#case solving
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rovermcfly · 3 months ago
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proud to say that I have never once in my life figured out the whodunit in any crime story I've read or watched. I just let the facts and clues wash over me, absorbing absolutely none of it. I am the audience they think of when they throw in red herrings, in case you've ever wondered "who would fall for this obvious false lead". it's me. I am the idiot viewer/reader. not once has an obviously framed clue revealed anything to me. my head is completely empty when I consume these stories.
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lesbiannieism · 7 months ago
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i need 7+ seasons of dead boy detectives specifically to see the long-term payoff of charles putting a jar of bees in his bag
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stealingyourbones · 1 month ago
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There’s a new drug in Gotham making the rounds, one synthesized by Two-Face’s people; if you take it you will have a 50/50 chance that you’ll experience the greatest high of your life or that you’ll die.
Batman is desperately trying to find the main lab and cut off the production from the source and hasn’t been able to find a lead in weeks.
That’s when Gordon gives him a file that was given to him by a ��white haired ghost kid”. It’s a detailed report written similarly to a scientific journal with detailed sources that are mainly first hand accounts from deceased victims of the Two-Face drug.
At the very end of the paper there’s an address to a Gotham University dorm room with a sticky note next to it that says “if you need help with death or the undead. Yours truly; Danny Fenton.”
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why-is-it-always-autumn · 2 years ago
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Love a self-inflicted time loop. The main character isn’t trapped.  They can stop whenever they want.  But how can they when things aren’t perfect yet?  They can do better than this.  They need to try again.  They can get it right this time.  They just need to try again.  They can stop anytime they want.  Just one more time.  They can fix this. They just need to try again.  There are still things to fix.  They just need to try again.
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wombywoo · 10 months ago
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hungover 😓
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yaolmao · 2 months ago
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they should work together idk guys
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forecast0ctopus · 1 year ago
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psych episode where shawn begins to have psychic premonitions (carbon monoxide poisoning)
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jezyan · 5 months ago
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old doodles/warmups from last year ^^
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greyskyflowers · 4 months ago
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The idea of hell having a claim on Edwin's soul is such a fun avenue to explore. There's a lot of ways I like to think that could manifest.
Personally, I like the idea of the claim mark being inked around his throat like a tattoo, the whole way around it like a collar. It's why he wears his shirt buttoned up all the way and his bow tie all the time.
Something in another language or comprised of runes or other designs that indicate his soul is claimed, but it just looks wrong. There's no good way to describe it but even someone who didn't know it was a claim from hell would be unsettled by it.
And Charles hates it from the first time he sees it.
Especially the more he gets to know Edwin, the more it really sinks in how wrong the whole thing is.
And because the universe apparently just loves to fuck with Edwin, it also hurts. Ghosts can't bleed but sometimes it just kind of oozes a thick black liquid. It will burn, similar to the way iron burns, and it itches. Edwin will mindlessly scratch at it to the point where he'd be bleeding if he was living.
When he's in hell, it manifests as a actual iron collar. It's the same collar each time he comes back after being killed so it's rusted with old blood and forms jagged edges, ripping into the skin while it burns. When he scratches at it, he digs at the skin until it bleeds and sometimes further.
Edwin did not tell Charles about the physical collar. That might have been a misstep on his part, however in his defense he wasn't planning on ending up back in hell or Charles being in hell with him at any point.
So Charles, who's already burning with worry and rage, finds Edwin and learns what actually happens to him down here and finds out the whole time Edwin is collar like a dog... well. It doesn't go well.
Charles wants it off. The mark was bad enough but now he's got an actual fucking collar?
He wants it off Edwin. He wants it off right now. But there's no seam on the collar, it's like it was welded on. It's not meant to come off and it won't, not while they're still in hell.
It's burning into Edwin's skin when he tells Charles he's in love with him and honestly, Charles can barely focus on anything except getting Edwin out of there and that stupid fucking collar smoking and drawing blood.
But he knows he doesn't want to tell Edwin he loves him back right now. Not when they're still in hell with a monster chasing them, both of them exhausted and Edwin hurt.
He'll say it after they're safe and out of hell, after that collar is gone.
