#CAPTURE YOU OR SET YOU FREE
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bunniklino · 5 months ago
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SONIC DOODLES
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sonic shorts 9 went hard
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um uh. I am all of me from the shadow the hedgehog ost amiright?
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infizero · 3 months ago
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HES SO CUTEEEEEEEE oh my god they captured him perfectly. hes so fucking cool and badass and hes also adorable IM GOING TO CRYYYYYYYY
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clegfly · 14 days ago
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Explodes her with my mind
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void-tiger · 2 years ago
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[grasps the endless like a bunch of colored pencils.]
[makes them become semi-functional siblings that realize they care about eachother even without being asked first, pay up later.]
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yawnderu · 2 months ago
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A one-night stand with Simon completely ruins you for any other man.
His hands are forever tainted with blood and sin, yet despite the callouses adorning the rough skin, Simon’s touch is uncharacteristically gentle for someone his size, nearing a dangerous softness that has your heart beating faster by the second. 
His grip on your hips tightens, pulling you down onto his thick, hard cock, the flared tip slamming into the depths of your cunt, every single sensitive spot stimulated, the sound of flesh hitting flesh echoing through the dimly lit room, mingling with your moans.
“Look at you.” His deep voice is thick with approval, tired eyes tracing the line of your collarbone, the swell of your tits, the curve of your waist, admiring you like you're nothing short of a work of art. So fucking perfect, and all his for the night. 
“Fuckin’ beautiful.” More than death’s instrument, Simon Riley is just a man, unable to resist temptation— unable to resist the pleading look in your eyes, silently begging for more. His grip on your hips falters, one of his hands trailing up your sweaty, warm skin, pulling you down until your face finds shelter on the crook of his neck, your soft lips hovering over his pulse, a silent display of trust given with such ease to a complete stranger. 
He pulled back and thrust inside you again, setting a less brutal rhythm, nothing in his hazy mind but the goal of making you cum first.  He couldn’t help but reach between your bodies, applying light pressure on your swollen clit as he fucked you deeper, his thick tip ramming against your cervix over and over, his breath hot against your skin with each groan leaving his lips.
His free hand comes up to grasp your jaw, fingers lightly digging into the skin as he captures your lips in a searing kiss, his tongue tangling with yours in a primal dance of lust. The bitter taste of tobacco and bourbon in his saliva makes you whine, your soft hands coming up to cup his cheeks, half-lidded brown eyes meeting your gaze when you pull away.
“Fuck… gonna cum.” Simon’s breath grows heavier at the pure hunger in your eyes, dancing along a vulnerability he wasn’t used to. Amid the pleasure coiling in your stomach, your hips begin to move to match his intense pace, meeting his thrusts halfway. Simon’s thumb presses harder against your swollen clit, circling it slowly, your walls tightening around his aching cock, dragging a quiet, muffled moan out of him.
“That’s it, sweetheart, cum for me.” Simon’s voice quivers as he lets out a low groan, his free hand going down to grab a handful of your ass, the fat and muscle seeping through his fingers when he squeezes. He pushes deeper into you, trying to reach that blissful peak you both crave. His thrusts grow more desperate, a familiar tightness in his lower stomach threatening to make him cum, using your body as leverage to fuck into you harder, deeper. 
“Oh… oh, fuck.” His cock twitches at your whiny moans, your walls growing even tighter around him, eyes rolling back as you finally collapse on top of him, heavy breaths leaving those soft lips he has grown to adore. Simon follows right after, unable to hold himself back, burying his cock inside you as deep as possible. Ropes of thick, hot cum paint your insides, marking you as his, even if only for that night. 
“You okay?” He tucked your face into his neck, allowing you to breathe in his scent— cigarettes, gunpowder, and the faint smell of licorice. He leaned down, pressing tender kisses all over your forehead and cheeks, not minding the thin layer of sweat coating your skin. His hands are warm and gentle, running up and down your back as you both catch your breath, giving you time to recover. 
“Mhm.” He pulled out of you slowly, tugging you into his side, his hand drifting down to your belly, rubbing circles on the tender skin to soothe you, his other hand pulling you closer, the aftermath of your passion lingering between you. Your fingers linger on his side, hesitantly running up and down, feeling the multiple bumps from old scars, gently rubbing a particularly bad set over his ribs.  His breath hitches, yet he remains quiet, allowing you to have all of him.
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totalswag · 13 days ago
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hii, I’m not sure if you take request still but if so is there a possible way you can do a drew x singer!reader one shot take on how Sabrina “arrests” her fans before performing Juno for being too hot but the reader does it to Drew during her shows please ���🏼
arrested for being too hot — DREW STARKEY
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authors note THANK YOU FOR REQUESTING THIS!! my request box is still open so feel free to send me any ideas regarding singer!reader or regular fic ideas you’d like me to write. this was so much writing too. thank for all the love on my last fic lovies <3
taglist ⤕ if you would like to be notified every time i post you will type in your username then be all set.
summary "arresting" drew, your boyfriend, during your show before performing your song from your new album.
warning(s) none!
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You are on tour for your new album in-front of thousands of fans almost every night. You worked hard on this album and it turned out wonderfully. If it weren’t for the amazing fans of yours, you don’t know where you’d be in your career— they are the reason you are doing this.
Half way into the show— going amazing. The crowd tonight isn't disappointing you. Everything you've hoped for on this tour. You've performed eighteen songs and about to go onto your nineteenth. Played musical spin the bottle not long ago which was really fun.
Before Juno, you begin with a small "skit" where you call someone out in the crowd, arresting them for being too hot. This became a thing after your first show of the tour and doing it ever since. Plus, fans absolutely love it. Interacting with your fans has always been something you did and create those bonds.
Drew, your boyfriend, is attending the show with Madelyn Cline, a mutual friend and cast-mate of Drew's. You told him earlier today you wanted to arrest him in the middle of the show to get the audience excited and it would be fun.
Drew was all for it, and he didn't want you to tell him what you were going to say—he prefers surprises.
Your pink, glittering, dazzling clothing was sparkling in the lights. You pressed your free hand to your brow as though you were looking around for a call. With security, you could see Drew and Madelyn making their way to the front.
You begin by adjusting your earpiece while moving around the stage in your long skirt. "You guys know that moment when you are in a room filled with such beautiful looking people that you start to feel overwhelmed?" When fans applaud, you smile.
"Oh, girls, I think I just seen my future husband in the front row! Oh my god, girls, come here, come here," you say anxiously into the microphone, beckoning them over and waving your free hand.
You turn to face Drew as the girls approach you, asking, "Do you see that gorgeous looking man over in the front row with his arms crossed in the tan shirt?" You speak into the microphone aloud, pointing to Drew in the crowd.
Your girls joyfully waved at Drew while placing their hands on your shoulder. As Drew blushes on the big screen, the crowd reflexively turns up the volume in the arena. 
"What's your name handsome?" With your head cocked slightly to the right toward your shoulder, you inquire in jest. 
"Drew!" You can hear him when he places his hands on the side of his lips. He gives you a childlike smile and a flushed face.
You say, "I'm sorry I couldn't get that?" as though you couldn't hear him. Leaning forward more, you place your free hand behind your ear.
He shakes his head and utters "Drew!" a little louder. 
"Oh my Drew, I must say that you must be a magnet because you drew me in" brings a smile to your face. Your tone indicated that you were trying quite hard not to laugh, yet you kept your calm brilliantly.
Fans had their phones out, capturing the entire interaction. Nobody would have expected Drew to be the person arrested at your gigs since the tour began.
"Drew, you are under arrest for being too hot," you say aloud, smiling and pointing at him— fanning yourself, moving your hips side to side as the sound of sirens going off with blue and red lights behind.
You put your left elbow against your girls shoulder, "guys do you ever just see someone so good looking that you just don't know what to do and all your clothes fall off in that moment" your long skirt slips off smoothy.
"Like your brain just like malfunctions and like I just wanna handcuffed to you now like," one of your girls puts the pink fluffy handcuffs into your hand, you kneel down, "do you know what I mean? Will you take these from me?"
Drew is overwhelmed in this very moment— it's very obvious how much you are affecting him. Drew gives you a gimme me gesture with his fingers, ready to catch the hand cuffs.
He takes them in his hands, looks down, and feels the smooth texture of the fuzzy. He tilts his head to the side before slowly glancing up at you with a smirk—keep in mind that he's still on the big screen.
"We're gonna sing this one to you, Drew."
Juno's song intro starts playing. You wave goodbye to Drew and Madelyn as you return to the center of the stage. You could hear the two begin speaking to fans in the distance.
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Drew and Madelyn met you in the dressing room following the show. After giving Madelyn a hug and thanking her for attending the event, you moved to approach Drew and put your arms around his neck while grinning.
"That was insane," Madelyn exclaimed, pulling you into a hug. "What about the full call-out and the handcuffs? Iconic! "You're the talk of the night; everyone is crazy about it."
You giggled as your face heated up. "It seemed right." "You should have seen his face!"
She laughs, "I got the whole thing on video, I'll send it to you later."
"I'm going to give you two some alone time, but you did such an amazing job tonight and looked so hot doing it," Madelyn adds, taking your hands in her and wiggling her brows. 
"Thank you, babe. I love you always," you say, hugging her before she leaves you and Drew alone. 
When you close the door, Drew comes behind you, placing his arms around your waist and kissing you on the cheek, making you laugh with the tenderness of his lips.
"I'm so proud of you baby, you did such an amazing job on stage and looked unbelievable in your outfits made me feel like the luckiest guy in the entire world." He expresses emotionally, which uplifts you. 
"Coming from you, it warms my heart baby. Forever grateful to have you in my life," you smile softly, leaning against his chest, feeling that sense of warmth you always feel whenever you are with him.
"And I'm forever grateful for you" he quietly responds, kissing the top of your head.
"So what are we gonna do with those pink fuzzy handcuffs?"
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my taglist!
✰ if you would like to be added to my taglist and be notified whenever i post please let me know in the comments or in my ask box. if there's a line across your name that means i couldn't find your account.
@superlegend216 @skyslowalking @germcana @the1nonlyariana @mymultiveres @kiiyomei @chenslucy @rafeyslamb @rosezza @runningfrom2am @kneelarmhstrung
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valiasims · 6 months ago
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Baker's Kitchen Collection Part 2
Hey everyone!
Finally I'm uploading my new set which - as you can see from the earlier WIPs - is a clutter set which will go well with my previous collection. I tried to capture the chaos of baking when everything is out and there's a beatiful mess in the kitchen.
