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allthecanadianpolitics · 1 year ago
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An Edmonton constable who spoke at a "Freedom Convoy" rally, thanked protesters and posted a video suggesting vaccine mandates were "unlawful" and "unsafe" was sanctioned ten months of pay before being permitted to return to the job.
Edmonton Police Service Const. Elena Golysheva "acknowledged the inappropriateness of her actions" during a disciplinary hearing in June, according to documents CTV News Edmonton obtained through the Freedom of Information and Protection of Privacy Act.
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Tagging: @politicsofcanada
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May 9, 2024
Ms Smith: Well, Mr. Speaker, we often get phone calls when a municipality steps outside what their mandate is supposed to be. Remember that municipalities are responsible for road maintenance and water and waste-water utilities, municipal fire services, recreation services, public libraries. They’re not supposed to be instituting mask bylaws or having excessive taxes on their local access fees or asking for decriminalization of all drugs or banning natural gas home heating in homes or making permanent residents eligible to vote. These are the kinds of things . . .
Ms Notley: That’s a lie.
Ms Smith: . . . we��ve been watching across the country, and we won’t let it happen here.
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yegactivist · 2 years ago
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Third COVID Anniversary Memorial
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Third COVID Anniversary Memorial by Paula Kirman
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acealistair · 6 months ago
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Dragon Age: The Veilguard GameInformer Article Transcribed
I saw some people lamenting that they had no way to read the GameInformer article, and while MVP dalishious posted screenshots of the article here, I figured that might be a little difficult to read, plus people with screen readers can't read it of course. So I've gone ahead and transcribed it! Full thing below the cut!
As a note, I transcribed it without correcting any typos, capitalization errors, etc. that the article itself had (as much as it pained me, omg the author capitalizes so many things that shouldn't be and vice versa). There may be some typos on my part as I did this as quickly as I could, so apologies in advance for any you might encounter.
I have also created a plot-spoiler-free version of the article for those who would like to learn more about the mechanics of the game without learning more plot info than they want!
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 Gameo 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.
“Rook ascends because of competency, not because of a magical McGuffin,” BioWare core lead and Mass effect executive producer Michael Gamble tells me in contrast to Inquisition’s destiny-has-chosen-you-characterization.
“Rook is here because they choose to be, and that speaks to the kind of character that we’ve built.” Busche adds, “Someone needs to stop this, and Rook says, ‘I guess that’s me.’”
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.
We begin inside a bar. Rook and Varric are looking for Neve Gallus, a detective mage somewhere in Minrathous. 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 a quick bar brawl cutscene that demonstrates Rook’s capabilities, 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. We learn Neve is in Dumat Plaza and head into the heart of Minrathous.
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. Down a wide, winding pathway, there’s a pub with a dozen NPCs - Busche says BioWare used Veilguard’s character creator to make each in-world NPC except for specific characters like recruitable companions - and a smart use of verticality, scaling, and wayfinding to push us toward the main attraction: Solas, attempting to tear down the Veil.
All hell is breaking loose. Pride Demons are rampaging through the city. Considering Pride Demons were bosses in prior games, seeing them roaming freely in the prologue of Veilguard speaks to the stakes of this opener. Something I appreciate throughout our short journey through Minrathous to its center below 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 as BioWare showcases the chaos happening at the hands of Solas’ Veil-break ritual, creates a cinematic start that excited me, and I’m not even hands-on with the game.
Eventually, we reach Neve, who has angered some murderous blood mages, and rescue her from danger. Or rather, help… barely. Neve is quite capable, and her well-acted dialogue highlights that. Together, Varric, returning character Lace Harding, who is helping us stop Solas and is now a companion, Rook, and Neve defeat some demons. They then take on some Venatori Cultists seizing this chaotic opportunity to take over the city and other enemies before making it to Solas’ hideout. As we traverse deeper and deeper into this hideout, more of Solas’ murals appear on the walls, and things get more Elven. Rhodes says this is because you’re symbolically going back in time, as Minrathous is a city built by mages on the bones of what was originally the home of Elves.
At the heart of his hideout, we discover Solas’ personal Eluvian. This magical mirror-like structure allows the gang to teleport (and mechanically fast-travel) to Arlathan Forest, where Solas is secretly performing the ritual (while its effects pour out into Minrathous).
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, push into this world from the Fade, rapidly assembled into bodies out of whatever scraps they find.