He's going to hit the ground running on figuring out how to break the whole damn claim. He hadn't pushed it as much as he should have. Edwin didn't like to talk about it or call attention to it and Charles respected that. He shouldn't have. He should have pushed it because even if Edwin only had the physical collar in hell, he still had the mark constantly.
Charles had spent many nights glaring at it, nights where it was just them in the office and Edwin actually let himself relax, undoing the buttons on his shirt until the mark was visible. His attention would always end up being drawn back to the mark, Edwin too focused on other things to notice.
If he said anything, or even got caught staring at it, he knew Edwin would snap shut. He wouldn't ever let it show again and he deserves a place to be able to relax and not worry about it. Plus, Charles knows that sometimes the mark is sensitive enough that the clothing rubbing against it makes it raw, being able to expose the mark and let it air out was a relief.
The claim gets pushed to the side with everything else that happens but when Charles gets Edwin off the table Esther had made, to torture him and Charles was rapidly coming to the conclusion that he was more than okay being incredibly violent if it means people will leave Edwin and him alone, the mark is dark and black liquid is rolling down his skin in big drips.
He's ready to get Crystal involved by the time they're finally back in the office, even though he knows Edwin has no desire for her to see or know about the curse, but things actually start to go their way.
They're given the okay to stay together and keep solving cases, and Edwin doesn't have to worry about going back to hell.
They're giving the night nurse some shit, welcoming her to the agency with tongue in cheek comments when she mentions something about the cursed claim and both of them straighten up.
It's nothing concrete, but it's worth a shot. Charles feels a little bad for flinging her off the cliff at the lighthouse because there must be something good in her for her to give them this. She could have said nothing and they never would have even thought to ask her.
She can't promise it will work and she doesn't even know if it's the right information but it gives them a place to start and that's more than enough.
Once your soul has been cursed and claimed in such a way, especially by something like hell, it can't ever be completely free again. Something with the makeup of the soul being altered. Ownership of the claim must be transferred to someone else, it isn't broken just shifted.
So, in the end, the only thing that can transfer a claim on a soul like Edwin's is a stronger claim.
Charles is like fucking finally. He's ready to rip Edwin's soul out of everyone else's hands at this point. No one's got a stronger claim on Edwin than him and he'll fight hell to prove it if he needs to.
And honestly, Edwin can't think of anyone else he'd want to have it.
The spell for the transfer works and the mark changes completely. The dark ink lightens to a off grey silver color that's hardly visible unless you look right at it. The edges of the letters/runes/shapes go from jagged and sharp to curved and soft.
The mark doesn't hurt, ooze black, burn, or itch anymore. In fact, Edwin would argue that it's warm, like it's trying to soothe more than anything else.
He would almost say it's pretty.
Charles gets a version of it on his wrist, wrapped around it like a bracelet. It shows more on him with his skin color and Edwin would say it's pretty.
Maybe it's sensitive and touching it on each other feels good. So Charles gets in the habit of brushing his hands over Edwin's throat and petting at the mark. Edwin gets in the habit of grabbing Charles's wrist and holding it, fingers soothing over the mark and the soft skin of Charles's inner wrist.
🌙🌙🌙🌙🌙
Idk just fun thoughts 🤷‍♀️
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e-payne · 10 days ago
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“if death ever did catch us she’d force us into the afterlife and split us up”
honey death is the original ally
death let a scraggly homeless man live forever because her baby brother had a crush. death 1000% knows about the dead boy detective agency and she loves it. they’re her favourite little gay ghosts and they’re not going ANYWHERE
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timethehobo · 3 months ago
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Another what-if pair up. They’d look so cute enjoying tea together. And have intellectual conversations probably.
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miramelo · 3 months ago
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A friendly encounter
While the others are dealing with their latest rogue, Damian investigates(in secret) the old Ace Waste Disposal Plant.
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miyamoratsumuu · 3 months ago
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CASE: SOLVED!
⌕ you want us to solve what?!
⌕ a k.bakugou, s.todoroki, i.imidoriya (seperately) x reader interactive smau series
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⌕ she needed a new start, and japan's hero commision needed the world's best of the best private investigator. now that y/n l/n was asked to be stationed in japan, she'll be working side by side with the country's top three heroes to uncover a stalker's disguise. will they be able to find a solution for the case? and along the way, maybe a solution for her broken heart too.
