#anthem gameplay
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tanuj-gaminator · 1 year ago
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Anthem tested on RYZEN 5 5500u
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lotus-queer · 5 months ago
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I saw the Dragon Age trailer.
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vspin · 2 months ago
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12 years ago I sat on my couch playing ME3 on my xbox. Anderson was dead and my Shepard was limping her way to the Crucible to end the war once and for all.
Then that fucking Kid showed up and it was then I started to have beef with Bioware
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dustbon · 2 years ago
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Spice Festival 🌶️1/2
This is one of my favourite festivals of all, so it’s now Gigi’s favoutite too. Because I say so.
This one was particularly eventful. We went with daddy dearest, ate 4 burritos, taquitos and a plate of empanadas in a row and found a weird glitch in the matrix. Victor’s wife found us later and insulted Gigs in every way possible, but we kept our cool and then stole her burrito :)
Gigi then tried the bubble blower because her aspiration says so and thanks, she hated it. Nothing a nice sparkler can���t fix. 
✅  Try and learn every city recipe: 21/27
Japanese | US | Mexican | Filipino | Chinese | Indian | Moroccan | Vietnamese
✅  Use a bubble blower
✅ Go to every festival
Humor and Hijinks | Romance Festival | Geek Con | Flea Market | Spice Festival
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berblytoys · 6 months ago
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Anthem (2019) Multiplayer Gameplay Mission to Rescue Researchers
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simptasticjoe · 1 year ago
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March To The Twitter Drum
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felassan · 5 months ago
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[link] to a video interview with DA:TV Creative Director, John Epler.
Notes:
In-world it’s been 9 years since the events of DA:I
“At the end of Trespasser, Solas declared he was going to break the world to rebuild it”
The section of the game that we saw in the Gameplay Reveal takes place “after Varric and another handful of adventurers, the initial Veilguard, have been tracking him down throughout Thedas”
If you have played previous DA games, there’s a lot of lore and references in DA:TV that will add to the experience
No save transfer, but there are opportunities to reference what you did in previous games
Tevinter is the most impressive civilization in modern Thedas because it’s a nation that runs on magic
Lore/art direction: “Magic has started seeping into the world through Solas’ ritual”, “and so you’re seeing the effects of that on the space, and on the visuals as well”
The CC team and character art team spent a lot of time working on making sure that hairstyles behaved appropriately, in a realistic way, and on representing a lot of different hairstyles
They wanted to provide more opportunities to spend time with the characters in a way that previous games didn’t allow for as much
They “did start a first version of Dragon Age 4 after Trespasser. Anthem came out, we needed to ship development to that. And when we came back we really rebooted development, started fresh, but the story has remained the same throughout, the goals of that story have remained the same. We’ve always wanted to take Solas’ story and put a final conclusion on that” (Fel note: the previous project was code-named Joplin. It was since revised to such an extent that its code name changed to Morrison, per the Bio25 book. This sounds like lots of the story, beats, themes etc from Joplin have remained despite the project change :>)
“A lot of what we want to do in this game is show the story as much as tell through conversation, dialogue”. They want the spectacle to be part of the storytelling, they want the player to be able to feel the story happening around them as much as it being told to them
They aren’t getting more specific regarding the release date as yet beyond Fall 2024
Game is coming out on Xbox Series S and X, PS5, PC
Will it be playable on Steam Deck? They are “not going to get into that quite yet, so”
[source]
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doberbutts · 3 months ago
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Real talk, how many people would be interested in me streaming a playthrough of Not Tonight (more or less brexit nightclub version of Papers Please) in the near future? Say, Sunday?
I've owned it for years and just played it for the first time through the first couple nights, and it's pretty fun. I beat Papers Please in my first playthru of the game, and I enjoy the gameplay style. Also expect me to fail horribly if they make me remember what flags go to what countries because I sure do not have all of the EU flags memorized and just learned tonight while playing that the Union Jack is not, in fact, the flag of Great Britain. Also it took me a moment to remember that My Country Tis Of Thee is actually God Save the Queen so I was really confused for a moment for why we're supposed to be in England and an American anthem is playing.
I haven't streamed a game in ages and this seems like a fun one to try. Plus my computer wasn't extremely angry when streaming it with a friend of mine on a discord call.
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cheapshrimpysheep · 1 year ago
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When Can I See You Again?
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SUMMARY: After classes you go with Ortho to Ignihyde to play with Idia. You end up eating noodles with him for dinner, and before you leave is when your conversation warms up a bit.
CHARACTERS: Pairing with Idia. Ortho and other characters as secondary.
TAGS: Fluff; GN Reader; Flirting; Kissing
WARNING: Spoilers from: Book 6; The Phantom Bride; Twisted Halloween (1st and 2nd parts); The Harveston Sledathon; Camp Vargas 2: The Art of Survival.
WORD COUNT: 2.640
COMMENTS: This is for the @briarvalleyarchives “Anthems of Old” event. I was invited to join this twst writers network and this is the first thing I write for it. I took this more as a challenge to myself. I was happy with the result and I hope you like it too. And it wasn't until later that I realized that I chose a song from a movie about villains not really being villains.
Check out the Song I chose -> Owl City - When Can I See You Again? (From Wreck it Ralph)
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You and Grim were having lunch with Ace and Deuce. Until Ortho showed up and asked if he could sit with you. He wasn't carrying a tray.
“We can arrange a sit for you on one condition.” Grim said “You don't eat because you're a robot, right?” Ortho confirms. "But now you're a student right? Aren't you entitled to a meal too?"
“Aaah, I think I know what Grim is getting at.” Ace comments.
“I think I know too.” Ortho says. “You want me to go get my meal and give it to you, correct?”
“Yah! If you do, you can sit with us.”
You tell Ortho he doesn't have to do that and Grim starts to protest.
“Ha ha. It's okay, prefect. As far as I know, the necessary amount of food is prepared for all students. If they do it with me as one of the students who will consume the food, that means at least one meal will be wasted. So maybe giving it to Grim is the best thing to do.”
Everyone approves of his point of view. Some for better reasons than others. He goes to get his meal to give to Grim and sits down with you.
You start chatting and, eventually, Ortho starts talking about a new game that Idia and him started to play and that a lot of people say it’s good. It was a cute and fun co-op game about a couple. And when you see some parts of the gameplay that he shows you, you show interest in playing too.
“So why don't you play with my brother? I'm sure he will enjoy playing with you.”
“Don't you want to play?” You ask.
“Hmm... yes, but I would like him to play in real life with someone else besides me. You know?” You do. “Why don't you come with me to Ignihyde after school to play? We can reset the game for you. We haven't made that much progress anyway, don’t worry.” he was clearly very happy about it.
“I pass.” Grim says with his mouth full.
“Hum? WHY?” Ortho asks.
“Because this guy always wants to treat me and pet me like I'm a cat! I'd rather take a long nap in Ramshackle Dorm with the ghosts.”
Ortho sighs, but he says it's okay. The truth he won't reveal is that it will even be better that way.
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After school, Ortho accompany you to the Ramshackle Dorm to drop Grim off. And then, you two go to the Hall of Mirrors to go to Ignihyde.
