#EVEN MAKING THOSE ADDITIONS DLC MIND YOU
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Okay why the fuck is like a dragon 60 bucks on download like TF!?!
i hate to be the one to tell you this but games nowadays are like sixty bucks
#snap chats#even bordering on $70... inflation's finally catchin up to videogames..#i guess what you mean is 'this isn't a physical copy so why is it so expensive'#which. yea </3#i cant even be wholly mad when. just from what we've seen so far. the game's going to be well worth the price point#like i'll be cross if a game like the sims or ACNH is 60 and they have to add in content well after the release date#EVEN MAKING THOSE ADDITIONS DLC MIND YOU#rgg- so far- has been pretty fair about dlc yk its usually just costumes or fun extra bits behind dlc#sins kaito files but from what i heard it's a great dlc#i try not to bootlick yk. im a stingy bastard i feel pain spending money#but this prob the one time i aint gonna be upset about a game's price point like The Price Is Right lmao#buuuuut again the main issue here prob isnt The Cost Of Videogame its The Cost Of The License Of The Game#unless you're doing steam style but semantics POINT IS#uhhhhhh idk. physical copy gang rise up
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Dragon Age Day 2024 – Developer Reddit AMA (Q&A session) – compilation post
Introduction: “Happy Dragon Age Day! John Epler and Corinne Busche are here to answer your questions for the next ~2 hours. Looking forward to chatting with everyone. We won't be able to get to all questions, but hoping to get to a good mix!”
I gathered the questions and answers from the AMA together in this post, as the AMA has now concluded. The rest of this post is under a cut due to spoilers and length.
Q: "If you could’ve developed DLC, what — and/or where — would you have wanted to explore? Would it have been a new locale with a complementary, self-contained story or something that adds to the main plot and teases the future?"
Corinne Busche: "On the gameplay side, I had a thought about adding a new class option, which is directly related to the environments and story. I've always wanted to revisit the Bard, and I've long felt in the context of Veilguard the best way to handle player-controlled blood magic would have been to build a unique 'Blood Mage' class for it."
Q: "Can we look forward to more lore-supplementary material, for example World of Thedas vol.3?"
John Epler: "With all of the lore reveals in DATV, another World of Thedas is something we'd absolutely love to do. That said, they're complex beasts and require a lot of work from a lot of people, so I can't really promise anything, but it's something we're interested in, at least."
Q: "1. How exactly did Solas's blood magic manipulation of Rook work? Did he only alter Rook's perception to make them think that Varric was still around, or did the blood magic actively prevent Rook from reacting to Varric in a way that would have given up the ruse to the other characters? 2. What is the state of Southern Thedas after the events of DAV?"
John: "Solas' magic caused Rook to see Varric when he wasn't there. Originally, of course, Solas wanted Varric to keep Rook more off-balance - but the thing about the Fade is that things don't always work the way you expect or want them to. As for the state of Southern Thedas - it's been pretty radically altered. The balance of power has shifted, but even those who rode out the storm of the Gods' blight better than others are still reluctant to start anything as the whole place is in rough shape."
Q: "When looking back on DAV, is there any part you wish that you could have spent more time on?"
John: "For me, it's about the Antaam and their split from the rest of the Qunari. There are elements of that story in both the Crows content and in Taash's personal quest, but in a dream world, having the Ben Hassrath as an additional faction (albeit, one you don't know if you can trust) would've been nice."
Corinne: "And for myself, I certainly share some of the desires the community has. Going deeper on romances, and more choices to import. I love our choices and consequences in the game already and maybe we could've added a few more on the scale of the Minrathous/Treviso choice, that significantly alter the remainder of the game. I think we learned how to make that work within our gameflow and content structure, so I look forward to being able to lean in on these beats more heavily. That said, no artist or creator is ever going to be completely content with their work, and even so when I take a step back and look at the game as a whole, I'm extremely proud of what were able to accomplish."
Q: "Can we get confirmation on what happened to the other Evanuris? Will we get any more lore? Shame we didn't hear a whole lot about them besides essentially being behind the previous Blights."
John: "We haven't been SUPER specific about this, but at best the other Evanuris are a shadow of their former selves, and at worst they're dead. The death of their Archdemons, particularly when they were still trapped in the Fade, caused enough magical feedback that it broke their minds and bodies. A couple may have survived as shells, but they aren't in the same state as Ghilan'nain and Elgar'nan."
Q: "Will we get at least anything post launch that via free updates that further expands some story elements? Will rook continue to be the main protagonist going further??"
Corinne: "We've been continuing to improve upon the game post-launch through various bug fixes, balance updates, and quality-of-life improvements. Notably new character creator options and armors for DA Day and N7 Day, and some cool features like Photo Mode filters. Beyond this focus however, we largely view this story as complete and are not planning for further story content. Whether Rook will return in the future, well it's just too early to say :)"
Q: "The marketing for the game claimed that choices not imported from prior games wouldn't be overridden. However, certain dialogue from characters like Harding seemed to establish certain canon events from previous games that were not locked in. Is the intention that a hard canon is being established from DATV forward?"
John: "Ultimately, there's still no intention for there to be a hard canon going forward. These games have been going on for 15 years, though, and with all of the previous games to remember, as well as developing this one, there are absolutely places where we unintentionally suggested there was a hard canon (the one I've seen specifically is that Isabela is always assumed to have joined Hawke's party). I'd say those are oversights and not part of a deliberate strategy. While there are definitely some smaller decisions we will likely never revisit, I want to keep those other choices alive and relevant in the future, and with the state of Thedas the way it is at the end of DATV, I don't really think there's a way forward that DOESN'T involve bringing some of those bigger choices back to the forefront."
Q: "Was there anything at risk of being cut from the game that you fought tooth and nail to keep in?"
Corinne: "Oh, absolutely. There are always those things in game dev that are at risk due to scope and deadlines. There were 3 big ones that immeadiately come to mind: The Transmog feature, the Lords of Fortune Hall of Valor, and Haunts questline. I'll throw in Photo Mode as well, but that was one that we always knew we'd like to do, and had to dig deep to find the time and resources for it."
Q: "Is it set in stone that we will not be getting DLC?"
Corinne: "Correct, our focus was to tell a complete story with the release of Veilguard. Beyond the quality of life improvements and a couple new armor sets we're doing to support the game, we won't have any new story or gameplay content coming to the game."
Q: "Are there any plans to try and increase character saves on console to more than 3?"
Corinne: "This is something we've investigated, but because this touches our save file architecture there are no plans at this time to increase the limit."
Q: "Are you planning to make another Dragon Age after this one ?"
Corinne: "There are so many more stories yet to be told, and threats to defend against, within Thedas, but that's all we can say for now as we don't have anything new to announce."
Q: "With the polarizing nature of this iteration of Dragon Age, how did the media attention affect the team as a whole and the morale leading into and post launch?"
Corinne: "This is a tough one to answer, because it's so personal and specific to each member of the team. So let me say this, we've seen that with each Dragon Age release there has been a passionate, and sometimes polarized, response. When you consider how invested the players are, the nature of reinvention in the franchise, and the commitment to inclusivity, it makes a lot of sense to see the broad array of reactions. What I can say is that the team is really proud of what they have built, and the positive critical reception it's received. Within the team, we've been sharing all of the wonderful letters, fan art, and anecdotes from the players, and listening closely to the constructive criticism. That's really where we focus our attention."
Q: "Could you comment on current logic of Lucanis romance? Him leaving PC because of a certain choice does not make sense, because right after that he picks up the romance arc with Neve, who did exactly same choice. Was it intentional, or are we dealing with a broken plot flag or oversight?"
Corinne: "Lucanis is a deeply passionate individual, and rightly or wrongly, can't overlook that it was Rook's decision as the leader of the Veilguard to support Minrathous, when so many lives were bound to be lost in Treviso. It hasn't dimmed his passions, which is why he ultimately still pursues Neve, but it does come at the cost of the fledgling romance with Rook. As with all people, Lucanis is complex in the way he internalizes his experiences, and this is one he couldn't look past."
Q: "Are there any comics or books planned that are set after the events of DAV?"
John: "Ancilliary media is always tricky but personally I'd love to do more in that space. I think the ending of DATV leaves the world pretty well open to a number of different stories and exploring how the dynamics of Thedas have changed after the events of DATV is, IMO, a really fun path to go down."
Q: "Can we see Sandal in the future Game/DLC?"
Corinne: "That's an interesting possibility to explore. Especially given what we've learned in Harding's quest line and the awakening of her powers through her connection to the Titans. It's a really fascinating side of lore, but like we've mentioned already we don't have any new story content coming to the game or anything further to announce."
Q: "I want to give a shout out to John, Corinne, and Trick in particular. What a great group of people who clearly love this series! Would love to know about their canon Rooks/romances and their playthroughs"
Corinne: "At this point I've done so many playthroughs it's difficult to keep them all straight! If there was one that I'd say is my "canon" however, I'd say it would be my Shadow Dragon Qunari Rogue, named 'Rin'. She was a Veil Ranger who was always a bit quick on the draw, chose to save Minrathous, selected Maevaris for Archon, and romanced her one true love: Taash! Ultimately Rin and Taash agreed that Taash should honor their life as a Rivani, before we defeated the gods, redeemed Solas, and sent him off into the fade to be with his own true love: The Inquisitor. <3"
John: "Qunari mage Rook who's romancing Harding. He's the handsomest Qunari in Thedas, and that's a burden he bears every day. I'd also just add that while I appreciate the kind words, a game like this couldn't come together without a tremendous number of people, far more than are active on social media. So shout out to the whole team for the hard work they've done."
Q: "Can we hope to see something related to Awakened Darkspawn in the future that the franchise has? (As in prequels or new instalments.)"
Corinne: "Difficult to say. I've always been a fan of the rare cases of Awakened Darkspawn, but if they were to turn up, it would need to be because they were right for the story."
Q: "My question is - what are your plans for upcoming patches? Do you expect that they'll mainly be bug fixes, or is there a possibility that there could be content patches? And if so, any chance for more interaction between Rook and the companions, since that's top of many of our wishlists for the game right now? (Lucanis in particular for me :) but every one of us has their own favorites!)"
Corinne: "I'm so glad you enjoyed it!! I believe we've responded to another question about the post launch plans, but let me include some of that information here as well. We're currently focused on various bug fixes, balance updates, and quality-of-life improvements. Notably new character creator options and armors for DA Day and N7 Day, and some cool features like Photo Mode filters. Beyond this focus however, we largely view this story as complete and are not planning for further story content."
Q: "Where does Andraste and the Maker fit into the world of Thedas given all that was revealed during Trespasser and Veilguard. We obviously know the whole story about the Evanuris and their role in shaping the world as it is, the Black City, the Blight, etc. Is The Maker just a human mythology that sprang up to explain this? Does The Maker still exist?"
John: "That's a weighty question. I do think there are some questions we should never (and likely will never) answer completely - I think the moment you reveal everything there is to know about a fantasy universe, you start to lose some of the mystery that brought people into it in the first place."
Q: "Are you going to add new armor or skins as you added the Mass Effect one?"
Corinne: "We actually just dropped the new Hawke-inspired armor, face paint, and body paint, as of today in celebration of Dragon Age Day!! Really hope you enjoy! I know for me personally, it's going to be my go-to transmog armor from now on."
Q: "What features/storylines were left on the cutting room floor? Followup if you're feeling generous: How was the development of Veilguard viewed internally, and was the majority of the studio satisfied with the time given to develop the game?"
Corinne: "Tightening up content and making cuts is a tough but typical part of game development. A few of the biggest cuts we had to make were trimming down the Faction story arcs, and letting go of a few explorable spaces. There were also a few areas, like blighted Weisshaupt that we could've returned to and explore. In both cases however, I believe we rightly opted to let go of these quests and areas in favor of increased focus on the quality of the existing Faction quests and exploration areas and shipping a high quality performing experience."
Q: "After reading the Dragon Age: The Veilguard book I noticed the jurassic tortoises didn't make the cut into the game, they were also teased in the initial teaser trailer from a few years ago. Any particular reason they were cut?"
John: "It's less about them getting cut and more that they just never moved far enough ahead to be a part of the game with full animation sets (combat, locomotion, etc)"
Q: "Is there any hope that you'll be announcing official mod tools, or a toolset like Dragon Age: Origins?"
Corinne: "No, we don't have any plans for official mod support."
Q: "My question is >! where does Solas/where do Solas and the Inquisitor go off to at the end if he’s redeemed? Back into the prison he made or just the fade in general?"
John: "We're leaving that ambiguous on purpose, but given that the Fade is shaped by dreams and thoughts, I think it's fair to say that the section of the Fade that Solas and the Inquisitor end up in is a lot nicer than the Fade that Solas gets trapped in with the other two endings."
Q: "How do you think Veilguard sets up the future of the franchise? Where would you like to take it from here?"
Corinne: "I'm sure it won't surprise you when I say we riff on this topic a lot! What really captures my imagination now that we've resolved some of the mysteries pertaining to the blight and the Elven gods, is exploring the aftermath of this crisis in a deeply destabilized Thedas. As you can imagine, given a blight of this magnitude, and the revelations of the Elven gods, it's going to have long lasting geo-political implications, and there will be those eager to take advantage of the situation. Not to mention, there is so much yet to explore in the nature of the the Dwarves and Qunari, and their relationship to the Titans and Dragons respectively."
John: "To riff on what Corinne is saying - I think, for myself, I'd love to look at taking it down from 'end of the world' to 'the world is changing, how do you adapt and react'. The balance of power has changed, and the Sword of Damocles that is the Evanuris and the Blight is no longer hanging over the world. What does that look like? Who's on top now? And with all the revelations brought up in DATV, what does that look like for the Dwarves, or the Qunari?"
Q: "1) I've seen people that they believe Andraste was a vessel for Mythal because of a comment Morrigan makes about a previous vessel falling in love with an Almarri Chieftain. Is this the case or was she talking about Flemeth? 2. About the Executors, is their manipulation more on the level of leaking information to select people to guide events, or is it more along the lines of "Loghain suspects that Cailan wants to ally with Orlais, let's stoke his hatred by having him see/hear events that remind him of what they did." 3. Lastly, are there any plans to let us visit Kal Sharok proper in any future games? It was great getting a small glimpse of the Dwarves from there and see an outpost but would love to see the actual city!"
John: "I think I'm going to have to keep the first question a mystery for everyone. :) For the second, it varies. The Executors are very mysterious and, more importantly, incredibly risk averse. They attempt to manipulate events in the most subtle way they can manage. Sometimes that means leaving a particularly inflammatory document on the right desk. Sometimes it means stoking existing fears and doubts. Not everything they try is successful, in part because of how unwilling they are to put themselves at risk. For Loghain, it would have been incredibly subtle. He's smart, strong willed and, in his own way, loyal to Ferelden to a fault. For others, it would've been different. I'd love to do more with Kal Sharok as there are some interesting stories still to tell that involve them, but we don't have anything to announce as it relates to future games."
Q: "If you could make one of the faction leaders a party member in the next game, who would you choose?"
Corinne: "For me, it would absolutely be Evka and Antoine (you have to bring them as a couple, right???). They've come to have place in my heart, and I would love to know what the future of the Wardens looks like. That said, a couple of runners up: Maevaris Tilani, and a reprised companion role for Isabela, would make me very excited!"
Q: "Did you expect so many players to be so thirsty over Emmrich? He is the best player in the game for me, thank you for his lovely presence."
Corinne: "I mean, we definitely had our suspicions. Within the dev team, we are also fans of the game, and what we found was that some of us were very drawn to, and quite vocal about, our resident necromancer. There's something so endearing about his gentle demeanor and that juxtaposition of necromancy as a force for good and reverence, that makes him really compelling."
Q: "I wanted to start out by saying I love this game, but one of my major questions is: What happened with the Lords of Fortune? They have significantly less content and reactivity than the other factions with Rook not even commenting on things that they would already know like Isabela explaining what "Pulling a Barv" is. Similarly, the Lords don't have a theme for the Lighthouse OR colorways or even a real faction quest line like the others have. Were they intended to be a different faction (a qunari/tal vashoth one maybe) and it got swapped late? Where they just added late when time/budget was already running low? Was it determined that fewer players would pick that faction so less resources were allocated? I feel like there's a reason as to why since the difference between playing as a Lord and playing as any other faction feels really extreme."
Corinne: "We always knew that some of the factions needed to have a larger presence in the overall story than others, so when we approached our content planning, we took that into account. They are inherently assymetrical. That said, I think there is a lot of interesting material to now work with in regards to the Lords of Fortune and the Rivain Coast if that's right for another story."
