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ir-abelas-vhenan · 4 days ago
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Losing My Mind Over Veilguard 6/?? Aka the Dread Wolf Double Bind
These posts are getting up here in number (yes ma'am that is 1 2 3 4 5 instances of me not being able to get my shit together and coming back again for more)
and quite frankly there's nothing I can do about it until the "we've been treated and tormented by this game" demon has been exorcised from my body, so here we go again.
Today I give to you:
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(Modeled after Inquisition Solas and his sad, bald-ass basset hound mage bum glory becuase I think it's important that newcomers know exactly who his fans fell in love with/who inspired his enemies to conduct speed-runs to punch him. Yassified Solas ran only because this mangled membranous man crawled first)
Part of what's making me lose my mind here, I've discovered, is a strange sort of survivor's guilt where everything I really like or really hate about Veilguard can be traced back to Solas and I don't know how to deal with it because we've never had such a divide before between one character getting ALL the content and everyone else from their game being left in the absolute dust.
Disclaimer: Yeah, no one from Origins has had more screen time across games than Morrigan at this point, and therefore no one has gotten more robbed of the substance of their character, but even the damage done to her wasn't the kind that warped an entire game. No, the devs saved that all for the Dread Wolf in the Room.
Even putting it down on paper and comparing the two in-game versions of him, it took me a second to work through why I'm so conflicted, but I think I've finally settled on a few key points.
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Concern #1: Solas Haters Were Robbed.
Part of the allure of Solas is that if you want to punch that man in the face, you're gonna get the chance to punch him in the face. Is that my personal preference? No. But in a game where your companions are built to make you think instead of letting you turn your brain off, you're bound to have personalities that clash against yours. To have such a non-descript-looking iambic-pentameter-talking apostate be able to inspire strong emotions across the whole spectrum of players was part of his appeal. Now, as far as I understand it, you have four options at the end of Veilguard.
1. Solas lives and he might actually not hate himself some day.
2. Solas lives and he's absolutely going to write a diary entry a night about why he hates himself.
3. Solas lives and he's going to write a diary entry a night about why he hates YOU.
4. Solas lives and you better hope he never again figures out how to live in your general vicinity
Do you see my concern here? I, shamelessly, can admit that I would do unspeakable fictional things to get that man his happy ending (within reason...mostly...), but I feel like the game took the opportunity away from the players who threw that knife in their map at the end of Trespasser and vowed to take a bitch down for stealing their best armor and waxing poetic about the Grey Wardens while seemingly sitting on his ass and having no inclination to stop the blight (help). This, then, leads me into my second issue.
Concern #2: The Game Refuses to Give Solas room outside of its own agenda
In the near-decade it took for Solas to slip back into his trickster god persona, he seems to have forgotten why he began his quest to tear down the veil in the first place. I like that Rook gets to experience the version of our favorite hard boiled egg that near-singlehandedly tore down several empires by being an absolute terror to those with bigger egos. I like that new players are going to hear Solas tell them that they've earned his respect and actually believe it until they inevitably get their first taste of ancient elven betrayal. What I don't like? When a nuanced yearning for a world in which three majorly mistreated groups (spirits, elves, mages) would be free from many of the constraints that enabled their oppression suddenly becomes "I am doing this because if I don't I have betrayed my friend. Which friend you ask? Oh, the one that was on board with my plan until it no longer suited the story."
The combo of few characters from previous games and a sanitized near-blank slate for the setting of this game was deadly to one of its best-written characters. Because of it, Solas is forced to abandon his double-speak, the joy he takes in giving you scraps of an answer that, by the time you get it, you will already have missed the chance to piece it together from separate clues that he ALSO dropped. He's not going to get to show you the loyal followers the epilogue of Inquisition made clear that he has, because the game wants to usher you into the new future of the series. You're not going to get to ask him (or any NPCs for that matter) a bunch of questions so that you can form your own opinion of him, because all that matters is that he isn't Elgar'nan or Ghilan'nain so let's move along, shall we?
Because the game needs exposition and a foil to its two other baddies, and needs it FAST, the mythic Dread Wolf becomes a plot device designed to get you where you need to go when you need to be there. It doesn't work purely for that reason alone, at least in my opinion, but it gets so much worse when a game that promises you that it's going to work for players new and old relies on someone experienced players want a personal reckoning with to guide every Rook through the game only to realize that those questions of morality regarding whether the veil is torturous for a subjugated few or the only thing preserving most of life as we know it are going to have to remain questions.