When you arrive at the door of Idia's room, upon recognizing Ortho, the door opens without any problems and you two enter. Idia was sitting in the desk chair with his back to you at the door, with headphones in his ears. Ortho chuckles mischievously.
“Hey, (Y/N)?” he whispers to you. “Do you want to surprise him?” And you do! He gives you an idea and you execute it.
Idia was focused on the screen. You approach slowly, lean in beside him, and give him a quick peck on the cheek. He jumps off the chair and lands on the ground. And as soon as he sees you, the ends of his hair turn pink.
“WHAT? WHEN... W-when did you spaun here?”
You laugh. "Didn't Ortho tell you I was coming to play with you?"
He looks at his younger brother.
“Surprise!” Nope, Ortho didn't tell him. But now he tells him about your lunchtime conversation. And about you two playing from the beginning.
“But I like to play on hard mode.” Idia mutters, thinking you can't hear him. “In that case I'll have to beat the game on easy mode.”
“If this is so painful for you then why don't you just tell me you only play with pros?” You say, crossing your arms and raising an eyebrow.
“Hep!” he genuinely hoped you hadn't heard. “No! That's not- I didn't- I wasn't-” he seems unable to finish a single sentence.
Seeing him so flustered is so funny to you, to the point of being a little cute. You can't hide the urge to laugh and that makes him revert to his gloomy self. And sulking a little bit that you're laughing at him.
“So... you're not upset?”
“Oh, I am. But seeing you panicking is revenge enough for now.”
“Oh yeah? Let's see who panics when we're playing.” he smirks evilly.
You turn serious all of a sudden and worn him: “Don't put it on-”
“I'm not putting it on hard mode.” he answers you slightly intimidated. One of the sides he likes most about you and something that he will never admit.
It's a co-op puzzle game. Which means he becomes a cocky bastard for solving puzzles in seconds. He annoys you with his arrogance and you annoy him by messing things up in the game. While you're playing, Ortho left you two alone and none of you noticed.
You were having so much fun that it wasn't until your bellies rumbled that you realized you hadn't eaten yet and it was past dinnertime. You start to worry about Grim. Not because you think he would have been starving without you, but because he could eat who knows what without you around.
“It’s been fun but now I’ve got to go.” you say and your belly growls again.
“It's still going to be a long time before you get to your dorm and still have to cook dinner.” He says “If you are as hungry as I am, you should eat as soon as possible.”
“I know. That's why you should go now.”
“I have a lot of instant noodles. And I would say your best strategy right now would be to make yourself a cup of them and eat before you go. If you leave now with your hunger bar that low you could collapse halfway through.”
“Thank you for showing me the worst case scenario.”
“Oh, believe me, this isn't the worst I can imagine.” he smiles in a slightly creepy way, like someone who prides himself on predicting the worst. But then it goes back to normal. “Hey, it's just an offer. I'm going to make myself a cup now. If you'd like to come.”
You accept his offer and follow him into the kitchen. He asks you what kind of noodles you like best. If you ask him what kind of noodles he has, he will reply: "All kinds. Meh heh heh... Take a shot!" You say which one is your favourite. “IN STOCK NOW!” He says in his best Sam impersonation. It was so good that it surprised you and made you laugh.
He takes out two cups of your favourite noodles, one for you and one for him. He places them on the table where you sit while he goes to prepare the water in the electric kettle. He starts talking about the game you were playing together, but you're paying more attention to his small gesture of "making dinner" for you.
When he turns to you and sees your face, he shuts up and then says: “W-why are you looking at me like that? Has my hair turned a weird colour?” You chuckle but say no. “Then why that look?”
“Cause I think you're cute.” His hair does a PUFF in surprise and the ends of his hair turn pink and his face a little flushed. “Now yes, your hair is in a funny colour.” And you keep smiling at him.
“Meh heh... I may be a noob at this game but I still know how to play it.” He says, with a smirk and that confidence you only see once in a while.
“What do you mean?”
He puts his hands behind his back and slowly walks towards you while smirking. And you feel yourself blushing a little. When he gets in front of you he leans in, his face so close to yours that you almost feel hypnotized by his strong yellow eyes.
“Heh heh, looks like we're both cute when we're flattered.” He's speaking in that deep voice of his. “What's the matter? Not so confident when it's my turn?” He takes one of his hands to your face, thumb on one cheek, three fingers on the other and pinky under your chin, because his hand is relatively big compared to you. He's not hurting you, but he manages to gently get you to form your lips into a kiss pose. “(Y/N), dear, hon, you know very well at this point on a PvP between the both of us, I win. He he he...” he whispers, as he gets even closer “...cute...”
POP! He jumps and straightens up when startled by the electric kettle's signal that the water is already hot. And you laugh. He sulks, but turns and goes to get the water to put in your noodle cups.
Meanwhile, other Ignihyde students started to enter the kitchen to also prepare their dinners and eat. So, you couldn't continue your "little game".
You finish eating and he walks you out of the dorm.
“When can we do this again?” You ask before you leave.
“Well, that depends.” He answers. “When can I see you again?” and then he starts talking very fast. “I mean, I'm always at my room. In the best case scenario. You're the one who's always busy solving the problems of an incompetent headmage. And having fun with those two single brain celled of friends. And having meeting and stuff with the other housewordens. So, hey, you're the one who should text me whenever your free.”
That sounded a little suspicious, didn't it? You look around. You don't see anyone else but you two.
“Idia?... Was that a jealous speech?”
“What? Jealous? No, of course not.” He's still speaking quickly “This is just the speed up speech I use to spit facts and vent in someone's face with the expectation that even if they hear me they won't understand what I say and will just be confused and think I'm weird enough to leave me alone.”
“You want me to leave you alone?”
“W-wha- NO! I-I-I-...” He sees you start to lift the corners of your mouth. In fact, it's funny to see him flustered. “*Sigh*... It's a blessing and a curse to have a weirdo who can understand me even when I speak in my turbo speech mode.”
“I'll take that "weirdo" as a compliment.” you say, smirking.
“As you should.” He says, a little lower and with that sweet little smile. You cherish that smile until you remember what you two were talking about.
“I wish you would go out more often. Ortho too. Wouldn't you like to take a walk with me one day?”
“Surrounded by normies who wouldn't take their eyes off us? No thanks.” He says and you sulk. “Oh, come on. You know very well I'm not saying I don't want to be with you. I will not continue to fall on your sulking face.”
“But you didn't like the other times you left Ignihyde?”
“Oh yes. Being kidnapped by ghosts into a forced marriage was the most romantic experience I've ever had. Getting kidnapped to a Halloween party in the Spectral Realm and being possessed? What an adrenaline rush! Go to a camp and get kidnapped by Couch Vargas and forced to squad until my legs are in agony? The outdoor exercise I've been needing. I just realized I have a problem with being serial kidnapped.”
Even his sarcasm makes you laugh. “Can't say you don't have a point there. But what about the Halloween before you were kidnapped? For example?”
“Ah, what delightful visitors Magical Monsters are.”