Q: "What was the motivation behind writing the Inquisitior's missives and the ultimate fate of southern Thedas? Is that an area you are likely to revisit in future games? T his question is the result of a lot of discussion that's been had in the fandom as of late and one to which there's no definite answer, but I'm curious: as developers and writers, what features and qualities do you believe make up Dragon Age's core identity?"
Corinne: "Around the time we approached Alpha, we realized that this blight, and the impact of the gods on all of Thedas was so much bigger than what the player would see in the north. We felt this was a natural opportunity to have the Inquisitor serve as that connection to the events happening in the South, to show that the entirety of Thedas was impacted, and the Inquisitor was not one to stand idly by. Sometimes I daydream about exploring the parallel adventures of the Inquisitor in the south while these events are unfolding in the north. That could be a really fascinating tale and perspective. Regarding Dragon Age's core identity. Well, that's a big question and one that will mean different things to different people. I can tell you that internally we've always stood-by the mantra that 'Dragon Age is an experience about people'. That is to say, the setting serves as an opportunity to really explore the depths and motivations of characters during times of crisis, joy, and companionship. Another that I reflect on frequently is how Dragon Age has become a franchise where each game has been different in its approach, and while it can make these titles challenging to develop, it also creates an opportunity to keep the franchise fresh."
Q: "What was the reasoning behind only making Dock Town an explorable area in Minrathous, rather than a combination of areas of the city, such as where the upper class lives?" [I think this comment was edited at some point after posting hence some of the answer below seeming unrelated]
John: "Given the state of Thedas at the end of DATV, Minrathous has become the diplomatic hub for the entire continent. While we could, to some degree, avoid references to the Divine and Ferelden's leader by virtue of this game taking place in Northern Thedas, I don't think that would be possible (or satisfying) going forward. There will, as always, be some choices that we won't reference, but others are, I think, going to be required to tell a coherent story in the future. Focus, more than anything. We originally had a few areas in Minrathous but rather than spread our resources thinly across multiple areas, we chose to focus on Dock Town and make sure it felt coherent and cohesive, as well as doing our best to stamp out any bugs we found. If we ever revisit Minrathous (which I'd love to do), I think we'd spend more time in the other districts. Both Harding and Davrin have specific, non-quantum reasons for being willing to sacrifice everything to stop the gods. For Davrin, he saw Weisshaupt fall - and he had his own opportunity to heroically sacrifice himself taken away. For Harding, she's been on this quest for nearly a decade, and she saw Varric, her friend and mentor, fall. Neve/Lucanis could have worked in either slot but that multiplies the complexity even further - and Neve already was earmarked for the wards."
Q: "During development, did you plan for a cameo of any companion from previous games that ultimately got scrapped? If so, may I ask who? And on this topic, has an appearance of the Hero of Ferelden on the table at any point? Is there a reason they haven't appeared since Origins?"
Corinne: "Thank you so much for the kind words! Glad you enjoyed! While not a companion, for a long while Charter had a role in the game. Ultimately we felt this wasn't the best fit and decided to move away from her appearance. In some cases, the opposite was true, where we added former Companions. Bringing back Isabela was a relatively late call, but we did feel we had the right role for her to fill within the Lords of Fortune. I often think about the role the Hero of Ferelden might play. It's a challenging one due to the choices the player may have made, not to mention how we handle giving them a voice that matches player expectation given they were a silent protaganist. But I do think there is something there, and I would like to explore it, if we can find the right story to tell."
Q: "If an elf were to, say, exist in the Fade for an extended period of time, would they regain the elven magic (if not already a mage) and immortality? 👀 And if, hypothetically, they one day returned to the physical realm, would those qualities persist? (Tried to be as unspoil-y as possible!)"
John: "I think, at this point, no one really knows what's going to happen to an elf who spends an extended time in the Fade. In part because the Elves of today and the Elves of Solas' past are not really the same at all. But also, the Fade has changed since Solas was a spirit. So while he may have theories, he can't say anything for certain."
Q: "Throughout the game there are many hints at a new storyline involving the past of the Qun, The Devouring Storm, and the involvement of The Executors. In what capacity can we expect this new narrative thread to be explored (novels, comics, next game)?"
John: "I think that if these story elements aren't at the core of any new material, they're at the very least going to exist on the periphery. The story of the Evanuris is done - the gods are dead (or imprisoned) and Thedas is in a state of flux and uncertainty. I imagine that whatever happens next is going to be a surprise to everyone, including the people of Thedas."
Q: "I was wondering what happened to the forgotten one and why was he scared of the eye does that mean something or is it just him say that he is scared of going back into the fade"
John: "When Anaris is defeated, he's sent back to the Void. What's there isn't something anyone really knows, but if you read the other Codex entries scattered around Arlathan, it's clear that Anaris has touched something far darker and more dangerous than he expected, and now it has his scent, so to speak."
Q: "Compared to previous installments, Dragon Age: The Veilguard makes an effort to de-centralize the moral complexities of Thedas (i.e. the softening of the Antivan Crows, the lack of slavery seen in Tevinter, etc), instead focusing on choices based on character arcs instead of politics and/or morals. Is this shift an intentional one? If so, should we expect these kinds of character choices to be the new standard for Dragon Age games?"
John: "What worked for DATV isn't necessarily what's going to work for the future. Particularly with Thedas left in the state it's in - the balance of power has shifted dramatically. The South is suffering and the North isn't doing much better. Even those who may have forgotten past prejudices and put aside their differences in the name of stopping the gods are now being faced with a very different world than when they began this fight."
Q: "What other player choices from Inquisition and/or Origins & DA2 would you have liked to have implemented if you had more time and resources? Also, what characters would you have wanted to bring back?"
John: "Well of Sorrows. I think that's the biggest one - and we had some ideas for what we wanted to do with it. Unfortunately, making games is rarely a straight line endeavour, and some of the challenges we ran into required us to scrap that choice. I'd have liked to do more with the Divine as well, though with how little we touched on Andrasteism in this game I think it would've been a bigger challenge than expected. I think Fenris is the easy answer, but it's also the real one. Given his history, his relationship with Dorian and Mae could've been fun to explore, particularly depending on how you left him in DA2. That said, the challenge always does come down to 'quantum' - if a character could be dead, you can't make them load bearing, so they end up relegated to a cameo."
Q: "Is there a canon reason (maybe in some supplemental stories) that explains what happened to Fen'Harel's agents? Are some of the Dalish clans still working for Solas? What are the Arishok and the rest of the Qunari doing while the Antaam are conquering parts of Thedas? Does their absence in veilguard imply that they secretly approve of their actions or are planning on using them to their benefit? The faction of crows we interact with is very heroic and often puts aside their role as assassins in order to protect Treviso's citizens. Does their altruism create fiction between them and the other factions, who might see them as weaker or idealistic? What are some of the other factions like?"
John: "Solas' experience leading the rebellion against the Evanuris turned him against the idea of being a leader. You see it in the memories - the entire experience of being in charge ate at him and, ultimately, convinced him he needed to do this on his own. And his own motivations were very different from the motivations of those who wanted to follow him - he had no real regard for their lives or their goals. So at some point between Trespasser and DATV, he severed that connection with his 'followers' and went back to being a lone wolf. There are Dalish clans who are sympathetic to his goals, but even there, there's an understanding that he's too dangerous to have a more formal connection with, and that he will, ultimately, sacrifice them to his own ends if necessary. The Antaam no longer recognize the authority of the Arishok. Part of why they've split into warring factions of warlords is that they felt his adherence to the Qun (which he still adheres to, even now) was holding them back, so they organized what I'd describe as less of a coup and more of a 'choosing to ignore his orders' and launched their own attack on the mainland. Absolutely. I don't recall if this exchange made it into the final game, so apologies if not, but it's very clear that the faction of Crows you interact with is the 'idealists' of the bunch. The rest of the Crows, on the other hand, are far more pragmatic and willing to work with whoever emerges on top of the pile. Illario's far more representative of the average Antivan Crow than either Teia or Viago, and it's only Caterina that kept him in check this long."
Q: "What led to the player Quanari appearance compared to the Antaam, who look like Quanari from the previous game. Was it an armor modeling issue or just a design choice?"
Corinne: "To be honest, it's both. First let me say that when you have a character creator with the breadth of sliders and options for both head and body, that does create some constraints that you need to work within. We felt this was ultimately a good trade-off for the player, to ensure they could get the full range of face and body sliders that the other lineages were afforded. Also, we viewed the player-created Qunari as a continuation of the style of player-created Qunari in Dragon Age: Inquisition, which in both games, differ from some of the other forms of Qunari we've seen."
Q: "Having reviewed some of the game files, I'm curious about what the "dreamer" mechanics would've looked like? Would there have been dreamers on every map? Would it have just been a dialogue or would we have been able to see/experience the memories/dreams the dreamers are stuck in?"
Corinne: "We explored the idea of Dreamers at several points in developement. I believe the instance you're referring to was a mechanic in which you could encouter a Dreamer in the world, and then also encounter their corresponding consiousness in the Crossroads. We would have used this as a way to encourage a "back-and-forth" set of optional quests and mysteries to encourage exploration and discovery. Ultimately we abandoned the concept because mechanically the Crossroads Gates and corresponding Champions were providing a similar experience in driving the player from the Crossroads, out into the world, and then back to the Crossroads again."
Q: "The hair physics in the game are incredible. When did the studio commit to improving the hair options/physics, and was there any conversation/debate over that? Bad hair has been a staple of the franchise, so this was a delightful change to see."
Corinne: "Thank you so much! We heard the fans loud and clear, when it comes to character customization, that we needed to step up our hair game. This tech was something our engineers, character artists, and technical animators were all deeply passionate about (as you can tell!). So all of that combined it was a relatively early decision to invest in."
Q: "Some of the companions’ questlines left me craving more lore! For example, how did Valta end up as the Oracle and how does her gift differ from Harding’s? How did Zara manage to get Lucanis possessed as a rogue? Are there any other Forgotten Ones like Anaris actively trying to make their way back to the world? In short, might these questions be answered in the next Dragon Age game or additional media, or are they purposefully left open?"
Corinne: "I'm so glad these stories have their hooks in you! We have to leave some threads to tug on for future stories. ;-)"
Q: "(Spoilery question) Do elves or dwarves exist beyond Thedas?"
John: "That's a great question - and it's actually one that Bellara herself asks. I think 'what lies beyond the sea' is one of the most interesting spaces to explore in Dragon Age and whether the same people exist there is something that... well, I have some ideas, but I don't want to get into spoilers."
Q: "What happened to red lyrium? It feels like it was all but forgotten after DAI, even though it is blighted lyrium, and it felt like it would have made perfect sense to dig into its lore and workings a bit more since Ghilan'nain is the mother of the blight, and now knowing what the ancient elves did to the titans for lyrium.Red lyrium caused a lot of grief over the games that feels is just up in the air now, I'm curious if it was written out for the sake of a different narrative. Sortof connected to my previous question, if red lyrium is now not so significant in the lore/missing from it, why did the two gods need a specifically red lyrium dagger after losing Solas' purified red lyrium idol one? How does one purify something/someone of the blight itself?"
John: "Red lyrium is still present in DATV - it's how Ghilan'nain and Elgar'nan are able to craft their dagger, after all, and it ties directly into Harding's personal quest - but at a certain point it felt like it wasn't serving much of a purpose 'out in the world', so to speak, that the Blight wasn't already serving. It made a lot more sense in DAI, where you had the Red Templars who were directly using it to gain power, but without them in the picture, we chose to lighten the emphasis on it for DATV. Particularly in a game where the connection and threat of the Blight is so much more immediate, with the gods out in the world."
Q: "How did you get the hair physics to do all that?"
John: "A lot of tremendous work from character art, programming, tech art and tech animation. I'm sure I'm missing some groups but, yeah, the hair really is incredible. I've been on DA since DAO and I recall the (fair) critiques we got of our hair post-DAI. It was incredible to see it come together."
Q: "Where does Emmrich sleep? He’s the only one without a bed in his room lol"
John: "He sleeps standing up, like a horse."
Q: "which of the three/four endings do you find the most thematically satisfying? in regard to solas and/or rook (because i’m not sure the answer is the same for both!) & why isn’t rook invited to the book club?? sorry this is my villain origin story, why is my beloved emmrich enabling this social ostracism. does rook canonically hate to read?"
Corinne: "As a Solavellan, I personally love the Redeem ending with the Inquisitor/Solas romance variant. I cried my eyes out at the end of Trespasser, and now that they can finally be together to know the joys of their love makes me so happy."
John: "I'm a big fan of Outsmart, largely because I think there's something deeply satisfying in outsmarting someone who is very confident about their cleverness and spends a lot of the game reminding you of it. That said, I will admit that the Solavellan ending is deeply moving, even for someone who, at one point, wanted to fight Solas like a Yakuza boss. As for why Rook's not invited - it's entirely an attempt to avoid forcing roleplay on a character that may not fit your idea of Rook. Some people's Rooks may not have the connection to the team that would let the book club make complete sense. That said, I totally get why people wish their Rook could be involved."
Q: "TLDR: ll some classes be buffed? Iirc in an interview corinne (i think? I dont remember where or who), said shield toss got nerfed cuz it was waaaay too strong. Having playing the game now with pretty much all classes, will there be some balancing changes? I definetely dont want shield toss to be nerfed again, i love it soooo much, but its definetely waaaaaay above everything else i managed to build so far."
Corinne: "We're definitely monitoring class balance, and have generally taken the stance of "buff not nerf". That said, we're finding pretty good viability for all of the specializations, with the right supporting skills, gear, and companion builds. So in terms of priority that's lead us to largely focus on addressing properties on skills and gear that were not functioning as intended. I don't want to dismiss your feedback here though - I'll take a moment to dig deeper into our Veil Ranger data and see how those builds are comparing specifically. Glad you're enjoying the shield toss builds. That playstyle was definitely one that we were very excited about supporting!"
Q: "Why did Assan have to die with Davrin in the Ghilan'nain choice?"
Corinne: "Turlum is a powerful bond. There was simply no way Assan would have given up on Davrin so easily. Hope is a powerful force when it comes to the people you love, and sometimes we risk everything for it."
Q: "Something that has me confused. When Bellara/Neve are blighted but help use the blight to stop Elgarnan and at the end when all the blight in the area died and they were cured of the blight. How did they get cured? Is the blight itself now curable? Also, how did Solas manage to cure the red lyrium idol of the blight so he could have it back to it being the normal lyroum dagger?"
John: "When Solas bound himself (or, depending on your ending, was forcibly bound) to the Veil, it severed the connection that the Blight had to the waking world. The reality is that the Veil has been leaking ever since the Magisters first entered the Black City, and the dreams of the Titans gave it its terrible and awesome power. Now that the Veil is fully repaired, the Blight lacks that motive force, and being so close to the epicenter of that change has stripped the Blight in Minrathous of its vitality. It's calcified now - dead - and Bellara/Neve no longer suffer its effects. If they'd been anywhere else, further from that epicenter, it would've likely been different and they still would be looking for a cure. But without that power behind it, it's less dangerous and deadly than it's ever been before. So while it isn't generally 'curable', it's less of a short-term death sentence than it has been previously. As for how Solas cleansed the idol - another ritual. This one was much smaller scale, but a lot more dangerous."
Q: "What lead you to the decision to step away from active conversations with the companions as in previous Bioware games, where you can initiate them at any moment and ask exhaustive questions?"
John: "For us, because of tech limitations, it became a choice between exhaustive investigate conversations, or letting the companions move more freely around the Lighthouse. With the kind of experience we were going for, one where seeing the team grow around you is paramount, we felt that seeing them interact in common spaces (and in each other's rooms) made more sense."
Q: "I have just one very important question: what are your thoughts on Solas and Rook as a pairing? Their chemistry and interactions were a highlight in the game for me personally and I need to be able to sass and then kiss that egghead."
Corinne: "Oh gosh, you and me both! I'm not sure any of us could have anticipated how notable that chemistry turned out. And what excites me is how this relationship is something that could be developed even further."
Q: "I was wondering if it would be possible to see Cassandra in Nevarra interacting with Emmerich or Zevran in Antiva interacting with Lucanis? I understand that there a danger of turning any game into a cameo fest that would only appeal to old school fans but I did miss them. Especially as we had Isabella and Dorian in Rivain and Tevinter. To make the question a little more general what are the chances of seeing pre veilguard companions in any future iteration of dragonage?"