My aim was to theme the object around baking bread. There's still so much more I could have included but didn't have the time for it but I think these clutter items will fill up your kitchens and add a homey feeling to it.
I made a retro inspired stove and I'm really proud how it turned out. It can go well with a rustic kitchen but with a luxury kitchen as well. The bigger size is 1,5 tiles wide so for best placement you will need to turn on the half-tile placement with the F5 key.
I hope you like this collection and feel free to provide any feedback.
Have a nice day!
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Stove (1 tile, 1,5 tile)
Folded tea towel
Tea towel (to put on the edge of the surfaces)
Scale
Measuring cups
Spilled flour
Flour sack
Dutch oven
Dough scraper
Tray of croissants
Tray of cinnamon rolls
Chopping board (two version)
Croissants
Bread
Baguettes
Bowls
Bowl with tea towel
Bowl
Big bowls
Basket with rolling pins
Banneton basket with bread
Banneton baskets
Egg holder
🔹 Compatibility All items are Base Game compatible. 🔹 TIP You can find the items easily in your Build Catalog if you type in "Baker's Kitchen" or "VALIA". 🔹 Info - Low poly, new, maxis match meshes- Since some items share the same texture you need to have them in your mods folder to properly work. 
DOWNLOAD FREE ON PATREON Public release on the 7th of June
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caio-cc · 1 year ago
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Douce: A 10 items set.
Hey there, the Douce set has arrived! Inspired by the ethereal soul of ballet, Douce captures the essence of fluid movements, delicate charm, and timeless beauty. Each piece is thoughtfully designed to embody the core theme of ballet, offering you a truly enchanting ensemble.
I hope you enjoy it. 😍
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BG Compatible
T-E
Custom Tumbnails
33 colors from by default clothing palette
6 pattern (shirt and skirt)
5 colors from jewelry palette
🔗 Consider entering my pinterest folder to give your suggestion for the next set/collections.
📌 Share with me your prints using my content on tumblr and instagram.
📌 Wanna report a issue? Don´t hesitate to DM me
📌 Public Release July 7th
DOWNLOAD (Free on Patreon)
Check my social media (Linktree)
Terms of Use
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cherubfae · 9 months ago
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Hi 👋
I'm loving your work so far and had to follow for more!
I was wondering, if you're not busy, if you could do the scenario when the reader tells them i can hold the whole world in my hands and the other looks confused and the reader holds their face in their hands with the hazbin crew + striker and how'd they react to it?
If not, it's totally cool. I look forward to what you put out next! 😊
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"𝔶𝔬𝔲'𝔯𝔢 𝔪𝔶 𝔴𝔥𝔬𝔩𝔢 𝔴𝔬𝔯𝔩𝔡" || {𝔥𝔢𝔩𝔩𝔞����𝔢𝔯𝔰𝔢}
"I can hold the entire world in my hands. Wanna see?"
tags: gn!afab! reader// gn!ftm! for angel, fluff, cuteness, established relationships
Alastor
A crackle of radio feedback as his eye twitches when you reach for him, calms for a second when you cup his face. His clawed hands rest on top of yours. He's rather confused, how is this holding the--
"You're my whole world, Alastor~!" You grin up at him, lovingly.
The facade of a smile he always wears slips for only a second. But it's one second too long and you catch it. His eyebrows relax, lids drooping, cheeks pushing upwards and he beams at you softly. A genuine smile crossing his lips. He cups your face in return, puffing your cheeks like a fish and a muffled laugh track plays. Leaning his forehead against yours, he grins.
Softly, he whispers, "And you are mine, mon cour."
Lucifer
Immediately his eyes well up. He doesn't have the need to act all cool and collected when he's a total softie. He leans his cheek further into your palm, his eyelids fluttering shut allowing for a moment of respite. Tilting your chin upwards, he captures your lips in a gentle kiss.
"I love you more than anything. You are my life, sweetling, my galaxy. I would dismantle Heaven, Earth, and all of Hell to keep you and Charlie safe."
Charlie
The meeting with Heaven hadn't gone to plan and now, she's curled up like a little blanket burrito in her crimson comforter. She doesn't say anything when you announce that you can hold the whole world in your hands, but she's definitely curious in the way she immediately watches you with interest. She's confused when you cup her cheeks but soon gasps loudly in realization, eyes welling up. You always know just what to say when she's feeling blue.
"M-me? I'm your whole world? But you're my whole world, too!" Charlie grunts, breaking free of her blanket cocoon to cup your face in return. "Look! Now I can hold the world too~!"
Vaggie
She expected your reaction to be much worse. Vaggie finally admitted, albeit she was forced to tell, that she had been an angel this entire time. You hadn't been sure how to react and it was clear you were hurt by her secret and she respected that you needed time to process all of this new information. What she hadn't expected was you approaching her a few hours later, gently cupping her face and telling her that she was your entire world.
A valve breaks loose and Vaggie begins to cry. She wanted to tell you for so long! She really, really did, but she didn't know how! You hold her close, slipping down onto the floor with her letting her cry on your shoulder.
"I didn't want to keep this part of me a secret, but there was so much risk in people knowing-- if they would directly come for you, I just... I couldn't risk your safety if you knew what I truly was. I love you so much, I just wanted to keep us safe."
Husk
The glass he had been wiping down would've shattered on the ground had his tail not caught it. His wings instinctively fluff up, setting the cup on a rack with the rest of the clean, empty glasses.
"Didja have to get up there to tell me this?" He clears his throat deeply, gesturing wildly to ask what you were doing. You, currently perched on top of the bar counter on your knees cupping his face.
"Yeah!" You chirp with a grin. Husk sighs, grabbing you by the waist and hefting you down and off the countertop. He doesn't say a word when your legs wrap around his waist and your arms slide around his shoulders. His cold nose presses to your cheek and he chuckles softly, utterly happy and in love.
"You're a dork, huh, hun? But you're my dork." Husk purrs softly, pulling you in for a brief kiss.
Angel Dust
Owlishly, he stares at you. That confusion melts into a genuine smile and a soft chuckle. His third set of arms materializes, tugging you in by your hips while the other two wrap around your shoulders and waist respectively. Pressing his soft cheek to yours, he affectionately nuzzles you with a laugh.
"You're full of surprises, ain't ya, toots? Y-you're my everything, baby. My world. The one light in this whole damned darkness I call my life."
Vox
He was expecting something much different from you when you climbed into his lap, turning his attention away from his displayed monitors. Red eyes flickering, he's confused when you grasp both sides of his monitor screen. This is new...?? Vox's gaze widens as you finish your statement, chuckling deeply. Covering your hands in his, he places your hand to his chest where his dead heart would still be beating. You make him feel alive, no heartbeat and all.
"Fuck, baby, that's pretty cheesy. But I liked it." Vox grins, red dripping from the corners of his mouth. "C'mere, sweets. Wanna kiss ya."
Blitzø
Why do you have to say some of the cutest shit? Ugh, it makes his heart feel all weird and he's not sure how to react, but he does appreciate it nonetheless, especially with the two of you being alone. You know he's been working on his emotions, trying to do better. When he can't find the words to say, he nuzzles your palm softly and gives you a wobbly smile before harshly rubbing at his eyes.
"Th-thank you, ah, fuck.. Why am I crying? Must be a damn ninja chopping some fuckin' onions somewhere." He sniffles, deeply sighing. He grasps your hand in his, squeezing it softly. "I'm not sure if the world is a large enough example.. To, y'know, express my love or whatever.."
Loona
She's pretty taken aback by your statement, a soft blush staining her cheeks. Her tail gives a little wag and she smiles. Bending down to your height, she gives you a quick kiss on the cheek, her hand slipping into yours.
"You're such a sap, babe, but I love you too. You're my world as well. C'mon, let's see what kind of chaos Beel is having at her party tonight. Not every day I can show off how amazing my partner is."
Striker
Saying that he's surprised is an understatement. He recovers quickly, a smirk curling up his lips and he chuckles softly. He kisses each of your palms, gently removing them from his face. He tugs you in close, tail swaying behind him. Tilting your chin up, his claw running along your lower lip. He leans in close, lips only inches away. His voice noticeably deepens.
"You're sweeter than pie, ain't ya, sugar? Got my heart and stomach all twisted in knots like somethin' awful. I'm not the best with words but I'd be happy to show ya just how much your tender sentiment is mutual. If you'll have me."
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|| ᴘʟᴇᴀꜱᴇ ᴅᴏɴ'ᴛ ʀᴇᴘᴏꜱᴛ, ʀᴇᴜꜱᴇ, ᴏʀ ᴇᴅɪᴛ ᴍʏ ᴡᴏʀᴋꜱ ɪɴ ᴀɴʏ ᴡᴀʏ! ɪ ᴅᴏ ɴᴏᴛ ɢɪᴠᴇ ᴘᴇʀᴍɪꜱꜱɪᴏɴ. ᴛᴜᴍʙʟʀ ɪꜱ ᴛʜᴇ ᴏɴʟʏ ꜱɪᴛᴇ ᴡʜᴇʀᴇ ɪ ᴘᴏꜱᴛ. ᴀʟʟ ᴄʜᴀʀᴀᴄᴛᴇʀꜱ ʙᴇʟᴏɴɢ ᴛᴏ ᴛʜᴇɪʀ ʀɪɢʜᴛꜰᴜʟ ᴏᴡɴᴇʀ ᴀɴᴅ ᴛʜᴇ ꜱᴛᴏʀʏ ʙᴇʟᴏɴɢꜱ ᴛᴏ ᴍᴇ © ᴄʜᴇʀᴜʙꜰᴀᴇ 2024 ||
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starkeyisthelastname · 1 month ago
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using this again because he’s so dirty pornstar!rafe to me in this pic 💦😵‍💫
The camera would be right in your face, flash on and burning your pretty eyes from the harsh light that was on. Not that you cared about that right now. You couldn’t seem to find a setting spray or primer that held your makeup in place when Rafe fucked you. You looked fucked out, with dried mascara on your cheeks and glittery lipgloss smeared as he brutally rammed your hole from behind. The leather belt he had worn earlier was wrapped around your throat tightly, his hand yanking it every time you tried to run from him.
The camera recorded the nasty sight, Rafe’s bleach-blonde hair disheveled from the hat he had been wearing and thick mustache sticky with your sweet juices. He wore a dirty smirk, blue eyes looking at the camera as he watched your beautiful face completely cock drunk off his huge dick. He reached up with his free hand, gripping your jaw roughly to force you to look in the lens. “Look at my pretty fuckin’ slut gettin’ her pussy pounded. Fuckin’ dumb on the dick. Can’t even fucking speak.” He spat with a sarcastic laugh as you couldn’t say anything but let your mouth hang open in a fucked out trance.