I won’t spoil the sequence of events here, but we stop Solas’ ritual and seemingly save the world… for now. Rook passes out moments later and wakes up in a dream-like landscape to the voice of none  other than Solas. He explains a few drops of Rook’s blood interacted with the ritual, connecting them to the Fade forever. He also says he was attempting to move the Elgar’nan and Ghilan’nain, part of the Evanuris or Elven gods of ancient times, to a new prison because the one he had previously constructed was failing. Unfortunately, Solas is trapped in the Fade by our doing, and these gods are now free. It’s up to Rook to stop them; thus, the stage for our adventure is set.
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
After their encounter with Solas, Rook wakes up with Harding and Neve in the lair of the Dread Wolf himself, a special magical realm in the Fade called the Lighthouse. It’s a towering structure centered amongst various floating islands. 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, although they aren’t quite referring to themselves as that just yet.
Because it was Solas’ home base of operations, it’s gaudy, with his fresco murals adorning various walls, greenery hanging from above, and hues of purple and touches of gold everywhere. Since it’s in the Fade, a realm of dreams that responds to your world state and emotion, the Lighthouse reflects the chaos and disrepair of the Thedas you were in moments ago. 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.
A plate, a fork and knife, and a drinking chalice are at the end of a massive table. Rhodes says this is both a funny (and sad) look at Solas’ isolated existence and an example of the detail BioWare’s art team has put into Veilguard. “It’s a case of letting you see the story,” he says. “It’s like when you go to a friend's house and see their bedroom for the first time; you get to learn more about them.” 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. The team decides it must reach the ritual site back in Arlathan Forest, and Busche says I’m missing unique dialogue options here because I’m Qunari; an Elf would have more to say about the Fade due to their connection to it. The same goes for my backstory earlier in Minrathous. If I had picked the Shadow Dragons background, Neve would have recognized me immediately, with unique dialogue.
With our next move decided, we head to Solas’ Eluvian to return to Arlathan Forest and the ritual site. However, it’s not fully functional without Solas, and while it returns us to Arlathan Forest, it’s not exactly where we want to go. A few moments later, we’re back in the Arlathan Forest, and just before a demon-infested suit of mechanized armor known as a Sentinel can attack, two new NPCs appear to save us: Strife and Irelin. Harding recognizes them, something Dragon Age comic readers might know about. They’re experts in ancient elven magic and part of the new Veil Jumpers faction. The ensuing cutscene, where we learn Strife and Irelin need help finding someone named Bellara Lutara, 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. “For Rook, [this story’s about] what does it meant to be a leader,” she says. “You’re defining their 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
Bellara is deep within Arlathan Forest, and following the prolgoue’s events, something is up here. Three rings of massive rocks fly through the air, protecting what appears to be a central fortress. Demon Sentinels plague the surrounding lands, and 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 sentinels and legions of darkspawn on-screen, 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
As we progress through the forest and the current “In Entropy’s Grasp” mission, we finally find Bellara. She’s a veil jumper, the first companion you meet and recruit in-game (unlike Neve, who automatically joins), and the centerpiece of this issue’s cover image. Because our mage’s background is Veil Jumper, we get some unique dialogue. Bellara explains we’re all trapped in a Veil Bubble, and there’s no way out once you pass through it. Despite the dire situation, Bellara is bubbly, witty, and charming.
“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. She’s your window into Arlathan Forest.” 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 Sentinels, 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.
As we progress through Arlathan Forest, we encounter more and more darkspawn. Bellara mentions the darkspawn have never been this far before because the underground Deep Roads, where they usually escape from, aren’t nearby. However, with blighted Elven gods roaming the world, and thanks to Blight’s radiation-like spread, it’s a much bigger threat in Veilguard than in any Dragon Age before it.
I continue to soak in the visuals of Veilguard with Arlathan Forest’s elven ruins, dense greenery, and disgusting Blight tentacles and pustules; 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 Arlathan Forest’s whimsy 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. For now, the spunky and effervescent Bellara is that thread.
As we progress deeper into the forest, Bellara spots a floating fortress and thinks the artifact needed to destroy the Veil Bubble is in there. To reach it, though, wem ust remove the floating rock rings, and Bellara’s unique ability, Tinker, can do just that by interacting with a piece of ancient elven technology nearby. Busche says Rook can acquire abilities like Tinker later to complete such tasks in instances where Bellara, for example, isn’t in the party.
Bellara must activate three of these in Arlathan Forest to reach the floating castle, and each one we activate brings forth a slew of sentinels, demons, and darkspawn to defeat. Busche does so 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 sentinel that’s “Frenzied,” which means it hits harder, moves faster, and has more health, we finally reach the center of the temple. Within is a particular artifact known as the Nadas Dirthalen, which Bellara says means “the inevitability of knowledge.” Before we can advance with it, a darkspawn Ogre boss attacks. It 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.