John: "I think the joy of the kind of 'fresh start' that the end of The Veilguard gives us is that, if we do make another game, we're no longer spending so much of the early game not only onboarding players into a new story, but also onboarding some of them (namely, those who didn't play DAI or don't remember it) into the story that leads up to this story. And part of what that allows you is more opportunity for returning characters who are meaningful, because their past is less likely to be narratively load bearing to the story. People who recognize them will have a moment of recollection, and people who don't won't be any more confused by the experience."
Q: "How did Jowin achieve the rank of First Warden? Was he ever deserving of the kind of respect Davrin seemed to have for him?"
John: "By the time you meet Jowin in DATV, he's become a political creature more than anything else. Which makes sense - after what happened to the Order in Origins, I think there was an internal realization that they had to spend more time making nice with the leaders of the various countries so no one would ever do to them again what Loghain did back then. But he didn't get that position entirely due to his connections. He was a fearsome warrior and a brave Warden in his own right, saving people and winning against impossible odds time and time again. He's older, though, and is still fighting the last war in his mind. Internally, we always described him as the general who was a brilliant tactician back in his time, but war has changed so dramatically and he refuses to keep up. I think he was deserving of that respect, though - and if you choose to talk him down (which very few of you seem to have done) you'll get a glimpse of the man he used to be."
Q: "If Solas ritual succeeded, what would have happened to the elves? And to the human? The art book make it look like they just drop dead but solas dialogs don't seems to go in that direction"
John: "I think the reality is that even Solas couldn't properly answer that question. In his mind, there would be some pain and suffering, for sure, as everyone adjusted to the raw magic now pouring into the world and the demons everywhere, but eventually everyone would live surrounded by magic and possibility. Immortality would be possible as well, and you can't make a world saving omelette without breaking a few eggs. I also think Solas is a gifted liar to everyone, including himself. Deep down he knew that the ritual was going to result in large scale casualties, but he saw it as an acceptable price to pay to fix what he saw as his mistake."
Q: "Unlike the last game, there were 2 fewer Companions, a rouge, and a warrior less, if it was up to you what sort of characters would fill up those two spots? and also if you could have a character from earlier games temporarily join you for a single quest who would you choose? with the exception of Bioware games which RPG game is your favorite"
Corinne: "Oh gosh, well I'll answer some of questions 1 & 2 together... I would have loved to bring back Fenris, either as a cameo or to fill that Warrior slot. As for the Rogue role, I do think something akin to the Saboteur Specialization would have been an interesting style for a Companion. Favorite RPG outside of BioWare games, well I'll give you three in order: Baldur's Gate 3, then Xenogears, followed by FFXII."
Q: "What happens to the lighthouse and the crossroads after the end of the game? Do the Veiljumpers claim it?"
Corinne: "Good question! I actually daydream about this one a lot! Does Rook, assuming they survived, continue to reside there given what they'd been through with Solas? Is stewardship returned to the Elven people? One thing has always been true for me: The Lighthouse existing as it does is intrinsically linked to the Caretaker, and I doubt we've seen the last of them."
Q: "My questions are mainly centered around the game's lore. Dragon Age Veilguard seems to have established a very elf centric past for the world as well as the races populating the world. Current state of the Titans, the Blight, the Old Gods, and some other things I may be forgetting, they all have links and origins to the Evanuris and the rest of the elves. In future installments, can we hope for other races to get more attention with respect to this? Because right now, it feels that most of the biggest mysteries of the universe as well as circumstances leading to the present state of the world, are a result of the elves... T o me, the magic system in Veilguard felt very different from the other games in the series. When Bellara mentioned stuff like 'recalibrate the matrices', 'readjusting energy flow', etc., it felt more scifi than fantasy. None of the past Dragon Age games had this kind of talk and it felt too big a leap for going from Southern Thedas to the North, especially considering none of the Northern characters in past Dragon Age games spoke like this either. This was one of the few instances in the game that felt immersion breaking to me. Can you guys help reconcile Veilguard's magic system with the magic of the past games?"
John: "I do agree that the elves have had their place in the sun at this point. We're never going to stop telling stories about the elves, but I think there are plenty of interesting stories to tell in Thedas where the Evanuris are tertiary characters at most. I think that's a fair reaction, but I'll answer the question in two parts. First - Bellara assumes she knows everything about magic. She probably knows more about the way ELVEN magic works better than anyone else in the world who isn't an Evanuris - but that doesn't mean she actually knows how magic itself works. The thing about the Evanuris is that, ultimately, they were able to take a very specific type of magic and shape it into doing what they wanted. But even their understanding of magic was only skin deep. Bellara and Emmrich get into this a little bit in their banter, but so much of the rest of the world - the magic of death that the Mourn Watch wield, for example, or the magic of the deep Fade that Bellara feels when she does some of her experiments in the lighthouse - is not the same as Elven magic. Even the magic that Tevinter wields, the magic of the Southern mages, is different from what the Evanuris used. The magic of the Evanuris is powerful but it's sterile, and it's constrained. So while the Evanuris have made magic work in a way that's more predictable and understandable, it's not the only kind of magic out there, and even then, I'd say they understood it at a very surface level. People were confidently describing how the natural world worked back in the 16th century. Very few of them were right."
Q: "I need to know about companion approval! I understand how companion bond rank works as it is well explained and visible in-game, but I cannot seem to find a good explanation for approval. Are the two linked? What effect does approval/disapproval have in the game? Is there something I'm missing in-game where current approval level is visible and I just haven't found it yet? PS: Spellblade Supremacy"
Corinne: "Yes! They are linked! Approval does contribute a small-to-moderate amount of progress towards your Bond. Disapproval is a small negative, but it's important to note that your Bond cannot de-level. Overall however, the surest way to advance your Bond is by helping the Companions with their personal quests. Also, really glad you enjoyed Spellblade as much as we did! The gameplay team really outdid themselves with that Specialization."
Q: "I'm mostly wondering if/how the griffons can be saved as a species since there's only one surviving clutch. It seems like a lack of genetic diversity would doom them to re-extinction, but I'm hoping there's a lore-friendly way to overcome that."
John: "It's funny you say that because I keep thinking the exact same thing. I can't remember exactly how much genetic diversity you need to have to make a species viable but I am sure it's more than just the clutch of eggs you saved from the Gloom Howler. But in a setting with as much magic and mystery as Dragon Age, I think that's probably the least of the problems the Griffons are going to face going forward."
Q: "With the ending showing a cured Neve/Bellara is that implying that the Blight outside of the Fade has been cured? If so, do Wardens no longer hear the calling, and what does that mean for the Kal-Sharok dwarves? Especially curious about this since DA:I implied the HoF was searching for a cure to the calling. In the concept art book it seemed like there were plans to show us more of Minrathous/Tevinter than just Dock Town. Curious to know what changed and if we will ever have an opportunity to return to other areas of the city?"
John: "The Blight is forever changed. It's less perilous and less virulent than it was before, and whatever motive force was coming through the Veil to empower it at the end of the game has been severed. That said, it still exists in some form, and not everyone is going to be cured in the same way. Beyond that - the Wardens no longer hear the whisper of the Calling, but right at the edges of perception, they're hearing something. What is it? Great question. With how long this game's been in development, there are things that have come and gone over time as we shift the project's scope and direction from one type of game to another. Originally we did have more of Minrathous built out for the player, but we chose to focus on making Dock Town feel meaningfully full of content instead of creating more areas just to put nothing in them. I will say that, for me, I want to revisit Minrathous in the future. I don't think we gave it enough time and there are multiple other stories that can be told both in it and with it. Particularly with the way the game ends, its importance in the world has only gone up, as it's become the diplomatic hub of Thedas, and thus a place of even greater importance in the world."
Q: "Maybe someone else can answer this question but why does Mythal’s essence relieve Solas of his guilt in the romanced Inquisitor ending when in his memories, she’s objecting to what he’s doing? Since winged dragons are female, does that mean the Archdemons/Old Gods are female? I noticed they’re labeled as male on the wiki and was unsure if it’s not updated or Old God followers assumed or were told they were male. I understand if this might pose as a logistical nightmare but would the devs consider polyamorous and/or open relationships instead of monogamy if they haven’t already? Given how diverse sexuality is in Thedas, I’m surprised there aren’t more instances of poly/open relationships. I miss going to brothels too"
John: "People grow and change over time. Mythal's essence - and in particular, the fragment of her spirit that Morrigan carries, that she got from Flemeth - is not the same Mythal who he knew millennia ago. Centuries of living in this world and being around the kinds of people Flemeth found herself around - the Hero of Ferelden, Hawke, the Inquisitor - changed her views, and made her realize her own culpability in turning Solas into the kind of person he is now. Correct, all Archdemons are female. Elgar'nan, of course, doesn't really care what reality is, only what HIS reality is, and so he's quite happy to see Lusacan as simply being an extension of himself and, thus, male. Something about Elgar'nan that we only really show in the ending is that he is, in truth, just as scarred and blighted as Ghilan'nain, but he uses a portion of his magic to always look handsome and regal, because his ego really is that big. Polyamory is something we've talked about doing before, and it's something that I know the writing team was into, but rather than simply turning it into a 'you can have multiple romances' toggle we wanted to be sure we did it respectfully and properly."
Q: "Does Solas know about the Executors and will he ever appear again in future games (similar to Morrigan)? Was there ever a point that the Inquisitor was considered as the main or secondary protagonist for this game? It was interesting to have a person with no knowledge about Solas–a cunning, ancient elven god–try to track him down especially when that anonymity did not work in their favor anyway (Solas knew about Rook for a year prior to meeting). Was 'rook' initially an alias for the Inquisitor, which they'd utilize to stay under the radar in the north, away from Solas' agents eyes and able to track him down because they knew him well (ex-companion/friend/lover)? Like was this idea ever discussed at the table or suggested by writers but trunked for xyz reasons? Idon't know if Trick Weekes will see this but I just wanted to tell them thank you for writing Solas-- in a HEA ending, what do you think they're upto in the prison? (besides the obvious)"
John: "Solas knows more about the Executors than he's let on - in fact, he knows more about the Executors than any other living being, including the other Evanuris (though I suppose they're not technically living beings anymore). But even he isn't entirely sure what they're up to or who they actually are. Their paths have crossed before, though - beyond the Tevinter Nights story that they briefly show up in. As to whether he appears again - I think it's fair to say Solas' story is done, at least for now. Even back in early development, the protagonist for this game was always going to be someone other than the Inquisitor. I don't recall if, in those early days, we ever discussed the possibility of bringing them back - the struggle with having the same protagonist game after game is that you really do paint yourself into a corner. Either it becomes prohibitively expensive to account for branching, or you ultimately underserve the very people you're bringing them back for. Rook was always the protagonist, though in very early days Rook had a number of other potential monikers including Shrike and a number of other bird names that I do not remember."
Q: "Why aren’t the Tranquil ever mentioned or depicted in the game? Correct me if I’m wrong but I’m pretty sure the word tranquil isn’t used even once. Have they been retconned? During development was there ever a conversation about potentially including a Solas wins ending? Where he succeeds in tearing down the Veil either because you let him or because you fail to stop him? I know I’d be curious to see what Thedas would look like afterward."
John: "Tranquility still exists. While not unheard of in Tevinter, the reality is that it's a far more common punishment in Southern Thedas than it ever was in Tevinter. In Tevinter, in particular, it's used more of a tool of political vengeance - but generally, only against a mage who is utterly without allies or political power. All the Tevinter mages you encounter in DATV, including Maevaris, still have some clout and subjecting them to the rite would be a huge expenditure of political capital for very little gain. Better to leave them alive and stripped of their formal authority. We had a few conversations about some non-standard game over endings, actually - anywhere from 'player takes too long in the Prologue' to an out-and-out 'yeah you know what I think I'll help Solas' conversation choice early on. What we released in the game I'm happy with though, as there are already multiple different endings you can get depending on your choices in the game."
Q: "Any chance we're going to get any behind-the-scenes content? I CRAVE a high-quality video clip of Zach doing mocap for Assan."
Corinne: "You never know! We do enjoy sharing new content from the game on our social channels so follow along in case something pops up."
Q: "What was your favourite region/area to work on (whether that be writing quests, level design, or any aspect)?"
Corinne: "For me, it was definitely Arlathan Forest. The team had so much fun with the exploration, the environmental storytelling, and the strange magic manifesting in the area. In particular I remember the first time I saw people that had been twisted into trees showing up in the area, I was taken back by the inventiveness of the team in capturing that beauty in horror. I must say, I also found the sightlines in the area absolutely gorgeous. It was really fun to watch it develop."
Q: "What are these called? [link]"
John: "Tadpoles is the name we use internally."
Q: "are telemetry surprising you in any regard?"
Corinne: "The biggest surprise for me in the telemetry is that the Save Minrathous/Treviso choice is basically split 50/50. We were all anticipating that saving Treviso would be the clear winner, but I'm happy to see it's not so cut and dry."
Q: "Did you ever thought that players would be addicted to having Rook barrel through crates and chests? There should be an Achievement for non stop barrel rolls lol."
Corinne: "Oh 100% yes! In fact, originally wide-spread destructibles weren't really planned for as a part of the game. We found with our particular take on combat that it just felt reaaaally good to smash the few destructibles that we did have. I think I spent the better part of a year putting in constant requests to make more and more things smash and break apart - not to mention the ability to roll through them! I'm glad to see I'm not alone in my obsession. Let's go break things!!"
Q: "1) Was there any plan with Radonis during concept period? 2) What more about Neve's family can you share? 3) Is there a parallel in the way Solas sacrificed the world to restore the elven world and Celene burned Halamshiral to save Orlais from a civil war? (Trick Weekes p l e a s e)"
Corinne: "At one point we did toy with having Radonis make an actual appearance in the game. In fact, if Minrathous falls to the Venatori, we had discussed having his execution on display, but we ultimately chose not to pursue this."
John: "For Neve, I'll have to ask Neve's writer, as I don't recall off the top of my head. For the question about Solas - I think it's less a direct parallel and more that Dragon Age is a series where major players sometimes have to make incredibly difficult decisions that may NOT necessarily be the best decision, but it's the best for them at the time - true for both Solas and Celene."
Q: "I just want to know... do the other companions also think Davrin's a hunk? Do you think there are companions who were rooting for a Rook x Companion romance as it was happening?"
John: "I think the different companions have different relationships with Davrin. Bellara, for example, sees him as almost a big brother - someone who she has a unique connection that she doesn't share with the other companions. Neve sees him as a fellow professional, who hunts monsters in much the same way as she does, just that his monsters are a lot more literal. As for who's rooting for a romance - I think Bellara is just excited whenever people get together. She's a huge romantic and a believer in happy ever after, so she's going to fully support whoever of her friends get together."
Q: "Please humor my newfound Nevarran cuisine obsession - it seems, based on the menu at the Lords of Fortune bar, that Nevarra is majority vegetarian ("want it Nevarran-style? Ask to leave off the meat!" or something like that), and we know Emmrich is a vegetarian. But Emmrich also reveals his father was a poor butcher. So, my questions - Who is eating the meat produced by Nevarran butchers if Nevarra is vegetarian enough that other countries equate Nevarran = veggie? Do butchers largely cater to non-Nevarran immigrants or visitors? Are the Mortalitasi/Mourn Watch entirely vegetarian (would make sense, just because of being put off by being around corpses all day, and their reverence for said corpses)"
John: "While Nevarra is a primarily vegetarian country, that doesn't mean everyone who lives there is a vegetarian. Nevarra attracts plenty of students and scholars from around the world, given its unique connection to the Necropolis and the specific magic tutelage that the Mourn Watch offers. With that in mind, its cuisine is going to be pretty broad across a number of different cultures and regions - and for some of those cuisines, meat is absolutely a very big part of it."
Q: "My biggest question is this: if Solas had been released by Mythal before Inquisition started, would he have let go of his plan? Was service to her all that was motivating him? Or would he have decided to continue with his plan until the inquisition showed him that the modern world mattered?"
John: "The latter, I think. It took the confluence of everything that's happened to him in the time since he woke back up to get him to where he needed to be for the Redeem ending. Guilt and regret motivate Solas."
Q: "When I’m writing, I tend to listen to music that goes along with it. Did any of the Devs have songs they listened to that they felt tied into the game or the characters?"
John: "I can't speak to the other writers necessarily, but for Bellara I listened to a LOT of Aphex Twin. There's something about the ambient weirdness that really worked for me as I was writing her character (to the point that one of their songs is my most listened song in 2024)."
Q: "Are rivalry paths abandoned for Bioware games? What made you design approval/bond in a way that only goes up?"