The blinding flash, the crazy thrusts, the belt around your throat, it all had your head spinning and you knew you were about to cum everywhere. You gripped onto the messy sheets, your pussy fluttering as he yanked you backward as you tried to run from your orgasm. You couldn’t even get his name out to tell him, before he was giving you a warning himself. “What the fuck do you think you’re doing? Look at the camera. You fuckin’ cum when I tell you to. Run from me again and see what happens.” He rasped out, the video capturing the way the pussy slayer brutally fucks you.
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gremlingottoosilly · 5 months ago
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How about some König x bunny! reader? She is sweetest little thing that would thump her foot everytime he teased her.
You literally run this damn base. Everyone knows this - and everyone is too fucking scared to say anything for fear of making Konig angry. A pretty little thing like you, always ready to pout and use her cute twitching nose to make everyone melt for your amusement - he fucking adores you, never wanting to make you cry. With bunnies, unfortunately, these things can be impossible - and so he simply grabs you by your pretty ears and pats your head whenever you're becoming too spoiled and sensitive. You're set straight with a few tentacles stuffed in your needy hole, maybe a double portion of eggs in your belly so his little bunny would be nice, round, and satisfied. He knows how horny you can get, with all those heats and bunny problems - and he wants the best for you. Wants you to feel good about everything so he won't have to listen to your little whines afterward. He is impatient like that. Poor little thing, he just wants to play around with you for a little bit. Maybe tug on your cute cotton tail and let you play with all the human captures his team got during the last hunt. You're still a. monster hybrid, as adorable as you are - and sometimes your sadistic side is showing up, wanting to use the humans as your toys. Or, maybe you're a kind soul who wants to help everyone. Making his soldier groan in frustration as you beg them not to kill the captives and give them to you to play instead. God, just how much he kinda hates it...and how fucking adorable you look when pouting and asking him to save them. Konig is whipped for a bunny hole, but you're also whipped for him - that, or you just don't have a lot of other options. He manhandles you in position no matter how chubby or tall you are, and then spreads your pretty legs to cram his cock inside your tight pussy or even tighter ass. Makes your tail twitch every time he slams inside, making your poor pussy weep with the amount of lube trailing down your thighs. Just a bunny whore, you love it rough - and you adore the way he squeezes your ass as he uses some of the tentacles to play with your free hole. Konig is the perfect partner for a bunny darling - even if he is not aroused enough to fuck you through your heat, his tentacles are always there to busy your hungry holes until he is ready to fuck you properly again...and when he is too exhausted to do even that, he can always fill you up with eggs and deal with your breeding cravings for a few weeks.
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fanaroff · 5 months ago
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DP x DC: Downed Danny Prompt
The Justice League are enlisted/hired by the GIW to capture and contain a dangerous ecto-entity. With the media blackout of Amity Park, the JL only have Constance’s input on these types of creatures. Since dangerous beings of the Infinite Realms, ones with intent on destruction, are the ones known to leave the Realms, the JL believe the GIW and begin to work with them on a plan.
The GIW have a ghost contained as bait. A big white creature covered in fur and ice, not unlike descriptions of yeti. It growls and howls at anyone that happens to come near or make eye contact. It speaks in what seems to be a mix of Esperanto and static. What is understood from it tends to be along the lines of “destroy you if you-“ before whatever is said is lost to ear-splitting static.
The creature is all claws and danger and does little to make the JL think that the entity they are after is not a villain. It only makes it seem more likely.
With a trap set far north, above any human civilization that could get caught in the crossfire, and following the tracking path the entity seems to be taking (following the bait), they wait to enact their plan. Drs. Jack and Maddie Fenton work with them to create the weapons and containment unit that can burst on with the press of a button.
When the entity appears, the JL do not expect it to look like a child. At least, not this much. All lanky limbs and awkward posture, it almost seems the perfect image of a teenager. Until one notices… the uncanniness. Bright, wild, green eyes that reminds Batman of one of his sons. Untamed white hair that drifts without a breeze. Claws. Fangs. It’s not human.
It barks something that strange screeching mixed language at them. It’s angry and has spotted the bait. It says the same thing, this time it’s hands light up green. Demanding. Its stance changes. It’s looking for a fight.
The yeti says something back that seems to only anger the entity further. Its fangs seems to grow longer, nails sharper, eyes brighter, and it aims a hand in the general direction of those present, outside of the yeti.
This is “Phantom.” The ecto-entity the GIW have been after for its destruction on the living plane for years. The one that seems hundreds of years old with pottery and paintings and crafts backing up the claim. It needs to be stopped. So the JL don’t hesitate.
The skill sets of ghosts were explained early on, so each member is ready with a Fenton-made weapon. Phantom’s eyes only harden when they aim them towards him.
Rather than immediately fight, like they assumed it would do, it flies straight towards the yeti. And suddenly, it’s falling.
None of the JL took the shot, but one of the Fenton’s (bundled in ghost proof arctic gear and holding the strongest hitting weapons), did.
Phantom goes down, hard.
The yeti flips out, growling and pulling at the exit chains that bind it. It’s making horrible, gut wrenching sounds and pulling towards the downed ghost until the binds break and it’s leaping towards it. The GIW slam on the ghost shield containment unit and the two are trapped together.
It’s only when the yeti is making mournful cries, holding a small shape as close as it can, green spilling and staining the white, white snow does the JL think that maybe, just maybe, they fucked up. That they should have done more research rather than blindly trust a group that convinced them that they only have humanity’s best interest.
*Feel free to use or add to it. I may make a full detailed one-shot of it soon too
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gaehwaa · 1 year ago
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tag drop 1.
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felassan · 5 months ago
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June 14th 2024 Developer Q&A (from the official BioWare Discord) - Complete transcript
Under a cut due to length.
Update: This post has now been updated into a word-for-word transcript.
[Link to video recording of Q&A] | [Link to equivalent post for second Q&A (August 30th)] | [Link to video recording for second Q&A]
Update: This post has now been updated into a word-for-word transcript.
If you would like to listen to the Q&A for yourself in video format, or listen to it again, Ghil Dirthalen recorded it and has now uploaded a video of it here. This blog post is linked in the description under the video. ( ˶´ ᵕ `˶ )
Corinne Busche, John Epler, Matt Rhodes and Community Manager Katey were the devs that were there.
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Katey: Hello!
John: Hello.
Katey: Beautiful, your mic sounds beautiful. How's everybody doing?
John: Excellent. I, just as a headsup, I have some folks doing some service, in the next room so, if I, if you hear background noise, that's what that is.
Katey: No worries at all. Well I hope that everybody who's been waiting in here is really excited, because I'm super excited. I'm Katey. I'm the Community Manager. If you don't already know, you can usually see my name at the top of this Discord server. But I'm joined here with some awesome guests that I'll let introduce themselves. Let's start with Corinne.
Corinne: Can you hear me okay?
John: Yep.
Katey: Yep, we can hear you beautifully.
Corinne: Great, perfect. I'm Corinne Busche, Game Director of Dragon Age: The Veilguard.
John: Awesome. I'm John Epler, Creative Director of Dragon Age: The Veilguard.
Corinne: John!
John: Hello.
Katey: And then we've also got Matt Rhodes, who may be struggling to find the unmute button which is at the bottom left.
Corinne: Our, our resident artist-poet, Matt Rhodes.
Katey: I could unmute him, actually, I don't know if I can unmute him, but if he needs help, he can message me on the side.
John: The joys of being a giant nerd is I spend a lot of time on Discord anyway, so.
Corinne: Well there you go, right?
Katey: Fair enough. Alright, well, we have a ton of questions to answer. We probably won't be able to get to all of them today. You all have sent in so many really really great answers, sorry, questions for us to answer. And if we don't get to them today, we're hoping to be able to do things like this in the future. So without further ado, I'll get started. First question's a bit of a soft ball, I feel. If you could belong to any of the main factions shown in the game, which would you choose?
Corinne: I mean, listen Katey, you say softball, but like, this is hard! I’m gonna cheat, and I’m gonna give you two. So for fashion, the Antivan Crows, all day long. Their threads, you’re gonna love it. For vibes, though, like the ones that capture my vibe, Mourn Watch. Gimme those necromancers.
John: Those are good answers. I have, I have one for fashion, and also for, just general faction I’d like to be a part of. Veil Jumpers. Who doesn’t like a nice walk in the forest, y’know? Even if that forest is filled with horrifying monsters and terrifying anomalies, but yeah.
Katey: I love that. I know that Matt has a few technical issues – oh, he’s unmuted. There we go. Or maybe not. That’s okay, I think we can move on.
John: The Fade has taken Matt.
Corinne: That’s right, that’s right.
Katey: Yes. One quick thing, if you check your settings, the cog-wheel in the bottom left, make sure that your voice, like, your audio is all good. If you’re still hearing the music, feel free to maybe, force-quit Discord and rejoin by just joining the stage directly. And mute the music before you come in. Okay. I can move on to the next question for now. I’ve seen, so this question was from Acra. I’ve seen a lot of talk about only having two companions in your party instead of three for this game. What is the reasoning behind this and will we still get the same companion conversations and banter as seen in the previous Dragon Age games?
Corinne: Ooh, this is such a good question. Thankyou, whoever submitted this one. Yeah, I’ll guess I’ll start and then I’ll turn it over to John Epler. So, first of all, as you saw in the gameplay reveal, this is a much more intimate experience. We’ve pulled the camera in. For those that aren’t aware, the reason why is we want you to feel like you actually are in this world, right? Like, you’re walking these city streets of Minrathous, you’re looking up, seeing the buildings all around you, you’re a part of this place. So it’s much more intimate, and we believe as the narrative unfolds this creates a lot more immersion. Now, how that relates to companions is in doing this, we went back and forth on it a lot, but we actually found, with this perspective, having two companions, really allows them more visibility and presence. We’ve talked about the incredible depth and focus we’ve put on fleshing out these companions, they’re very fully-realized. So here, you really get to see them more clearly, you get to see them shine. When you see Lace Harding jump into the air and unleash a volley of arrows, you can only really get that because of that more intimate view. So I love the spotlight that’s been put on them. But, I think, in addition to the banter, one of the things that people are wondering about is, okay, but what about gameplay? So again, this has come about from our testing, working with the internal team, also our lovely Council of players. We just found that when you’re playing in the combat system, when you’re planning your strategies, two really felt like the right number to manage. So keep in mind, Rook has a lot of different types of actions, Abilities, individual attacks that are more fully fleshed-out than ever before. Timing and positioning matter a lot. So this really felt like the right balance to have. The number of inputs and actions we’re asking you as a player to take, including directing your companions, is higher than ever before. And I will also say, I engage with the companions, like I actively control what they’re doing more than I ever have before in any of the other three games. But John, I’ll toss it over to you for the banter. That’s kind of like the, we got a two-for-one there.