You don't get a choice of whether Solas is in your party or not, and you can't advance in the game without talking to him. You don't get to choose not to impress him. You don't get to choose whether you're going to work with him in the final battle, and as previously mentioned, your only real choice in how his story ends is one of four options in which he lives every time in varying states of self-loathing. You're still going to love him or hate him, but just how strongly you're able to show those feelings towards him is severely curtailed. And that's an absolute shame for a character that commanded such fierce attention.
And that's where, ultimately, I find myself with a weird amount of survivor's guilt.
When I finished my Veilguard playthrough, I had barely a moment to fully contemplate the amount of whiplash and disappointment I felt going from a Solas that I had spent almost a decade knowing to a One Dimensional Fen'Harel who threw out his core values and goals like they were chilling in a cup of tea before. Why? Because I very quickly felt guilty. And then I got angry for feeling guilty!
The game's failure to adequately represent its other characters and lore has created a world in which I don't like the Solas we've been given, but I can't live without him either. Who am I to complain that his most complex and compelling features are gone when other players are mourning the fact that the last they may ever hear of their favorite character is reduced to a scrap in the codex? How can I be frustrated at how the Lavellan reunion scene goes down when other players would kill for the chance to have their Inquisitor seemingly give any sort of shit about being in the game aside from being told it was mandatory to earn participation points? How can I lament the fact that his storyline seems to share all the wrong lessons to be learned from a toxic friendship rooted in a never-equalized power imbalance when someone else is watching Morrigan pull a complete 180 and wondering why the fuck they spent so much time researching whether or not her accepting her mother's choices as her own was what she truly wanted? At least Solas still loves Lavellan, even though we needed to ask Trick Weekes several follow up questions just to double check. At least Solas gets more in the epilogue than one empty "we remember the heroes that came before" platitude.
And to suddenly fear any appearances of past characters from a studio that used to make me stay up theorizing about how a character might grow and evolve and continue to impact the world I helped shape? It's depressing as hell, and it's why I was too scared to get attached to any of the new companions once I finally got past the writing and lack of complexity.
The people that hate Solas, deserved better.
The people that valued what he brought to their Inquisitor's small but strong group of friends deserved better.
The people that love Solas more than Sera loved pissing him off deserved better.
And new players, who had a chance to engage with one of the most powerful storylines in the game and instead got a heaping dose of Deus Ex Machina Lite, deserved better.
If taking a character that had the potential and power needed to shape an entire continent and banishing him one of four different ways to Fade jail so that the book could quickly be closed on a years-long legacy is what the studio is calling a return to their roots, I'll stick with the efforts of fans to create art and theories that aren't afraid to double down into what actually keeps people coming back for more.
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nipuni · 16 days ago
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Alright, time to share my opinions about Veilguard!! I have both criticism and praise so bear with me as I jump from one extreme to the other 😆 spoilers ahead of course!
The game has a very rough start with the dialogue being formulaic and rushed and the characters overexposing. It feels like a heavy handed attempt at summarizing all of previous games' lore for newcomers or in case you forgot but it's so overdone it feels coddling and trivializes a lot of previous events. Luckily this gets better once all of the introductions are out of the way, though the excessive hints and clarifications continue until the end sadly.
The locations are absolutely incredible and very diverse!! This is a highlight of the game for me. There is so much detail and care in every map and there are so many of them. My pc is struggling to reach medium settings and yet everything looks stunning. The verticality of the maps is so imposing and the graphics have a very dreamy quality that I love. I also enjoy the maze-like structure to the maps, it's more linear but makes everything look a bit more intentional. The color and light direction was amazing, all the visual development really!! it has to be one of the prettiest games I've ever played.