Corinne: "Oh definitely not! Rivalry will continue to have a role when the story calls for it. In the case of Veilguard, we conceived of this threat being so large, that your companions would commit no matter the cost. This afforded us some unique opportunities, like being able to tie the progression of the Companions to your relationship with them."
Q: "What are you as a team most proud of and are there any plans for a NG+ Update ?"
Corinne: "Gosh, there are so many ways I could answer this. And I think the answer would differ depending on who on the team you were to ask. So let me just say this: The creation of any game of this scope, with a team this large, is kind of miraculous when you consider all the knowledge, coordination, discussion, and expertise required. So broadly speaking, what I'm most proud of is the way the team came together to pivot and be true to BioWare's roots of creating great single-player party-based RPGs, and delivered such quality and stablity. I'm also quite proud of how player-first the effort was; Everything from being Steam native, to no Denuvo, to no micro transactions. We mustn't take for granted what monumental task it was to make this happen. There are individual features and experiences that I know we are all proud of as well. The character creator, for example, was a really big one for us. We've long sought to put the control over player-characters in the hands of the fans, and this is the game where the team believes we've best done that. In fact, it was central to one of our creative pillars "Be who you want to be". As for NG+, that's something we discussed, but at this point we don't have any plans to support it."
Q: "Can you go into more detail of Spite’s role in Rook and Lucanis’s romance? Did you expect everyone to want to romance Vorgoth?"
John: "Spite gives Lucanis and Rook privacy whenever they're being intimate. This was, I'm sure you'll be surprised to hear, a consistent topic of discussion as we planned out some of our romance scenes - is Spite watching? But no, he wanders off and reads a book (or whatever demons do for fun). At this point I am not surprised about anyone y'all want to romance. Sentient fog bank? Sure"
Q: "Looking further, what parts of Thedas you personally want to explore more (regardless if that will or will not be implemented in the future games)? Maybe specific time periods?"
John: "I don't think it's any secret that I find the idea of 'what lies across the sea' to be fascinating. It shows up a lot in Bellara's content - what happened in the parts of the world that weren't Thedas? But Kal-Sharok is another place I'd love to spend more time in. It has a very unique relationship to dwarven culture, and particularly in a post-DATV world, it feels like it'd be super interesting to get more time with them."
Q: "What made you decide to remove greatswords as an option? It's one of The fantasy weapons. Why did you choose to have a "convergent" design, gameplay wise, of classes? What i mean is that all classes have a melee option, a "parry" of sorts, amd a ranged option, with warriors throwing a nonexistent shield when 2h. Usually, in an rpg, different classes have different capabilities and limits, to make them feel more diverse. What made you choose otherwise?"
Corinne: "Originally when we concieved the 2-handed weapon stance for Warrior we did want to include Greatswords. We moved away from it largely because the movement set when swinging a large blade diverges quite a bit from what you'd see with an axe or a hammer. Ultimately we felt, given the number of bespoke animations and transitions it would take, that the time is better invested in other areas of the experience. Regarding the classes, we opted for a unified control scheme and baseline set of actions each could take (e.g. every class having a ranged attack for example) for several reasons: 1. In knowing that each class has a similar core set of actions, it allowed to better design the encounters, levels, and missions with a greater level of variety. If Warrior, for example, had no ranged attack, a large number of the missions would have much more egregious constraints on what we expect the player to do. 2. It allowed us significantly more space to play with the types of builds and breath of the skill tree. We're all very proud of how this played out in practice, and in our view created a high degree of divergence. 3. Given the real-time nature of the gameplay, it's a benefit to lean into the muscle memory the players have already established on prior playthroughs"
Q: "Hi I'm non-binary and the ability to be non-binary in this game was really special and made me feel seen in a way no game has before. In addition---TAASH! "NUFF SAID. Love em! My question is: how did you get so much past censors in 2024? How did you deal with localization? Was EA supportive of the push for more representation? Do you think we can see more diverse companions like Taash and our own player character in the future in Bioware games? I am a little worried about the backlash to Taash and the player character, especially right now. It is scary to think about going backwards after you've just achieved this amazing thing for video games. Thank you so much for making me feel so loved playing a video game, this game gives me so much hope and joy for being a trans gamer and nerd and person. I know there's a lot of hate but for me it means the world."
Corinne: "I'm so glad Taash meant so much to you, and so many others! There are two mantras we often refer to within the team: 1. We believe stories are better when they reflect a large variety of relatable experiences. 2. Games can be a reflection of the teams that make them. Taash's journey and support we had in bringing it to life, was something everyone on the team wanted to do and was invested in. It was a story and experience we wanted to tell that made sense in this time and place. I wont lie, it wasn't easy. This is a delicate subject, deserving of respect, that is deeply personal to so many. We didn't want to mess it up, especially for those it would mean the most to. We were fortunate to have a lot of support through internal and external partners to ensure we were handling this story with care, and of course the talented writing and experience of Trick Weekes. It lead to a lot of edits, localization challenges, and some rewrites. But as the old adage goes, nothing worth having comes easy."
Q: "If Solas is bald because the ancient elves just go bald during their immortal lifespans, then why does Elgar’nan have hair?"
John: "I think maybe it's more accurate to say that Solas lost hair because of stress. Elgar'nan, on the other hand, doesn't feel stress - he makes other people feel stress. And, honestly, Elgar'nan is incredibly vain. Something that doesn't show up until the end game is that he's also very vain. The reason he doesn't look blighted and corrupted throughout the game is he uses a portion of his magic to remain looking the way he does."
Q: "In the DAI trespasser DLC elves saw the crossroads different from the other races. Why was that not the case in this game?"
John: "The Caretaker gets into it a little bit, but while the Crossroads in Trespasser were 'peaceful', the Crossroads in DATV are under assault by the gods."
Q: "If you could start DAI or DATV again, what would you change/add/remove? Could you share with us the most emotionally difficult moment to achieve in DATV? And the easiest? Favorite moment?"
Corinne: "One of the most difficult moments to land was actually the prologue. It sets up a lot of context for the player, and evokes a lot of big feelings. We did many revisions on it before we found the right balance of pacing, information, and tension. In my experience, prologues always are among your most reworked content"
John: "Absolutely the Varric twist. There's always a balance of trying to leave hints for the players while not having them guess the ultimate end game of it, and it's INCREDIBLY hard to make that judgment yourself, because you KNOW what's coming, and all you can see is 'how could anyone NOT get that this is coming?' But I'm happy with how it was received and how it landed. The actual conversation with Varric at the end, though - that one was a gut punch."
Q: "So… does Bianca know?"
John: "Yeah. Harding would have gotten word to her."
Q: "I'm curious to know two things, both Solas related: -What happened to his followers? Presumably they weren't /just/ following him and were on board with the revolution that he represented. -What was his plan past making a new prison and transferring the two Evanuris? It sounds like still an eventual tearing down of the Veil but how was he actually mitigating the risks across Thedas? (Presumably with that network of followers)"
John: "Essentially that. Keep the Evanuris imprisoned, tear down the Veil, and then Solas was CERTAIN everything would get better, even if some people had to, tragically, die. One of Solas' defining characteristics, of course, is that he overestimates how successful his plans are going to be (if you listen carefully to the argument between Solas and Varric in the prologue, Varric makes this exact point - everything Solas has tried ended in disaster, so why wouldn't this as well?) As to mitigating the risks - he had a few things going on, but as to how effective they would've been, I think it's safe to say that it wouldn't have worked as well as he'd hoped."
Conclusion: "We've answered everything we can for now, thank you all so much for your questions and the love for Dragon Age!"
[source]
#dragon age: the veilguard#dragon age the veilguard spoilers#dragon age: dreadwolf#dragon age 4#the dread wolf rises#da4#dragon age#dragon age 5#bioware#solas#video games#long post#longpost#mass effect#lgbtq#morrigan#queen of my heart#fenris#the fenaissance#dragon age: tevinter nights#note: if you find i have missed one or made a weird mistake with formatting or anything pls lmk and i will fix :)
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Regarding Donna Beneviento and her characterisation in the fandom, I think it's important to note that she really isn't the shy awkward adorable blushing mess that everyone depicts her as being.
This got long but I did a mildly extensive read on her character under the break! :)
Here are the notes I took a screencap of, written by Mother Miranda, which talks about the suitability of Donna being a vessel for Eva:
There's the evidence you need that she is severely mentally ill, so babying her just feels... wrong anyway, all things considered.
Note - "and has divided her Cadou among her dolls in order to control them from a distance." While I'm on my 3rd replay of re8 I still don't fully get how the Cadou works, but what I think is essentially happening is Donna is literally splitting off parts of herself and putting them in her dolls.
The main one being Angie, of course.
I always used to consider Angie a separate character entirely but she's linked deeply to Donna on a very personal level. Considering what she's like and what all the other dolls are like - loud, funny, sarcastic, rude, etc - and how Donna is literally the one directly controlling Angie (that's the only way she moves lol, because Donna is carrying her places. Which is also why, when you kill Angie, the illusion melts away to reveal that you've actually killed Donna), I think it's safe to say that's what her actual personality is like.
Also, her only spoken line of dialogue? Please listen to it. For those who are hard of hearing, like me, she says: "don't leave... I can't let you."
Bearing in mind the way she speaks? Her tone? She sounds confident imo. Determined. And perhaps even a little angry at Ethan for thinking he can escape her.
Just a last addition as well, can I say that her abilities as one of the Four Lourds is genuinely evil? Everyone else has physical intimidation - Alcina has her height and her claws and mutation, Heisenberg has his ability to control magnetic fields and metal, and Moreau can mutate into that huge fish-with-legs thing that vomits something akin to acid? Oh yeah and he can swallow you whole too.
Donna, on the other hand, doesn't have physical intimidation like that. She only has the threat of psychological damage (which makes sense considering she's severely mentally unwell). When Ethan goes through her gardens and has to solve the puzzles in the house, she makes him hallucinate about his wife whom he thinks is dead, and about his baby who is somewhere in this unknown country with a bunch of mutants who only have bad intentions.
It's even worse in the Shadows of Rose DLC imo. As Rose, Donna makes her hallucinate the bullies from back home, being called a freak and a weirdo, made to relive the worst moments of her life. And the puzzles too? Hell. Having to actually recreate the scenes of her bullying with wooden fucking dolls. I remember feeling really sorry for Rose while playing through that part.
And yet Donna is still "the uwu baby" because what? I don't know. People love to declaw female villains just because they're attractive (looking at Lady Dimitrescu here). They love to reduce the characters down to their looks and not consider their actual lore or background or the role they play in the franchise (looking at Leon especially...)
Which, ya know, of course people are allowed their headcanons for characters and Donna doesn't get enough screentime to really have her personality even thought of, let alone to be made canon. But I think it's fair to say that Angie and Donna are basically one and the same because they're literally the same Cadou.
This is a quick reminder that you are, of course, allowed to disagree with me. Everyone has their own opinions and that's fine. If you would like to politely debate about this in my comments or in my DMs, or even in my asks, then you're more than welcome to! Please remember debating and arguing are two different things though.
If it really irks you that bad then please scroll, it's not hard. If you don't want to do that then feel free to block me - the button is free of charge after all and should be used more to cultivate your feed to your liking.
#resident evil#resident evil village#resident evil 8#re village#re8#donna beneviento#resident evil donna#re8 donna
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I keep wondering why there's so many DA2 armors, weapons and assets in DAI. Was it easier to add things they had already created - in another engine - into the new game or were they intending to have the DA2 crew actually show up (given half the plot of DAI was for DA2's cut quest). I know you're not a mind reader but I was wondering if you ever had any thoughts about this.
So I am neither an expert nor as you say a mindreader. But it's my understanding that's just kind of the nature of large scale development. There's a period after launch where your game is in support mode for patches and DLC but you're also getting started on the next project right away. And having many people working on many things in parallel there will be many such cases where team A can't start on thing 2 until they get thing 1 from team B; you have to finalize the script before you finalize the voiceover before you finalize the cutscenes, etc. So it makes sense that development would be staggered.
It also makes sense to just, make things you can use? Even if you're not working on the yearly FIFA release there's no sense in not using good assets if you have them. Time not spent replacing those assets can be spent on making something else, and now you've got more assets. (And not for nothing but Inquisition was very much sold on the basis of "wow look at the scale! much large! so world! crafting system!" lol)
And they got smart about this when they started work on Inq. Origins and DA2 share the same engine architecture but they changed the proportions of their body models (sometimes drastically) and they added additional bones to their face rig. DA2 to Inq, while they had to transition to an entirely new engine, you know what didn't change? All that model stuff I mentioned. So even with having to convert your work over for the new materials—and, you know, slapping on some tchotchkes bc you're allowed a higher poly count—it's still a big time save, as modders who have done conversions can directly attest. And again this is time that can now be spent idk sculpting Bull's fat tits or whatever.
Also DA2 is really the first time we see where the visual identity of Dragon Age started to form. The visual language of Origins was... derivative. A faux medieval nothingburger. 00s era brown. Most of the stuff that we think of as comprising the "look" of Dragon Age as a whole really didn't start appearing until DA2. Did the Dalish look Dalish in Origins? Did the Wardens look like Wardens? It's been an ongoing process to make Dragon Age look like something instead of nothing (god bless).
Even without getting down into the weeds of Inq being the sequel they originally planned during the development of Origins, and questions about what their state of development was when they got the word to sunset the game and scrap that DLC, and the pivot to Inq. Like whatever they were thinking throughout working on 2 and whether or not they were also thinking ahead to Inq throughout and whether or not that influenced any of their development decisions on 2 particularly toward its end of life... Yeah, it's just pragmatic. And pragmatism is the thing that gets games out the door.
#there's a book that talks about some of this that I haven't read lmao#look up blood sweat and pixels if you want to hear it from someone who actually knows what they're talking about
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Avatar: Frontiers of Pandora - Sky Breaker: WARNING: SPOILERS!!!
1. Getting to run alongside the Zakru on Pa'li was the bomb. My GOD! THEY ARE MASSIVE!!
2. My son has made friends 💙 he's even hanging with Nopsi (a zakru!!!)
Nopsi loves him!!
3. My favourite old ladies are back!! (Love Nafiki calling Anufi darling!): side note, I ship it!
4. Ri'nela really coming into the Storyteller part of being Sarentu!
5. Mokasa's back. And he still has the balls to play victim here. Tried coming at Alma and throwing my mother's name in my face as if he wasn't the reason Alma even knew about them in the first place. Ugh! This bitch!
6. Oh don't mind me, just admiring my giant babies as I make them feel pretty💙
7. It's offical guys. Teylan is our little Anti-Gremlin 💙
(Dammit, no more photos!!)
8. The Games were so fun!! My favorite's the horseback archery challenge! And how does Eetu get to places so quickly!?!🤣
9. Teylan rode a pa'li. The both of them were terrified 😂 don't worry buddy, you'll get there!
10. The RDA are back, they seem to be taking special interest in Anufi and Alma. Guess they're not happy she's back in the driver seat as the Kame'tire's leader.
11. Was not expecting us to be knocked out for several days. Thankfully, it seems the core cast is okay. Mokasa is shooketh over Alma pulling him out of the rubble. Still a dick though.
12. They literally made a Valkyrie crash just to take out as many Na'vi as possible. Assholes.
The poor Zakru were either killed in the blast or fled in the chaos, Nesim is furious (rightfully so) and Harding's back.
13. Anufi and Alma have been kidnapped and Teylan confirmed that the brainscap machine could give someone brain damage and kill em, basically meaning that Spider could have literally died hadn't Quaritch pulled him out.
14. Was freaking out so bad during the NeroSect bit that I only got Alma out by 20 secs. And Harding was drowning Anufi in oxygen!?! WTF!!!
Also, Mokasa came in clutch, saving us at the last minute! But he got shot. Yikes.
15. Okay, maybe I get why people felt Harding's death was lackluster, but it certainly wasn't easy, so I don't know what people were talking about there.
But maybe just a cutscene of her crawling toward us with a pistol to give us that final farewell would be notch.
16. Mokasa finally takes responsibility for his actions toward the Sarentu and the Kame'tire and even has a moment of understanding with Alma. He rests with Eywa now.
17. It's over now. All those that remained of TAP are gone, so all that's left is the Secret of the Spires, DLC. And it makes me wonder who that have planned for the big bad. Surely Nor is gonna make a return, but I doubt he is gonna be the bad guy.
Pros; loved everything.
The new legendary tier weapons and gear, the development of the characters (my baby boy Teylan has grown so much) the colours of the Heartlands animals was stunning (pa'li could have been better) and the upgrade skills bonus was a clever way to spend the points you keep racking up (though that stops when you spend a final 5 points every skill bubble)
Cons; Glitches
There were a lot more glitches this time around. First, one of the Contributions Baskets isn't working and it's ironically the main camp one. I've given it like 20 seeds already and still nothing.