John: Yeah, yeah.
Corinne: I think that’s a, a great question.
John: So - it’s a great question, yeah. I mean honestly, I don’t think you could actually stop the writers from writing banter. I will say for myself, it’s, it’s one of the more light but fun things to do. You get to write little stories, little arcs between different characters. And I mean, The Veilguard is no different. Banter is still absolutely core part of it. You know, we’ve got global banter, you know, the general stuff that you get in all spaces, as well as mission-specific stuff. But, yeah, it’s definitely still a big thing. I think it’s, if anything it’s the most we’ve, we’ve ever done for pairings of companions. Beyond that we’ve also made sure, and I mean I’ve been on Dragon Age for a while, and I know there’s been issues, you know, things like, okay, well I don’t wanna miss this banter. So we’ve even added stuff like some interruptible and resumable banter as well, just to make sure that, because again, it’s a core part of the experience. Everyone loves hearing these companions talk to each other, everyone loves hearing these little stories and relationships develop over the course of the game and, as mentioned before, companions are the heart of this experience and banter is a big part of that, so, you still have it, it’s, if anything, like I said, you could not stop the writers from doing it even if we tried, so.
Corinne: That’s right, that’s right. Well, John, you know, listening to you speak, one thing that comes to mind, maybe people are wondering, with two companions in the field do I get less interaction between, that, like do I get to see my companions interacting in a broader group more often.
John: Oh -
Corinne: And, the way you’ll gather them around the kitchen table, there’s just so many of those moments where they’re all interacting with each other.
John: Well, I think –
Corinne: Those are some of my favorite parts.
John: Yeah, and I think, yeah, and actually that’s a, a good call, because I think the other side of it is, we’re not talking too much about your home or anything, but, we also want to make sure that they feel like they have a relationships and a life outside of just, the times you take a certain pair of companions out on the field. So we made sure that, they have those interactions there as well.
Katey: Love that. Let’s see. Um, Matt, are we, are we all set, are we good? Yes? No? Okay. I can continue and we can come back to some of your questions. Alright. So that, I loved the answers to those. How customizable is the backstory of Rook? Will we get to determine their past in the Character Creator? And that was asked by Briar.
John: Yeah, so. Absolutely. So, one of, each, Rook has six different backgrounds that you can choose from. Each of them is tied to one of the major factions in The Veilguard and each one sets out who Rook was before they recruited, were recruited by Varric, and. Well that sets out the broad events. As you go through the game, as you’re gonna have conversations, either with members of your faction, other characters, you can define, not just what those events were, but what they meant to you, what was your motivation, what was the kind of person you are as you build up Rook, because again, we wanna make sure that roleplaying is at the heart of this experience. And taking Rook, giving them, again, giving them background to ground them in the world but then letting you decide what that means and what that says about you is also a big part of it, so. And again, there are six different factions in this game, two which, anyone who’s played Dragon Age for a while will remember. You’ve got the Grey Wardens. You’ve got the Antivan Crows. We also have, in addition to that, we have four new ones, because we’re in northern Thedas. We have the Veil Jumpers. We have the Mourn Watch. We have the Shadow Dragons, and we have the Lords of Fortune, so. Again, a lot of different options, a lot of different background, and a lot of opportunities to really define what your, who your Rook was, and who they are now, so.
Katey: Amazing. Will crafting return? If yes, has it been improved over the system in Inquisition? Asked by Some Dude.
Matt: Testing.
Katey: Oh hey Matt!
Corinne: “Some Dude”, is that, I’m gonna assume “Some Dude” is a username. Great question.
Katey: Yes.
Corinne: Welcome Matt, the lovely Matt Rhodes.
Matt: Testing, testing.
Corinne: Welcome, welcome, hello. Alright, so, will crafting return? You can absolutely improve and customize your gear, yes, that is a big part of RPG progression, so yes you can improve and customize it. I will say, though, it’s different this time around, and it does get into spoiler territory, so I, I’m gonna be a little bit cagey about it, but there might be a mysterious entity that assists you with that that’ll be an important part of the narrative.
Katey: So mysterious.
Corinne: Oooh!
Katey: Matt, I’m gonna actually go back to our first question so that you can answer, so everyone knows.
Matt: Thank you.
Katey: What faction, what faction you would choose if you could choose one for yourself?
Matt: Absolutely, oh, for me it’s definitely the Lords of Fortune. I’ve had a chance to try out a bunch of them, but I think I’ve finally settled on them. And it’s largely just because pirate-barbarian is just such a great combination of elements, so. Treasure-hunting plus beaches and palm trees and all that stuff, it’s a, it’s a really good mix, so that’s kinda my default.
Katey: I think I’m with you there, for sure. How about this one - this one was definitely asked probably amongst the most in Discord. Axolotl asks, can we kiss or romance Manfred the skeleton?
Matt: Uh, I, I would say, not that skeleton, but we’re not saying no skeletons.
Katey: I love that answer.
Corinne: This is my favorite answer so far.
Katey: Alright, so I’m gonna get back on track here. Alright. What, what were some of the development considerations that you had to take into account to ensure that this new game flows and functions with prior games, and Dragon Age Keep, if Keep is being utilized?
Corinne: Ooh, that’s a good one too. So, first of all, I would, I would point everyone to, we did an interview with IGN that goes into some of the details there, so, like, if you want a deeper dive on it, check out that article. But just to summarize, we have taken a different approach on how you import your decisions this time around. It’s now actually been fully-integrated into the Character Creator, and kinda serves a dual purpose, to be honest. I, I playfully, it’s not called this in-game, but I playfully think of it as ‘Last Time On Dragon Age’.
Katey: I love that.
Corinne: Right? Now, when I talk about its dual purpose, it’s been ten years since the last Dragon Age game released, so it serves as a refresher on critical events as well as allowing you to re-make those decisions that are critical to you. The thing I love about it is, it’s very highly visual, it uses the familiar tarot card aesthetic, so it’s actually really visual and playful experience as you go through it. It is very much important to us that it’s built into the client, though. You can play this game entirely offline. No connection. You don’t have to link to your EA accounts, like that’s been a really big request. So, the refresher plus make those decisions in-client, I think we’re all pretty happy about that. I don’t wanna spoil anything by revealing what decisions you can import, like, look, y’all don’t want the spoilers, but I will say, it’s been a really interesting creative intersection for us, because on the one hand, this is a whole new adventure. You’re in northern Thedas, these locations that you’ve literally never been to before. So that affects some of what will matter and what we’re not using this time around, as far as decisions. But obviously there’s some very, very clear connections to existing characters. It’s no secret that the Inquisitor, our dear Inky, is gonna show up, so, that’s, that’s a factor.
Katey: Peachy asks, will this next game be an open-world game, or is it just contained to Tevinter?
John: Yeah, that’s a great question. So, you are in northern Thedas, but the game only begins in Minrathous, it doesn’t stay there. I’m, I think one of the most exciting things for me, honestly, and again, to Corinne’s earlier point about spoilers, I don’t wanna get into too much spoiler detail, but getting to go to, and work with the art team, work with the narrative, work with the design team to build out these locations that we’ve talked about. Places that characters have referred to as where they’ve come from, places that characters, obviously, in previous games, have hailed from, has been absolutely exciting. So, it’s, you do start in Tevinter, you do start in Minrathous, but again, that’s not the entire game by any stretch. So yeah.
Corinne: Yeah, and the first half of it is, is it an open-world game? We’ve gone back to what we believe delivers the best, most curated –
John: Mhm.
Corinne: - intense narratives. So, this is a hand-crafted experience, it’s mission-based. Now, these locations can open up. You can go back, solve mysteries, do some really great side-content. Not fetch-quests, not grind-quests, some really great side content.
John: Mhm.
Corinne: But, I wanna be clear. It’s, it’s a really curated, hand-crafted experience.
John: And just to, just to bounce off of that very quickly. The most important thing for us, to what Corinne was saying about hand-crafted, obviously we’ve talked about how, you know, narrative, story, characters, are the most, are critical to us, and this has allowed us to build these experiences in a way that emphasize that, extremely long, while still, again, tying into the story threads and the story beats, so.
Katey: Awesome. TastefulToxel wants to know - will the companions have unique specializations like Dragon Age II, or will it be the same ones we will have access to as the player in like DA: Origins, or Inquisition?
Corinne: Oh, cool. Hey TastefulToxel. Yeah, so, cool question. I think the best way for me to describe this is that, yes, our companions will have Abilities that are truly unique to them. But also, the companions do fall into the archetypes of mage, rogue, and warrior. Like, for instance, you might be surprised to hear, because she has a bow, but Bellara is, in fact, a mage, and I, I love that. So, some of the Abilities, the bulk of the Abilities of the companions are based on their own unique personality. Like, Neve is the only mage that is an Ice Mage, so you get distinct Abilities for her. But, because she’s a mage, she does have access to Abilities that all the mages share, like Time Slow. So we really like the balance there. It’s like a good mix of representing their archetype, their class, and also their distinct specialization or personality, whatever you wanna call it.
John: Yeah, actually, I would actually say the word ‘personality’ is a really great one because that’s, again, each of these characters exists, each of these characters have a history, have a story of how they became who they were, and part of that was finding that intersection between narrative and gameplay, and making sure that, again, we, we serve the needs of gameplay but also allow these characters to breathe and exist as their own people, not just in conversation, but out of conversations, as well.
Corinne: I would also say as part of that core mage kit, healing spells are there, so any of your mages, you wanna make ‘em a healer, do that.
Katey: Lunasoul Darkmoon asks, will The Veilguard have tactical combat still?