⌕ pro hero!au, big three x reader, strangers (?) to co workers to lovers (?), swearing/language, fem!reader (reader is referred to with she/her pronouns), stalker activity, maybe ooc izuku I'm sorry</3
⌕ status: coming soon!
(☏) for chapters with written portions
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⌕ frans' 1k special! readers will be able to decide the fate of characters involved in the series! who'll work with who, who'll make moves on the reader first, who'll go on dates with who? you get to decide!
CATCH THE SUSPECT! uquiz
TEASER, INTRODUCTIONS, CHAPTERS coming soon<3
© miyamoratsumuu 2024 please do not edit, translate, or repost onto any other platform
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⌕ taglist: open!! (reply or send an ask to be added<3)
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⌕ the series and whole concept of this is inspired by Panorama!!!, an Interactive Haikyuu SMAU series by the loveliest herself, @zumicho !! it's an amazing series. make sure to check it out along with ree's other works!!
AND TO ALL MY AMAZING MHA MOOTIES THAT MADE THIS POSSIBLE AAAAH TY ALL AND ILY ALL SM!!!! you guys won't believe the amount of times you inspired me to do more and do better, and I couldn't be more grateful 🙇🏻‍♀️
@whenanafallsinlove @angeliicheartt @poetlus @sepptember @satelitis @iloveroblox48 @sweetheartsaku @rueclfer @kovu-bunnbunn @izufeels @seumyo @loveriotss @lissdiary @xn4vyl1c1ousx @sunolls @lounaticcc @daetko
and ofc to my other moots too that I wasn't able to tag (it's either I'm shy or I'm shy ���) I can't forget about you guys ofc!! all of your support means so much to me, words can't express how grateful I really am<3 LIKE REE AND NESS AND WYR AND YEN (imy yen) you guys were the no. 1 people I always looked up to, truly ILY!!
navigation ⌕ mha masterlist
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hugh-lauries-bald-spot · 12 days ago
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rip jake peralta and shawn spencer you would have loved each other
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regonold · 1 year ago
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Danny is travelling around solving unsolved murders and it is infuriating the local heroes cus each of them have went through training from either batman or a batman approved trainer and nothing about the way he says he solved the cases add up but the killer confesses and how the fuck did he solve them
Notable ways he has solved cases include the blood "told" him he heard the knife drop he sensed the killers "vibe" he followed the footsteps of the spirits he asked the victim he smelled the killers scent and the killer stabed him and he "recognised his handie work"
Danny meanwhile is just doing a cross country trip and helping ghosts rest and families find peace by talking to ghosts and giving that info to the police
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felassan · 4 months ago
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Edge – The Future of Interactive Entertainment magazine, issue #401 (October 2024 issue) – Dragon Age: The Veilguard story
The rest of this post is under a cut for length.
Update: this issue of this magazine is now available to buy from UK retailers today. it can be purchased online at [this link]. [Tweet from Edge Online] also, Kala found that a digital version of the magazine can be read at [this link].
This post is a word-for-word transcription of the full article on DA:TV in this issue of this magazine. DA:TV is the cover story of this issue. When transcribing, I tried to preserve as much of the formatting from the magazine as possible. Edge talked to BioWare devs for the creation of this article, so the article contains new quotes from the devs. the article is written by Jeremy Peel. There were no new screenshots or images from the game in the article. I also think that it contains a few lil bits of information that are new, like the bits on companions' availability and stumbling across the companions out and about on their own in the world e.g. finding Neve investigating an abduction case in Docktown.
tysm to @simpforsolas and their friend for kindly telling me about the article!!