And then there was a tremor machine that was freaking out one of the runaway Zakru, but when I went to hack it to turn it off, nothing happened? Only when I blew it up with a grenade arrow did it work. Or maybe that was just me being a stup 😋
Either way, I loved everything about this DLC, glitches aside and it was a good addition to the Sarentu story and I can't wait to see what happens next.
And I'm almost finished with my Sarentu OC, so stay tuned for that. Buh-bye!!
#avatar: frontiers of pandora#afop#avatar: Frontiers of Pandora dlc:#avatar: the sky breaker#afop sarentu#afop zeswa#afop aranahe#afop kame'tire#zakru#avatar teylan#avatar ri'nela
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Anywhere Bow
Magic Artifact Weapon for Dungeons & Dragons 5e
We here at Cloaks & Capes are BIG fans of the @wildermyth-blog game, and following its recent DLC Omenroad, and the official wrapping of the game, we wanted to give it homage.
So we took Elthiar's Bow, the Anywhere Bow, and made it into a Vestige of Divergence for 5th edition. We hope you like it, it took some work to make all the mechanics and rules feel good, and fit them on the card!
If you use this in your campaign, we would love to hear how it went! Also, go buy Wildermyth on Steam. :)
Anywhere Bow
Weapon (any bow or crossbow), artifact (requires attunement)
“This mythical weapon has a history shrouded in mystery. Even the most learned wizards are baffled by the magic it holds and its ability to fuse the consciousness of the wielder to ordinary items. The structure of the weapon seems naturally occuring and not something made by the hands of mortals.”
Interfusion. Using a bonus action, you can use the magic of this artifact to interfuse with an object that you can see within 30 feet (trees, rocks, furniture, etc.) In order to interfuse with something it must be considered a small, medium, or large object, that isn’t being worn or carried. If an object is destroyed or picked up, the interfusion ends. Interfusion lasts for one minute, unless you dismiss it as a free action. If you move more than 30 feet away from an interfused object, the effect ends.
Dormant
You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you can interfuse with one object.
When you hit with a ranged attack using this weapon, your interfused objects launch a magical arrow at your target if it is within 60 feet of them, dealing 1d6 force damage. You can only trigger this effect once per round.
Deep Interfusion. As an action, you can interfuse with an object you can see within 60 feet and concentrate on it for 10 minutes. You can see and hear through this object with your own senses. During this time you are unable to use those senses with your body.
Awakened
You gain a +2 bonus to attack and damage rolls made with this magic weapon, and you can interfuse with two objects.
You can make your ranged attacks through interfused objects using your attack and damage bonuses. Attacking through an object deals force damage. The object making the attack does not deal its additional damage, but other interfused objects do. As long as the object has line of sight on your target, you do not need to be able to see it.
Exalted
You gain a +3 bonus to attack and damage rolls made with this magic weapon, and you can interfuse with three objects.
Traversal. You can use a bonus action to teleport to an interfused object, appearing in an empty space next to it. You can do this a number of times equal to your proficiency bonus, regaining expended uses after a long rest.
Open Mind. While interfused with an object you can use an action to send out a pulse of energy from it. Every creature within 60 feet of the object must make a DC 18 Charisma saving throw, or you learn its location. The creatures do not sense this effect. This property can't be used again until you finish a long rest.
Join us in Discord or on Twitch every Mon\Wed\Fri to create new D&D Homebrews like magic items, monsters, or subclasses. If you want to support Cloaks & Capes check out our Patreon for 629+ magic items, monsters, tokens, maps, and more for just $3\month.
We add over 30 new items a month.
#Wildermyth#dnd weapons#magic weapon#art#weapon art#D&D#DnD#Dungeons and Dragons#DnD5e#Magic Item#DnD Homebrew#Homebrew Magic Items#DnDaDay#Anywhere Bow
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In Derek's DLC, when he remembers the marriage pact, what different responses can determine how the DLC is? Because I thought I picked a response that make it one big slowburn but we stayed only friends throughout the whole thing.
I'm presuming that you accepted the marriage pact in Step 2 since otherwise Derek won't make mention of it? So I'll go with that.
There are technically three options for a confession in Derek's Step 4. Either you can confess at the very start, you can talk about the pact at the very start, or Derek can confess to you near the end.
(Also, goes without saying but of course you have to be at Crush/Love; agreeing to the marriage pact in Step 2 isn't enough. In addition, avoid any options that imply you don't want things to change or that you're happy where things are. Sounds obvious, but yeah, options like those lock you out of both you confessing and Derek confessing later because the game assumes that you don't want the relationship to change beyond being friends.)
If you choose not to remember the deal and don't press Derek to tell you about it, the MC has the option to confess ([At the very least you were certain you wanted to be with him...]), but not if you do press him to tell you.
If you choose to remember the deal instead, then you have multiple options to pursue:
Confess ([You wanted to be with him and it had nothing to do with that deal!])
Date by joking about the deal ([You joked about the whole thing.] followed by anything except ["We were crazy to make a deal like that!" you laughed.] will work, and then after the fact don't pick [You shook your head in amusement. He was being silly.] or ["Now that'd be really crazy."] either)
Be serious about the deal (anything except ["I'm really sorry. I can't go through with something like that."] will do, followed by anything except [The conversation was too nerve-wracking and you glanced away.] or ["I think it was a bad idea."])
The difference between confessing yourself and joking about/seriously discussing the deal is that the deal is treated more as a "dating test run," and then you can confirm that you want to continue being together for real at the end of Step 4 (anything except ["I think so too. We're better off as friends."] will suffice).
If you want Derek to confess to you instead though, you need to make sure that the game understands that you're interested. Any of the following will confirm that:
With either two options I listed to have the MC confess (not remembering the deal, not pressing Derek to tell you about it, then being certain that you wanted to be with him, or remembering the deal and wanting to be with him even without the deal), choose to back out instead of confessing with words or kissing him ([You did not want him to guess what you'd been thinking.]).
If you choose to remember the deal, you can then choose [You really, really hoped Derek wanted to be with you for reasons other than that deal.], or if you choose not to remember and don't press Derek to tell you, you can choose [You really hoped you were right and he did want to be with you.]
If you chose not to remember and didn't press Derek, you'll have to reaffirm your interest after he asks you to go to the water park with him ([You had been hoping that he might ask you on a real date...])
You'll know you did everything properly if, after the scene in the park when you're playing ball with Derek and he rants to you, but before he goes and retrieves the ball he sent off into the distance, he'll start to tell you something but will "Never mind" it away.
In addition, after you wake up from gaming late with Derek and have properly woken up (specifically after you've had breakfast), Derek will talk about today being big and how the two of you should do something you "couldn't do anywhere else."
If he mutters, "Wait..." afterwards, then something has gone wrong, but if he mutters, "The last chance..." instead, you're golden. Nothing can go wrong at that point besides the obvious of you rejecting him once he's confessed.
And that should be everything covered! Hopefully all goes well for you on your next try at Derek's Step 4. ;D
#type: scene help#step: 4#moment: derek step 4#our life#olba#our life: beginnings & always#((Derek's DLC is what I'm least familiar with (still in the middle of his Step 4 and never had any intention to go for a romance route)))#((so hopefully I didn't mess anything up fkjgkdfgfd.))#((Looking at code from scenes I haven't even played was so bizarre yet fascinating.))
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And Now, An Unnecessarily Long Post Guesstimating How Long The Events Of Bugsnax Took Place
TLDR: My best guess for how long Bugsnax transpires is either between a couple months at least or a year at most.
So here’s the thing. The reason I even did all this meticulous research was to answer a question someone had in a Discord server. I figured I should probably make my inane ramblings a public post as a means of archiving for future usage, so here I am.
Please keep in mind that these are all educated guesses. I have both researched in my own time and scoured the depths of the Bugsnax Wiki to try to put together a coherent explanation of my thoughts. So inevitably there will be things I've messed up on or left out altogether. Any feedback or additions are appreciated!
In addition, this post will contain spoilers for the events of Bugsnax. If you haven't already gone through the main story, I strongly advise you not to read onwards, so as not to spoil your playing experience.
With all that jargon out of the way, let’s dive in!
Let’s go over what we already know. It is established that the expedition team has been on Snaktooth Island for roughly a year. During “The Quake”, around the start of the climax, when the Grumpus pairs are talking amongst themselves, Triffany mentions that the expedition group “only made it a year [on Snaktooth Island]”. This can also be backed up in the flavor text for the Lovely Sweetiefly, where Eggabell mentions that Lizbert gave her a bouquet of Sweetieflies for their anniversary, implying that the team had been on the island long enough for it to be celebrated. During the Major Celebration, Chandlo mentions that he would’ve come back “weeks ago” if he knew Snaxburg threw parties like this. This implies the town disbanding was several weeks prior to the events of the game, presumably months given how quickly Snaxburg ran down when the inhabitants left.
Here’s where things err on the trickier side; the prologue. In it, two weeks prior to the events of the game, The Journalist watches a tape sent by Elizabert encouraging them to come to Snaktooth Island. This simple scene actually brings up a lot of plot holes. For starters, we can tell from the background (no buildings, Cromdo still setting up his Cromdo Mart sign) that this tape presumably was made in the early days of Snaxburg. Presumably a couple days or weeks after Tape #0 (in the DLC, at least). So it begs the question; how long did it take for the tape to get sent to the Journalist? It makes Filbo’s observation of the Journalist being “a bit late” a big understatement if it took them well over a year to receive the tape and travel to the island.
Supposedly, “a bit late” can refer to those two weeks before the games events to about three month. It’s established that the Journalist presenting the tape to Clumby and them arriving to Snaktooth took them two weeks. When arriving back to the mainlands, Snaktooth Island can be seen in the horizon at not too far a distance, meaning the Journalist took more time in preparation rather than the journey itself.
A big point of contention is the epilogue, where Clumby tells the Journalist that while they were missing, they were declared “legally dead”. This is where I hit a bit of a fork in the road in my research. When I searched for information about how long it takes for missing people to be declared legally dead, a lot of conflicting information came up. The most common estimates are about seven to ten years, which is inconsistent with the fact that the expedition had only been on the island for a year. Perhaps the Grumpuses have a different law system when it comes to missing Grumpuses? Your guess is as good as mine.
There also other smaller details that also raise more questions than answers. When the player enters Snaxburg for the first time, most of the buildings are empty and in poor condition, with wearing paint and decomposing structures. According to my research, it takes between five to ten years for paint to fade and it can take up to five years for a wooden house to decay, which, again, raises inconsistencies with what is already established.
If I had to absolutely guess, if we’re to assume the tape was sent exactly two weeks before Snaxburg disbanded, and we’re to guess every in-game time skip via sleeping counts as days passing, the game would’ve taken roughly several months to up to a year to transpire. Pretty anticlimactic results, no? Well, that’s the best we’re going to get for now.
Again, a lot of this is educated guessing so there’s definitely more finite details I’ve might’ve left out on accident, so I’d really encourage any and all feedback if possible, as well as your own additions!
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Hey there again. Not too long time, this time.
Today I'm gonna talk about DLC of Elden Ring. In particular, about "progression".
It's no secret that the developers decided to "equalize" players within the expansion. Subjectively, for me, they did a poor job of it. In any case, a player at level 20 and 220 will differ greatly in damage and survivability. With the help of scadutree pieces, they only got rid of the survivability problem. And the further into the forest, the worse their solution works. As a result, the gap in damage and survivability becomes even greater.
In my opinion, this problem could not be solved adequately in any case. The only solution that comes to mind is to adapt the level to Mogh and only then build on this base.
Then I could have gone for something more fun. And now I'll probably be torn to pieces. But since I've started, I think I'll have to push until the end. Namely, the game should have introduced a "skill tree". More precisely, not like that.. I'll explain now.
In the game we can take great runes and activate them, receiving certain abilities. We also know that pieces of great runes can be recreated independently. For example, as "sidequest characters" did to add their runes to the main one. And Radagon made his own rune and introduced it into Elden Ring.
Now the question is. If they can create rune pieces and even enter them into Elden Ring, what's stopping US from making our own rune, opening up a new ending (which was kind of promised) and, more importantly, creating our own gameplay backbones?
Yes, of course. Fiya, the Eater, the Golden Mask created their runes for a long time, perhaps they were not quite perfect. But who said that runes could be created from scratch?
And now I come to my thought. Why couldn't we find "rune blanks" of those who wanted to change Elden Ring but died tragically instead of Scadutree pieces?
At the same time, yes, it will be difficult to come up with 20 gameplay innovations. But why not add, for example, 4 and make the remaining pieces of runes an appendage for the main 4 and leave a couple of pieces for the general growth of the character?
Thus, it would be possible to develop the gameplay in different directions.
Instead of a tear for the Sekiro mode, it would be possible to get a separate rune for this matter with targeted buffs.
Or make the air battle not a circus of jumps, but a full-fledged combat mode with jumps in the air like Torrent, while with a successful attack get an additional step in the air (yes, I stole this from ff15).
What about the "Rune of Mastery", which will allow you to develop simple ashes of war and return them to the functionality that was in previous games.
Is it even possible to make a "Pacifist Rune" where the main playstyle is aimed at supporting summoned creatures/players. With the possibility of even saving a comrade from capture.
You will say that these are not souls anymore? Well... in that case the genre really only awaits stagnation and degradation (which is already visible in ER). The genre needs to raise and since now we have something new, we can at least start from this. Like the man-made Great Runes in ER.
But still, what can such an approach lead to? It's simple, the development of bosses in mechanics, and not just dueling. Twin Booba Princess? Works well against air combat and puts pressure on the player with skill. Lion? He already flies and it would be cool to have fun with him in the air. Mesmer? Oh, he's the face of the DLC, he could test you in all directions.
Raddahn? Phew.. well. As for me, they screwed up with Raddan. But what we have is what we have. He can become the strongest test for new mechanics. Parrying?Be kind enough to be on guard, because in addition to normal attacks, he can have "guardbreaks". Are you always on the fly? Don't forget, he is a master of gravity magic, he will knock you down just like birds with a simple Gravitas. Oh, you are a master of all skills? So Raddahn, in fact, defeated Malenia. What? So you are a support that supports your comrades? Well, don't forget that he is not alone either and Mikella can turn your friends against you.
But if you can think of something much better, you are always free to tell it. I would be interested to read it.
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Stellar Blade - NieR:Automata DLC Trailer
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NieR:Automata DLC Launch Trailer
The NieR: Automata collaboration downloadable content for Stellar Blade is available now alongside a new update that adds “Photo Mode,” new outfits, and more.
Latest details
Collaboration with NieR: Automata
The moment you’ve been waiting for has finally arrived! A fantastic collaboration where the worlds of Stellar Blade and NieR: Automata meet.
NieR: Automata significantly inspired Stellar Blade. The collaboration between director Kim Hyung Tae and director Yoko Taro, marked by mutual respect and creativity, led to this successful outcome.
In the center of all this is Emil (voiced by Maii Kadowaki), the strange character from NieR: Automata. Emil’s Shop makes a surprise appearance in the world of Stellar Blade where eleven different collaboration-special items will be available. Items that intertwine the best of both games, leading you to a more enriched world.
Click! More Fun with Photo Mode
You can now transform each moment in the game into your personal masterpiece. Beautiful landscape, thrilling battles, those emotional moments with the characters… Capture these moments to your heart’s content. Meticulous camera work and various filters allow you to create unique looks.
Go through different poses to discover new looks that you never knew Eve and her comrades had. Share these photographs of special moments to enjoy a new kind of amusement.
Patch Updates You Shouldn’t Miss
Four new costumes and one new accessory are added to bring more personality to the characters.
The new accessory, “Symbol of Legacy” changes the appearance and presentation of the Tachy Mode when equipped. Revitalize your gaming experience with updated cosmetics.
Also, lip-sync support for six additional languages (French, Spanish, Italian, German, Portuguese, and Latin American Spanish) will let you enjoy the vivid dialogues even more.
Your camp break just got more fun—you can now pick a specific song from the turntable to listen to.
We also expanded character customization for Eve and added a “No Ponytail” feature to the list from Ponytail Length.
More fun is added to battle. Auto-targeting and ballistics correction features will be applied to the enemy insta-kill skills. This will make the already intense and dynamic battles even more exciting.
Paying Back for All Your Support
This downloadable content and patch updates were prepared by our development team with one heart and one mind, and we are absolutely delighted to share this with you. We hope that the NieR: Automata collaboration items and the new Photo Mode will bring more joy to your gameplay. We will continue to do our best to keep up with the anticipation and love our players show us.