Corinne: Ooh, such a good one, such a good one. Okay. Yes! Combat gets quite tactical, like, obviously this is an evolution of the combat system, and I talked about immersion, wanting you, to put you in the world, like you’re actually living and existing in it, but it is very tactical. And, I will say, we have a robust difficulty system. The tactics are increasingly important the higher difficulty level you go. So like, look, if you’re showing up for a highly tactical experience, I would crank that difficulty level in particular. But I wanna make clear, I’m, super, I wanna make sure I’m super clear in my answer. You saw the gameplay reveal. Our pause-time tactical mode is not overhead. It stays close to Rook. It does allow you to cycle between targets, both in and out of combat, there’s a reason for that. As the game progresses, and you didn’t see this in that opening hour of the game, but it’ll display strategic information on the enemies, so like, what are their vulnerabilities, what are their elemental weaknesses, their enhancements, what are they resistant to? So your type of Abilities, learning into elemental gameplay, matters a lot. I’d also say, this is a long answer, it’s such a good question – tactical decision-making also takes the form, I would say this is front and center, of coordinating your Ability usage between Rook and your companions to create synergies, or really devastating – we call them – detonation combos. So, let me give you a couple of examples, because it can be a little hard to visualize, so hopefully this helps. So one of the tactics that I personally enjoy in my own builds, I just recently played as a Veil Ranger, I love it, it’s one of my favorites. If I’m fighting Fade-touched enemies in Arlathan, I like to use Bellara’s Galvanized Tear to pull enemies together, it’s like a gravity well. You then Slow Time with Neve and, Slow Time affects the world around you, but it does not affect you, so you clump them up, you Slow Time, and then with Rook, I come in and do, like a devastating AOE or damage over time spell or Ability, and it’s even better if it’s a lightning-based Ability, because the Fade-touched in Arlathan are vulnerable to that. So there’s so many layers of coordination and strategy and tactics. Now we did talk about the devastating, like, detonation combos, honestly, that’s probably one of my favorite features, because that’s when you’re really leaning into explicit teamwork between your companions and Rook, or, the companions together. So when I, when I build out my team and I’m going into a mission, I try to ensure that I have at least a couple of possible synergies, detonation combo synergies within my team. Might be between Harding and Neve, or it might be between Neve and me, or it might be both. So here, I would go into battle, I’d pause time, open the Ability Wheel, get information on the enemy, and the Wheel will actually tell me that there is a synergy combo, you might have seen a screenshot that says “combo available”. It will remind you of those synergies between companions. You can queue both of those Abilities up at the same time, go, close out of the pause-time menu, they’ll both execute, both Abilities will happen, then the detonation AOE happens, applies debuffs to all the enemies in a radius of it, it’s so satisfying, it’s so satisfying, I can’t wait for y’all to see it. But the interesting thing is that too is a tactical choice. I’m choosing to use my companions to do that, and that means, in that moment, I’m not using them to heal me, or to give me that defense bonus, or to knock an enemy off a ledge, so it’s about the opportunity cost. I, I could spend the rest of the session talking about this, I, apologies for being long-winded, but this is just one of my favorite parts of, of the game.
Katey: That was a great answer. Can you choose Rook’s pronouns? If yes, being, is being non-binary an option? And also, how detailed is Character Creation?
Corinne: Hell yeah you can select your pronouns! Absolutely. You can actually select both your pronouns and your gender, because those are related concepts, but they’re not actually the exact same thing, so. It’s really cool. Yeah, you can be non-binary. We have they/them, she/her, he/him. Yes, emphatic yes. How detailed is the Character Creator? Oh my goodness, y’all. Like. Very! I don’t wanna give away too much just yet, but it’s very, very deep. It has been revealed, it’s out there in a couple of articles, about the focus on hair, the focus on skin-tones that are done respectfully, full-body customization, hell yeah, we love to see it. But we’re, we’re gonna, we’re gonna come back, we’re gonna show you a lot more on Character Creator, but we wanna make sure we have the time and space to, to do that.
Katey: Will there be a Photo Mode in-game?
Corinne: So that is something we’re actively looking into. We know there’s a tonne of interest, so stay tuned on that one. But we are very much looking into it.
Matt: I can add to that, is a feature that is, that, we like, we like the idea of, and, and, it’s not just player-facing but internally, it’s a really helpful thing for us as we’re, as we’re building things out to have that so it’s, it’s, we’ll let ya know.
Corinne: Yes, yeah, absolutely. We, we are as geeked on that possibility as you all are.
Katey: A lot of people were asking about Abilities. This one is from Clemmy. Abilities, I don’t think I saw this answered yet, but are we going to be limited in how many Abilities we can pick from the Wheel?
Corinne: Ah! Yes, yes, yes. So, Ability Wheel does have a capacity. You have to choose which three Abilities you wanna bring for Rook, which three for one of your companions, and which three for another companion. And what I, what I like about this is there is, kind of, an emergent gameplay depending on who you and your companions are coming into the mission with. Now the reason for that is, it actually creates really interesting balance of strategizing, having to do that strategy about your kit, your combat kit, before the mission. And then the tactical decisions once you’re in the field in combat, deciding what to do. But, I do wanna clear one thing up, because, while there are three Ability slots for Rook, there’s so much more than that. Other actions that you can perform directly from the Wheel include, you’ll have an Ultimate Ability, associated with your class or your specialization, so there’s variance there. There’s a type of items that you’ll get that function like Abilities, they’re typically like buffs and enhancements in form of Runes. So you’ll control that for Rook and/or the team from the Wheel. You may have also seen that you can direct which targets your companions will focus on, but what you might not know is that a lot of the companion gear really synergizes with that directing your companions. When you issue those commands, that too will proc based on the gear they have equipped. Really interesting and strategic effects. They can be more Ability-like, more, like, procced effects, there’s just so much from the Wheel, that once you get in and see everything working together, becomes more and more apparent.
Katey: We have another question from TastefulToxel which is, will Fireball and Cone of Cold be back as skills, or as spells in Dragon Age: The Veilguard?
Corinne: Ohh, I love, all these combat questions, really good. So Fireball and Cone of Cold aren’t specifically back, however, their successors are. Frost Nova and Meteor. So these serve the exact same combat role and function as those other Abilities. I would also say, it gives ‘em quite the glow-up, so. Meteor in particular, like, so satisfying nuking a group of darkspawn with a well-placed Meteor, it’s really wonderful.
Katey: What accessibility features are available? I would love to know if there’s an arachnophobia mode. Will there be mod support?
Corinne: Oh my goodness, arachnophobia. I am wicked afraid of spiders too, my partner always laughs at me. I’m just terrified of them. That said, that’s one we’re going to save for a little bit closer to launch before we’ll go into full details about accessibility features. But I do wanna assure you, we’ve spent a lot of time thinking about this topic so you can play the game in a way that really works for you. I’m, I’m excited to share that with you when the time is right.
Katey: So this one is from a username named Cookie. How long is the time-skip from Inquisition to The Veilguard? I know we’ll probably get more info on this, but I’m so curious.
John: Yeah, so, anyone who’s paid attention to Dragon Age, and I can say as somebody who’s been on Dragon Age since Origins, timelines are always a little iffy. They change, and they morph over development as we see how long events taking. But, for The Veilguard, we were actually pretty consistent from the start. It’s been about ten years since the events of Trespasser. As you may or may not have noticed, Varric’s become a little bit of a silver fox. I know, I’ve heard, seen, I’ve seen a lot of comments on that on social media, but, yeah, ten years. Solas’ ritual is taken time to set up and you’re kinda coming in at the end of that hunt, so.
Katey: Siddy is asking the hardest-hitting question which is, is Solas still bald?
Matt: Yeah. I mean, if you’ve watched the gameplay thing, we can all confirm, yes, Solas is still bald, Solas is still Solas. We’ve, we’ve, I really, I really like how Solas has turned out this time around. I will say, here’s a comment on this specific question that’s gonna sound like a non-sequitur, but, once you get a chance to play it a little bit more, maybe you’ll see it. In Thedas, ancient elves, they go bald when they’re like millennia old, so. Solas wasn’t always bald. So if you were to end up, end up seeing what Solas looked like in the past, things might be a little different. You’ll have –
John: - Now, now that said, I’m sure some of you are wondering what happened to Solas’ wig from Tevinter Nights. I’m sure he still has it somewhere, so.
Katey: He’s just taking care of it elsewhere.
John: He’s just taking care, it’s, it’s his most important possession.
Corinne: The Pride there, huh?
Katey: I have another one for Matt. This is, will we be able to, will we be able to change companions’ appearances and outfits, or are they fixed, similar to Dragon Age II?
Matt: Yeah we, Dragon Age II was, we loved how the followers turned out in that but it was, it was sad given, given our constraints that we had to keep them with just one, one basic outfit. So we really tried to make some space for them this time around. So they’re, they still have, kind’ve iconic color palettes and things like that, but they do have a wider range of appearances that you can, that you can find for them. Some, some are just cool, but then there are some that are tied directly to their, to their narrative and just kinda what’s happening in their life.
Katey: Another one for ya, which is, will we be seeing or visiting Kal-Sharok? It’s, and, Tyrant says that they’ve been obsessed with it forever.
Matt: Yeah, me too. I, I will say, what’s, what’s been really cool, so in previous games, we’ve kind’ve alluded to this before. It was a lot of fun to hint at the locations that were off the map, the mysterious places that you weren’t gonna go, you weren’t going. And so you could just bring in some props or some characters, a piece of art, things like that, and you know, even Tevinter was only vaguely hinted at and then we would just add drips and bits and pieces, so that stuff was really fun. In The Veilguard, we’re actually getting to visit, most, like a whole lot of those locations that had only been hinted at for real, so you actually do run around Tevinter and a bunch of the other locations that we’ve revealed. But this also means, like, we’re not completely filling out the map, and so that there are actually new things that we can start hinting at, that we can start drip-feeding, and so, it’s, it’s kind’ve fun. I’d say, yeah, for what we can show of Kal-Sharok, and, and other locations, it’s just, there’s, there’s more to do.
Katey: Awesome. MrFightmonster118 asks, will the dialogue wheel slash options be similar to Inquisition and Mass Effect: Andromeda in the sense that it’s more tone-based?
John: Yeah, so, we have a number of different types of wheels in our game. All the dialogue wheels are based off the same principle. Anyone who’s played a Dragon Age game remembers what they look like. In Dragon Age: The Veilguard we have tone wheels which are, you know, again, roleplaying your character, picking consistent tone. We also have emotion wheels where you can pick specific emotional reactions. And choice wheels which are, I don’t have a strong emotional or tone tie here but I do want to make a choice based on what I do. Investigates obviously return as well, but. We do want players to understand as much as possible what it is they’re going to be picking, and understand, and again, choice and consequence is fun, we wanna make sure the choice is clear, even if, again, one of the best parts about consequence is making sure that’s not entirely clear, so.