“First, what about the normal visitors? Wasn't it good to see them appreciate your work? And second, you're not going to tell me you didn't enjoy terrorizing Magicam Monsters, are you?” He answers you with his smug smile. “And what about that gaming afternoon at Ramshackle Dorm? Everyone was so impressed with your gaming skills.” his sweet smile comes back. “Aaaaand...” you were going to play your trump card and you tried to imitate him in his fanboy mode “Epel's grandma is the inspiration for the team leader os the show I'm obsessed about? DUUUDE. SHE'S BEST GIRL BY FAR! Would you autograph my guidebook? And can I take a picture with you?!”
“OKAY OKAY, I GOT IT!” He was so embarrassed, for both of you. Fortunately, no one was there to see it. “And BTW, the show is called Sled Over Heels, the team is called Beauties Sleeping and the character is called Ai. Thank you very much.”
“Did you regret leaving the dorm that time?” you ask, knowing the answer. But he doesn't answer, he doesn't like to give the other person reason so soon. “Would you regret taking a walk with me one day?”
“Maybe.” He says, you sulk. “Not because of you, because of everyone and everything else. Can't we take this getting me out of the room thing slowly?”
“That reminds me of a phrase. Life is way too short to take it slow. But in your case, yes, we can take it slow. What if you come to Ramshackle Dorm and play together then? Maybe you can pet Grim.”
“That's very appealing. You're good with deal, I must say. Perhaps you can compete with Azul.”
“So, is that an yes?”
“*Sigh* Fine, I will... try.”
“Just try? What if i buy some candy?”
“Damn, you really are persistent. But since you're raising the offer” he smirks “what if I try to see how far it goes?”
“Do you want a kiss?” your cheekiness makes his hair explode in pink, and he blushes a lot.
“I-i-i-is that an a-actual offer?”
“Perhaps. But with such a high offer, do you really think just going to my dorm is enough?”
“Hum...” he thinks for a second. “How about that walk with you? There are not many people on the beach at this time of year.”
“But don't you need permission to leave college?”
“Heh heh heh. You remember who my family is right? Do you really think I can't bribe the headmage? As if it were difficult.”
You two were smiling like partners in crime.
“We have a deal then.” you say “so... what kind of kiss would you like?”
“Any one I want?”
“Any one you want.”
He looks around again, there's no one there, but he still pulls you into a corner. Lift your chin with his fingers and bring his face closer to yours. You were lit by blue and pink fire lights.
“Then why don't we finish what we started in the kitchen?”
You kiss him as your answer. You feel the warm his hair emits and his delicate but passionate lips on yours. You just broke away from the kiss early, because you were in a place where someone could show up at any moment.
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When you get to Ramshackle Dorm, you find Grim and Ortho sleeping on the couch in the Lounge. The ghosts tell you that Ortho showed up there to keep Grim company and feed him dinner. He got some cans of tuna for himself. They also say that Ortho commented that his batteries were running low when he went into sleep or economy mode.
You wake Ortho up gently. And asks if he wants to spend the night there. You can arrange a place for him.
“It's ok. I was saving my energies to have enough to go back to Ignihyde anyway.”
He really wants to ask how the afternoon went with his brother, but it's late and he can ask you the next day. Or simply see in what mood Idia is in when he gets to their bedroom.
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If you would like to read more from me, you can find it in my pinned post: INDEX
ABOUT THE SONG: "When Can I See You Again?" is one of the 3 theme songs from Disney's 2012 animated feature film, Wreck-It Ralph. It is an uptempo dance-pop and synthpop song written and performed by Owl City.
The song is played during the credits showing Ralph, Felix, Vanellope, and Calhoun's game-jumping adventures.
The song is the main theme of the Paint the Night parade at Disneyland and Hong Kong Disneyland, and is played at the end of Move It! Shake It! Dance and Play It!.
SOURCE
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acealistair · 5 months ago
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Dragon Age: The Veilguard GameInformer Article Transcribed SPOILER-FREE
I've gone ahead and transcribed the GameInformer article about DA:TV for those who can't read it from screenshots/on GameInformer for whatever reason. This version specifically is the PLOT-SPOILER-FREE version! I've removed all references to the main storyline of the game (even those revealed in the gameplay footage already released, just to be sure) to mostly focus on mechanics and the author's general impressions of the game. It does still include some references to companions and their personalities/mechanic abilities, as well as a couple locations that we're already confirmed to be visiting. However, further details on specific locations are hidden.
As mentioned in my full version of the article, I've transcribed it as accurately as I could, which means including typos, grammar mistakes, improper capitalization, etc.
Throughout my research and preparation for a trip to BioWare’s Edmonton, Canada, office for this cover story, I kept returning to the idea that its next game, Dragon Age: The Veilguard (formerly subtitled Dreadwolf) is releasing at a critical moment for the storied developer. The previous installment, Dragon Age: Inquisition, hit PlayStation, Xbox, and PC a decade ago. It was the win BioWare needed, following the 2012 release of Mass Effect 3 with its highly controversial and (for many) disappointing ending. Inquisition launched two years later, in 2014, to rave reviews and, eventually, various Game of the Year awards, almost as if a reminder of what the studio was capable of.
Now, in 2024, coincidentally, the next Dragon Age finds itself in a similar position. BioWare attempted a soft reboot of Mass Effect with Andromeda in 2017, largely seen as a letdown among the community, and saw its first live-service multiplayer attempt in 2019’s Anthem flounder in the tricky waters of the genre; it aimed for a No Man’s Sky-like turnaround with Anthem Next, but that rework was canceled in 2021. Like its predecessor, BioWare’s next Dragon Age installment is not only a new release in a beloved franchise, but is another launch with the pressure of BioWare’s prior misses; a game fans hope will remind them the old BioWare is still alive today.
“Having been in this industry for 25 years, you see hits and misses, and it’s all about building off of those hits and learning from those misses,” BioWare general manager Gary McKay, who’s been with the studio since January 2020, tells me.
As McKay gives me a tour of the office, I can’t help but notice how much Anthem is scattered around it. More than Mass Effect, more than Dragon Age, there’s a lot of Anthem - posters, real-life replicas of its various Javelins, wallpaper, and more. Recent BioWare news stories tell of leads and longtime studio veterans laid off and others departing voluntarily. Veilguard’s development practically began with the COVID-19 pandemic in 2020. When I ask McKay about the tumultuousness of BioWare and how he, as the studio manager, makes the team feel safe in the product it’s developing, he says it’s about centering on the creative vision. “[When] we have that relentless pursuit for quality, and we have passion and people in the right roles, a lot of the other stuff you’re talking about just fades into the background.”
That’s a sentiment echoed throughout the team I speak to: Focus on what makes a BioWare game great and let Veilguard speak for itself. Though I had no expectations going in - it’s been 10 years since the last Drag Age, after all, and BioWare has been cagey about showing this game publicly - my expectations have been surpassed. This return to Thedas, the singular continent of the franchise, feels like both a warm welcome for returning fans and an impressive entry point for first-time players.
New Age, New Name
At the start of each interview, I address a dragon-sized elephant in the room with the game’s leads. What was Dragon Age: Dreadwolf is now Dragon Age: The Veilguard. Why?
“These games are reflections of the teams that make them, and as part of that, it means we learn a lot about what the heart and soul of the game really is as we’re developing it,” Veilguard game director Corinne Busche tells me. “We quickly learned and realized that the absolute beating heart of this game is these authentic, diverse companions. And when we took a step back, as we always do, we always check our decisions and make sure they still represent the game we’re trying to build.”