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[image source]
Article introduction segment:
"[anecdote about Edge] We were reminded of this minuscule episode in Edge's history during the creation of this issue's cover story, in which we discuss the inspiration behind Dragon Age: The Veilguard with its creators at BioWare. Notably, director John Epler remembers the studio experimenting with a number of approaches during the early phase of development before eventually locking in to what the game was supposed to be all along, above all else: 'a single-player, story-focused RPG'. As you'd expect from BioWare, though, that was really just a starting point, as we discovered on p54." BioWare draws back the Veil and ushers us into a new Dragon Age
"BEHIND THE CURTAIN BioWare's first true RPG in age age is as streamlined and pacey as a dragon in flight. By Jeremy Peel Game Dragon Age: The Veilguard Developer BioWare Publisher EA Format PC, PS5, Xbox Series Origin Canada Release Autumn
The Dragon Age universe wasn't born from a big bang or the palm of an ancient god. Instead, it was created to solve a problem. BioWare was tired of battling Hasbro during the making of Baldur's Gate and Neverwinter Nights, and wanted a Dungeons & Dragons-like setting of its own. A small team was instructed to invent a new fantasy world in which the studio could continue its groundbreaking work in the field of western RPGs, free of constraints.
Well, almost free. BioWare's leaders mandated that the makers of this new world stick to Eurocentric fantasy, and include a fireball spell - since studio co-founder Ray Muzyka had a weakness for offensive magic.
Beyond that, BioWare’s storytellers were empowered to infuse Dragon Age with their own voices and influences, leaning away from D&D’s alignment chart and towards a moral grayness that left fans of A Song Of Ice And Fire feeling warm and cozy.
In the two decades since, the world of Thedas – rather infamously and amusingly, a shortening of ‘the Dragon Age setting’ that stuck – has taken on a distinct flavor. It’s something director John Epler believes is rooted in characters.
“There’s definitely some standard fantasy stuff in Dragon Age, but everything in the world, every force, is because of someone,” he says. “The idea is that every group and faction needs to be represented by a person – someone you can relate to. Big political forces are fine as background, but they don’t provide you with those interesting story moments.”
Dragon Age: The Veilguard bears out that philosophy. The long-awaited sequel was first announced with the subtitle Dreadwolf, in reference to its antagonist, Solas – an ancient elf who once stripped his people of immortality as punishment for betraying one of their own. In doing so, Solas created the Veil, the thin barrier through which wizards pull spirits and demons invade the waking world. In other words, many of Dragon Age’s defining features, from its downtrodden elves to the uneasy relationship between mages and a fearful church, can be traced right back to one character’s decision.
“The world exists as it does because of Solas,” Epler says. “He shaped the world because of the kind of character he was. That’s, to me, what makes Dragon Age so interesting. Everything can tie back to a person who to some degree thought they were doing the right thing.”
Perhaps BioWare’s greatest achievement in slowburn character development, Solas is a former companion, an unexploded bomb who sat in the starting party of Dragon Age: Inquisition, introverted and useful enough to get by without suspicion. Yet by the time credits rolled around on the Trespasser DLC, players were left in no doubt as to the threat he presented.
Determined to reverse the damage he once caused, the Dreadwolf intends to pull down the Veil, destroying Thedas as we know it in the process. The next Dragon Age game was always intended to be his story.
“We set that up at the end of Trespasser,” Epler says. “There was no world where we were ever going to say, ‘And now let’s go to something completely different.’ We wanted to pay off that promise.”
Yet almost everything else about the fourth Dragon Age appears to have been in flux at one time. In 2019, reporter Jason Schreier revealed that an early version, starring a group of spies pulling off heists in the Tevinter Imperium, had been cancelled two years prior. Most of its staff were apparently moved onto BioWare’s struggling Anthem, while a tiny team rebooted Dragon Age from scratch. That new game was said to experiment with live-service components.
“We tried a bunch of different ideas early on,” Epler says. “But the form The Veilguard has taken is, in a lot of ways, the form that we were always pushing towards. We were just trying different ways to get there. There was that moment where we really settled on, ‘This is a singleplayer, story-focused RPG – and that’s all it needs to be’”.
Epler imagines a block of marble, from which BioWare was attempting to carve an elephant – a character- and story-driven game. “We were chipping away, and sometimes it looked more like an elephant and sometimes it didn’t”, he says. “And then we eventually realized: ‘Just make an elephant’. When we got to that, it almost just took shape by itself.”
