to be critical of Veilguard (and Inquisition a little bit) because essentially I feel like what they did is soft-retconned key parts of the narrative to make Solas both more sympathetic and less sympathetic in ways that are (imo) a disservice to the character.
Let me explain,
Part 0: This is the page I am on
First off let me open by saying that I always thought of Solas as someone who, in regards to his main plans, knew exactly what he was doing. I think it makes the most sense that someone who has been waging a war against vastly more powerful opponents for literal millennia be intelligent, decisive, manipulative, and unwilling to leave things to chance. I think it makes the most sense for such a person to rarely be wrong in evaluating and executing his intended plans, because against someone with literal godlike power being wrong would presumably mean being dead.
I also think it makes the most sense that such a person, who was continually given extremely difficult choices during his years of leadership, to have gained a level of ruthlessness that few other characters in the setting can claim. I think it makes sense that such a character could become horrendously bigoted, as well as jaded, by their own (again, millennia of) negative life experience. I think it makes sense for such a character to become proud to a fault, convinced that they are correct in what they do, even at times when they don't want to be.
At the same time, Solas is also portrayed as being highly principled. At least, I think that was Weekes' intention with the character. You can see at multiple points in Inquisition, through banter and approval, what things he feels the most strongly about and how he does not like to compromise on them. Protecting and nurturing free will, doing your duty to your people, and never doing harm (without a good cause rlly important clause there lmao) are common points suggested with him. Slavery in all its forms is a particularly sore point with him.
I've always thought that Solas' biggest flaws interacted with his guiding principles in interesting ways. That both combined to make him into an extremely dangerous, but understandable (if not sympathetic) antagonist.
I don't vibe with takes that all of Solas' principles are a smokescreen and he's just selfish or just nursing a bruised ego. Don't get me wrong, he says some thoughtlessly cruel things in Inquisition that I can see why the most critical fans feel the ways they do about him. But imo there's a lot of stuff he says and does that is narratively meaningless if caring about people (his people first and foremost, but other people as well) is not a core part of his character. For all his flaws, I personally never got the impression that this was the intention.
Though I also don't vibe with takes that Solas, in his goals and plans to achieve them, is objectively correct either. I think a lot of it comes down to what Solas' actual plan for the veil is and why he's tearing it down in the first place.
Part 1: Solas' Plan (and Lack Thereof)
Veilguard portrays (or at least casts judgement on) a version of Solas who is going at the Veil without much of an actual plan. He is demonstrated as having made a prison to keep the Evanuris from escaping when it comes down, yes, but that's clearly a side concern. He claims he will try to minimize the damage to Thedas, and this is explained to mean that he planned to have spirits intervene to protect people from demons, which is an extremely uncertain method of limiting casualties.
The game refuses to even address what he thinks is going to happen to the elves when the Veil comes down. To go by Epler's AMA response, he seems to just be blindly assuming that all elves will become immortal again when exposed to that much magic, and the game does not suggest one way or the other if that is actually true--the motive to give elves back their immortality is only even suggested in one missable sidequest cutscene.
It's very strange to me that now, with the story finished and the franchise never planning to come back to it, we still don't get an elaboration on what Solas planned. What he was expecting to happen. Unless I missed it, the only explanations we get of what will happen when the Veil comes down, and thus the only thing we can accept as being true, is that the world will be "flooded with demons" and the result of this will be that "thousands of people" will die, and ostensibly the elves will regain their immortality (and command of magic, but iirc even that isn't stated and is just an assumption.)
I absolutely did not think that was the entirety of Solas' plan to bring back the old world. You know why I didn't think that?
Because we heard Solas' original plans in Inquisition.
Low approval dialogue, if you argue with Solas that he should be helping the elves, has this gem of a line:
PC: The man who has lived half his life in the Fade has no ideas? Solas: Not unless we collapse the Veil and bring the Fade here so I can casually reshape reality, no.
At the time, this line is treated as sarcasm or an intentionally absurd suggestion he made because he's irritated with you. But in Trespasser, once you learn the truth about who he is, there is another line of dialogue that suggests that this was actually what Solas intended initially.
PC: What would have happened if Corypheus had died and you’d recovered the orb? Solas: I would have entered the Fade, using the mark you now bear. Then I would have torn down the Veil. As this world burned in the raw chaos, I would have restored the world of my time… the world of the elves.
Isn't this wild?
His plan was actually even worse than Veilguard suggested it to be. It's not that he's okay with some collateral damage to (somehow) restore the elves. He was okay with the entirety of Thedas as being collateral damage. To me it doesn't even sound like the demons themselves would have been the problem, moreso the primordial energy that would spill back in.