When I started I have to admit it did not feel like I was in Thedas and it all felt a bit theme-parky, if that makes sense. A lot of previously important and established world elements that made Thedas what it is were overlooked or made irrelevant. But the more I played the more it started to feel a bit more similar to Inquisition, for better or worse depending on what you feel about Inquisition. But!! this also feels like a selectively sanitized version of Thedas compared to previous games. In it's attempt to stay safe and uncontroversial in some aspects it loses a lot of substance and it changes the tone. The surface level politics, ignoring previously established major societal issues and a tell-don't-show approach makes the world seem more simple and shallow with no grey areas to explore. ( the humor also falls flat and out of place often too, and WHY is everyone always smirking, enough!! godlike beings are destroying the planet please this is not the time for Marvel banter aaaa )
The pacing at the start is a bit of a mess. It is so fast it felt like jumping from one world shattering discovery to the next with no time to process. The characters also seem to underreact to important information and major developments. It felt like the game was rushing me through all this to get to the part of the story it wanted to tell me while I was still wrapped in my shock blanket trying to catch my breath lmao. I really like all the key story points they touched upon, I just wish they dwelled more on them to give them more narrative weight. ( though blaming every bad thing to ever happen on the Elves was certainly..a choice )
I think the writing could have used more subtlety in the first half and more boldness in the second 😆 but I loved the thematic parallels between Rook and Solas and how every quest informs the main storyline. I do wish Rook was given more impossible choices and put in more difficult situations that forced them to lie or betray their own to better drive the point home though ( listen I just love a Trolley problem!! we need more of those, I'm the Trolley problem's number one fan!! ) I feel like they missed the chance to put Rook in Solas' role and be as vilified and hated for it as Solas was despite their best intentions which would make Rook's regrets stronger and in turn make their escape from the fade all the more impressive and give them a better understanding of Solas to either use against him or earn his respect. The line 'they called me the Dread Wolf, what will they call you when this is over' from the trailers was so good I was waiting for this!! But everyone just loves Rook no matter what!!
But I feel like I stated too many negative aspects in a row so moving on to some things I enjoyed!
The characters were very lovable to me. The romances weren't as long or impactful as I would have liked but I enjoyed all the companion quests. Emmrich is a delight and his quest is so wild and fun. I loved learning about Nevarra and I was awestruck by the Grand Necropolis. The mourn watch was so interesting, it showed a whole new side of Thedas' lore I knew nothing about! and I loved Manfred! Davrin is so charming, he became a favorite. I loved his quest too and learning more bits and pieces about the Dalish was great, I wish we got more. Seeing the Wardens through his quest also made me enjoy them a lot. Assan was very cute too and I'm glad he was treated as an animal and not turned into a goofy Disney sidekick too much lmao 😭 Lucanis is hilarious. The fantasy Spain/Italy was a bit silly and off at times but he is very sweet! and I love the Spite possession, that was so fun I'm glad they kept him that way! Bellara is adorable, her first backstory quest made me cry and I just love a nerd! I wish the second part of her story was written better however, and she sort of devolves into 'it's hard, I wish it was easy but it's hard' dialogues too often sadly. Anaris and the Forgotten Ones' portrayal was underwhelming and anticlimactic which was disappointing. Harding is also very cute and her Titan plotline was the most interesting to me, I bawled my eyes out in her quest!! I love the dwarven lore of this universe I'm so happy we got more of it!! ( she also fucking died in my playthrough?! I was devastated what the hell 😭 'whatever it takes' WEUEUGHHHG I'M SO SORRY) Neve was a slow burn for me because of my choices in game slowing that relationship down ( saving Treviso I mean, perdón amor 🙏 ) but I love detective novels and she is such a badass I ended up loving her. Taash was unexpected, I didn't think they would be so young. The coming of age story was sweet, though I found myself cringing a lot too at the handling of it I have to admit ( and the Lords of Fortune in general, and the Antaam...and que Qun..listen- kajshfgf ) but I also enjoyed learning more about the first expedition and the Qunari in general despite the messy writing and choices. I also loved Antoine and Evka! and Strife! And I haven't even read any of the novels they are in 😆 also Mila!!!! and her dad oh my god and Felassan haunting the narrative!! speaking of haunting, I would have loved for Cole to be in the lighthouse too I think it would have worked well 🤔 especially with the whole 'reading Solas' secret diary' thing the game had going on lmao
Everyone seems to get along except for a bit of friction that is quickly resolved at the start, which is hmm missed potential? I would have preferred more tension personally. I enjoy the drama! gives me more to work with and gives you a better grasp on everyone's personality by contrasting values. I think they wanted to speed run a found family trope for the new hero to establish some emotional stakes early on but it ended up making everyone seem like a group therapy session instead. The group meetings also have everyone either state the obvious or repeat the same opinion or conclusion to each other, I would have loved these meetings to have more bickering, have people get mad and storm out and also get to listen to different takes on a situation. Make Rook struggle more to take the reins and keep the team functional, learning how to be a leader.