2014’s Dragon Age: Inquisition was an open-world game commonly criticized for a slow-paced starting area which distracted players from the thrust of the plot. The Veilguard, in contrast, is mission-based, constructed with tighter, bespoke environments designed around its main story and cast. “We wanted to build a crafted, curated experience for the player,” Epler says. “Pacing is important to us, and making sure that the story stays front and center.”
Epler is very proud of Inquisition, the game on which he graduated from cinematic designer to a lead role (for its DLC). “But one of the things that we ran into on that project was an absentee antagonist,” he says. “Corypheus showed up and then disappeared. You spent ten hours in the Hinterland doing sidequests, and there wasn’t that sense of urgency.”
This time, The Veilguard team wants you to constantly feel the sword of Damocles dangling above your head as you play – a sense that the end of the world is coming if you don’t act. “There’s still exploration – there’s still the ability to go into some of these larger spaces and go off the beaten path to do sidequests,” Epler says. “But there’s always something in the story propelling you and the action forward, and allowing you to make decisions with these characters where the stakes feel a lot more immediate and present. And also, honestly, more real.”
No sooner have you finished character creation than Dragon Age: The Veilguard thrusts you into a choice. As your protagonist, Rook, steps into focus on the doorstep of the seediest bar in town, you decide whether to threaten the owner for information or make a deal. Brawl or no, you’ll walk out minutes later with a lead: the location of a private investigator named Neve Gallus, who can help you track down Solas.
You proceed into Minrathous, the largest city in Thedas and capital of the Tevinter Imperium – a region only alluded to in other Dragon Age games. It’s a place built on the backs of slaves and great mages, resulting in tiered palaces and floating spires – a kind of architecture unimaginable to those in the southern nations.
“When your Dragon Age: Inquisition companion Dorian joins you in Orlais, in one of the biggest cities in Thedas, he mentions that it’s quaint and cute compared to Minrathous,” Corinne Busche, game director on The Veilguard, says. “That one bit of dialogue was our guiding principle on how to realize this city. It is sprawling. It is lived-in. Sometimes it’s grimy, sometimes it’s bougie. But it is expansive.”
Immediately, you can see the impact of BioWare’s decision to tighten its focus. Around every other corner in Minrathous is an exquisitely framed view, a level of spectacle you would never see in Inquisition, where resources were spread much more thinly. “When you know that you’re gonna be heading down a canyon or into this plaza where the buildings open up, you have those perfect spots to put a nice big temple of Andraste or a mage tower,” art director Matthew Rhodes says. “You get those opportunities to really hit that hard.”
BioWare’s intention is to make strong visual statements that deliver on decades of worldbuilding. “People who have a history with Dragon Age have thought about what Minrathous might be like,” Rhodes says. “We can never compete with their imagination, but we can aim for it like we’re shooting for the Moon.”
The people of Tevinter use magic as it if were electricity, as evidenced by the glowing sigils that adorn the dark buildings – street signs evoking Osaka’s riverfront or the LA of Blade Runner. They’re just one of the tricks BioWare’s art team uses to invite you to stop and take in the scene. “A lot of what you start to notice when you’re the artist who’s been working on these big, beautiful vistas and neat murals on the walls is how few players look up,” Rhodes says. “We design props and architecture that help lead the eyes.”
For the really dedicated shoegazers, BioWare has invested in ray-traced reflections, so that the neon signage can be appreciated in the puddles. There are also metal grates through which you can see the storm drains below. “The idea behind that is purely just to remind the player often of how stacked the city is,” Rhodes says. “Wherever you’re standing, there’s guaranteed to be more below you and above you.”
One of BioWare’s core creative principles for The Veilguard is to create a world that’s actually worth saving – somewhere you can imagine wanting to stick around in, once the crises of the main quest are over. To that end, the team has looked to ground its outlandish environments with elements of mundanity.
“A guy’s normal everyday life walking down the streets of this city is more spectacular than what the queen of Orlais is seeing, at least in terms of sheer scale," Rhodes says. “One of the things we’ve tried to strike a balance with is that this is actually still a place where people have to go to the market and buy bread, raise their kids, and try to make it. It’s a grand and magical city, but how do you get your horses from one place to the next? Where do you load the barrels for the tavern? It’s really fun to think of those things simultaneously.”