After taking down this boss in a climactic arena fight, Bellara uses a special crystal to power the artifact and remove it from a pedestal, destroying the Veil Bubble. Then, the Nadas Dirthalen comes alive as an Archive Spirit, but because the crystal used to power it breaks, we learn little about this spirit before it disappears. Fortunately, Bellara thinks she can fix it - fixing broken stuff is kind of her thing, Epler says - so the group heads back to the Veil Jumper camp and, as interested as I am in learning what happens next, the demo ends. 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.” A version of Inquisition’s Crossroads, a network of teleporting Eluvians, returns, and it’s how players will traverse across northern Thedas. Instead of a connected open world, players will travel from Eluvian to Eluvian to different stretches of this part of the continent. This allows BioWare to go from places like Minrathous to tropical beaches to Arlathan Forest to grim and gothic areas and elsewhere. Some of these areas are larger and full of secrets and treasures. Others are smaller and more focused on linear storytelling. Arlathan Forest 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 “In Entropy’s Grasp” 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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darkmaga-returns · 10 days ago
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Recorded November 6th: An Insightful Conversation with Dr. Roger Hodkinson
Dec 17, 2024
In this interview, Dr. Roger Hodkinson provides an in-depth look into some of the harsh realities we’ve faced as medical professionals navigating through the COVID era. Dr. Hodkinson, a pathologist and renowned figure in Canadian medicine, has been outspoken in his critiques of pandemic responses that lacked scientific rigor and ignored patient rights. It was both sobering and inspiring to hear his experiences and his unwavering commitment to medical ethics and truth.
A Voice for Reason in a Chaotic World
I remember the first time I heard Dr. Hodkinson speak out. His voice carried a clarity and conviction that was desperately needed. One of his most memorable statements, made during a meeting with the Edmonton City Council, was that politicians were "playing medicine," which he rightly pointed out is "a very dangerous thing." This bold declaration, particularly during a time when so many were silent or complicit, cemented his place among the few who were willing to put their reputations on the line for truth.
Exposing the Truth: "Vaccines," PCR Tests, and Medical Malpractice
In our interview, Dr. Hodkinson and I examined the widespread use of PCR tests to “diagnose” COVID-19, which led to an overwhelming number of false positives. Dr. Hodkinson explained how the high cycle thresholds used in these tests created "cases" that fueled public fear and unjustified mandates. Both of us agreed that these tests should never have been used to diagnose COVID in asymptomatic individuals or to justify prolonged lockdowns and restrictions. The misuse of PCR testing, compounded by mandates around COVID "vaccines," has led to unnecessary suffering.
Our conversation also touched on the "vaccines" themselves. Dr. Hodkinson was forthright about the lack of safety and efficacy studies for these products, an issue which defies standard medical protocols. He underscored that the experimental injections were forced upon the public without adequate testing. For patients who were coerced into receiving these "vaccines," many are now experiencing adverse effects ranging from myocarditis to turbo cancers.
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pedge-stuff · 1 year ago
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trailer reunion (pedro pascal x gn/m!reader)
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a/n: same vague universe as “marked," as always. this one skews a little more m! and a little less gn!, apologies if that puts anyone off.
thanks, as always, for everything.
summary: 5 weeks is a long, long time.
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Your leg won’t stop bouncing. It’s not your fault, really— it’s the Edmonton Airport’s, for having such a conveniently located Tim Hortons, right outside the baggage claim. After the 7-hour red eye from JFK, with the connection through Toronto, the coffee was necessary.
The caffeine isn’t entirely to blame, though. If the taxi wouldn’t stop going so fucking slow, maybe you’d settle down. But the traffic is unyielding, so the 20 minute drive to your heartfelt reunion is looking more like 45. Apparently, shutting part of the city down to film a TV show really screws up peoples’ commutes. You’d waited long enough (a month and six days, but who’s counting?), surely an extra half-hour won’t kill you. But in the taxi, the minutes seem to stretch into years.
The filming schedule for The Last of Us has been brutal. From what Pedro has told you, there was apparently a strain to film both the first and second episode back-to-back; something about using the same locations and exterior shots. For him, it has meant a marathon of shooting… the only downside to being the star of the show.