Dreadwolf no longer did that, but each member of BioWare I speak to tells me The Veilguard does. And while I was initially abrasive to the change - lore aside, Dreadwolf is simply a cool name - I warmed up to The Veilguard.
Solas, a Loki-esque trickster member of the Elven pantheon of gods known as the Dread Wolf, created the Veil long ago while attempting to free the elves from their slave-like status in Thedas. This Veil is a barrier between the magical Fade and Thedas, banishing Elven gods and removing Elven immortality from the world. But players didn’t know that in Inquisition, where he is introduced as a mage ally and companion. However, at the end of Inquisition’s Trespasser DLC, which sets the stage for Veilguard, we learn in a shocking twist that Solas wants to destroy the Veil and restore Elves to their former glory. However, doing so would bring chaos to Thedas, and those who call it home, the people who eventually become The Veilguard, want to stop him.
“There’s an analogy I like to use, which is, ‘If you want to carve an elephant out of marble, you just take a piece of marble and remove everything that doesn’t look like an elephant,’” Veilguard creative director John Epler says. “As we were building this game, it became really clear that it was less that we were trying to make The Veilguard and more like The Veilguard was taking shape as we built the game. Solas is still a central figure in it. He’s still a significant character. But really, the focus shifts to the team.
“[We] realized Dreadwolf suggests a title focused on a specific individual, whereas The Veilguard, much like Inquisition, focuses more on the team.”
Creating Your Rook
Veilguard’s character creator is staggeringly rich, with a dizzying number of customizable options. Busche tells me that inclusivity is at the heart of it, noting that she believes everyone can create someone who represents them on-screen.
There are four races to choose from when customizing Rook, the new playable lead - Elves, Qunari, Humans, and Dwarves - and hundreds of options to customize your character beyond that. You can select pronouns separately from gender and adjust physical characteristics like height, shoulder width, chest size, glute and bulge size, hip width, how bloodshot your eyes are, how crooked your nose is, and so much more. There must be hundreds of sliders to customize these body proportions and features like skin hue, tone, melanin, and just about anything else you might adjust on a character. Oh, and there’s nudity in Veilguard, too, which I learn firsthand while customizing my Rook.
“The technology has finally caught up to our ambition,” Dragon Age series art director Matt Rhodes tells me as we decide on my warrior-class Qunari’s backstory, which affects faction allegiance, in-game dialogue, and reputation standing - we choose the pirate-themed Lords of Fortune.
Notably, instead of a warrior class, we could have chosen mage or rogue. All three classes have unique specializations, bespoke skill trees, and special armors, too. And though our Rook is aligned with the Lords of Fortune faction, there are others to choose from including the Grey Wardens, Shadow Dragons, The Mourn Watch, and more. There is some flexibility in playstyle thanks to specializations, but your class largely determines the kind of actions you can perform in combat.
[SPOILER]
Beyond the on-paper greatness of this character creator, its customizability speaks to something repeated throughout my BioWare visit: Veilguard is a single-player, story-driven RPG. Or in other words, the type of game that made BioWare as storied as it is. McKay tells me the team explored a multiplayer concept early in development before scratching it to get back to BioWare basics. The final game will feature zero multiplayer and no microtransactions.
Happy to hear that, I pick our first and last name, then one of four voices, with a pitch shifter for each, too, and we’re off to Minrathous.
Exploring Tevinter For The First Time
Throughout the Dragon Age series, parts of Thedas are discussed by characters and referenced by lore material but left to the imagination of players as they can’t visit them. Veilguard immediately eschews this, setting its opening prologue mission in Minrathous, the capital of the Tevinter Empire. Frankly, I’m blown away by how good it looks. It’s my first time seeing Veilguard in action and my first look at a Dragon Age game in nearly a decade. Time has treated this series well, and so has technology.
Epler, who’s coming up on 17 years at BioWare, acknowledges that the franchise has always been at the will of its engine. Dragon Age: Origins and II’s Eclipse Engine worked well for the time, but today, they show their age. Inquisition was BioWare’s first go at EA’s proprietary Frostbite engine - mind you, an engine designed for first-person shooters and decidedly not multi-character RPGs - and the team struggled there, too. Epler and Busche agree Veilguard is the first RPG where BioWare feels fully in command of Frostbite and, more generally, its vision for this world.
[SPOILER] The first thing players will do once Veilguard begins is select a dialogue option, something the team says speaks to their vision of a story-forward, choice-driven adventure. After [SPOILER], there’s another dialogue choice, and different symbols here indicate the type of tone you can roll with. There’s a friendly, snarky, and rough-and-tough direct choice, and I later learn of a more romantically inclined “emotional” response. These are the replies that will build relationships with characters, romantic and platonic alike, but you’re welcome to ignore this option. However, your companions can romance each other, so giving someone the cold shoulder might nudge them into the warm embrace of another. [SPOILER]
Rhodes explains BioWare’s philosophy for designing this city harkens back to a quick dialogue from Inquisition’s Dorian Pavus. Upon entering Halamshiral’s Winter Palace, the largest venue in Dragon Age history at that point, Dorian notes that it’s cute, adorable even, alluding to his Tevinter heritage. If Dorian thinks the largest venue in Dragon Age history is cute and adorable, what must the place he’s from be like? “It’s like this,” Rhodes says as we enter Minrathous proper in-game.
Minrathous is huge, painted in magical insignia that looks like cyberpunk-inspired neon city signs and brimming with detail. Knowing it’s a city run by mages and built entirely upon magic, Rhodes says the team let its imagination run wild. The result is the most stunning and unique city in the series. [SPOILER] Busche says BioWare used Veilguard’s character creator to make each in-world NPC except for specific characters like recruitable companions. [The level utilizes] a smart use of verticality, scaling, and wayfinding to push us toward the main attraction: [SPOILER].
[SPOILER] Something I appreciate throughout our short journey through Minrathous is the cinematography at play. As a Qunari, my character stands tall, and Rhodes says the camera adjusts to ensure larger characters loom over those below. On the flip side, the camera adjusts for dwarves to demonstrate their smaller stature compared to those around them.
This, coupled with movie-liked movement through the city [SPOILER] creates a cinematic start that excited me, and I’m not even hands-on with the game.
[SPOILER]
Here, we encounter a dozen or so demons, which BioWare has fully redesigned on the original premise of these monstrous creatures. Rhodes says they’re creatures of feeling and live and die off the emotions around them. As such, they are just a floating nervous system, pushed into this world from the Fade, rapidly assembled into bodies out of whatever scraps they find.
[SPOILER]
The Veilguard Who’s Who
While we learned a lot about returning character but first-time companion Lace Harding, ice mage private detective Neve Gallus, and veil jumper Bellara Lutara, BioWare shared some additional details about other companions Rook will meet later in the game. Davrin is a charming Grey Warden who is also an excellent monster hunter; Emmrich is a member of Nevarra’s Mourn Watch and a necromancer with a skeleton assistant named Manfred; Lucanis is a pragmatic assassin whose bloodline descends from the criminal House of Crows organization; And Taash is a dragon hunter allied with the piratic Lords of Fortune. All seven of these characters adorn this Game Informer issue, with Bellara up front and center in the spotlight.