#Stellar Blade#Project Eve#NieR#NieR Automata#SHIFTUP#Hyung Tae Kim#Kim Hyung Tae#video game#PS5#late post#long post
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𝐔𝐏𝐃𝐀𝐓𝐄𝐒 ━━━━━━━━━━━━━━━━━━━ 📌 12.21.24 ✦ New Pinned ✦ Revamped Rules ✦ Additional info on about page 12.22.24 ✦ Put revamped rules onto rules page 12.27.24 ✦ Queue paused while replies are being caught up on 12.28.24 ✦ Added PSD credits at the bottom of this post
Threads: 36 Drafts: 10 Queue: 16 replies, 8 asks
@𝐀𝐋𝐈𝐓𝐋𝐀𝐍𝐓𝐄𝐑𝐍 ━━━━━━━━━━━━━━━ ⚖️ ɪɴᴅᴇᴘᴇɴᴅᴇɴᴛ ✦ ᴍᴜᴛᴜᴀʟꜱ ᴏɴʟʏ ✦ ʜɪɢʜʟʏ ꜱᴇʟᴇᴄᴛɪᴠᴇ ʀᴜʟᴇꜱ ✦ ᴀʙᴏᴜᴛ ✦ ᴛᴀɢꜱ ✦ ᴛɪᴍᴇʟɪɴᴇꜱ ✦ ᴀʟᴛᴇʀɴᴀᴛᴇ ᴜɴɪᴠᴇʀꜱᴇꜱ ✦ ᴍᴀɪɴꜱ ᴀʟʟ ᴛʜʀᴇᴀᴅꜱ Inquisitor sideblog: @evergreenfire
𝐀𝐍𝐃𝐄𝐑𝐒 ━━━━━━━━━━━━━━━━━━━⚡ an unfriendly aesop: when a moral lesson conflicts with our understanding of "good."
𝐓𝐑𝐀𝐕𝐄𝐋𝐈𝐍𝐆 𝐖𝐈𝐓𝐇 ━━━━━━━━━━━━━ ❤️ @nobodyexpectsthe ✦ @cuerrvox ✦ @onlyinthedas ✦ @ofandrastes ✦ @magefell ✦ @kirkw4ll ✦ @detectice ✦ @rcgueprince ✦ @totyranny ✦ @valorcorrupt ✦ @fvrtvne ✦ @bannsparkleberry
◂ MUN ▸
✦ Melody, 29, they/she, EST time zone ✦ Disabled, chronically online, horrendous sleep schedule ✦ I write erotica for a living ✦ Account is 18+, NSFW is for 23+ ✦ Anti call out culture ✦ Haven’t been on Tumblr in probably 5 years, but I was here in the advent of RP and have a long, sordid history with it ✦ Have played all the DA games + DLCs, working through the books now ✦ Discord will be given out liberally to those who ask
◂ FOLLOWING ▸
✦ I follow first but will unfollow if mutuals are not established within a month ✦ I don’t always follow with the intent to write. Sometimes I follow people just because I like the way they write, or I want to read their headcanons, or I mean to write with them in the future. I’m not in a rush here to figure out what to do with every last mutual. If that bothers you, please hard block me. No hard feelings! ✦ Dupes are welcome! We don’t have to write anything but I would love to be friends with people who love Anders as much as I do!
◂ CONTENT ▸
✦ NSFW will likely be present. I will tag simply as "NSFW" ✦ I generally attempt to tag common triggers, but I may miss some ✦ I am sex positive, kink friendly, and a taboo safe haven. I don’t believe in “pro shipping” or anything of that ilk. As long as you’re an adult and not hurting anyone IRL, I beg you to write what you want. With me, even! I’ll write fucked up shit with you gleefully! Censoring will only aid the corrupt ✦ If you want to write NSFW with me but don't want it on the dash, I am more than happy to move it off platform ✦ Also equally happy to fade to black, NSFW is not a requirement for ships ✦ Favorite genres: Angst, hurt/comfort, combat, NSFW/erotica, fluff ✦ Dark/Mature/Taboo themes will be mentioned; Anders is canonically a victim in many ways and I do not shy away from representing the fact. ✦ All replies are put into my queue, unless it's a starter or something I am biasedly excited for. My queue publishes one reply, one ask, and one random post per day in the morning est. I'll generally answer asks and do the odd reply in the afternoon/nights as well. Always feel free to ask me where you are in the queue!
◂ FORMATTING ▸
✦ I use xkit rewritten ✦ I have icons but will drop them if my partner doesn't use them ✦ No need to match my formatting. If something about my formatting makes it difficult for you to read, please don't hesitate to tell me. I will change it for our threads ✦ Please move ask responses to separate threads, linking to the original. Also, it doesn’t matter how much time has passed since I answered the ask; always feel free to turn anything into a thread!
◂ WRITING ▸
✦ I prefer in depth plots and dynamics that span over multiple threads ✦ I don't mind using memes as a vehicle to starting a dynamic, but once established, I will always prefer to chat about where the story can go ✦ This is controversial but my biggest pet peeve is dropped threads. I’m disabled and have a very limited attention span, but I will still always go out of my way to not drop threads. It may take me weeks to reply, but no thread is ever dropped unless we’ve talked about it. I really hope for the same level of commitment to this hobby from those I share it with
◂ SHIPS ▸ ✦ I will only ship with five Hawkes, two Inquisitors, and two of every other canon character (Fenris, Isabela, etc) ✦ I'm open to all sorts of dynamics; from fluffy to toxic. I have no triggers or limits and will happily write on or off the dash depending on our level of comfort ✦ I may drop ships in time if I feel like my energy isn't being returned, but I will always speak with you about the issue first before assuming anything
Credits ━━━
Theme background: Me Theme code: Me Pinned banner: Me Icon format 1: neptune's fury Icon format 2: uchihasources Ask banner: uchihasources Start/End post dividers: uchihasources
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‘Atari 50: The First Console War’ DLC Switch Review
The second paid DLC has arrived for Atari 50: The Anniversary Celebration. The First Console War adds a new timeline to the story, along with nineteen additional games. It tells the tale of what Atari suggests is the first console war, when Mattel's Intellivision came at the Atari 2600 very aggressively. There was competition in the space before, but I suppose the case can be made that the position of this particular battle makes it feel more like a "war" than what came before. As usual, there are some interviews with various people including developers from the era, along with a bunch of other materials to look at.
The interview content is quite good, as we have come to expect from these Digital Eclipse offerings. There are a few people from Intellivision, David Crane and Gary Kitchen of ex-Activision fame chime in, and a few other familiar faces like Mike Mika and AtariAge Albert pop up as well. It feels more than a little tilted in favor of making Atari look good and it gives the impression of a look from the outside, but this is Atari 50 after all. In general, there isn't quite as much behind-the-scenes material to enjoy here as we saw in previous timelines, and in the end it comes off a little thin. I wasn't as satisfied with the story here as I was with those of the previous timelines.
I think the biggest issue here is that for all the talking about Intellivision that this timeline does, no actual Intellivision games are playable here. I suspect Atari might be saving that content for a separate Intellivision-themed collection, but how much more interesting would it be if we could directly jump in and compare those football games after seeing George Plimpton talk about them? This is a good, if one-sided, overview of this console war, but the interactive element that was so strong in previous timelines feels a bit lacking due to the omission of one half of the topic. It's also a little odd that a number of the newly added games don't pop up in any timelines at all.
As for the games, we're going to do the usual thing. That’s right: it’s quick thoughts time!
Air Raiders (2600): A fully original Atari 2600 game from M-Network, and I believe the only one of that nature released back in the day. This is a very simple combat flight simulator, and it's actually quite good for what it is. You take off, try to shoot down as many enemy craft as you can, then land and refuel before heading out again. You only get as much ammo back as hits you've made, and when you run out of ammo completely the game is over. You also lose if you take too many hits. It's worth checking out.
Antbear (2600): A previously unreleased Atari 2600 port of Stern's arcade game, Anteater. As the titular antbear, you have to snake your tongue through an anthill, trying to eat all of the larva before time runs out. You can eat tasty ants and worms along the way, but you have to approach them with the tip of your tongue. The longer you've snaked your tongue out, the higher the chance you'll get bit. It's up to you to decide when to retract it. This is a solid adaptation of a really enjoyable game.
Armor Ambush (2600): Based on Armor Battle for the Intellivision. A two-player tank game, essentially serving as Mattel's spin on Atari Combat. You get varied terrain here, plus the ability to drop mines. You also have two tanks you can swap between as you like during each round. If you have a second player that doesn't mind diving into games of this vintage, this is fun. If you don't? It's amusing for a minute or two, I suppose. With no CPU opponent, there isn't much to the game if you're flying solo.
Astroblast (2600): Based on Astrosmash for the Intellivision. The original game was one of the biggest original games on the Intellivision, exciting players with its blend of Asteroids and Missile Command. It's no less enjoyable in its 2600 form, and might even be better due to speedier gameplay and a higher level of challenge.
Frogs & Flies (2600): Based on Frog Bog for the Intellivision. You've got your frogs, you've got your flies, and you've got a day that shifts to night. Jump between the two lily pads and try to eat more flies than your opponent. Most enjoyable in hard mode, where you have greater control over your frog's jumps. The original game was good simple fun, and so is this. You can play alone against the CPU, or with another player.
International Soccer (2600): Based on NASL Soccer for the Intellivision. Very loosely, in this case. Instead of the 3/4 side view of the original, this game uses a vertically scrolling field. You need two people to play, though you'll each only control a single player. It's reasonably entertaining for what it is.
Dark Cavern (2600): Based on Night Stalker for the Intellivision. Night Stalker is one of the more cherished original games in the Intellivision's library. Dark Cavern sacrifices a lot of that game's atmosphere, along with some of its enemy types. At the same time, it's a much faster game. Because it doesn't keep you quite as tight on ammo, it's more action-packed overall. Is that good or bad? I'm not sure, but it's definitely different from the original game in terms of feel.
Star Strike (2600): Based on, er, Star Strike for the Intellivision. The inspiration for this game isn't even remotely obscured. You're doing a Death Star trench run, and you need to bomb eight vents on the super weapon to destroy it. You'll be aggressively pursued during the course of this run by enemy ships and lasers. Should you fail, you get to watch your home planet get blown up. This adapts the original game almost to a tee. I found this game to get old pretty quickly, but it's certainly cinematic for its time and place.
Super Challenge Baseball (2600): Based on Major League Baseball for the Intellivision. It's for two players only, so you won't be able to do much on your own. A relatively deep take on the sport for the hardware, and decent fun if you have someone else willing to play a sports game this old with you.
Super Challenge Football (2600): Based on NFL Football for the Intellivision. This two-player only game delivers a fairly impressive take on the sport given the hardware. It looks the way it should, and there's some depth in terms of how you make plays. Not bad, but you will need a second player to do pretty much anything.
Swordfight (2600): An original game for the Atari 2600 that didn't get released back in the day, Swordfight is a two-player fighting game of sorts that is clearly inspired by Star Wars. The characters are large and you have a few different attacks you can use. This game finally saw a limited release in the year 2000, and has been included in a few collections as well. Cheap thrills, but the requirement for a second player limits the appeal.
Sea Battle (2600): Based on Sea Battle for the Intellivision. This was developed back in the day but wasn't released due to concerns about its market viability. It was eventually issued in limited quantities in 2000 and has seen a number of releases since. A simplified yet still strategic take on one of the more popular Intellivision titles, Sea Battle is quite a good time if you find the right person to play with. No CPU opponent here, so you'll need to rope someone else in.
Tower of Mystery (2600): Based on Tower of Doom for the Intellivision. One of the real prizes of this bunch as it has never before been released. This is quite different from the original game, but still a very interesting game. You have to escape the Tower of Mystery, a process which involves exploring floors, gathering and using items, and dealing with monsters. It's a solid game, and it's fantastic to see that it wasn't lost.
Video Pinball (2600): Given the capabilities of the Atari 2600, the quirky nature of this attempt at recreating the feel of a pinball table isn't that surprising. Give it some time and learn how to use the nudge to your advantage and you might find it holding your attention longer than you would expect.
Basketball (2600): Keeping in mind that this game was released in 1978, Basketball is at least recognizable as basketball and a decent bit of fun. It's too straightforward and offers too few defensive options to spend too much time with at a time, but as an early example of a sports game on a console, it has merit.
Hardball (Atari 8-Bit): Atari recently reacquired a number of its assets, including a bunch of Accolade games. This is the first game released from that bunch, I think. I remember this more as a Commodore 64 game, but this Atari 8-bit port is pretty good too. Do people want to play a quarter-century-old attempt at a baseball sim? I don't know, but if you do this is one of the better choices you could make.
Final Legacy (5200): This was originally an Atari 8-bit game, but a 5200 port was found in 1998 and is the version we see here. At first it comes off like it's going to be a complex game of grand strategy, but once you figure out how it all works it's really just a handful of simple shooting games stitched together with a fancy-looking map. Fun enough in short bursts.
Xari Arena (5200): A prototype that has been in circulation for a while in various collections, this is a variant on Breakout where you need to protect the bricks on the sides of the screen while eliminating aliens called Xari. Collect fireballs with your paddle and use them to destroy the Xari while fending off attacks. Clear the Xari and you're on to the next stage, lose all of your bricks and you're out. It's good once you know how it works.
Desert Falcon (7800): When the last DLC arrived, I asked why the Atari 2600 version was included and not the Atari 7800 version. Well, here's my answer. This isometric shooter is better than the 2600 version in its 7800 form in every single way. Not the best game in the world by any means, but it's amusing enough and has some interesting ideas.
The First Console War isn't quite as interesting as the previous DLC in terms of the documentary side of things. It doesn't go quite as in-depth as I would have preferred, and talking so much about Intellivision without letting people play those games feels a little hollow. That said, the games alone make this worth the meager asking price. There are a few games here you probably won't play that often and a number of them require two players, but the best of the bunch are very good indeed. I think it's worth biting on the DLC bundle if you enjoyed what the base Atari 50 offered.
Score: 4/5
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A review of Another Crab's Treasure where I also talk about Slay the Princess
I've finished* playing two very different games recently, and my experiences with them are such that I feel compelled to share my thoughts on them. This is a long post, so here's a Read More.
The first of these games is Another Crab's Treasure, the indie Souls-like action RPG. I want to preface this by saying I'm not really a negative person by a lot of standards. My friends and family will occasionally joke that I think everything is "fine," and there's some truth in that. I tend not to hold anything to an exceptionally high standard. I am not overly critical of anything that doesn't meet my standards.
With that in mind, I did not like this game, and I feel bad about that.
For some background, I got into the Dark Souls series sometime between the releases of Bloodborne and Dark Souls III. I started with Dark Souls II, and had a hard time getting into it (but later revisited and finished it). Contrasted with that, I got really into Bloodborne, and still consider it one of my favorite games of all time. I played Dark Souls III when it came out, and played the Painted World DLC when it came out. However, I didn't play the Ringed City, and I have yet to play any other souls-like after that point. No Sekiro, no Nioh 2, and not even Eldin Ring (despite literally everyone and their dog playing it). I think a big part of this is due to life circumstances. I don't own my own PS4 or PS5, nor do I own a gaming PC. I could only play Bloodborne and Dark Souls III because I lived with my siblings and could conveniently borrow theirs.
But I also tell you this because there's a chance I'm just not a SoulsBorne guy. I haven't really had the motivation to seek out these titles I've missed. This could explain why I feel the way I do about A.C.T. But at least, I want to be clear I don't need to git gud either.
So anyway, we get this new Crab Souls on the Switch, and I think that I might as well try it out.
Credit where it's due, Another Crab's Treasure crafts a nice world. It's colorful, it's funny, it's charming, and it brings attention to the real-world problem of polluted oceans. But subjectively, I can't say I enjoyed the game very much. To sum up my biggest issue in one word, it's options. I am a player who values decision making in games. I want to express myself through the choices I make, be it narrative decisions or choice of strategy. Another Crab's Treasure didn't make me feel like I had many choices, and those choices I did have didn't feel like they mattered.
The game invites us to compare it to its inspirations, so I'm going to compare it to Dark Souls III. I like Bloodborne more, but I want to do Crab Game the favor of trying to create a more direct comparison.
In Dark Souls III, you immediately begin with the option to choose between one of a few base character options. Each one offers different tools in order to tackle the incoming challenges. After navigating the opening area and defeating the first boss, you are immediately given access to the game's central hub. In addition to anything you find in the opening area, you can buy more weapons, ammo, and consumable items to help you on your way. The options available to you only increase as you continue to play the game. So many weapons, spells, and armor sets at your disposal, free to mix and match to your heart's content.