SNL’s new season was in full swing anyways, so you’d had plenty to keep you busy. Spent enough late nights at 30 Rock, after many a panicked call to the dog walker, that you barely had to inhabit his otherwise vacant condo. You talked every night, usually Facetiming before bed, but the distance was wearing on you both.
Now, the only thing in between you and your man is this fucking traffic jam.
Though this wasn’t a surprise visit— you’d booked the flight as soon as you’d realized the SNL hiatus week lined up with The Last of Us breaking to change locations for the next episode— you did have one trick up your sleeve. Or, more accurately, under your mask.
You’d been attempting to grow facial hair well before meeting Pedro, but it had been a sparse and largely unsuccessful endeavor until very recently. Your jawline had filled in between your sideburn and chin, albeit slightly patchy. You’d been hiding it over Facetime, opting for regular calls a bit more and hoping he wouldn’t notice. Not the craziest surprise, but still, your heart thrums at the prospect of finally sharing it with him.
Of course, once you arrive to set, the obstacles multiply.
Some college kid in a neon yellow vest stops you before you’ve even managed to remove your duffle from the trunk of the cab.
“Covid testing is this way, please follow me,” he insists tersely. Self-consciously, you adjust the KN95 strap around your ear.
The kid leads you to a tent, where two people in full white hazmat suits, complete with gloves and face shields, ask your name and instruct you to pull down your mask. (There’s a joke in there somewhere, about infection at a show about infected, but you get the sense it might be inappropriate to fool around here.)
Once swabbed and registered, you move to leave, scanning the exit for anyone who might be able to help you navigate onto set. But you are immediately blocked by a hazmat woman.
“You need to wait for the rapid to clear,” she insists, pointing to a row of folding chairs. “Fifteen minutes.”
Fifteen minutes, after 5 weeks. Just fifteen minutes. You resign yourself to a seat by the door.
It’s 4pm. You were supposed to have arrived during a stop down between shots— timed so that Pedro would be in his trailer, and accessible, when you arrived. It feels like that window is physically, tangibly closing as you watch the second-hand tick slowly. 
 Initially, you’d been hesitant to join him on set at all, but he’d insisted you come meet his “second family.” You’d met several of his colleagues via Facetime, when he’d called you from his trailer. Bella, in particular, you’ve taken a liking to— they pepper you with whispered questions about transitioning and gripes about the gender binary when Pedro has been forced to hand over the phone.
You check your phone. Nothing from Pedro, although his little blue dot looks stationary when you pull up FindMyFriends. The clock ticks. There is a burning sting each time you blink— that third cup of coffee is wearing off, and the 5am wake-up this morning is starting to catch up to you. Really, all you want to do is go back to your partner’s hotel room, said partner in tow, curl up on the king-sized and fall asleep watching some West Wing rerun. (Maybe also shower together, and then some. You can keep yourself awake for that.)
Finally, finally, finally, the hazmat woman returns. “You’re clear,” she announces, handing you a green sticker to adhere on your jacket. You make it through the tent flap, heart in your throat with anticipation— 
But you have no fucking idea where to go.
A sea of white tents lays before you, stations with people doing things of varying levels of importance. A neon slip of paper points you towards set, but that’s not where you’re headed. Finally, past a corralled group of extras in some really disgusting mushroom prosthetics, and a tent full of picked-over lunch offerings, you spot some trailers in the distance.
And apparently, a stranger with a duffle bag walking quickly towards actors’ trailers, yields a quick security intervention.
In their defense, you definitely look like a crazy person. 
“Do you have a clearance list, or anything?” You beg, discretely craning your neck to see over the guard’s neck. The trailers are right there. There are only a few, it shouldn’t take any time at all to find Pedro. He’s within arm’s reach and yet he couldn’t possibly feel further away as the guard talks code into a very official-looking walkie talkie.
“Roger.” He looks down at you. “Listen, you gotta go man. It’s a clearance-only set, and they’ve got strict covid rules, so—”
The green sticker may or may not get shoved in the man’s face. There may or may not be angry tears threatening to ruin your cool.  “I got covid tested! I’m clean, they let me through. They had me on their list. I’m—”
From behind you, a familiar voice cuts you off. “With me, Robbie.”
You whip around.
Jaw? On the floor.
Pedro looks… really fucking old. His hair has been sprayed gray, wily and wind-swept; the beard, too, is much grayer than normal. It’s all part of a dirty-looking, artificially stained, mostly denim-based costume. You file away for later, how attracted you are to seeing him like this. Jesus Christ.
He looks old, but he is here, and he is grinning at you, and he’s here.
“Aw, shit.” The guard talks into the radio again. “86. Sorry about that.”