Normal life in Minrathous is not yours to behold for long, however. Within a couple of minutes of your arrival, the very air is ripped open like cheap drapes, and flaming demons clatter through the merchant carts that line the city streets. A terrible magical ritual, through which Solas intends to stitch together a new reality, has begun.
“We wanted the prologue to feel like the finale of any other game we’ve done,” Busche explains. “Where it puts you right into this media-res attack on a city and gets you really invested in the action and the story right away. When I think back to Inquisition, how the sky was literally tearing open – the impact of this ritual really makes that look like a minor inconvenience.”
Our hero is confronted by a Pride demon, imposing and armored as in previous games, yet accented by exposed, bright lines that seem to burst from its ribcage. “They are a creature of raw negative emotion,” Busche says. “So we wanted to actually incorporate that into their visual design with this glowing nervous system.”
When a pack of smaller demons blocks Rook’s route to the plaza where Neve was last seen, battle breaks out, and The Veilguard’s greatest divergence from previous Dragon Age games becomes apparent. Our rogue protagonist flits between targets up close and evades individual sword swings with precision. In the chaos, he swaps back and forth between blades and a bow. He blends light and heavy attacks, and takes advantage of any gap in the melee to charge up even bigger blows.
“Responsiveness was our first-and-foremost goal with this baseline layer of the combat system,” Busche says. Unless you’re activating a high-risk, high-reward ability such as a charged attack, any action can be animation-cancelled, allowing you to abort a sword swing and dive away if an enemy lunges too close. “We very much wanted you to feel like you exist in this space, as you’re going through these really crafted, hand-touched worlds,” Busche says. “That you’re on the ground in control of every action, every block, every dodge.” Anyone who’s ever bounced off a Soulslike needn’t worry: The Veilguard’s highly customizable difficulty settings enable you to loosen up parry windows if they prove too demanding.
Gone is the overhead tactical camera which, for some players, was a crucial point of connection between Dragon Age and the Baldur’s Gate games that came before, tapping into a lineage of thoughtful, tabletop-inspired combat. Epler points out that the camera’s prior inclusion had an enormous impact on where the game’s battles took place. “We actually had a mandate on Inquisition, which was, ‘Don’t fight inside,’” he says. “The amount of extra work on getting that tactical camera to work in a lot of those internal environments, it was very challenging.”
Gone, too, is the ability to steer your comrades directly. “On the experiential side, we wanted you to feel like you are Rook – you’re in this world, you’re really focused on your actions,” Busche says. “We very much wanted the companions to feel like they, as fully realized characters, are in control of their own actions. They make their own decisions. You, as the leader of this crew, can influence and direct and command them, but they are their own people.”
It's an idea with merit, albeit one that could be read as spin. “It’s not lost on me,” Busche says. “I will admit that, on paper, if you just read that you have no ability to control your companions, it might feel like something was taken away. But in our testing and validating with players, what we find is they’re more engaged than ever.”
There may be a couple of reasons for that. One is that Dragon Age’s newly dynamic action leaves little room for seconds spent swapping between perspectives. “This is a much higher actions-per-minute game,” Busche says. “It is more technically demanding on the player. So when we tried allowing you full control of your companions as well, what we’ve found is it wasn’t actually adding to the experience. In fact, in some ways it was detrimental, given the demanding nature of just controlling your own character.”
Then there’s The Veilguard’s own tactical layer, as described by BioWare. Though the fighting might be faster and lower, like a mana-fuelled sports scar, the studio is keen to stress that the pause button remains as important to the action as ever. This is, according to Busche, where the RPG depth shines through, as you evaluate the targets you’re facing and take their buffs into account: “Matching elemental types against weaknesses and resistances is a big key to success in this game.”
You pick between rogue, warrior and mage – each role later splitting again into deeper specialisms – and draw from a class-specific resource during fights. A rogue relies on Momentum, which is built up by avoiding damage and being highly aggressive, whereas a warrior is rewarded for blocking, parrying, and mitigating damage.