The Lighthouse
[SPOILER] Epler says, much like Skyhold in Inquisition, the Lighthouse is where your team bonds, grows, and prepares for its adventures throughout the campaign. It also becomes more functional and homier as you do. Already, though, it’s a beautifully distraught headquarters for the Veilguard.
[SPOILER] I see a clock symbol over a dialogue icon in the distance, which signals an optional dialogue option. We head there, talk to Neve, select a response to try our hand at flirting, and then head to the dining hall.
[SPOILER] From the dining hall, we gather the not-quite-Veilguard in the library, which Busche says in the central area of the Lighthouse and where your party will often regroup and prepare for what’s next. [SPOILERS] Busche says I’m missing unique dialogue options here because I’m Qunari; an Elf would have more to say about [SPOILER]. The same goes for my backstory earlier in Minrathous. [SPOILER]
[SPOILER] The ensuing cutscene, where we learn [SPOILER], is long, with multiple dialogue options. That’s something I’m noticing with Veilguard, too - there’s a heavy emphasis on storytelling and dialogue, and it feels deep and meaty, like a good fantasy novel. BioWare doesn’t shy away from minutes-long cutscenes.
Busche says that’s intentional, too. [SPOILER] “You’re defining [Rook's] leadership style with your choices.” Knowing that Rook is the leader of the Veilguard, I’m excited to see how far this goes. From the sound of it, my team will react to my chosen leadership style in how my relationships play out. That’s demonstrated within the game’s dialogue and a special relationship meter on each companion’s character screen.
Redefining Combat Once More
[SPOILER] After loading up a new save, we’re in control of a human mage.
Following the trend of prior Dragon Age games, Veilguard has completed the series’ shift from tactical strategy to real-time action, but fret not: a tactical pause-and-play mechanic returns to satiate fans who remember the series’ origins (pun intended). Though I got a taste of combat in the prologue, Veilguard’s drastic departure from all that came before it is even more apparent here.
Busche says player complete every swing in real-time, with special care taken to animation swing-through and canceling. There's a dash, a parry, the ability to charge moves, and a completely revamped healing system that allows you to use potions at your discretion by hitting right on the d-pad. You can combo attacks and even “bookmark” combos with a quick dash, which means you can pause a combo’s status with a dash to safety and continue the rest of the combo afterward. It looks even cooler than it sounds.
Like any good action game, there is a handful of abilities to customize your kit. And, if you want to maintain that real-time action feel, you can use them on the fly, so long as you take cooldowns into effect. But Veilguard’s pause-and-play gameplay mechanic, similar to Inquisition’s without the floating camera view, lets you bring things to halt for a healthy but optional dose of strategy.
In this screen, which essentially pauses the camera and pulls up a flashy combat wheel that highlights you and your companions’ skills, you can choose abilities, queue them up, and strategize with synergies and combos, all while targeting specific enemies. Do what you need to here, let go of the combat wheel, and watch your selections play out. Busche says she uses the combat wheel to dole out her companions’ attacks and abilities while sticking to the real-time action for her player-controlled Rook. On the other hand, Epler says he almost exclusively uses the combat wheel to dish out every ability and combo.
Busche says each character will play the same, in that you execute light and heavy attacks with hte same buttons, use abilities with the same buttons, and interact with the combo wheel in the same way, regardless of which class you select. But a sword-and-shield warrior, like we used in the prolgoue, can hip-fire or aim their shield to throw it like Captain America, whereas our human mage uses that same button to throw out magical ranged attacks. The warrior can parry incoming attacks, which can stagger enemies. The rogue gets a larger parry window. Our mage, however, can’t parry at all. Instead, they throw up a shield that blocks incoming attacks automatically so long as you have the mana to sustain it.
“What I see from Veilguard is a game that finally bridges the gap,” former Dragon Age executive producer Mark Darrah, who left BioWare in 2021 before joining the Veilguard team last year as a consultant, tells me. “Uncharitably, previous Dragon Age games got to the realm of ‘combat wasn’t too bad.’ In this game, the combat’s actually fun, but it does keep that thread that’s always been there. You have the focus on Rook, on your character, but still have that control and character coming into the combat experience from the other people in the party.”
“This is really the best Dragon Age game that I’ve ever played,” he adds, noting his bias. “This is the one where we get back to our roots of character-driven storytelling, have really fun combat, and aren’t making compromises.”
Watching Busche take down [SPOILER], I can already sense Veilguard’s combat will likely end up my favorite in the series, although admittedly, as a fan of action games, I’m an easy sell here. It’s flashy, quick, and thanks to different types of health bars, like a greenish-blue one that represents barrier and is taken down most effectively with ranged attacks, a decent amount of strategy, even if you don’t use the pause-and-play combo wheel. Like the rest of the game, too, it’s gorgeous, with sprinkles, droplets, and splashes of magic in each attack our mage unleashes. Though I’m seeing the game run on a powerful PC, which is sure to be the best showcase of Veilguard, Epler tells me the game looks amazing on consoles - he’s been playing it on PlayStation 5 and enjoying it in both its fidelity and performance modes, but I’ll have to take his word for it.
Pressing Start
The start or pause screen is as important to a good RPG as the game outside the menus. Veilguard’s contains your map, journal, character sheets, skill tree, and a library for lore information. You can cross-compare equipment and equip new gear here for Rook and your companions, build weapon loadouts for quick change-ups mid-combat, and customize you and your party’s abilities and builds via an easy-to-understand skill tree. You won’t find minutiae here, “just real numbers,” Busche says. That means a new unlocked trait might increase damage by 25 percent against armor, but that’s as in-depth as the numbers get. Passive abilities unlock jump attacks and guarantee critical hit opportunities, while abilities add moves like a Wall of Fire to your arsenal (if you’re a mage). As you spec out this skill tree, which is 100 percent bespoke to each class, you’ll work closer to unlocking a specialization, of which there are three for each class, complete with a unique ultimate ability. Busche says BioWare’s philosophy here is “about changing the way you play, not statistical minutiae.”
Companion Customization
You can advance your bonds by helping companions on their own personal quests and by including them in your party for main quests. Every Relationship Level you rank up, shown on their character sheet, nets you a skill point to spend on them. Busche says the choices you make, what you say to companions, how you help them, and more all matter to their development as characters and party members. And with seven companions, there’s plenty to customize, from bespoke gear to abilities and more. Though each companion has access to five abilities, you can only take three into combat, so it’s important to strategize different combos and synergies within your party. Rhodes says beyond  this kind of customizable characterization, each companion has issues, problems, and personal quests to complete. “Bellara has her own story arc that runs parallel to and informs the story path you’re on,” Rhodes says.
In Entropy’s Grasp
[SPOILER]
“When designing companions, they’re the load-bearing pillars for everything,” Rhodes says. “They’re the face of their faction, and in this case [with Bellara], their entire area of the world. [SPOILER]” Rhodes describes her as a sweetheart and nerd for ancient elven artifacts. As such, she’s dressed more like an academic than a combat expert, although her special arm gauntlet is useful both for tinkering with her environment and taking down enemies.