When I played Another Crab's Treasure, I felt stifled. You don't get any starting options. You have one weapon. It has two attacks: light and heavy (compared to Dark Souls games, where you usually have light, heavy, fully-charged heavy, dodge attack, roll attack, running attack, and plunging attack at least. None of that even considering the game-specific movesets like Trick Weapons, Weapon Arts, dual wielding, or Power Stancing). Oh, Crab Game has plunging attacks and running attacks, but you have to unlock them in a skill tree after beating the first boss! Yay! Isn't that awesome?
I think Crab Game's first boss is really when my opinion on it began to sour. They introduce the Shell mechanic to you, and I do not care for it. What little choice for customization the game would have in this system is offset by the inconsistent nature of it. You can never guarantee access to a specific shell, because you're limited to what you can find in the environment. Even something as simple as a preference between Small, Medium, and Heavy is not something you can guarantee. This lack of consistency only gets worse with the introduction of the Umami system. I hoped that acquiring this game's magic system would help ease my pain, but no. Your "spell" (singular) is tied to what shell you're using. Did you like that spell? Too bad, you weren't perfect, and now you have to manage with something else. Why bother even learning what all of the spells do? It's not like you'll have any of them for long.
But I'm getting ahead of myself. The fact that Shells have durability also bothers me. Blocking feels like a complete waste of time. You move so much slower while blocking (regardless of what your shell's weight is), and you lose effective health even when you successfully guard against an attack. So. Why. Even. Bother? Also, they throw this entire shell system at you immediately before you have to fight the game's first boss. Better figure it out quickly, fucker!
It took me an appropriate amount of time to beat Crab Game's first boss. I didn't hate the game, but I was having less fun. Progressing from there, you unlock the game's skill tree system before reaching the second boss. But before that, I want to talk about this game's performance issues. I probably didn't do myself any favors by choosing to play the Switch version. The frame rate drops considerably during certain scenes. And I normally don't give two hoots about performance in a game— I love Bloodborne in all of its 30 FPS glory. So when I bring it up here, know that it means I thought it was considerably distracting.
So I'm making my way through the corrupted Fort Slacktide en route to boss #2. At this point, the game's map choices became a mixed bag for me. The implementation of the Grappling Hook was intriguing, but ultimately made it feel like a Legend of Zelda item in the worst possible way. Rather than using it as a generalized tool to navigate any obstacle, you only ever use it to overcome a Grappling Hook Obstacle(tm). I have a few other nitpicks with the Fort Slacktide experience, but I'll spare you some of those. This review is long enough as is. I reached the first shortcut for the area, died, and then never figured out how to use that shortcut. This was also the first and only time I lost all of my Microplastics. So after giving up on finding the shortcut, I try to make my way back up through the same path. And then, I get hit and clip through a wall directly to the fort's second shortcut. I'm not going to hold a bug against this game too much, but know that it happened. With that, my time at Fort Slacktide came to a premature and unsatisfying end. I fought the boss and beat it on the first try. Why is this significant? Because I stopped caring. I just mashed dodge and light attack until I won.
I have yet to make my way to the alluded-to Big City area. Judging by my collection of Corruption Crystals, The Shallows is likely one area out of fourteen. I'll admit I've played a comically small amount of this game. If you argue that I haven't played enough, I don't think I'll disagree with you. Maybe all of my problems will be solved if only I go a little further, but I don't feel like rolling the dice on that. That doesn't change what I've experienced.
More than anything, this game has solidified a rule for me: any time a game makes me say aloud "This game is fucking stupid," my enthusiasm for that game is cut in half.
Sorry, Another Crab's Treasure. I sincerely hope that I'm in the minority here. I hope your game is the delightful souls-like romp that it looks to be. I hope to give it another chance some other time, but I won't be finishing it now.
I've written a lot, so I'd like to summarize my points for anyone who doesn't want to read all my hogwash.
Another Crab's Treasure offers considerably less meaningful decisions compared to its contemporaries, and that is in direct conflict with one of my core desires for playing games.
The choices that the game does offer are shallow and come at a slow trickle.
The Switch version has performance issues bad enough that it bothers me, the guy who never cares about game performance so long as the experience is fun.
The systems that set this game apart from its contemporaries (namely, the Shell system) do not serve to improve the game experience for me.
I feel like the game has rewarded me for not engaging with its mechanics. I just did whatever was simplest, and it was the most effective.
I haven't been given any reason to believe that these problems will meaningfully improve if I keep playing.
Now, I don't intend to talk for long about the other game I played. Partly this is to avoid spoilers, but it's also because I've already written a lot. Above all, I want to leave off on a positive note, so I want to talk about Slay the Princess.
Slay the Princess is a visual novel. It's a horror story. It's a love story. It's a monochromatic game that features time loops, so how could I, an In Stars and Time enjoyer, not like it?
I think the biggest reason that I wanted to talk about this game alongside Another Crab's Treasure is to contrast the decision making between the two.
Slay the Princess, like many other visual novels, features choice of dialog as the primary "game" mechanic. Normally, I enjoy games with complex systems that I can really sink my teeth into. And yet, visual novels are also a favorite of mine. In spite of their simplicity, the impact of your choices is a central pillar to the genre, and that appeals to me greatly.
This game takes that a step further. It does a thing I love: it makes your decisions matter even when you think that they won't matter. In any given scene, you roughly have two choices: select an "Explore" dialog option, or choose an option that advances the scene. Generally, an Explore option will provide you with new information. Sometimes, it also adds even more dialog options.
But sometimes, the Explore options will secretly be the options to advance, for better or for worse. Sometimes you can back out, and sometimes you have to live with your decision. I could see that element of the game frustrating some players, but that's the reason why I love it so much. Adding stakes to all dialog invites the player deeper into the role play. You're not just here to mash through all of the text until you reach your next signpost decision. Every line of dialog has consequences, so you need to think carefully. What do you want to say? What do you want to do? Choose carefully. Sometimes, the game will remember your choices even when those choices don't seem like they would have mattered.
There are a number of other things about this game I adore. It offers an intriguing narrative that had me speculating like a madman, so needless to say I think the story is good. The artwork is gorgeous and haunting at the same time. And, it features the voice talents of Jonathan Sims of The Magnus Archives fame.
I played this game alongside my younger siblings, and I loved it enough that I will happily revisit it in my own time.
If anything I've said here encourages you to try out a new game, than that's a win for me. Maybe you disagree with me about Crab Game. Maybe my reservations about Crab Game give you enough heads-up to better work through it's problems. Or maybe my vague praises of Slay the Princess have piqued your interest. In any case, I hope I can contribute a positive experience to your life.
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What is your ranking of the 'souls' fromsoft games you've played and why? I SUSPECT bludbornt takes the number 1 slot for reasons.
this is actually really really hard because while i love the bloodborne story, some of the structural and pacing issues can result in an awful gameplay experience. like if its your first time playing the game the last boss you're going to fight is mergo's wet nurse which is a huge wet fart of a final boss with a dogshit soundtrack. some of the boss fights are rank as well. like laurence is fucking awful. rom is a SLOGGGGGGG i dread having to fight rom every time bc its just a test of my patience instead of a skill check. defiled watchdog and amygdala are terrible. not fun. very bad. great dlc tho
it ties with dark souls 1 which i dearly, dearly love so much i could play it forever except once you play literally any other fromsoft game it is so hard to go back to. the quality of life additions in later games like "being able to fast travel without needing to complete half the game" and "being able to move at a reasonable pace instead of plodding around like the gravity on planet dark souls is stronger than earth" are completely absent. is...almost a little too mean. some of those boss runs are real rough. also great dlc. i love broken pyromancy so much. wait i just remembered centipede demon i hate that fight. fuck him. and fuck his ketchup kids
ds3 is a close second bc its ds1 but they gave it a bunch of quality of life fixes that make it much less frustrating to play. however, the pay off is that it has one terrible dlc and one thats just ok. i hate the final boss of the base game i think it sucks. nearly everyone disagrees with me so dont listen to me. but i think it's a stinker lol. the midir fight is grueling, unfun. ive done it and it was awful. i think there are too many "puzzle" bosses (wolnir, yhorm, ancient wyvern) that feel like they were imported from a zelda game. i do not like those at all. dont waste my time from! im here to kill monsters by the skin of my teeth!!! not play donkey kong!!!
i took a long time to warm up to sekiro and really disliked it until it "clicked" and then it became mind-blowing. i really hope they make more like this with this fighting system. maybe even a sekiro 2 (tomoe story PLEAAASSEEEE FROM. it was teased so hard...). it has an incredible plot, world, means of delivering its story, heart pounding battles, and the single best fromsoft final boss fight ever. bar none. sword saint isshin is an unbelievable experience.
but...fromsoft what the fuck am i supposed to do with all this currency ive amassed lol. they forgot to give me things to buy. you dont have this problem in souls games because you use them to level up, but in sekiro you have to fucking git gud. there's no level system and defense bonuses are tied to defeating bosses. if you can't defeat a boss you are absolutely fucked and have to throw yourself against the wall over and over, which can truly be a terrible grind.
some of the boss fights are h o r r i b l e. most fromsoft games have me chasing down minibosses to beat for fun but the headless are literally dreadful. i just skip them altogether now because if it wasnt enough that they cast a "remove fun" AOE spell, but the items they drop are worthless. i will never use these lol. what the fuck from. the second fight with the ape is stupid. im never going to fight the demon of hatred sorry lol. you can't put a fucking bloodborne beast in a game almost entirely revolving around human enemies.
never finished ds2
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Cassette Beasts first major expansion is coming next month
Pier of the Unknown the first major game DLC for Cassette Beasts is due to release soon on Linux, Steam Deck, and Windows PC. Thanks to the ongoing work and effort from developer Bytten Studio. Due to make its debut on Steam. Cassette Beasts is an open-world role-playing adventure where players can collect and transform into a wide range of fantastic creatures. All due to engage in turn-based battles with new content in Pier of the Unknown. If you're familiar with games where you capture creatures and have them battle for you, think of it like that. These creatures come from cassette tapes. Yes, the same ones your parents might have listened to music on. Now, for fans who have been eagerly traversing the world of New Wirral, there's some exciting news. Bytten Studio, the developer behind game, have paired up with Raw Fury to deliver the Pier of the Unknown DLC. The DLC adds new content to the existing world. And this Pier of the Unknown DLC promises to be exciting. Coming October 4th, 2023, for Linux and Windows PC. Since this expansion will deepen your adventure on Linux and Steam Deck. Brightside Pier is the setting for the Pier of the Unknown DLC, once bustling with life. But has since been forgotten and taken over by nature. It's got a spooky carnival theme, and within its attractions, you'll find new mysteries and stories. This isn't just a casual stroll on the beach; it's also full of suspense and anticipation.
Cassette Beasts | Pier of the Unknown DLC Trailer
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And for the collectors out there, prepare to be thrilled. This Pier of the Unknown DLC introduces 12 never seen before creatures. With these new additions, your collection potential shoots up to 141 unique creatures. You can also mix and match them to create fusions. Simple math here: with 141 creatures, you can craft a whopping 19,881 unique fusions. The combinations are nearly endless, and the strategies you can come up with are mind boggling. Additionally, the Pier of the Unknown DLC brings a fashion element, letting you spice up your avatar with five fresh costume choices. The new content is expected to add between 4-10 hours of exploration. That all depends on how you approach it. Earlier, the developers release a free update titled “Catacombs”. Adding a new location, the Abandoned Mine, along with eight additional creatures, plus 10 innovative moves for battles. While the Pier of the Unknown DLC will take things even further. And for those that to share their games with friends, Bytten Studio has something exciting in the pipeline. They've teased an online multiplayer feature, so that up to eight players can join forces. Due to trade, challenge each other, and unite for large scale battles. Cassette Beasts is an imaginative adventure taking place on the island of New Wirral. Where cassette tapes are your gateway to amazing changes. Dive in, explore, fuse, and experience a story like no other. And with the upcoming Pier of the Unknown DLC, there's even more to look forward to on Linux, Steam Deck, and Windows PC. Due to be priced at $6.99 USD / 6.89€ / £5.89 on on Steam. Releasing on October 4th, 2023.
#cassette beasts#pier of the unknown#dlc#linux#gaming news#bytten studio#ubuntu#steam deck#windows#pc#godot#Youtube
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A summary and analysis of my thoughts on Rain World: Downpour
Since I've beat the game pretty thoroughly now, I can actually do this. The short version:
Campaign whose gameplay I enjoyed the most: Artificer, by a long shot Campaign whose lore I think fits into the preexisting world best: Gourmand Most interesting story concepts: Saint Heaviest hitting story: Three way tie between Rivulet, Saint, and Artificer, all for different reasons. Honorable mention to Spearmaster Cool specbio possibilities: Spearmaster
I definitely enjoyed Downpour as a whole, both as a DLC and for the additional lore it provides even if some things may not be objectively canon; some things have more wiggle room than others, but considering Downpour is essentially Videocult endorsed, I'm willing to put stock into certain aspects. The new mechanics were fun to learn and mess around with, the stories were overall very interesting, and I had a lot of fun losing my god damn mind over these slugs. There are some major issues I have with Downpour though, one of the most major being how some campaigns diverge explicitly from the core theme of the vanilla game. I appreciate what Downpour added, but this is definitely not going to be all cheers and praise.
The rest of this will be going under a cut cause it's gonna be long.
This will be split into sections for easier reading and for easier writing for my poor sleep deprived brain. Saint's campaign broke me, yall. I've been operating on 5 hours of sleep all day.
Raw gameplay enjoyment
This one definitely goes to Arti. Her movement is practically unmatched; while Riv goes really fast and Saint lets you climb a lot of surfaces, Arti's bomb jumping combined with her permanent spear pulling ability makes her able to traverse almost anything. This is the first time I've ever dared traverse the Underhang, one of my favorite areas, without bringing a grapple worm with me. It was honestly amazing.
Her whole campaign is also just really, really fun for me. I like fighting things, but being forced to learn how to fight scavengers was honestly a delight. This is the most fun I've ever had repeatedly dying in a game, and it was for a multitude of reasons too, be it a stupid platforming death (happened a lot while I was learning how to use her bomb jump), getting overwhelmed by enemies, or just cackling at some wild lucky hit by a scav. And even beyond scavengers, fighting other things that would normally make me shriek and run away as other characters just became... average, really. I took down my first king vulture in Arti's campaign, and all it really took was an explosive spear (and the KV wedging itself into the wall, but shh).
Mechanically she's just... fun. She's so fun. And! You have basically no consequence for dying anyway! You have food EVERYWHERE and it's extremely easy to kill things to eat, explosives thrown at point blank range do little more than stun you, and aggression is encouraged. So even if you fuck up and die 200 times (literally my count was 200+ in 27 cycles LMAO) there's like... zero bearing on your progress in the game. And I really like that. It was still brutal, don't get me wrong. I think around three quarters of those 200 deaths, probably more, were from scavengers. But part of Rain World's original difficulty was that losing karma would lock you out of traversing regions eventually, and Arti kind of... removes that restriction. I will say it's really fucking annoying to have to look for karma 5 scavengers if you're trying to pass a karma 5 gate, but I really only had to do that twice and that was because I wanted to explore. It's kind of just... natural, I guess, for the structure of her campaign. I'm not good enough at combat to really do it cleanly myself, but I imagine people who are even more confident in their ability to go full on warpath mode with scavengers had less of an issue with this.
Gourmand quite easily takes second place after Arti, with almost as much combat ability as her if you use their abilities right and the added benefit of being able to make like half the game's items if you have the right things. Their food requirement was kind of daunting at first, but I was almost always able to eat up to full food, and it really wasn't that much of a challenge. Mechanically, too, their body slam move is really fucking funny, and I will forever be sad they patched out the tendency of Gourmand launching enemies across the map when rolling into them. Shoutout to that one white lizard on the wall that I landed on and totally crushed the spine of without me even seeing it, because I was trying to go fast and was not expecting an enemy one screen down. The exhaustion mechanic didn't bother me too much and honestly made me more confident with the starving mechanic, which I'm grateful for; that was probably the only reason why I even tried to starve on Arti when I had to shelter because of the rain. And overall, Gourmand's campaign was pretty chill, a nice middle ground of difficulty between Survivor and Hunter. It was a good stepping stone after finishing my Hunter run.