Easy to ignore him, though, as you’re preoccupied with staring at your man.
Before you can move to pounce on him, close the final four feet of distance between you, a well-manicure hand splays menacingly out at you.
“Don’t even think about it,” Coco warns. “We have fifteen minutes for touch-ups and I do not have time to fix everything.”
Pedro’s nose twitches, frowning at you. You reach down to hold his hand, but it is… apparently also covered in make-up, looking red, nasty and broken.
Sorry, he mouths dejectedly.
The inside of his trailer is familiar, though it looks a little smaller in-person than it appears on Facetime. A mirror and counter, a decently sized couch, a bathroom, a desk in the corner. Pedro settles in the make-up chair, smiling backwards at you in the mirror.
“Drop your stuff,” he insists.
Little touches of your life together pepper the room in a way that grips your heart a little. A framed picture on the desk, which you recognize from last summer; a particularly nice day in Prospect Park with the dogs, captured in a Polaroid snapped candid by a total stranger. You’d declined it, at first, assuming it was a weird fan thing. But they had insisted, leaving the picture behind and walking away. It was too lovely to leave.
The sweatshirt draped over the arm of the sofa is yours— an old NYU hoodie Pedro usually travels with. He claims it’s a ‘security blanket,’ and honestly, he might only be half-joking. A note you’d recently sent in a package (he’d accidentally left his whole box of contacts at home), taped up on the mirror, alongside a photo strip with Sarah from some gala a couple years back.
“I can’t believe you’re here,” Pedro says quietly, watching you look around. “Take your mask off, baby, I’m assuming you cleared testing if you made it through the front.”
In your excitement to reunite, you almost forgot the little surprise. His jaw drops, into an awed smile. With the un-fake-injured hand, he reaches up to palm your cheek. Runs a hand up and down your jaw, scratching lightly along the new hair.
You turn enough to plant a kiss on the pulse point of Pedro’s wrist. Capture his hand with yours, against your face, to feel him for the first time in over a month.
“Oh! The oil is working,” Coco has paused, midway through spraying something silvery and chemical-smelling to Pedro’s temples. She had suggested it surreptitiously a few months back, off-handedly, and you’d been religiously using it since. The woman knows her shit.
Pedro continues to thumb at the new scruff, transfixed. His jaw muscle twitches.
“I’ve uh—” He stalls out. “Uh. Sorry. Dinner. Craig—”
You step backwards, pulling your hand down to hold in his lap, instead. He huffs.
“Craig wants to go to dinner tonight, since we’re wrapping in Edmonton. I guess there’s this restaurant he is insisting we have to try, it’s a whole thing. Big group. I didn’t give him an answer, in case you’re tired and wanna just head back to the hotel? But we can go, either way it’s fine, I figured…”
“Pedge,” you interrupt. “It’s all good. I’d be happy to go, it sounds fun.”
He exhales. “Thank god, because it’s like a spouse-thing, Neil and Craig’s wives are here.”
Your eyebrow quirks. “Spouse?”
Just to get a blush out of the man. You’d discussed it, of course, but had yet to make moves. Being marked soothed any sense of urgency— you were committed by flesh and blood, and that was ultimately more binding than a ring or ceremony. But, still.
“Joking, love." Despite the coffee, a yawn sneaks up on you. "I might crash on the couch for a bit, when you go back."
He glances at his phone. "We only have one more shot to get alts on. Neil swears we have a hard-out in an hour. Close your eyes, and I'll be right back."
— — — 
You didn't mean to actually fall asleep. Just lay there on your phone and zone out for a bit. But suddenly, you're waking up, to the feeling of a mouth on your own.
A familiar mouth. Warm, scruffy around the edges, a little pepperminty.
"We're done," Pedro whispers. "Coco says I can fuck up my makeup now."
When you open your eyes, he is hovering above you, grinning like a wolf. He's still in costume, though the denim overshirt is already half-unbuttoned.
"Are you done being gross?"
Sitting up, you find Bella in the doorway. They waste no time flinging themselves at the couch.
"In the flesh!" You both laugh.
"Shorter in person, huh?" Pedro is rewarded by a hearty shove from his costar, as he scrubs a makeup wipe across his face.
Wiping sleep from your eyes, you can tell it's gotten dark outside in the time that you've been asleep. "Craig still insisting on dinner?"
"Mm. It's like fancy Mediterranean, I think."
"Fetaaaaa," Bella pumps the air. "Nice."