Unlike Neve, who uses ice magic like our Rook and can slow down time with a special ability, Bellara specializes in electricity, and she can also use magic to heal you, something Busche says Dragon Age fans have been desperate to have in a game. Busche says if you don’t direct Neve and Bellara, they’re fully independent and will attack on their own. But synergizing your team will add to the fun and strategy of combat. Bellara’s electric magic is effective against [enemy], which is great because we currently only have access to ice. However, without Bellara, we could also equip a rune that converts my ice magic, for a brief duration, into electricity to counter the Sentinels.
[SPOILER]
I continue to soak in the visuals of Veilguard [SPOILER]; it’s perhaps the most impressive aspect of my time seeing the game, although everything else is making a strong impression, too. I am frustrated about having to watch the game rather than play it, to be honest. I’m in love with the art style, which is more high fantasy than anything in the series thus far and almost reminiscent of the whimsy of Fable, a welcome reprieve from the recent gritty Game of Thrones trend in fantasy games. Rhodes says that’s the result of the game’s newfound dose of magic.
“The use of magic has been an evolution as the series has gone on,” he says. “It’s something we’ve been planning for a while because Solas has been planning all this for a while. In the past, you could hint at cooler magical things in the corner because you couldn’t actually go there, but now we actually can, and it’s fun to showcase that.”
Busche, Epler, and Rhodes warn me that [location] will starkly contrast to other areas. They promise some grim locations and even grimmer story moments because, without that contrast, everything falls flat. Busche likens it to a “thread of optimism” pulled through otherworldly chaos ravaging Thedas. [SPOILER]
[SPOILER]
Busche [performs combat] with ease, showcasing high-level gameplay by adding three stacks of arcane build-up to create an Arcane Bomb on an enemy, which does devastating damage after being hit by a heavy attack. Now, she begins charging a heavy attack on her magical staff, then switches to magical daggers in a second loadout accessed with a quick tap of down on the d-pad to unleash some quick attacks, then back to the staff to charge it some more and unleash a heavy attack.
After a few more combat encounters, including one against a [enemy] that’s “Frenzied,” which means it hits harder, moves faster, and has more health, we finally [SPOILER]. [Boss enemy] hits hard, has plenty of unblockable, red-coded attacks, and a massive shield we must take down first. However, it’s weak to fire, and our new fire staff is perfect for the situation.
[SPOILER] It’s clear that even after a few hours with the game’s opening, I’ve seen a nigh negligible amount of game; frustrating but equally as exciting.
Don’t Call It An Open World
Veilguard is not an open world, even if some of its explorable areas might fee like one. Gamble describes Veilguard’s Thedas as a hub-and-spoke design where “the needs of the story are served by the level design.” [SPOILER] Some of these areas are larger and full of secrets and treasures. Others are smaller and more focused on linear storytelling. [Location] is an example of this, but there are still optional paths and offshoots to explore for loot, healing potion refreshes, and other things. There’s a minimap in each location, though linear levels like [SPOILER] won’t have the fog of war that disappears as you explore like some of Veilguard’s bigger locations. Regardless, BioWare says Veilguard has the largest number of diverse biomes in series history.
Dragon’s Delight
With a 10-hour day at BioWare behind me after hours of demo gameplay and interviews with the leads, I’m acutely aware of my favorite part of video games: the surprises. I dabbled with Origins and II and put nearly 50 hours into Inquisition, but any familiarity with the series the latter gave me had long since subsided over the past decade. I wanted to be excited about the next Dragon Age as I viewed each teaser and trailer, but other than seeing the words “Dragon Age,” I felt little. Without gameplay, without a proper look at the actual game we’ll all be playing this fall, I struggled to remember why Inquisition sucked me in 10 years ago.
This trip reminded me.
Dragon Age, much like the Thedas of Veilguard, lives in the uncertainty: The turbulence of BioWare’s recent release history and the lessons learned from it, the drastic changes to each Dragon Age’s combat, the mystery of its narrative, and the implications of its lore. It’s all a part of the wider Dragon Age story and why this studio keeps returning to this world. It’s been a fertile franchise for experimentation. While Veilguard is attempting to branch out in unique ways, it feels less like new soil and more like the harvest BioWare has been trying to cultivate since 2009, and I’m surprised by that.
I’m additionally surprised, in retrospect, how numb I’ve been to the game before this. I’m surprised by BioWare’s command over EA’s notoriously difficult Frostbite engine to create its prettiest game yet. I’m surprised by this series’ 15-year transition from tactical strategy to action-forward combat. I’m surprised by how much narrative thought the team has poured into these characters, even for BioWare. Perhaps having no expectations will do that to you. But most of all, with proper acknowledgement that I reserve additional judgment until I actually play the game, I’m surprised that Veilguard might just be the RPG I’m looking forward to most this year.
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bloedewir · 5 months ago
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honestly
look at this
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and then look at this
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that's bioware and frostbite, both.
that's the quality we can expect to see in Dragon Age: The Veilguard.
(maybe even better since Anthem release was in 2019).
no point to discuss the tech condition yet but I'm sure game will be beautiful. trailer doesn't prove anything until you see the actual gameplay. wait till June 11th.
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riessene · 5 months ago
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As soon as we get more gameplay footage I better see Lucanis fancam set to short kings anthem☝️😤
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hobnob2020 · 7 days ago
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The Veilguard review
Big spoilers ahead for the people that haven't finished the game yet.
So after plugging 70+ hours I've finally completed Veilguard.
This will just be a general overview of how I felt about the game, I'll likely do a separate one for Solas/Mythal and Lavellan and one for a Lucanis romance.
First off I want to say that any negative criticism I had for the game I am reminded of how difficult this game was to get off the ground running in the first place; it experienced multiple layoffs, it pulled the team to focus on Anthem when it failed, the team was reduced, OG writers left and multiple people lost their jobs once their work was complete and lets not forget those that worked on this during a pandemic so I think it's important to keep coming back to this so that we can just appreciate what we had as an end product.
Now the end product itself, did I enjoy it? absolutely.
I've laughed, I've been giddy, I've been angry at times and in those final moments was reduced to tears that reconciliations were reached and it was the end of a very long 10 year wait.
I want to start from the beginning where we welcomed our Rooks because holy moly is the character creator detailed. I mean seriously every single Rook I've seen is a catwalk model 😂
Every faction felt different and the brief history to your character was really well done; I went with a female mage elf I the Crows and I loved being a Crow from the get go; the decision that she made that essentially forced her to leave the Crows because she'd basically f*cked up a mission was really interesting because there's still that tension once she returned with Viago (who I adored BTW, his disappointing fatherly persona against Teia's comfort and protectiveness was just perfect) and it set the course for every Rook wanting to prove themselves.
Briefly touching on the Inquisitors creation I was so happy that this was an early decision and hearing her say "it's good to see you again" was like a stab to the heart and felt like I was being welcomed back home after such a long journey.
Once into the gameplay it's hard to ignore how beautiful the graphics look, Minrathous' design was so unexpected and how the locals were treated makes me wonder how Dorian ever survived 😂
There were certain scenes that just blew me away and made me realise just how far games have come to allow us them; the moment you open the doors at Weisshaupt and see Ghilan'nains massive looming face in the clouds was just breath taking, in fact the two gods in general were very well done and there wasn't enough of them in my opinion.