Katey: How extensive are Rook’s decision trees for dialogue going to be with the companions and also with NPCs throughout the game?
John: Huge. I mean, again, it’s a Dragon Age game, we wanna make sure you have choices, we wanna make sure you can choose both your roleplaying but also choose outcomes of conversations, choose how events unfold, so, I mean, again, it’s a Dragon Age game, we wanna make sure that we also react to decisions you’ve made, so. For example, you may be talking to a follower who is an elf, and if you yourself are an elf, obviously you’re gonna have a different perspective on events than someone who’s not an elf. Sometimes that means different conversation options, sometimes that’s going to mean entirely deep dialogue trees, as well as based off decisions you’ve made throughout the game so, again, making sure that the game feels like it’s noticing what you’re doing is a huge part of how we’ve written out the dialogue wheel, or dialogue trees, in this game.
Corinne: Blueberry has a question for Corinne. It was mentioned that there will be, that we will be able to romance who we like. Does that mean that all companions are romanceable by all player characters regardless of race or gender, as it has been in the past?
Corinne: Yeah, yeah. So, we have talked about this in some of the interviews, I’ve seen a few articles about it, so I’d recommend everyone check out those articles. But let me just give you a quick overview. Each of the seven companions have full romance arcs and they are romanceable by all genders, absolutely. But something that’s really important to, to us on the team, so I wanna make sure that we clarify and just double-down on, that doesn’t mean playersexual. And if anyone’s unaware of what we mean by that, it doesn’t mean that they can form or twist their identities to who you the player are, like they, they won’t suddenly have a preference for men or women based on what you’re playing, right? Instead, they have their own fully fleshed-out identities, they are true and authentic to that. So in this game, they are all pansexual, with their own histories of romance. Sometimes you’ll hear about preferences, or things of that nature. And what I really love is, if you don’t pursue a romance with them, they’ll actually build their own romances with each other. So, in one of the interviews I talked about Lace Harding and Taash getting together. I give that example because honestly, it’s one of my favorites. I’m gonna put a question back to the community, though. I’ve heard we’re going with “Laash” for that ship-name? You tell me, like, what is that ship-name?
Katey: That one just rolls off the tongue, I feel like that works. This next question is from FallenArtesia. What are the markings on the faces of the elven Warden and Veil hopper?
Matt: So there’s a, quite a few, probably, I think, easily more than we’ve done before, tattoos from various, various cultures. We’re bringing the vallaslin back, of course. But there’s, yeah, ton of different options, especially when we’re, again, going into all these new regions. Each, each area has its own kind’ve visual language for that. But yeah, we are bringing the vallaslin back and then a couple of the characters have them, but we’ve kind’ve customized them a little bit, they’re a bit more specific to their personality.
Katey: And this is a question for all of you. What are you, what are you as a developer most proud of about the game, and what are you most excited for players to experience when it’s out?
John: Ooh, that’s a good question.
Corinne: Isn’t it?
John: Corinne, you wanna go first?
Corinne: Yeah, sure. Gosh. So I suspect for most of us, myself included, it is really gonna be the depth and authenticity of the companions, journeying along with them on their arcs, learning about their hardships, what they care about, being by their side, that, that authenticity is just so good. They all feel like my dear friends. But, I have to say, the closest runner-up for me, has to be the Character Creator, has to be. That Character Creator, the makeup options, the range of sliders. I’m a qunari fan, so even just the, the way you customize the horns and combine that with the really great-looking hair. Character Creator has to be my, my, like very close runner up.
Matt: Oh yeah. For me, I would say, as far as, what, what I can say I’m most proud of on this one, the, I can speak for the art team. We worked incredibly hard to make the story more visible than ever. Games are a visual medium, but, you know, it’s, sometimes it’s easier to do things in text format or written in a Codex somewhere or alluded to off-screen. But we really leaned in to trying to make sure that every design, prop, character, environment, the VFX we’re choosing, everything, all, all these choices, were putting the story on-screen so that you can really see it unfold. And I think, having worked on all of the Dragon Age games, I would say Veilguard represents one of the best attempts at that we’ve made yet.
John: I’m gonna cheat, because I’m going last and I get to do that when I go last, and kinda combine both Corinne’s and Matt’s answer. Honestly, the companions are, for me, the absolute highlight of, just, being able to work across all the disciplines, building characters who look and sound and behave in very specific and characterful ways. These are the deepest companion arcs we’ve ever done. Not just on Dragon Age, but at BioWare in general. Each, each companion has their own story arc, you can go through decisions you can make, they really do take center-stage, and I think, as you play through with them you see the care and love that the team has put into each and every one. I mean there’s, there’s moments in each arc that make you cry, make you angry, make you excited and, and the way that they integrate into the story as a whole is just, for me, something that’s been really fun. Finding ways to bring these characters together, finding ways to make this, this narrative, this story of, you know, you need to put together a team and stop the end of the world, it’s just been absolutely exciting and thrilling. And again, you see the team’s love in every single piece of it. As for what I’m most excited? For me, I’ve been, I mean Dragon Age has been part of my career, part of my life for literally the last decade and a half. I’ve worked on it since Origins and there’s something about The Veilguard that feels like a amazing mix of, novelty but also familiarity. It’s like coming home in a way that I think is going to be very exciting for people who are existing Dragon Age players, but there’s also so much here that’s just new and exciting for people, new players and old players alike. And going to parts of the word, seeing things we’ve never seen before, and just getting to take this amazing world, this amazing series and expand on it and build on it in ways that have just been, honestly, an absolute thrill, the best part of my career. And I’ve been in games for seventeen years now, this has been the absolute highlight for me, so. That’s what I’m excited about.
Corinne: John, that was, that was such a good answer, and I just, I just wanna “yes, and -” that. It, I so completely agree with you. There’ve been times in the companion arcs where even, knowing exactly what’s going to happen, we work on the game, with some of these decisions, I, I’ve had to set down the controller, let out a heavy sigh and go “oh my god, what am I gonna do here?” Yeah, the depth of them is wonderful. And, I do wanna say, I, I’d be, I wanna put this out there, when we talked about as a developer, what are we most proud of, can we just give a big shout-out to the dev team? I am so proud of them. This team has poured their heart and soul into this.
John: Absolutely.
Corinne: Anyone from BioWare who’s listening in, thank you so much, y’all are just the best.
John: Hear, hear.
Katey: I absolutely love that. I knew that question was going to have some of my best, some of my favorite answers, and it delivered, so thank you three. This one’s a fun one. Why does Varric have dark hair now? I feel like John mentioned this a little bit earlier, but.
John: Just for [inaudible].
Matt: He’s been, he’s been adventuring for a while now. His hair is, is more gray, but he’s been in very dark scenes so far, so. We’ll see him in some more contexts.
Katey: In this question, we actually took from Tumblr, because there were a few really good ones in our ask box. Will the Inquisitor be appearing in the flesh, or are we just choosing their major Dragon Age: Inquisition decisions?
Corinne: Alright! Yeah, yes! They will. The Inky does appear. We know how attached y’all are to the Inquisitor, I’ve seen the love for your OC. Yes, the Inquisitor shows up. Now, we, we’d already confirmed that in a few places, so, let me just say, you can also customize them, includes some of our new customization options, yeah, they’re gonna show up and they’re gonna be your Inquisitor.
John: And I think, I think beyond that, I mean, the story of Solas and the story of the Inquisitor, obviously are tied, they’re tied together as much as any story, so. It would have been strange for us not to bring them in for this one. They have, they’re gonna be a part of the story, so.
Katey: Will there be any planned DLC? Just curious, as I always love the DLCs. Oh, and transmog armor. This one came from Lavell.
Corinne: Oh, heck yeah, good question. So, right now, our focus is entirely on the quality of the game. Like, it’s so important at this stage for us to be all-in, all attention on, just, finishing this game and delivering on the quality, the promise of it. So honestly, like, that’s all I can really say about it. We’re 100% focused on this being the most complete game we can make it. I will say, kind’ve related to that though, and I just wanna underscore this, I wanna emphasize it. There’s not gonna be any microtransactions, there’s not gonna be any battle passes, you don’t have to connect online, our focus is making this the most complete singleplayer game we possibly can. Now, this was kind’ve a two-for question, I love when we do that. Will there be transmog? Hell yeah. I’m the kind’ve player that, that believes fashion is the real end-game. Yeah, there’s a transmog system, absolutely, it’s sick.
Katey: And then this next question is from Scott. I was asking if any of the characters will be explicitly asexual, or on the ace spectrum?
Corinne: So good. Such a good question. So, look, I’m just, I’m gonna be really forthcoming with y’all and a little bit vulnerable here. I’m ace, I’m a gray-ace, I don’t mind sharing that, I’m kind’ve public with it. I will say though, that none of our companions this time around are explicitly ace. When we look at the characters, their motivations, who they are, we always assess, like is, is this the right time? This time it wasn’t. But what I will say for everyone on the ace spectrum out there, I would love to represent an ace relationship sometime in the future when it feels like the most authentic fit for a companion, when we can do it best. Oh, and I do see some questions, you know, some questions, what do we mean by ace? Asexuality. We often refer to it as the ace spectrum.
Katey: Can mage Rook do blood magic? Will blood magic be a skill tree separate from regular magic?
Corinne: Okay. Um, this gets a little spoilery, so let me just say, Rook has some pretty good reasons to avoid blood magic. Rook is not gonna want to be interested in that. But I will say, the mage skill tree is packed with all kinds of spells, traits and perks to give you a ton of flexibility in your magic. Gonna go off-script just a little bit, because –
John: Oh no.
Corinne: I’ve seen, like, can you tell us about the specializations for mage? I’m not gonna tell you the deets, but there is a necromancer one, there is an elemental one, and there is one that’s actually more of like a combat mage, it’s my favorite.
Katey: Can we name the griffon? We also have a griffon emoji now in this Discord server.
John: Excellent. So, someone on your, in your party, again, spoilers, may have already named the griffon, but, don’t worry, Assan is a very good boy, so.
Corinne: All these griffon emojis are, y’all are killing me.
Katey: Yeah, I love that, griffons in the chat. Let's see. Will we have a camp/home/headquarters that we’ll be able to customize?
Matt: Well this time around, in Inquisition you had Skyhold. In this case you have a headquarters called the Lighthouse. More to be seen on that. But, it’s, it, narratively it, it serves kind’ve a different purpose but also the same purpose. As far as customization goes, there are elements of it that change over time, and some things that you can adjust. I, I don’t know how much we’re really going into that at the moment.