And we'll get into what else Trespasser suggested about his plan in Part 2 but the point is that the Veil coming down is portrayed as only being step 1, and step 2 is something that Solas has to guide himself. Even the ending of Veilguard suggests this a little bit? I don't know if intentionally, though. Solas, in the ending where you attack him, has a throwaway line about the "enchantments" needing a "delicate touch" as he goes to finish his ritual, which strikes me as an odd thing to say when the Veil was already falling down and that was the only part of his plan that the game dwelled on. It only makes sense in light of the Trespasser conversation, but I feel like the rest of the game ignores parts of the Trespasser conversation, so I don't know what to think.
Veilguard just isn't interested in exploring what this guidance on Solas' part looks like or what it would actually do to the world. It's content to be vague about it. I am not. I did not want it to stay vague at this last stage of the story.
What enchantments? What are the limits to this reality reshaping he mentioned in Inquisition? How did he intend to restore the Old World? How, specifically, did he think this would be helping the elves? Is there a way that the Veil can come down and not kill everyone in Thedas?
The intelligence of Solas' plan, and therefore his character, depends on the answers to these questions and I never got them! The game won't reward me for making assumptions on them either because the overriding narrative here is "the Veil can't come down, no matter what" so there's no reason to examine what he wants to do with it.
I also think it's weird that they changed it to a comparatively flimsier "thousands of people will die" anyway. I've seen multiple players point out that likely way more people died in the Double Blight that came from disrupting Solas' ritual than the amount of people the characters say would have died if we hadn't. Players who suggest that the resultant disruption to Thedas was so great and the Veil coming down so undersold as a threat that they actually blame Rook not helping Solas with his ritual in the beginning. Which is obviously not the narrative the devs wanted here. If they'd made it clear that Solas planned to destroy all/most of modern Thedas (even if reluctantly) then we wouldn't have this dissonance with players so much, I think.
But in regards to "getting him his goals", I think the intelligence of the plan also relies on figuring out what those goals even are. Veilguard was not terribly interested in those either.
Part 2: Solas' Motivations (and Lack Thereof)
Much like Veilguard evades telling the player what specifically Solas was planning to do with the Veil coming down, it also doesn't really touch on his motivations?
Harding suggests at the opening that he wants to bring back the old world because it is "beautiful". Solas himself claims he has to take down the Veil purely because it is "unnatural", a neutral fact that doesn't address anything, and because it is a "wound" on the world, a negative phrase which is nonetheless not defined. What does it mean that it's a wound? What is happening to Thedas because the Veil is in place? What are the ramifications of leaving it up? I saw little explanation of that in this game, despite previous entries leaving a lot of interesting details to draw on.
We know from the introduction that Solas bringing the Veil up made the elves mortal and destroyed their world, and one of the mural cutscenes suggests that taking it down might give elves their immortality back. So that's another one.
But his main motivation in Veilguard is presented to be simply the fact that Solas regrets having put it up in the first place. In the ending of the game, when he is trying to explain his reasons to (potentially) the literal love of his life who is begging him to stop what he's doing, the reason Solas gives is that if he doesn't take down the Veil then Mythal will have died for nothing. It's the Sunken Cost Fallacy. Yes, he also says that he will "destroy the world [Mythal] loved" but he doesn't elaborate on what this means, just like the "wound" comment, even when it would have been extremely relevant and helpful to his cause to lay his cards on the table here and be honest about what he wants if there is more to it.
So players who have never played prior games are forced to conclude that Solas has no good reason to take down the Veil.
Which might work well enough for Veilguard's narrative of Solas, but it certainly makes his "don't you think if I had another way I would have done it?" to Varric and his "I would treasure the chance to be proven wrong" to a friendly Inquisitor meaningless phrases in retrospect. I personally don't find it more compelling when a heretofore intelligent and principled character breaks their principles for no good reason. I prefer a principled antagonist who breaks their principles for an understandable reason, a reason that the protagonists will have to put in real work to challenge if their goal is to redeem said antagonist.
And I think prior to Veilguard, Solas' motivations were ones that were worth challenging.