Least favorite mechanically was Saint. It got really irritating really fast to not be able to throw spears, and not even to kill things. I can stun things with rocks, sure, but that doesn't help me if I'm in a narrow space (which Saint has a lot of) and the place I want to go to doesn't have alternate paths (which Saint has a lot of). It got so, so fucking tiring to have to wait for enemies to fucking move, especially with the ridiculous abundance of spiders and spitter spiders everywhere I went. This campaign was the one I used dev tools the most on because I genuinely just got sick of waiting, because not only did that mean I wouldn't get anywhere when exploring, I would also waste time that would otherwise be spent eating food—which is also harder to get because Saint is strictly vegetarian!—or finding a shelter so I didn't freeze to death. You can only get spawn camped so many times before you get annoyed and all. Except instead of spawn camping you get the same fucking enemies camping the same fucking pipes forever. Good luck trying to get anywhere if you don't have karma 10. My god. The tongue was fun, but again, it does Not help if you're in a cramped space.
Spearmaster and Riv were... eh. Average. Fun in that I enjoyed them, average in that they didn't invoke any particular feelings in me. Definitely irritating that they introduced Spearmaster's dual spear wielding gimmick and then. Took it away from you. Lmao. What the hell honestly. But I had fun with all the campaigns overall.
Vanilla Lore Compliance
Gourmand takes this one easily. I like it because it's one of the most removed from the iterators' stories, similar to Survivor and Monk's campaigns. While that's a little sad, I'll admit, it fits a lot better with the core theme of the game. You're not the protagonist. You're a slugcat, trying to survive in this hostile world that was never designed for your existence. You can stumble your way into the lives of beings truly godlike in comparison to you, but you're not even a speck of dust in the grander scheme of things. You're nothing.
But you are you, and Gourmand embodies that very well. Literally too fat to give a shit, good for them. Their whole journey is just to eat well and sleep well and that translates so well to both gameplay and lore, and it's lovely. Lore wise, I also really like that ascending Gourmand gets you almost nothing, and doesn't even count as a proper game clear, because Gourmand is so so removed from anything to do with the ancients as a whole, which is actually something i had a bit of an issue with even in the vanilla lore. Who gives a shit about ascending? You're a slugcat, god dammit. The only things you think about are food, shelter, and danger. And maybe shiny pearls. What does the cycle matter to you? You're just trying to survive. So I really like Gourmand's true, Outer Expanse ending, especially the story implications of the ending cutscenes if you also finish their food quest. You're just exploring this new land, looking for food and safe places to rest in, because you're a slugcat with a family. What more could you want as a slugcat?
Arti is also fairly lore compliant, mostly because she. Uh. Has like no bearing on the lore lmfao. Her story is the most isolated from those of the iterators; she would have done what she did regardless of Pebbles' input. (Gourmand too, but that's not relevant here.) But her story also doesn't really tie back into the original theme of the game, so I can't really comment much on her campaign in terms of lore compliance. Still loved it though! Really liked the reasoning behind letting Pebbles read pearls for you.
Riv and Saint are terrible in terms of lore compliance, and it's a big issue I have with both their campaigns. I'm sure everyone's thought along these lines already, but both of them go directly against the core theme of the vanilla game, which again, is that you are not the protagonist. Riv is probably worse than Saint in this regard, because the events of her campaign require her direct input to occur, while Saint, you can argue they're just an observer of the world in the distant future. But they're both really really bad on this. I still enjoyed the story, but seriously? You're going to tell me someone purposed a slugcat to intentionally go inside an interator to retrieve possibly the most dangerous item in this world to date? And apparently, according to dev notes, Riv wasn't created by an iterator. Which makes no sense and I've elected to ignore that piece of information considering Riv spawns in with the mark of communication and a pearl with schematics of the inner workings of iterator cans. This is peak protagonist behavior. It's nice to get character development on Pebbles, but this really is just... bad. Lol. For canon lore. I really don't take anything Riv does in her campaign as objective fact.
Spearmaster is kinda just there. Not implausible by any means, given Hunter's campaign, though there's some timeline inconsistencies with Moon's collapse if you look through the vanilla pearls and compare the years. It's not that big of an issue though.
Story Concept Execution
As much as I have issues with Saint's campaign, I have to give this one to them. From start to finish it's just shock after shock, blow after blow after blow of oh god, the world's so different. Every change was at least interesting, even if I don't approve of some of them; I liked piecing together that the rain cycle doesn't exist anymore, and rather it's now based on whether you're freezing or not. The little details in how the world has changed are really charming too, especially in how lots of things are now fluffy because it's bitterly cold. Though Riv, Spearmaster and Arti have marked world changes, none are quite as striking as those found in Saint's campaign. It's truly like exploring a new world, except you can still see the old one in it, and it's a strange, somewhat bittersweet, somewhat melancholy feeling to go through the various areas, especially when Saint's campaign naturally takes you through most of the regions. The Undergrowth as a whole, where it used to be Drainage System, really hammers it home I think. You're witnessing the world reclaim itself from what the ancients did to it, for better or for worse, and though it's sad to see the old world go, it's kind of a relief to see it start to push back.
The layout of the world on a more meta sense is also really, really cool. I loved the detail of the old Underhang-Five Pebbles The Region gate now being the link between Silent Construct and Frigid Coast. I loved seeing, despite how horrifying it is story wise, how Pebbles' can has decayed and changed after all these years, and how life has reclaimed his arrays and chambers. I also really really loved the fact that each area has been renamed to reflect its current state; going through Sky Islands (Windswept Spires) to Farm Arrays (Desolate Fields) to Outskirts (Suburban something, I missed the second word) and beyond... it's very haunting in a way I thoroughly enjoyed. It felt a lot like picking through shattered pieces of glass and trying to piece them back together into a coherent shape again, while also knowing that it's never going to be what it once was.
Additionally, I absolutely adored the monologue changes of the already existing echoes, just mentally comparing the differences between what they say in Saint's time and what they say to the other slugcats. And the new echoes too! I keep thinking about the Undergrowth echo, how they mention they never wanted to ascend. It hits you so so hard with how the old world the ancients built is nothing but rubble and ice now. How they, too, were just people, trying so hard to do what they thought would bring them peace, and some of them not finding it even after what they thought would be an eternal rest. It just adds to the overall melancholy feeling of Saint's version of the world.
I don't think I have a clear second place or last place campaign for this category. They all held up on story execution in their own right, but none stood out quite as starkly as Saint's campaign did. They did well to force you to play Spearmaster and Rivulet first before Saint would be unlocked; without the context of both Spearmaster's pre-collapse time and Riv's post-collapse, heavily Rot infested time, Saint's story wouldn't have hit as hard.
Story Impact
It's really hard for me to pick one definitive favorite for this category because all the Downpour cats have such good stories for such different reasons, but Arti, Riv and Saint's campaigns definitely gripped me really, really hard. Spearmaster's did too, but a little less so, and not for Spearmaster himself; I was in it for Moon.
Arti held my interest from the start. It's no secret I'm an avid tragedy and horror enjoyer, and Arti's whole campaign is painted in the blood of her pups. Besides just being mechanically fun, I found myself constantly on the edge for more of her story, always wanting to find out more about what happened to her, what happened to her pups, what happened to make her hate scavengers so much she committed to killing them all. Though the final execution of her actual story felt a little flat, I still really loved the ideas behind her story, and she was the first one to make me destroy my sleep schedule to try and finish her campaign. The whole concept of a mother's rage extending so far that it locks her out of a true release is so so sad and I love it. I love her rage, I love her grief, I love her ceaseless violence that only perpetuates the cycle further, I love how hard it hits when you kill the Chief Scav and how little you get out of that. Her story is an exercise in futility and yet you will root for her. It's gutting and it's beautiful. I also know most of what happens in her other ending, and that just drives it home even more, I think. That her love and her grief is so strong that it prevents her from obtaining a true rest, forever separated from her pups after fighting for them for so long. It's heartbreaking and yet it fits so well. Very fitting for Rain World's overall melancholy world.
Riv and Saint both went for my throat with Pebbles' state, but in different ways. With Riv you get to see the horror of how much the Rot has overtaken his can. It was a fun and horrifying moment to enter via the wall and drop down, and then get stunned by the fall to finally realize that wait, the zero gravity is broken. And then seeing the proto daddies at the end and then encrusted over the pipe that would normally lead to GSB, and also the gaping hole in the side of his chamber and him just sitting on the floor, dejected. He sounds so defeated from the start, so frustrated but in a way that's more just tired than angry, or angry at himself rather than at the world. How desperate do you have to be as something so powerful, wielding so much knowledge, to ask some random critter that flopped into your chamber to save your long time friend (whose state you yourself caused)? And to ask them to go deep into your systems and remove the power source keeping you alive, no less? It drives home the passage of time between Monk's campaign and Riv's, and really nicely shows how Pebbles has changed as a person, even if it took everything literally falling to pieces around him to finally get there. I really get it, though, the fear of yourself and your actions and knowing you objectively messed up, but being too afraid and ashamed to ask for help. It's very brave of him to even ask Riv to do what he did, when he spends the last six campaigns telling slugcats to fuck off in no uncertain terms because he's so certain he has to fix this on his own. And the post game too, when you go back to his chamber and he just looks sad and finally agrees that he doesn't have to do this alone? Gut wrenching. They really went for everyone's hearts with Riv.
Which is just driven further home in Saint's campaign, when you find him sitting out in the snow in the remains of his can, his chamber not even a chamber anymore, and with barely enough of himself together to greet Saint when they stumble into him. He has only his music pearl left, and even that is distorted by time, and if you take it to Moon she pleads you to bring it back to him because it's all he has left. Any of his former bite is gone, replaced only by stuttering curiosity and confusion, and he even thanks you for keeping him company if you return enough times. You spend so long seeing him as this unreachable, untouchable presence that gives you some directions in an aloof way and maybe helps you out a bit, just to see him in this state of ruin, barely alive. I've never had a more visceral reaction to seeing him than I did in Saint's campaign, nor have I ever been more determined to find him. Like, stepping into what used to be Shaded Citadel, finding the Husk and realizing Pebbles collapsed because of course he did, he tells you that when you play as Riv, realizing why it's not shaded anymore, and seeing the state of his can... it's heartbreaking. The fact that there's so little of him left is heartbreaking.
And then on top of that, you get to actively choose to end his misery. To grant him the one thing he spent literally his whole life toiling for. And to me, it felt cruel, almost. It didn't even feel like mercy. And you can choose to do the same thing to Moon, too. It's all framed in such desolate but clear terms: the old world is dying, and a new one is emerging. Is it better to leave Moon there and allow her to slowly decay? But is ascending her a good option either? Is Pebbles truly more at peace like this? And it just makes me think about how both iterators may have felt watching Saint start glowing and flying, and then suddenly their souls are wrenched out of their bodies. And then after you reach the end of Rubicon, if you ascended either one or both of them, you can find them at the end, talking to you and telling you, perhaps a bit vaguely, that none of this is real. That none of what you did has lasting impact, that Pebbles is likely still out there in the snow, that Moon is still going to slowly decay like he did, that Saint, despite it all, is still trying to do this over and over and over again, because that is what an echo does. I haven't cried this hard at a game in a really long time, and I immediately started sobbing when I poked my head into the chamber and saw both of them there, the way they looked when in their prime, just to be told that my actions meant nothing in the end. It was absolutely devastating, but that really just cements how powerful Saint's story is. And here I realize that probably means Saint has the most powerful story impact, but it's truly hard to compare to Arti's and Riv's because the impact is different for all of them.
Then you have Spearmaster, where you get to explore Moon before she collapsed. I sobbed when I got to Neural Terminus and saw Moon's gorgeous blue and pink interior with Reflection of the Moon playing, just mourning all that she lost, all that Pebbles took from her, and despite it all, somehow, she's still kind and patient. Getting to see her as powerful as we will ever see her, while also knowing how much she loses and that this is not even close to what she would have been like in her prime, was just so so gutting. We're never going to know what Moon was like before it all happened, but this comes close to it, and it hurts. In a sense, it's a nice juxtaposition to what Riv and Saint show of her and Pebbles, and also just draws on an objective fact. Before and after the events of the vanilla game, Pebbles and Moon were or will be different. We only get to see glimpses of it.
Gourmand really doesn't have any stock here. Their ending is sweet, for sure, I cried twice at their ending, but the impact of knowing how Moon and Pebbles change and also the impacts of Arti's grief and rage really stuck with me more.
Uh, a section just for Spearmaster?
As you may have been able to tell from the analysis and summary above, I kind of didn't really think much of Spearmaster's campaign. I personally did not find it too hard (though I had experience dragging around two pups before that, so I was used to only having one active hand by then), but it's just frustrating to be introduced to a cool mechanic and then have it removed from you if you give a shit about the story. I do, however, thoroughly enjoy the concept of them as a purposed being. Why do they have no mouth? Why are they able to secrete spears? How and why do they have to eat from these spears? Why did Suns choose to create this creature? Wouldn't it have been easier to just take an existing slugcat and modify it like Sig did? So many questions. Their biology is funky and I enjoy it.
That's sort of it, though. While I did like Spearmaster's campaign overall, it really doesn't hold up to any of the other campaigns. Which is a bit disappointing, but oh well.
Downpour Overall
The concepts and stories introduced here were absolutely stunning, and I had a blast playing through all the campaigns, even if I did employ the use of dev tools a fair bit in certain campaigns (mostly Saint and a bit in Riv tbh), and I also turned on 'keep key items on passage' to speed things up. I do have a little bit of an issue with how certain parts of some campaigns cough Spearmaster and Saint cough felt very much like you'd need your karma to be high to be able to effectively traverse the map, while also really limiting your options for actually gaining karma, but maybe that's a bit of a problem on my end for not being a good enough gamer lmao. I dunno. I just don't enjoy karma grinding on something so story focused. On Survivor and Monk it's whatever, but I know the world and the story by now. I really hated having to just eat and sleep just so I could move on in the story, and eventually I just resorted to spawning food in with Beastmaster here and there so I could actually fucking save my progress. But overall? It was so so fun.
I am a little miffed that some of the campaigns directly go against how the vanilla game was structured, but I'm also delighted that we pretty much have dev approval for character development of characters like Pebbles and Moon, and to some extent Sig(!) and Suns. I personally work with the iterators a lot with stories, so I'm just piling up all of this information and shoving my face into it. I'm so happy about this asdkfgkklsdkl and generally, I think I'm just going to take the different timelines you can see with the various campaigns as snapshots of different moments in time. Do I honestly believe Riv could have achieved what she did? Do I genuinely believe Saint could or should have helped either iterator ascend? No, not really. Spearmaster I could believe more, but he's really a footnote in the broader story, an observer to this world that he really has no say in. I think that would capture the nature of Rain World better. You may not be the main character, but you can still view this world through the lens of something that exists in it.
Difficulty wise, it was okay for me personally, and mostly the dev tooling and assists were to help with me getting irritated more than objective difficulty I'd say? Like, I definitely could have done it legit, but it would take about three times as long and I just wanted to explore, for fuck's sake, and I wanted the rest of the story. Saint and Spearmaster were definitely harder in some respects, and Arti is a difficulty Cliff for some people, but it wasn't so bad that I couldn't enjoy the game, especially with remix options now.
Remix is definitely something I really really love though. For the longest time, I could not securely recommend Rain World to people because of the glaring accessibility issues it had. It still has some, but it's a great deal improved from what it used to be, and I'm very glad about that. Rain World's never going to be an easy game, but it's a really great one that deserves to be enjoyed by more people, and Remix is a great option for those who need more help along the way.
Some of the new creature concepts are really neat, honestly. I loved caramel lizards, these goofy little red x green lizard mixes with six (six!!!) legs, and also tiny cute pretty strawberry lizards. The Miros Vultures, as much as I fucking loathed having to deal with them, are so so cool conceptually. I just wish they didn't chase you across rooms :/ and, while terrifying, MLL was cool. I like the progression of the Rot. It's just cool details overall.
Would I recommend Downpour to people? Absolutely, but definitely play the base game first. Downpour is, as other people have put it, sort of its own game that shares mechanics and certain aspects of lore with Rain World. It was a mod originally, after all. But I think the MSC team deserves the money for the sheer amount of work they've put into this. It was an experience that was well worth the price and more.
#rain world#downpour#downpour spoilers#EXTENSIVE spoilers yall don't read if you haven't finished all the campaigns#now i haven't played inv's campaign but uh#i'm just going to pretend that's not a thing. lmao.#also i shit you not this miros vulture hunted me ACROSS ROOMS. TWICE.#it was so fucking annoying#like what do you mean you can TELL which room i'm in fuck you
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