The animation as a whole was very good and again compared to Origins this game is on a different level of good (hate to compare it to other games but Balders gate is probably the closest contender).
There's a particular scene with Lucanis as a romance where he walks over to you after you basically say you like what you see and that Spite doesn't define him, the way his face moves, the little smile, the way his eyes drop to your lips when you touch him floored me and I think having motion capture for this game definitely paid off.
The mechanics of the game were fantastic and as I've yet to play anything other than my mage I am excited to play other classes and possibly Warrior for the first time across 4 games, although Spellblade ruined a mage for me as I love being able to be upfront in a battle and found it perfect for my Crow mage.
I went with purple Rook for this playthrough as I wanted a charming Crow who had far too much energy and was awkward in the best way possible and loved every minute of it; Bioware has always been very clever at establishing the different personalities and how they affect the world around them. Going into a scene and having your Rook react by themselves depending on their personality makes the character feel real and that we aren't just following the same thread of dialogue.
When you first meet Solas they didn't lie that it would feel like an end game mission, the dialogue was fantastic, his voice actor is just incredible and he has a talent to be confident, insecure, determined and doubtful of his own words all in one and it was very easy to fall In love with Solas during inquisition.
I really enjoyed how the first decision you make as Rook ends with the gods escaping, either Harding or Neve being injured which puts doubts in your friendship and leadership from the beginning, that Solas who we'd believed to be the big bad was essentially trapped and looked like a kitten compared to these evil beings who want world domination, it really makes the player question how are we going to fix this massive mistake that we've created, because it takes the gods no time to get to work whilst we scramble to find a team and cleanse multiple parts of Thedas at the same time aswell as setting up base in the fade where we dig deep into the history of Solas and the ancient gods past.
The companions of this game I felt were individuals in their own ways with their own back stories and present problems but I felt as a whole weren't as good as say the previous game; there was no double crossing mages or people with their own greed and agendas, no hidden pasts like Blackwall which personally fell abit flat for me.
In fact I'd say the only one who had an interesting story was Lucanis after his imprisonment and demonic possession and the struggles that came with it.
I don't think I'll romance anyone else other than Emmrich as the others just don't interest me.
It just felt like you were constantly flitting to the Lighthouse and back to grind out companion tasks in order to gain approval and faction points, there was no option to just have a conversation like previous games instead it was very much on their terms and where you were in the game which was something i really missed.
Still, their personalities were very different and characters like Lucanis, Taash and especially Emmrich stole my heart very quickly.
The banter was top notch quality as per 👌 some of my favourites were from Taash and Lucanis, just being a Crow in the middle of their conversations about capes was hilarious at times.
The voice acting as a whole was very good, I felt with some characters particularly Neve it felt abit flat in moments but Bioware have a knack for finding talented voices; having someone as bubbly and excited as Bellara to the deadpan and slightly blunt at times Taash made for a very diverse team.
Returning characters was always a welcome and there were some surprising cameos such as Isabella in the Lords of Fortune faction.
I know alot of people were disappointed that this game felt limited in bringing over past choices but it needed to make sense; Sera isn't going to return and be found in the deep roads etc, it needed to serve a purpose to The Veilguards story and I'm happy with the ones we did get.
When it came to the three decisions from inquisition yes I was disappointed at first; why are we ignoring who drank from the well, why aren't we talking about Hawke, who's ruling Fereldon, who's Divine?.
I think we need to remember that after 4 games the decisions from little to big are so vast that there's simply no way to fit it all in and satisfy everyone and baring in mind this game is for new players too.
Having this game set outside of Ferelden means those decisions won't carry weight in Veilguard, who is divine won't affect us, where Hawke is doesn't affect us because we know they'll either be in the fade or fighting against the evil.
And yes a codex could of helped address any of this but again, it's a smaller team now at bioware and the focus is on Rook this time around, it's their turn and tbh reading codex' is time consuming when you've got gods to fight 😂
The only decision I really wanted brought over was who drank from the Well because as a Solasmancer he was so pissed at me but I think I know why it was glossed over.
I think having Solas being able to control your Inquisitor would have the issue of consent and violation and as a romance that doesn't feel right, especially given how Mythal basically manipulated Solas and used him as a slave it just goes into uncomfortable territory.
We could also argue that Solas absorbed Mythals essence so all that's left is her memories and the tiny fragment you find in the crossroads so essentially Mythal ceases to exist thus there's no pledge anymore for the inquisitor and that she only needed her help to fight Corypheus, who knows but I'm glad Solas wasn't able to do that to the Inquisitor.
The endgame was amazing, finally killing Ghilan'nain was so satisfying and Lucanis was an absolute bad ass doing it, seeing Solas become the dreadwolf and hearing his pained cries was heartbreaking even if he couldn't stop betraying my Rook 😂.
Forcing you as a player to lose a character despite high factions and hero status was brutal, and I unfortunately lost both Davrin and Assan. As much as I loved them both, it made sense to his character to die in that way, and Harding has so much more to do for the dwarves and titans.
I'll talk about Solas/Mythal and Lavellan on another post but I was very happy with how it ended, seeing the art concept of him making himself tranquil just shows how differently it could of gone, and I honestly expected them to die in each other's arms.
If I think of anything else I'll add it onto this post but yeah, 10 years man and it's over, well not over completely as I'm creating an Emmrich romance as we speak but I can't believe years of speculation and doubt is now in our hands forever.
Yes this game could of been better in parts and blew my expectations away in others but I loved it and I think the negative criticism over characters like Taash, the three previous decisions, crazy solasmancers which bring the team down is so unjust and people need to reflect on themselves as humans.
All I would say to those that critic this game as heavy as they have is to take their time and play it again, you'll find things you missed the first time around, really read the codex', just sit back and understand what the characters are saying, read between the lines and just take it back to beginning of this post, this game very nearly didn't happen and alot of talented people that have given you this game have lost their jobs so please just be grateful for what we do have and pray that this isn't the end of dragon age.
Edit:
The whole Varric thing was probably my least favourite thing about the game, not because he died but it just didn't make sense that Rook didn't know until the very end.
I had my suspicions because he was always tired and going back to bed and something about it didn't feel right.
For other companions to say "oh we thought you knew" was just silly, I could understand Solas using his powers to create an illusion but why not on all the companions because surely Rook at some point was like "Oh i'll take some food to Varric" or "have you been to visit him", without that Rook just sounds crazy 😂
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chronurgy · 12 days ago
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Veilguard dev timeline, pulling from Wikipedia (where pretty much all info comes from two Jason Schreier articles - here and (paywalled) here)
2015 to October 2017 - "Joplin"
Single player, heist based, set in Tevinter. Staff are often poached to help on other struggling projects, including suspending development from late 2016 to March 2017 in order to have staff assist with Andromeda. Joplin is canceled in October 2017 (reportedly by EA because it lacked a live service component, though iirc there has been some dispute over this) and Mike Laidlaw (creative director for the series since Origins) departs bioware after the cancelation.
2018 to January/February 2021 - "Morrison"
A live-service game with single-player elements "built on anthem's codebase." It's pretty hard to find details of exactly what they were planning for the game to be like during this period - it's possible they didn't really know what it would look like themselves, as people involved believed that the multi-player components were "likely to change multiple times before launch."