Part 2A: Solas' People (and Lack Thereof)
For example, he wants to bring down the Veil to help spirits. There is dialogue between him and the Inquisitor early on that in the days of Elvhenan, spirits were everywhere in the waking world because the waking world was filled with magic. Cole in Trespasser can suggest this too, as a spirit Cole is ecstatic to realize that he "belongs" in the mortal world as much as he does the Fade once they learn that the two were once the same thing. There is an implication that spirits who wish to visit the mortal world become demons because they can't do so without possessing something (unless they are extremely powerful.) Similarly, in Inquisition many spirits were forcibly pulled into the mortal world and twisted into demons in places where the Veil was torn, because they couldn't handle the existential crisis that is a world without magic. The most spirits who show up in Thedas in this setting, do so in places where the Veil is thin, and the Veil is only ever thin in places of great suffering, meaning those spirits reflect that suffering themselves.
Not only does Veilguard never examine this concept as one of Solas' motivations, but they seem to have tried very hard to erase the validity of it from previous games. You would not know, playing Veilguard, that most spirits cannot enter the mortal world without a physical vessel, or that the Veil has been detrimental for spirits. Spirits are all over the Crossroads, and the implication is that they could always go there. You encounter plenty of them in Rivain, Nevarra, and Tevinter, and they are happy, healthy, free, uncontained to a vessel, and even largely capable of retaining their selves under pressure. This is entirely at odds with previous depictions of Thedas and its relationship with spirits. Yes, Nevarra and Rivain have more welcoming cultures and so it makes a little more sense (though not terribly so imo) for you to see more of them around and treated better, but it's not like anyone acknowledges this as outside the norm for the rest of Thedas. Inquisition in particular made a point about how much people hate and distrust them because they're such an unknown to mortals. In Tevinter, they are technically as much victims of magister slavery as elves, at least so Dorian and Solas' banter suggests.
Solas wanting to make the world better for spirits is a particularly important goal for him in retrospect because he was once a spirit, so it's a low blow to his character that it's never acknowledged in this game about stopping him.
But anyway, now we have the whole deal with the elves. This is where I see a lot of the discussion divide. I've seen people argue that Solas should have been allowed to enact his plan because it would end the very real oppression and cultural genocide that elves are facing, and I've seen people say that his plan would not have actually helped the elves at all and so it was a bad plan. I'm not sure how I feel about these takes.
Mostly because I personally did not think that Solas' plan, at least initially, was to end the oppression of elves. I think that if he'd been allowed to carry his plan out, the oppression of elves would end, but only because the entirety of Thedas' oppressive power structures would cease to exist along with its society. I did not think his true goal was to give modern elves their immortality back either, though I guess I can say I judged him wrong on that front in Veilguard. I thought, at best, that helping modern elves became a secondary goal for him later down the line, once he realized modern Thedosians are people--and for a low approval Solas may he rest in retconned peace it was a benefit to help him recruit. In The Dread Wolf Take You, for example, he does have a comment to Charter that the "elves that remain" like her might think his world is a better place when he's done. This could have been a lie to let her think better of his goal, or it could have been the truth and his intention was to somehow spare at least some of the elves what is coming.
The reason I believe that it is only secondary, however, is because Solas for most of Inquisition does not consider modern elves to be his people. He makes it clear he does not identify with the Dalish early on, but even when it comes to non-Dalish elves, which he ostensibly is, he has this line towards the Inquisitor after the Wicked Hearts quest:
PC: I hope Briala uses her position to help your people. Solas: How would helping Briala help… Oh, you mean elves! Solas: I’m sorry, I was confused. I do not consider myself to have much in common with the elves.
PC: Nor should you. You’re not defined by the shape of your ears. They’re not your people. Solas: No, they are not.
This whole exchange can be kind of dfgkdfkgksd ehhh but I think the salient point is that Solas does not identify with modern elves and slipped up when he made this clear.
And yet, he does have people, he isn't just a solitary misanthrope like he tries to shake that off with. He clearly does have people and moreover it is for them that he is doing what he's doing.
Trespasser has this line, for example:
PC: You’d murder countless people? Solas: Wouldn’t you, to save your own?
Consider also that there is an aspect to his motivations that he deliberately refused to tell the Inquisitor at the end of Trespasser.
PC: Why does this world have to die for the elves to return? Solas: A good question, but not one I will answer. Solas (high approval): You have always shown a thoughtfulness I respected. It would be too easy to tell you too much. Solas (low approval): You will survive this day, Inquisitor, and though I owed you an explanation, I will not give you tools to use against me.
I find this exchange so very interesting. There is a reason why the restoration of his world has to result in the end of ours, but he won't tell us because he believes it would give us the tools to stop him. Even on low approval he is comfortable with us knowing that he intends to destroy the world, but not the reason why he has to.