Katey: This one is –
Matt: But yeah, I would say, it’s like, there’s some, it, one thing I like about it is it definitely does start to feel very much like a home over time.
Katey: Sorry for almost cutting you off there Matt. We have another very hard-hitting question, if I'm, if I do say so myself.
John: I love this one.
Katey: We need to - Same. We need to know, does pasta and noodles exist in Thedas? Thank you.
Matt: Well, and I’ll take it as a chance just to geek out about worldbuilding, because, again, we’re, The Veilguard for us is a really kinda dream opportunity to go to places that we’ve only ever heard reference to, or we’ve seen hints at. And so, in going through the worldbuilding process and trying to, trying to build these places out, not just as neat things from the IP but also as, you know, if you’ve, if you've read about this stuff, if you’ve been following along, you’ve got your own version of it in your head. You’ve imagined what it might be like, you’re, and probably hoping for something spectacular. And our brains are always far better at creating this stuff than any game developer, any artist, or anyone can really do justice to, so you really have to swing for the fences to make something very satisfying and exciting. You know, is, that can be everything as big as architecture and landscape and biomes and ecosystems, but it does get into things like art and culture, costume design, and also food, and this time around we did, you know, that was one of the many things that we, that we did, looking to, just to try to catch the character and the feel of a place to make it feel believable and lived in, so. That’s my really long answer for, yeah, I’m sure, I've, at least one place does have pasta.
Katey: I loved that. This next question is from Spectre Karro. Are we getting a mabari?
John: Ooh, that’s a good question. I will say, you’re spending most of the game in the north of Thedas. Mabari are not nearly as big of a thing up there, so. In this particular instance, no, you will not get a mabari, sadly.
Katey: Honestly, I should’ve pulled this one up to where we answered the first question about the griffon, but, can we pet the griffon?
Matt: You, I’m really sorry to have to be the one to tell you – nah, I’m kidding, yes you can. But it’s not even just petting the griffon. I’ve, this isn’t a spoiler, I think you can actually, I’ve actually hugged the griffon, so, that feels like, even there, a step up. Yeah.
John: There’s lots of opportunities to interact with the griffon.
Corinne: Can we see, can we see Assan in chat if we wanna see him in the Lighthouse hanging out?
Katey: Assan in chat everybody.
Corinne: Assan in chat, alright!
Katey: I love it.
Corinne: Okay, y’all this was so important to the team too. Like, this is the team’s like, just such huge support for this feature, so props to them.
Katey: This one is from Coriander. Will we get to see any of the Character Creator before the game releases?
Corinne: Yes, yes you will. We’ve got a, you’ve probably seen, we’re laying out a roadmap for, you know, what we’re gonna show and when we’re gonna talk about, so, yes you will see it as we get a little bit closer to launch.
Katey: And then we’ve got this question which is, will we be able to play as a qunari, dwarf, elf, or human?
Corinne: Hell yeah, hell yeah you will. All four, and all four have that full-body customization. I already talked a little bit about, I mean listen, I’ve always loved the qunari. I will say in Dragon Age: Inquisition it was hard to get a good-looking qunari hairstyle, so yes you can play as them, you can customize them, the horn options are rad, the hair options are rad. And also, I guess related to this, your lineage gives you a lot of really unique dialogue options, so that’s a really lovely aspect of choosing your lineage as well.
John: Yeah, I would, so to actually just to bounce off that, to an earlier question about backgrounds, each lineage, there, depending on the lineage you choose and the background you choose there are some specifics call-outs to, for example, if it’s the Mourn Watch, the Mourn Watch being a faction from Nevarra of mages, you play as a dwarf, obviously your experience in that faction is going to be different than, say, a human or an elf, so. There are also specific call-outs tailored to those combinations and, with again, giving, the intention of giving each lineage their own little flavor as to how they're, they fit into that faction as a whole.
Katey: Okay, John, I’ve got a question from someone named Joe for you. Where is Barkspawn and is he okay?
John: That’s a Great question. Barkspawn is safely gnawing on a bone next to a fireplace somewhere in Ferelden, don’t worry, he’s fine. You may question, ask yourself, but John, it’s been so long, in which I say, mabari live exactly as long as they need to.
Corinne: Getting into the deep-cut questions now.
John: Deep-cut questions, yeah.
Katey: Yeah. We are really speedin’ through these. Let’s see. Will Rook have a set of default name?
John: Yeah so, Rook’s last name is defined based on their faction, again, we wanted to tie that into your backstory, but also, there’s a, that’s a name generator that can give you a selection of first names. Obviously if you want to make your own first name, that’s definitely something we support as well. If you’re somebody who maybe has a little bit more difficulty coming up with a name, so for example you name every single character “Bob” because that’s the only name you can think of, we also give that opportunity for that generation, so.
Katey: I definitely always have trouble coming up with what I wanna name my characters, so that’s great. This next question is, when will the voice acting cast be announced?
John: So, we worked with a lot of very talented actors on this one. I am super excited to talk about the voice acting cast. We’ll be talking a bit more over the summer, we’re not quite ready to announce names yet.
Katey: And I think we have a similar answer to this next question, which was, will there be a Collector’s Edition? When can I pre-order?
John: Yeah, same answer, we have, we’ll talk more about the different editions of the game soon.
Katey: Are there any special musical guests writing the sound-track? Will tavern songs return.
Corinne: Oh my goodness, yeah. There are tavern songs. And huge credit to the audio team and performance teams because they’re pretty great. There’s one in a little tavern in Minrathous called The Swan, and the song you hear there might just, it might be, it’s up there, it might just be my favorite of the tavern songs.
Katey: Let’s see, are there any – ope, I have just asked that one. What are the required PC specs?
John: Much like the other two, we will have more information on required PC specs soon.
Katey: Saph from the Discord server noticed that two, Dragon Age II’s main theme from the soundtrack brought back much of the iconic thematic material of Origins’ main theme, but I heard less of it in Inquisition’s. Can we expect The Veilguard’s main theme to recall more or less of that original thematic material than Inquisition?
John: So we’re not, we’re not quite ready to talk about music yet in specifics, but in broad strokes I can say the process for us is always the same. Working with the composer, working, figuring out themes, figuring out what kinds of elements we want to keep, tying specific elements to, maybe specific characters. It’s a really in-depth process and a really collaborative process. We have some fantastic audio people on our team that have done an amazing work, amazing job, working with composers, and, with the team as a whole to make sure that, again, we said earlier about cohesiveness. Making sure that the music feels like a cohesive part of the experience.
Katey: And this one, I see is also for John, but I think anyone can answer this. When writing the overall story of this game, what themes did you want to have as the prominent focus?
John: I mean again, it’s interesting, so it’s interesting, because when we were writing these games, and this has been true on every Dragon Age I’ve been part of, what you start with and where you end up aren’t always necessarily the same. Sometimes you start writing out a theme, you realize actually it’s more interesting if we attack from this angle, or maybe if we twist it a little bit. I will say for Dragon Age: The Veilguard, from the beginning one of the biggest themes has been regret. How regret’s shaped peoples’ lives, how people deal with their regrets, how people maybe move past their regrets and, each of the characters, you know, the stories as a whole, have elements of this tied throughout. We really wanted to have that thematic, that cohesiveness to the game’s story and the game’s writing so.
Katey: And I know that, you know, we’ve, we've kind’ve already answered this a few times, but can we play as dwarves and does the world react to your race and backstory? Probably be good to just directly answer that one.
John: Yes you can play as a dwarf. Yes the world does react to your race and backstory. And, again, you’ll have unique dialogues or unique conversation options based on that, on that backstory and as well as that race.
Corinne: I’ll give you a little nugget here, because I saw it scrolling through real quickly. Do you have beards, like. So when I think about can I play as dwarves I think about, do we have glorious fantastic beards? Hell yeah, we do.
John: Yeah, I can say, as somebody who plays a lot of games with character creator, the beards on, I don’t know what magic the character art team did for the beards, but they feel like a beard should feel like, it’s great. They look awesome.
Corinne: Just saw somebody say “it’s beard time”, I love it. It’s beard time!
Katey: Will our heroes and companions leave us if we go against their wishes?
Corinne: Oh my good – do y’all just love pain? Do you want us to make you cry? If you go against their wishes, if you make decisions they don’t like, I will tell you, you can piss them off, you can, they might not agree with you and they, they will take some time away. That said, this is the biggest threat to Thedas we’ve ever seen, so they’re, they are always gonna be willing to show up to defend Thedas but, yeah, you can piss them off and they’ll leave for a minute. As it relates to them showing up to defend Thedas, well yeah, they will, unless…
John: No spoilers Corinne!
Corinne: Aughhh, I’ll leave it there, I’ll leave it there.
John: No spoilers.
Corinne: Okay, alright, alright. But they want it!
John: Yep.
Matt: Don’t try to stop me, Smee!
Katey: This one’s a fun one about some inspirations for the game. Dracanmo would like to know if any songs, books, movies or anything have had inspired any of the writing for the characters?
John: I mean, honestly, the thing about art is, art is always a synthesis of your own experiences both in the real world but also the art you consume, the art you pay attention to. I don’t think that any characters have what I would describe as, this character was a direct reference or direct inspiration but, I mean, yeah, they’re all inspired by the things that we do, the things, both, again, in the real world, and also in the media we consume. And you’re gonna see elements of characters that, yeah, the things that we’ve enjoyed, the things that’ve shaped us, show up in these characters. I think, for me, it’s, it comes down to, and I, I, writing is a deeply, can be a deeply personal experience, so even if you don’t intend for it to be the case, things, parts of you are going to show up in your character, I think that’s true for all the characters in The Veilguard. And, you know, sometimes it’s, exploring, exploring the, y’know, things that, about yourself that you may like or may not like, and it’s also about exploring things about characters that you like or don’t like, so. That’s kinda my long-winded way of saying yes, it’s impossible to not have that happen when you’re creating art. But I wouldn’t say that there’s one where you can say, oh this is this character, this is this character.
Katey: What was the thinking process behind making Harding a companion this time around? Was she always going to be one or did it evolve into one because she was such a lovable character?
John: Ohh, yeah. So Harding, I mean. When we released Inquisition, it was impossible not to see the love that people had for our murderous girl next door dwarf. She’s always been a fan favorite obviously, but I think beyond that, it’s something that there, that Harding’s writer wanted to explore. There was more of a story to tell there, more perspective, and beyond that, Harding obviously has a strong connection to Solas, and to the, to Varric, and to the events of the past ten years, so. I wouldn’t say it’s always been, but I’d say Harding’s probably one of the first ones we settled on as like, yes, this is a character we want and the writer had a story that they wanted to tell with her, so, it just made sense.