February 2021 to October 2024 (launch) - rework to single player
After the disastrous launch of Anthem, EA gives bioware the okay to convert dragon age into a single player game. Staff churn is high during this period - in this phase alone the game went through two creative directors and two or three executive directors (seriously, take a look at the wiki section). Bioware lays off 50 people in August 2023, 20% of its total workforce, at least some of whom were working on veilguard at the time.
Seeing that timeline I would not be surprised if decent chunks of the story, gameplay, design language, etc came over from the multi-player version of the game
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jdtrashman · 5 months ago
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I did not expect to be so set at ease by that gameplay trailer.
10 years of waiting, of EA gutting the company and firing literally everyone that made BioWare so great, of Anthems and Andromedas and "BioWare Magics", and The Veilguard looks...actually fucking great, in all honesty.
is it different from previous games? Yeah, the OG dragon age dudes are gone, so now they're being helmed by former Mass Effect guys and ya know what they say happens when you put the drummer in charge. But the combat, for what it is, looks excellent, the story stuff they've shown so far has left everyone's jaws on the floor, and the mission structure of the game seems like a decent change of pace (no more bears. Thank the maker almighty, no more hinterland bears...)
I have spent the past half a decade dreading this game coming out, and now I...feel like unclenching???
I legit cannot wait for The Veilguard.
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felassan · 4 months ago
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Shinobi602 comments on ResetEra:
"If Anthem was a runaway success, you'd be seeing a very different BioWare right now who'd be all in on the live service model. They're running uphill because they've got goodwill they need to earn back after the fact, but its failure (plus Fallen Order's success) is what allowed them to pivot right back to what they're good at: single player character driven RPGs. Silver lining but still." [source]
User: "I don't think its unreasonable to have hoped that a Dragon Age game would have similar gameplay to previous Dragon Age games." Shinobi: "Veilguard does have similar gameplay though, just not the exact same gameplay." [source]
"Open world doesn't automatically mean better. Inquisition's open world zones were basically Bioware's response to Skyrim and anticipating that's what players wanted. The big zones were cool but they were also bloated and full of uninteresting quests. Andromeda also took Mass Effect to huge open world zones and they had the same result. It was ass and the game benefited nothing from it. It's better for Bioware to stick to what they do best which is tighter, more structured play spaces." [source]
"they'll do what they think they're good at. Inquisition was highly rated, but the big open areas were also flawed. If they felt that's not what they'll excel at, that's fine. There ARE larger open areas in Veilguard though. If that's your very strict definition on what will make the game good apparently." [source]
"If you're sole definition of a Dragon Age game is that you can take direct control of companions and a tac-cam, it's understandable. But I think it's completely false that this is somehow unrecognizable as a Dragon Age game. There are tons of different aspects that define the series outside of that." [source]
"It's been evolving and changing for over a decade." [source]
"They did say there are some "killer cameos" they're keeping secret. My mind's going to several different possibilities..." [source]
User: "Yeah, they need to wrap up this story in this game. I'm already a little annoyed that we are getting another "the veil is torn and demons are wrecking havoc" story. They cannot stretch that to a third game." Shinobi: "It's a lot more than that. It's not a repeat of Inquisition or anything." [source]
"This might genuinely be the most in depth CC in a mainstream RPG that I've seen." [source]
"Yeah this is more like Inquisition, though you could still change out companion helmets in that one." [source]
"They did confirm tavern songs are back so that's good news, and The Swan (Minrathous tavern) has a bunch." [source]
"Yeah there's a good amount of veterans working on Veilguard. Though I always find that to be such a weird qualifier, and it seemingly always comes up with Bioware in particular. As if there aren't tons of talented non-Bioware devs from across the industry who could join the team and still write and design a great game. Like nah, it can't be a good game unless it's got people who've been there for 20 years! 😄" [source]
"There are also rune items you can equip that provide different effects and act as their own abilities basically, plus ultimate attacks for each class specialization (so 9 total), plus finisher moves and things like elemental combo detonations for extra damage." [source]
"there are definitely 'open areas' you can explore around in. It's not more linear than ME2." [source]
User: "Is my reading of "mission-based" it being like ME2/3 correct?" Shinobi: "Yeah, in that regard, it's more structured like Mass Effect, which I think is to its benefit. DAI just suffered way too much from open world bloat. I think the tighter, handcrafted structure works a lot better." [source]
User: "How big are the areas? Like the first game where you open the map and pick a location?" Shinobi: "Don't know exactly. But that's what I was told. There are several open ended areas that are explorable in the story. Plus a hub area." [source]
"I think if fans have been yearning for a quality Bioware game like they were used to before, this is that. Tight design, great character models, environments, animations have gone next level, combat fluidity, etc...it's all here. I compare it to the jump from ME1->ME2. [re: the jump in quality/fidelity/presentation.] This isn't a spoiler, as Game Informer said, it's a full on action RPG, and you can still pause and issue commands. But this is not DAO. Preferences put aside, Bioware's moved on from that ages ago. This isn't BG3 at all. But they've put a huge emphasis on making combat feel good to play. As in engaging the player, more real-time, more Mass Effect. It's a meaty, single player RPG with lots of systems going on inside. Also, like they said, this is the prologue, the beginning of the game. Keep that in mind if you don't see everyone's powers unlocked or intense pause and play. If you keep all that in mind, I think you'll really like this." [source]
"But it's a big jump for Bioware. [re: animations]" [source]
"[rogues are] flashy, jump around a lot, etc." [source]
"Party members can definitely get knocked out in battle" [source]
"It's important to note that what was shown was completely level 1 combat, and likely on easy mode for demo purposes. There is way more to it in more advanced battles. When it opens up with way more abilities, unique momentum attacks, ultimates, and other...things they haven't shared yet, on higher difficulties, it will look and feel way different." [source]
"It'll be rated M. It's got its share of nudity lol." [source]
User: "should we expect a comparable level of dialogue role playing as we had in Inquisition? I don't mind the changes to combat but there seemed to be more auto dialogue here than I remember from Inquisition or Tresspasser." Shinobi: "Yeah. That was just the intro. They just like to keep the pace going for a big start to the game." [source]
"This isn't accurate at all though, and it keeps getting perpetuated. Yes, there's been departures like Casey Hudson, Aaryn Flynn, Mike Laidlaw, etc, but I could easily list dozens of people at Bioware right now that have been there for 10-20+ years, some even longer. Do they just...not count for some reason? The entire core team building Mass Effect right now were OG leads on ME1-3, been there for over 20 years. And even outside of that, like, does this really matter? Do you know one of the game's premier VFX/lighting designers worked for ILM? Or one of the cinematic leads is an alum from Blizzard? Or one of the creature animators was a senior creature animator on Horizon Forbidden West? Talent is talent. And if we look at the industry through that lens too, sure, tons of studios are just "X, Y, Z studio in name", in many ways. There's no studio in the industry that holds on to their entire team for 30-40 years." [source]
"They do have that data. And I think even this thread would be shocked at how tiny of a % of players took direct control of other companions. Or went into tac-cam. Not just Inquisition but the whole series." [source]
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