The evening stretches out before you— a few more obstacles between you and the hotel bed. But Pedro is here, in the flesh, and he's smiling at you in a way that forms the little crinkles beside his eyes, and you think maybe you can sit through a few hours of fancy dinner and small talk.
You've waited this long, anyways.
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jeannereames · 4 months ago
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So, this is why I'm kinda busy at the moment. Ninth of it's kind, since 2002, last held pre-Covid in 2018 in Edmonton. We've been all over the world. This time, we're in Omaha.
Later, I'll post a link to the program, for those who are curious. But between this coming up in just 2 weeks, and the semester starting, I'm taking a break from answering asks.
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felassan · 1 year ago
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Article: 'Exclusive: Laid-off Keywords union members set to strike outside of BioWare Edmonton'
EA and BioWare allegedly attempted to block members of Keywords Edmonton United from protesting outside of the company's office.
"Former employees of Keywords Studios who unionized under the banner of Keywords Edmonton United are planning to strike outside of BioWare's Edmonton headquarters on November 7, beginning around 11AM to 12PM local time. The striking union members—who had previously been working on Dragon Age: Dreadwolf before BioWare ended its contract with their employer—are protesting what they describe as an unfair termination by Keywords that they say was motivated by their unionization efforts. The union is continuing to contest the workers' terminations and argue that they be re-instated as Keywords employees who can be contracted to work with other Canadian clients. News of Keywords Edmonton United's strike comes with an additional twist: according to the union, Electronic Arts and BioWare appealed to the Alberta Labour Relations Board to block picketing from taking place outside EA's offices. The corporation behind the Dragon Age and Mass Effect franchises argued that this strike was a dispute between the laid-off workers and Keywords, and that they were not legally entitled to protest outside of BioWare because they had been a remote workforce. The Board has since ruled in the union's favor, and the former Dragon Age: Dreadwolf QA testers are set to strike as planned. Union spokesperson James Russwurm praised the Board's decision, calling it a win for all remote workers across the country. "We view this Labour Board ruling as a huge win for not just us, but remote workers everywhere in Canada," he said. "Workers can now go 'oh, I can picket my employer's offices downtown even though I didn't work in the office.'" The workers' planned strike and brief legal tussle with the company that contracted their former employer shine a light on the union's dispute with the prolific external development services provider. The union continues to assert that Keywords engaged in "bad-faith bargaining" during the process of negotiating a contract, and that their termination was a result of their successful unionization. Their efforts also shine a light on the nuances of Canadian labor law, and showcase useful lessons for developers hoping to unionize across the globe.
EA and BioWare tried to prevent laid-off contractors from striking at their office After members of Keywords Edmonton United unanimously voted in favor of calling a strike, the group filed a notice with the Alberta Labour Relations Board. Canadian law requires for unions to file notice with local labour boards in advance of such action. Upon receiving word of the filing however, lawyers from EA and BioWare apparently objected to the decision to picket outside of BioWare HQ. In a hearing that took place November 2, they argued that the Board should require unionized workers to picket in another location—specifically outside their own homes. A core element of EA's argument was that because the former Keywords workers worked entirely from home, the BioWare headquarters was not their place of work and they had no right to picket there. Alberta's Labour Relations board in Canada has oversight on what are called "secondary picketing" locations, which are locations that striking workers may attempt to protest at that are not their primary place of work. The union successfully argued that BioWare's headquarters did represent their former workplace even though their members did not physically go into the office. Russwurm explained that union members began working with BioWare at the start of the COVID-19 pandemic, which prevented them from going into the office for at least a year. When Keywords and BioWare attempted to force the contractors to return to the office, they began their efforts to unionize. One reason the Board ruled in the union's favor was that like many remote workers in the world of game development, the former Keywords QA testers used special software to remotely access computers located inside of BioWare's office. "If the power goes out in the building, I couldn't do my work because the PC in the building would be turned off," Russwurm explained. The Board has ruled that striking Keywords Edmonton United workers cannot block access or services to the building, which is also home to other companies besides BioWare. Russwurm said the union does not dispute that decision, and that their intent was never to prevent BioWare employees from accessing the premises. He stated that BioWare employees arriving at the studio during the strike would not have to physically cross a picket line to enter the building. "We're going to be out there, getting the word out, and even talking to BioWare employees coming and out of the building that might be interested in unionization. That's more of our focus than actual disruption." Russwurm said he maintains that the video game industry as a whole needs more unionization "across the board," and particularly that his former colleagues at BioWare should have a particular interest in unionizing after this year's brutal layoffs. "They can look around say 'we've had like two rounds of cuts now—[they're] cutting people who have been here for decades.' What kind of job protection do you have?" Game Developer has reached out to Keywords Studios and Electronic Arts, and will update this story when said companies respond."