Those resources are then used on the ability wheel, which pauses the game and allows you to consider your options. The bottom quadrant of the wheel belongs to your character, and is where three primary abilities will be housed. “Rook will also have access to runes, which function as an ability, and a special ultimate ability,” Busche says. “So you’re bringing five distinct abilities with you into combat.”
The sections to the left and right of the wheel, meanwhile, are dedicated to your companions. Busche points to Lace Harding, the returning rogue from Inquisition, who is currently frozen mid-jump. “She is her own realized individual in this game. She’s got her own behaviors: how she prioritizes targets, whether she gets up close and draws aggro or stays farther back at range. But you’ll be able to direct her in combat by activating her abilities from the wheel.”
These abilities are complemented by positional options at the top of the wheel, where you can instruct your companions to focus their efforts on specific targets, either together or individually. Doing so will activate the various buffs, debuffs and damage enhancements inherent in their weapons and gear. “So,” Busche explains, “as you progress through the first two hours of the game, this full ability wheel is completely populated with a variety of options and different tactics that you can then string together.”
BioWare has leaned into combos. You might tell one companion to unleash a gravity-well effect that gathers enemies together, then have another slow time. Finally, you could drop an AOE attack on your clustered and slowed opponents, dealing maximum damage. The interface will let you know when an opportunity to blend two companion abilities emerges – moments BioWare has dubbed ‘combo detonations’.
“I like to think about this strategic layer to combat as a huddle,” Busche says, “where you’re figuring out how you want to handle the situation, based on the information you have on the encounter, and how you and your companions synergize together.”
Deeper into the game, as encounters get more challenging, Epler says we’ll be spending a lot of time making “very specific and very focused tactical decisions”. The proof will be in eating the Fereldan fluffy mackerel pudding, of course, but Busche insists this shift to fast action isn’t a simplification. “What really makes the combat system and indeed the extension into the progression system work is that pause-and-play tactical element that we know our players expect.”
The autonomy of The Veilguard’s companions doesn’t end with combat. BioWare’s data shows that in previous games players tended to stick with the same two or three beloved comrades during a playthrough. This time, however, you’ll be forced to mix your squad up at regular intervals.
“We do expect that players will have favorites they typically want to adventure with,” Busche says, “but sometimes certain companions will be mandatory.” Others may not always be available – part of the studio’s effort to convince with three-dimensional characters. “They do have a life outside of Rook, the main character,” Busche says.
"They'll fall in love with people in this world. They’ve had past experiences they’ll share with you if you allow them in and get close to them.”
Being separated from your companions, rather than collecting them all in a kind of stasis at camp, allows you to stumble across them unexpectedly. Busche describes an instance in which, while exploring the Docktown section of Minrathous, you might bump into Neve as she investigates an abduction case. “If I go and interact with her, I can actually stop what I’m doing, pick up her arc and adventure with her throughout her part of the story,” Busche says. “What’s interesting is that all of the companion arcs do ultimately tie back to the themes of the main critical path, but they also have their own unique challenges and villains, and take place over the course of many different intimate moments.”
Some parts of a companion’s quest arc involve combat, while others don’t. Some are made up of large and meaningful missions – as lavish and involved as those along the critical path. “While they are optional, I would be hesitant to call them side content in this game,” Busche says. If you choose not to engage with some of these companion-centered events, they’ll resolve on their own. “And it might have interesting implications.”
The Veilguard promises plenty of change, then, even as it picks up the threads of fan-favorite characters and deepens them, honoring the decades of worldbuilding that came before it. This is perhaps the enduring and alluring paradox of Dragon Age: a beloved series which has never had a direct and immediate sequel, nor a recurring protagonist. Instead, it’s been reinvented with each new entry.
“It’s a mixed blessing to some degree,” Epler says. “The upside is always that it gives us more room to experiment and to try new things. There are parts of the series that are common to every game: it’s always an RPG, it’s always about characters, and we always want to have that strategic tactical combat where you’re forced to make challenging decisions. But at the end of the day, I think what makes Dragon Age Dragon Age is that each one feels a little bit different.”"