Matt: You know, I think actually, to piggyback on that, that’s something I hadn’t really even thought about that much, but, and it’s not a huge part of her character, but, she tends to be one of the people that have the most insight into he was.
John: Yeah, that’s exactly it, that’s exactly, and yeah, that’s a great way of looking at it too. It also provides you with a little bit of that, that perspective. For players who’ve been around, you know, who played with previous Dragon Age games, but also for new ones, who was Solas? What kind of character was, was he?
Matt: Yeah.
John: Yeah, it’s a great, it’s a great, using characters to provide windows onto the world is honestly one of my favorite things.
Matt: And, and when I say was, I just mean, in Inquisition.
John: Yes, that’s, that’s exactly it, yes. Thank you for correcting that.
Matt: Yeah.
Katey: And what approach are you taking to quest and world design in The Veilguard?
John: I think for us it just comes down to relevance and narrative heft. We want to make sure that each quest provides either a perspective on the world or perspective on the characters, or feels immediately and obviously relevant to what you’re, what you’re doing here. You’re here to save the world and, again, at the end of the day, one of the things that we heard, we heard loud and clear, was some feedback about how relevant, or in this, in our case, not relevant, previous quests have felt, so for Veilguard, we really wanted to make sure that these quests felt like something that you, somebody faced with the end of the world would believe was necessary and important. So, again, there’s quests of all sorts and sizes, but all of them share that same feeling of, this is the kind of thing that The Veilguard would do. This is the kind’ve thing that my hero would do, especially faced with the end of the world.
Corinne: Yeah, that’s, that’s really good John. That’s so right. I would just, again, double-down on how hand-crafted all the quests are, and whether, whether you’re doing, like, the main story, or you’re journeying with your companions, or you’re out exploring and you encounter a mystery. Everything’s handcrafted, intentional. We spent a lot of time listening to what y’all said, and of course everyone has slightly different tastes, but, you know, you’re not gonna be gathering shards in the Hinterlands. Everything is built with intention, and, you know, a dev there lovingly handcrafting the experience.
Katey: Are there any locations in the game that can only be accessed by making specific story choices?
John: So I don’t wanna get too much into spoilers here because this does start getting into spoiler detail, but I will say that locations can fundamentally change based on decisions you make. Some of the parts of the world that you go to, you can have, the decision, the choices you make have an impact on how these spaces exist and develop, so, yeah, and again, don’t wanna too many into, into story spoilers, but, your decisions do impact how the world shows up.
Katey: And will we be able to control our companions in combat through tactical mode, or if the PC, or player character, gets KO’d, like in previous games?
Corinne: Right, so. If Rook gets KO’d, your player character gets knocked out, this time around it is time to re-load your save, or better yet, the companions have really interesting progression, you can spec them out to be able to revive you, but that’s, that’s if you’ve invested in their own progression and what they can do. And that said, I, I mentioned this earlier but I, I personally spend more time in the nature of this combat system when everything comes together, interacting and directing the companions than I have in any of the other games, so, like, like that, that interactivity between them, once you play it you’ll see how, just engaged the team is.
Katey: A user named It’s Sarah said, my real most important Dragon Age question is, will Solas still occasionally or dramatically speak in iambic pentameter?
John: You know, I was, I actually spent a little bit of time trying to figure out if I wanted to answer this question in iambic pentameter and then I very quickly gave up. Massive kudos to Patrick who, who always writes Solas so well. Again, Solas is a returning character, it’s the same Solas you know and love, or hate, depending on who you are. Same writer, so, I think, this has been, the answer is, well of, yeah, it’s Solas.
Katey: Will our decision of who in particular was left behind in the Fade be important?
John: So, while that decision does not show up, that – sorry, let me, restart. Not for The Veilguard. That decision doesn’t show up here. Now, that said, that doesn’t mean that’s that’s not a decision that will ever be important in the future, so. Again, not for this one, though.
Matt: I’m glad to hear you say that, John, because one of my favorite stories was Bob getting stuck in the web in reboot and it just feels like -
John: That’s a, that’s a deep cut!
Corinne: Very, that’s a deep cut.
John: Holy smokes.
Corinne: My goodness.
John: The sound of my childhood.
Katey: Will we have mounts again? If so, any hints to what types we’ll have?
Matt: So no, no, mounts, excuse me. Mounts were, they were, they addressed a need in Inquisition that we don’t have in Veilguard, and you’ll see why, when you get to play.
Katey: LightningStar asks, how is the side quest design? Will they be mostly story-based, or will there be a lot of radiant quests or resources or Power, like in Inquisition?
John: We talked about it a little bit earlier, but, no, they are all hand-crafted and story-focused. Again, narrative, the companions, not just the companions but the characters in the world as a whole are so much at the core of The Veilguard that, anything other than hand-crafted quests just felt like it would be a disservice to the game we were building.
Corinne: Yeah. And maybe, we can clarify as well, because, like Power was such a divisive mechanic in Inquisition. There’s no mechanic like that that blocks your progression until you fill a bar, right, like that’s just not a thing in this. You have the autonomy to engage in these, these quests as you like. There’s no, like, y'know, grind-out gates before you can progress.
John: That’s right, yeah. Again, we wanna make sure that, again, that doing this content feels as natural and part of the logical flow of the story as possible.
Katey: So, it looks like we only have time for three more questions, so I’m going to get through those. With this next one, is from someone named Jason. Will there be a similar system to the War Table missions?
Corinne: Ooh, interesting. So, we haven’t talked much about the player’s base, the Lighthouse. And we’re gonna save that for a beat, but what I will say is that the Lighthouse, your headquarters so to speak, it has its own unique purposes and functions this time. So that’s an area that we’ll, we’ll leave for you when we talk more about the Lighthouse, and then when you have a chance to hop in, you’ll be able to see what those unique purposes and functions are.
Katey: If there is dual-wield for warriors, will it rely on dexterity or strength?
Corinne: Ah, okay, yeah, yeah. So we did wanna bring dual-wielding back. It is part of the rogue kit this time. So warriors are really focused on mighty two-handed weapons, can’t wait til you see, when you swing and connect with those weapons, there’s, there’s a real heft to it. And then of course sword and shield, so. We’re leaving the dual-wielding to the rogues, but you, you can see just, the amount of hits you can get in in rapid succession dual-wielding as a rogue is really satisfying.
Katey: And the last question that we’re able to get to today, is, what have been some of the challenges and advantages of working on a single, on a single game for so many years? How did you sustain the work in yourselves and the process?
John: That is a fantastic question. I will say for myself, I’ve often joked, and I don’t know how much of a joke it actually is, that when this game is out and I suddenly don’t have to keep all these pieces of game and lore and story and everything straight in my head, I’m suddenly gonna be able to speak Latin or something because there’s gonna be a ton of brainpower freed up. But for me it’s just, you know, it's, the thing that keeps me sustained is just knowing the game that we’re building is the right one. Knowing that the beats are coming together, and knowing just how much people care about this franchise, care about these games, and how excited people are going to be when they get to see the fantastic work that the team has, has been doing. And that really is, I can say, I’ve been on this project since the start, and even today, I see things on a daily basis, I’m like holy – smokes, sorry, I almost swore, I can’t believe what the team is doing, I can’t believe the, how good this looks, I can’t believe. Because it’s a huge game. There’s pieces that I, I don’t see every piece of the game every day so, I get pleasantly surprised on a daily basis and that, I will say, you know, confession, sometimes if I’m having a particularly long day, I’ll spend about an hour late at night just watching cutscenes coming in, watching the work coming together and just, sitting back and being like, holy smokes, I cannot wait for someone who hasn’t seen this every day for so long as I have to experience this and just be blown away by the work, so.
Corinne: It's, it’s been very real, hasn’t it? And, and I will just say, speaking on behalf of the dev team, everyone’s working so hard, they’re putting so much passion, so much of themselves into it. Like this is a franchise they truly love, and seeing your support, cheering us on, it’s just meant a lot to them, so, let me just say thank you to all of you.
Katey: And I wanna say thank you to you three for taking the time to do this. I know that it matters a lot to the community to be able to, you know, get some time with you guys and, you know, make sure that some of their dying questions are, are answered, so thank you so much for taking the time out of your day to do this. For anyone who’s still listening I promise that I’m that I’m working on a way for these questions to be immortalized somewhere. Stay tuned for that so that you don’t have to worry about this, just, you know, disappearing into the ether. So, stay tuned, thank you all for your time. Anything else we wanna say before we jump off?
Matt: Thanks everyone.
John: Thank you. Yeah, I’m super excited to show more of this and, yeah, this is gonna be, hopefully this is the first of many of these opportunities to talk to you all directly. Again, it’s been a while, and getting to talk about this game has been absolutely exciting. I know for myself, as well for the rest of the team, so thank you all.
Corinne: Just thank you, it’s, the Dragon Age community, how much it means to you, how much it means to us, it’s just wonderful to see you all so invested and excited to come here and talk to us. Thank you again, truly.
Katey: We'll hopefully do something like this again soon. Okay, cool, have a great day everybody! Talk soon!
John: Bye y’all!
Matt: Bye.
[source: The dev BioWare Discord Q&A on June 14th]
Update: If you would like to listen to the Q&A for yourself in video format, or listen to it again, Ghil Dirthalen recorded it and has now uploaded a video of it here.
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joliebean · 1 year ago
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The Cruise Collection by Joliebean
Embrace the sun-drenched season with the new Cruise Collection, where bold patterns and vibrant colors take center stage, allowing you to make a splash with your own unique style. From the beach to the poolside, this set will inspire confidence and ignite your inner fashionista. But it doesn't stop at just the swimsuits; the collection features the perfect accessories to complete your beach-ready ensemble. Step onto the beach with confidence, radiating an aura of boldness and sophistication. With the eye catching patterns, bright colors, and stylish accessories, you'll be the epitome of summer style, capturing attention wherever you go.
BGC
standalones
10 items + 1 bonus item
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custom thumbnails
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Patterns Palette
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Free Bonus Item - Wiki Tiki Dress!
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It is a remake of my old Wiki Tiki Dress from 2019. If you have it, I strongly suggest you to remove it, but they don't conflict with each other.
Download Wiki Tiki Dress and the whole collection on my Patreon
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