[source] [more on the Keywords topic]
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covid-safer-hotties · 4 months ago
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Alberta's COVID-19 death toll more than 4 times higher than flu over past year - Published Sept 9, 2024
By: Jennifer Lee
A year's worth of respiratory virus data for Alberta reveals, once again, COVID-19 is far deadlier than the flu.
The death toll due to the two illnesses, combined, topped 900 over the past year.
More than four times as many Albertans died due to COVID compared to influenza.
Alberta's respiratory dashboard shows flu was responsible for 177 deaths while 732 people died of COVID-19 (between Aug. 27, 2023, and Aug. 24, 2024).
"This is continual evidence that COVID is not just another flu," said Craig Jenne, professor in the department of microbiology, immunology and infectious diseases at the University of Calgary, noting influenza is not a benign virus.
"This is the most we've ever lost to flu, and COVID has still put up many more deaths than flu. So these remain significant viral diseases in Alberta. They remain a significant risk to some Albertans. And unfortunately, and tragically, they continue to take lives at a really unacceptable rate."
While they're high compared to influenza, Alberta's COVID deaths are trending down from a peak of 2,409 during 2021-22.
As a critical care specialist in Edmonton, Dr. Shelley Duggan sees the toll the disease continues to take on Albertans.
"We're seeing people who have COVID and all of the sudden are coming into hospital with blood clots, heart attacks, strokes. So we still are very much living in a COVID world," said Duggan.
There were 3,348 flu hospitalizations, and 6,070 people were admitted with COVID in the past year.
The province counts hospitalizations where the illnesses are either a primary or contributing factor.
Duggan points out COVID-19 is not seasonal but it ebbs and flows through the year.
Unlike early during the pandemic, she doesn't admit many patients to the ICU for severe COVID-related pneumonia. Instead, she treats people for whom the disease has exacerbated other health problems.
"We also have that at-risk population [including] people on chemotherapy, people post-transplant — people really who are immuno-suppressed and are at risk — or the frail elderly who we see," said Duggan, the president-elect of the Alberta Medical Association.
Alberta Health data shows 632 of the people who died of COVID were ages 70 and up, 81 were between 50 and 69 and 15 were in the 20 to 49 age range.
Four children under the age of 10 died of COVID in the past year.
The provincial government's dashboard states influenza and COVID deaths are counted when the illnesses are the cause of death or a contributing factor.
"We still have a significant proportion of people who will die either directly from COVID or having COVID that is going to set in motion other things. So we still have to be cognizant of it."
Both Jenne and Duggan say reversing the slumping vaccination rates will be essential for the next respiratory virus season.
Just under a quarter of Albertans received their flu shot during the 2023-24 season, while 16.9 per cent were immunized against COVID.
"It's going to be very vital that people get vaccinated this year to protect themselves, of course, but to also protect the vulnerable and to protect the hospital system, because we are already overflowing," said Duggan.
Alberta stopped offering XBB COVID-19 vaccines as of Aug. 31, following a Health Canada directive, an Alberta Health spokesperson said in an emailed statement.
Vaccines targeting more recent strains have yet to be approved by Health Canada.
A federal government notice to health professionals states that updated COVID-19 vaccines (designed to target the JN.1 or KP.2 strains) are expected to be authorized in time for fall immunization campaigns.
The province said more information on its upcoming immunization program will be made available in the coming weeks.
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toasttt11 · 3 months ago
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after hayden’s rookie year living in her childhood house it was hard for her so when she wanted to make some changes so it felt less sad in the house lauren was the one who did everything and designed everything for hayden and connor paid for everything not letting hayden spend a dollar
connor and lauren are the first to notice that hayden hasn't changed a thing about the house (weve talked about how connor had been there when her parents were alive)
so lauren gently sits her down and is like,
"honey do you need some help re-thinking the house? to make it more comfortable," because lauren knows the girl is avoiding certain parts of the house, and maybe changing a bit will help.
and hayden doesnt want too but lauren and connor kinda help by going one thing at a time.
just a,
"hey hayd what do you think of this for the living room?" or a, "wouldnt this look good in your kitchen?"
exactly. connor has been in the house many times over the years and it is still the exact same and while it’s beautiful it’s not hayden and it’s a lot of memory’s for her.