As far as I can tell Veilguard didn't do anything interesting with this. But originally I thought it had to do specifically with his people, the ancient immortal elves, and what he would do to get them back. To bring it back to a previous point, I did not think that it was just in giving the modern day elves their immortality back because I can't see how telling the Inquisitor this would give them the tools to use against him, especially if you yourself are an elf.
I know I saw some people speculate that Solas was trying to bring them back with time travel, as a reference to the Hushed Whispers quest, but even though I could see the Dragon Age devs doing that because the time travel stuff was silly in the first place and yet they decided it was a good plot point anyway I didn't think that was it either? It didn't feel thematically punchy enough.
And as a warning the next section will be getting into more speculative territory, but
Part 2B: The Ancient Elvhen (and Lack Thereof)
So, I don't think it's a huge secret that Inquisition presented the idea that the immortal elves of Arlathan never entirely went away.
We see this in the fact that there are immortal elves, obviously. Solas, Felassan, Abelas, and the rest of the sentinels at the Temple of Mythal are all elves who lived in the days of Arlathan, and yet are still alive thousands of years later, walking about in modern day Thedas. Furthermore, Solas in particular hints to Abelas that there are even more immortal elves than him. Consider the fact that if you're a Lavellan in the temple, Abelas distinctly denies that you number among his people, and in fact if I'm remembering rightly, calls you a shemlen regardless of your race.
And yet when speaking with Solas, he has this to say:
Solas: There are other places, friend. Other duties. Your people yet linger. Abelas: Elvhen such as you? Solas: Yes. Such as I.
Solas who is, of course, an immortal elf. It's even possible that he is one Abelas knows personally, given the importance Solas once had to Mythal. My Lavellan listening to that like wtf :(
Consider also the banter that Solas can have with Cole, if you romanced him and got to the breakup scene after this quest:
Cole: He hurts, an old pain from before, when everything sang the same. Cole: You're real, and it means everyone could be real. It changes everything, but it can't. Cole: They sleep, masked in a mirror, hiding, hurting, and to wake them... (Gasps.) Where did it go? Solas: I apologize, Cole. That is not a pain you can heal.
This banter is never examined in Veilguard! Who is hiding? Who is hurting? The fact that "waking" them is on the table suggests to me that it is sleeping elves, perhaps like the sentinels who only woke to defend Mythal's temple and slept the rest of the time. In the context of Cole trying to explain to Lavellan why Solas broke up with her (and more important, Solas wanting to make sure she does not know this information,) I thought this line referred specifically to Solas' true people, the reason he was doing all of this.
The idea that there are other ancient elves out there, sleeping somewhere, suffering for some reason, as they wait for the Dread Wolf to bring the Veil down and wake them. The "masked in a mirror" part felt especially interesting to me because there's a part in the Masked Empire novel where Briala and Felassan (among other people) come across a couple elves that were allegedly sleeping in Uthenara, in a location they were only able to get to by traveling the Crossroads, which are located through eluvians. In that scene, Felassan gets very upset to see that these particular elves have apparently been killed in their sleep.
It makes me wonder if this is why Solas had to hide this possibility from the Inquisitor at all costs, especially from a low-approval Inquisitor. His motivations for doing all of this are the countless elves, his version of elves, who are scattered all over and currently helpless as they sleep. I can't help but imagine that a particularly desperate modern Thedosian might consider if removing the Dread Wolf's reason to bring down the Veil might not be the only way of stopping him from doing it.
Veilguard doesn't follow up on any of these plot threads. In fact, someone who has never read the novel might even come away from the game with the impression that Solas and the Evanuris are the only immortal elves that survived to Modern Thedas, as even Felassan's role in The Masked Empire is obscured from the player.
It's a shame because if they'd kept this plot point relevant it would have been a major challenge to overcome in persuading Solas not to bring down the Veil. Presuming he is talking about the ancient elves, Cole's dialogue suggests to me that it is the process of waking them, or some element of it, which necessitates that Solas destroy the rest of Thedas.
This brings up an important question, potentially even a difficult choice. Which society do you think is worth saving? Would you be willing to let an entire people sleep and suffer for eternity just to preserve your way of life? Could you convince Solas to allow that? Solas, who sees Thedas as so corrupt and terrible to elves and spirits, who fought so hard to give his fellow elves a more ideal world which never came to fruition?
Also yes the sleeping and suffering to preserve your way of life thing IS ironic because that is exactly what he did to the titans but the game was so uninterested in exploring that too.
And like, to be clear, I never thought that Dragon Age would actually have the player make that kind of terrible choice. Even in Origins you were sometimes given the chance to take a third option that benefited everyone if you did a bit of digging. And both Inquisition and the opening of this game teased the idea of you convincing Solas there was another way. I guess what that third option actually looked like would have depended on more specifics. Mainly, why waking them requires that modern Thedas be destroyed.