Q&A Matthew Rhodes Art director
Q. Early BioWare RPGs were literary, with the emotions and detail mostly happening in dialogue boxes. How have you seen the studio's approach to visual storytelling evolve? A. This has been my entire career. When I first showed up at BioWare, it was at the tail end of Jade Empire, and then I was working on Dragon Age: Origins and early Mass Effect. The games had taken that next step out of sprites and 2D models, and it was like: 'How do we say more? How do we communicate more clearly?' During those early days, a lot of games depended on words to fix everything for you. As long as your character was talking bombastically, you could lend them everything that they needed. But as time went on it also became a visual medium, and it's been this long journey of trying to establish art's seat at the table. I've worked with some great writers over the years, and art is also an essential part of the storytelling. From Dragon Age: Inquisition on, I've been trying to stress with my teams that we are a story department.
Q. Is part of that also letting writers know that your storytelling assistance is available, to help them show rather than tell? A. On The Veilguard, that principle has been operating the best I've seen it. Where you would need a paragraph of dialogue in one of those exposition moments where a character just talks to you, we could sell that with a broken statue or a skeleton overgrown with vines. We've had more opportunities to do that on The Veilguard than most of the projects I've ever worked on combined.
To a hammer, every problem looks like a nail, and so in every department, writing will try to solve it with more words, and art will try to solve it with more art. I've bumped up against moments where it's like, 'As much as we could keep hammering on this design, I think this is actually an audio solution.' And then you take it to audio, and you don't get that overcooked feeling where each team is just trying to solve it in their silo. It's a really creatively charged kind of environment.
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Additional from throughout the article --
Image caption: “Spotlights shine down from the city guards’ base as they pursue you through the streets of Minrathous.”
Image caption: “While most of your companions can be sorted into comfortingly familiar RPG classes, The Veilguard introduces two new varieties: a Veil Jumper and a private investigator.”"
Image caption [on this Solas ritual concept art specifically]: “The name previously given to the game – Dreadwolf – was a direct reference to Solas. Your former companion, now on his own destructive mission, still features, despite the name change.”
Text in a side box:
"RATIONAL ANTHEM The hard lesson BioWare drew from Anthem was to play to its strengths. “We’re a studio that has always been built around digging deep on storytelling and roleplaying,” Epler says. “I’m proud of a lot of things on Anthem – I was on that project for a year and a half. But at the end of the day we were building a game focused on something we were not necessarily as proficient at. For me and for the team, the biggest lesson was to know what you’re good at and then double down on it. Don’t spread yourselves too thin. Don’t try to do a bunch of different things you don’t have the expertise to do. A lot of the people on this team came here to build a story-focused, singleplayer RPG."
Image caption: “In combat you no longer control your companions directly – this is a faster-paced form of fighting – but you are able to direct them in combat, and can even blend their abilities in ‘combo detonations’.”
Image caption: “You’ll be exploring new regions across Tevinter and beyond – Rivain is a certainty, and that’s only accessible via Antiva travelling overland.”
Image caption: “There are three specializations per character class; on the way to unlocking them you’ll acquire a range of abilities.”
Text in a side box:
"MEET YOUR MAKER “Full disclosure: Dragon Age has traditionally not done skin tones well, especially for people of color,” Busche says. “We wanted to do a make-good here.” In The Veilguard’s character creator, you can adjust the amount of melanin that comes through in the skin, as well as test various lighting scenarios to ensure your protagonist looks exactly as you intend in cutscenes. “Speaking of our first creative principle – be who you want to be – we really feel these are the kinds of features that unlock that for our players,” Busche says. “We want everyone to be able to see themselves in this game.” For the first time in the series, your body type is fully customizable too, with animations, armor and even romantic scenes reflecting your choices."
Image caption: “Your companions are a mix of old and new – Lace Harding is a familiar face. Veil Jumper Bellara is new, with a new occupation, while Davrin is a new face with a familiar profession – he’s a Warden.”
Image caption: "Arlathan Forest is home to the ruined city of the elves, now a place of wild magic, Veil Jumpers and (allegedly) spirits".
Image caption: "Bellara is driven by a desire to learn more about the elves, rediscovering the shattered history and magic of her people."
[source: Edge – The Future of Interactive Entertainment magazine, issue #401 (October 2024 issue) - it can be purchased online at [this link].]
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