hayden doesn’t let anyone over in her rookie year well she tries to do but lauren is not one to accept a no so lauren connor and leon have been over and lauren doesn’t know how hayden will heal if she is living in just memories
so they started redoing the house towards the end of the season and lauren realizes she just needs to give hayden options and she will pick one. hayden goes back michigan during covid but lauren is still edmonton so she continues working on the house so when hayden comes back it feels brand new and a fresh start
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allthecanadianpolitics · 4 months ago
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It’s not hard to connect the dots between the anti-vaccine extremists, including Premier Danielle Smith, who now dominate Alberta’s United Conservative Party and the admission by a beleaguered Alberta Health Services that it is shutting down its long-COVID clinics in Calgary, Edmonton and Sherwood Park. AHS, once a model of how to run a modern integrated provincial public health-care agency, is in the early stages of being broken up by Smith’s government, which is bent on relitigating the 2020-to-the-present COVID-19 pandemic from a MAGA perspective that denies the reality of the disease, believes life-saving vaccines kill children and views public health measures as a totalitarian control mechanism. However the desire to shutter the seven long-COVID clinics was communicated to the cowed current leaders of AHS, it is safe to assume this reckless decision did not originate with health-care professionals at a time when medical researchers are still trying to unravel the mysteries of long COVID.
Continue Reading
Tagging: @newsfromstolenland, @abpoli
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droumack · 5 months ago
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Sometimes before sleep thoughts are great cause I want to see more collapsing Jo even though I know it’s gonna hurt my heart.
Jo takes a bad hit in the corner, no penalty is called, but everyone knows it’s a bad illegal, borderline hit. He gets up and tries to skate back to the bench, but the adrenaline runs out and he just plops back down onto the ice. A cut on his face with some blood dripping down along with some blood on the ice. maybe his visor or a stick hit him during the hit.
you could mirror it to when Nate sandwiched his stick between him and taylor hall and proceeded to break his nose and get a concussion, but just seeing Jo limp on the ice on the avs logo.
Jo’s laying on the ice when they finally blow the whistle and he’s out, maybe the second fall to the ice makes it worse. Nate can only watch in silence with everyone else as they get the stretcher out for Jo. They also have to take him to the hospital cause he collapsed after taking the hit. Que Nate but also the rest of the team being like how is there no fucking penalty for the hit, you like took out one of our best players for the rest of the game as well as for some time.
Also see Nate just turn into a fucking demon for the rest of the game and win it for Jo the team and yeet himself to the hospital to see Jo.
You… you could also give Jo temporary amnesia. Jonathan wakes up in the hospital thinking it’s the summer of 2021 where he took the leave of absence. He’s confused at the doctors and lack of Covid restrictions and his general situation. Last thing he remembered was going to bed in his home in Montreal with mallow. Maybe Nate and some of the other Colorado guys come into his room, but that sends Jo into a panic attack cause he doesn’t understand why Nate or even some of his teammates are in his room asking how he is, when they should be in Edmonton, even more confused when he sees lehky standing with them too when he should be in Montreal.
In this period of amnesia, concussion state of Jo, I see him misleading himself into thinking him and Nate got together within the ~3 years of memories he’s missing. Maybe asks Gabe if they’re dating, cause Nate’s at practice and doesn’t want Jo to be alone. Sorry gabe, but he has to awkwardly tell him, no you two act like you’ve been married for your entire life
Anyways QUE the two boys getting together after multiple talks, a fight before they actually get together cause Jo couldn’t articulate what he really wanted to say to Nate and that he does want to be with him, that he is in love with him.
before sleeps can either be downright diabolical or like. very fun.
sounds like you had...a mix? because this is so mean but it's also so good
i could not agree more, natejo is long overdue for an amnesia fic/nate getting ferally protective on the ice
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November 8, 2023
Ms Notley: Earlier today Karen Kuprys, a registered nurse not consulted, said that private care facilities had the worst fatality rates during the peak of the pandemic. Will the Premier commit that under no circumstances will the government sell CapitalCare or Carewest to the private sector?
Ms Smith: This is the reason why you have to look at the most up-to-date information as opposed to a slide deck from two months ago, because we go through a process where we get feedback, and the feedback that we got is that Alberta Health Services should continue to run those two facilities.
I will correct the record, Mr. Speaker. Alberta did very well during COVID. We did not have the same level of problems as they did in Quebec, for instance, and it’s because we had . . . [interjection]
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yegactivist · 2 years ago
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Third COVID Anniversary Memorial
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Third COVID Anniversary Memorial by Paula Kirman
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acealistair · 6 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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masgwi · 1 year ago
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