Ehh I wonder if any of this was even on the table when Trespasser was written. Maybe I read it all wrong.
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All in all, I personally did not really have a problem with what Solas was willing to do in this game. But when it came to the "why", I found myself really struggling with it after thinking about it for a while.
At the very least, I feel as though what I speculated above would have made Solas' motivations more understandable, even if, again, it did not ultimately make them sympathetic. Going just by what is shown in the game, Solas' actual motivations in Veilguard are not nearly as understandable to me, especially because not even a single elf or spirit is shown as wanting him to do it dfkgksdfk.
And clearly that is what they wanted for this narrative, but I can't believe it makes him more compelling as an antagonist in the franchise as a whole. I like him as a classic trolley problem dude.
Also he literally ignored Mythal when she told him not to do it in the regret mural and yet it's Mythal telling him he doesn't have to do it later that finally makes him stop? I guess Flemythal didn't realize the code word was "I release you from my service" or smth
Also,
Idk man. Thinking about it and I'm still so sad the ancient elves were a dropped plot point. I guess it's possible, with all the racism already shoved offscreen in this game, that onscreen racial tension between even these two different factions of elves was too tall an order.
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sirsagrell · 2 months ago
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So I literally created this account just to read people yelling about Veilguard on this website, and I'm predictably getting sucked into participating.
Disclaimer: I've always been the "it's good enough to hook me hard, but now I have to mentally rewrite the story in my head to really enjoy it" BioWare fan. I'm self-aware enough to realize, that when I think something should have been done a certain way to do justice to the story told so far, that story told so far may not have been there in the games that BioWare actually made.
I will, as such, try to stick to the Dragon Age that exists and not the one in my head, when writing about Veilguard. Will I succeed? No idea.
With that out of the way:
There is a lot of valid criticism going around about the sanitized/whitewashed/shallowly inoffensive writing. I agree with a large portion of it, and don't have much to add. A lot of the writing fell flat in a lot of the ways it never did in BioWare games before. Not all of it, though. There were moments of brilliance here and there.
But I think my actual main problem with this game boils down to something that isn't talked about much in the critiques that I read.
Specifically, that Veilguard should have been the ending of this series.
But instead, they tried to make Dragon Age yet another one of those fictional universes that they wouldn't fucking let go of.
I think it is very important to let stories end. It is very important to let go of entire settings, especially the most beloved ones. Because if you don't, they fossilize under the requirements of nostalgia and the need to stay recognizable and quickly turn into this hopeless cycle of increasingly warped self-repetition where everything always comes back to the status quo and engaging with the setting in any way leaves a taste of existential dread in your mouth.
(I'm looking at you, Star Wars. I will insist that KOTOR II was the best thing ever written in that setting because it broke the fourth wall, pointed a finger at this exact phenomenon, and said "look what you're doing to us")
(Or maybe that's just how I remember it, because that's how I overwrote it in my head)
(I think there's a profound point about possessive love to be made here somewhere, but it's late and I'm too tired to look for the right words)
Anyways.
If Veilguard was the ending of the series, it would have at least set itself and all of us free from that.
It could also have attempted to say something more meaningful than world is good and always worthy of being saved. Like, people complain that Veilguard couldn't handle variable world states going in, and I get that, but I think the even bigger missed opportunity is that, having to account for more games in the setting, BioWare couldn't afford having varied world states coming out of it.
We save the world from mad tyrants, and a blind broken man, and that's it.
But there was setup for so much more here. I'm sure I didn't hallucinate it.
We're never asked what it actually means to save this world, and if it means the same thing for everyone.
We never have to wonder if it could possibly be us who are the blind and broken ones here, unable to turn from a dead-end path, because it is the only one familiar to us.
We never discuss what specifically it means for the Veil to go. It just defaults to DEMONS, BAD, and all the interesting foreshadowing for the Veil maybe coming down that we previously had goes completely out of the window.
And so we're never given the choice of what to do with this world. And we can't stop to really contemplate how fucked up it actually is for flawed individuals such as us, or Solas, or the Evanuris or whomever, to have the power to make decisions for a whole world to begin with, no matter how good we think our intentions are.
Just now realized how apt Veilguard is as a name for this game. Makes me wonder what it was, before it got that name.
It will be ironic if, despite all the work they did to make sure there is room for more sequels, and all they had to throw out to get a clean simple world state, this will actually become the last one in the series.
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