Speaking of Rook! ( who in my case has a northern British accent that I loved so much 🥺) They seem to have a very established personality. I was expecting more of a blank slate but I'm lucky that the personality they went for kind of matches what I would normally choose in a first playthrough. Though the lack of range in the choices is irritating and takes away some replayability and role playing potential. Rook is very supportive and selfless, I wasn't expecting this tbh! But it all made my Rook turn into the team's weird supportive necromancer mom so it worked out in the end I guess lmao. I can't wait to draw her!!
I was so overwhelmed by the amount of information we got about Solas and his past!! I was expecting answers but not these many and not for them to be such an integral part of the plot!! The game feels like it's about him more than anything else. His arc is the best written out of all. He is mentioned in every conversation, he's the main advisor and the narrative foil, you get to talk to him often, you work for him and with him and go into his memories it all feels so surreal to me lmao I love him so I'm delighted ngl! but also making the other Evanuris so cartoonishly evil makes Solas into such an obvious choice of an ally, god of trickery or not, that it sort of takes the decision out of your hands and makes some dialogue options and companions' opinions seem almost nonsensical. I have no idea how this game would feel to someone who absolutely hates Solas' guts honestly. I suppose I will find out soon enough 😆
About Solas' story, I loved it! I somehow also feel that I knew it already, all the speculation and theories that Solavellan fans were crafting for years were so accurate that it was all very validating. Even the wildest ones! Solas as the Maker, the elves spirit origin, Mythal giving him a body, the war with the Titans, the origin of the Blight, Solas being on your side as advisor, I can go on, we knew!! Also I have to mention this I'm sorry but they made him look so hot!! unbelievable. And the bloodied teary eyed pathetic look in the end ouurghhh I'm cheering and clapping!!
The romance conclusion was so lovely 😭 the Loki and Sigyn ending we deserved to such a mythological epic!! and open ended enough for all of us to cook!! and we got to see him fight and transform into the Dread Wolf!! and whimper and cry!! and bleed and love!! that's all I ever wanted, incredible we were really spoiled what the hell I still can't believe it 😭 GDL acting was brilliant as usual! the visuals were also incredible and exactly what I had in mind when I imagined where the story may go, the eclipse, the giant wolf, the glowing eyes, the Elvhenan ruins, the statues, even the hair lmao it all aligned exactly to what I've been painting all these years but better I was thrilled 😭
Solas backstory with Mythal also offers players that didn't romance him a chance to see him act out of love and show a side they wouldn't be able to reach otherwise and I think it was smart! also very tragic and sheds more light into all of his choices and words and his relationship with Lavellan too and the parallels and reversals and uughh thoroughly enjoying the emotional distress 👌
Pleasing both the Solas lovers and haters at the same time was always going to be hard with him being such a polarizing character by design and the world states being so different but I think they did a good job! at least from my side of things.
I think my favorite part besides the Solas related stuff was the Blight. I loved how horrific and gross and threatening it was! I've always loved the concept of the Blights and I'm glad it was such a huge part of the story in this game. I also loved Treviso!! has to be the most beautiful city in Thedas ahhh and the Necropolis!! the gardens!! Vorgoth!!! Kal-Sharok!!! I can't believe we got to see it!! and a Titan!!! the giant floating face of Ghilan'nain in the clouds??? and the huge archdemons and dragons!! oh and that warden dragon trap in the shape of a griffon?? and the giant blight tendrils!! the siege at Weisshaupt was outstanding!! and the floating panopticon castle situation in Minrathous uughh there is so much I loved.
OH I also enjoyed the Varric arc even though I saw it coming since the trailer it was still played well and it was touching 🥺
The ending felt a bit jarring to me in tone though, a bit too cheerful considering...the horrors. Over half the continent destroyed and most of the problems Thedas had before the game are still there. Veil in place and all 😆
But I had fun!! I'm nitpicking really, the conclusion to Solas' story feels very satisfying to me which was my main worry so I'm happy. It is a good game!! with a sort of soft reboot feel to it and aimed at a younger audience which is probably what they were going for? You can sort of feel the struggle the team went through during production in the way the target audience seems unclear sadly. I also can't help feeling like this is an ending, so much was revealed and resolved!! but maybe I feel that way because that is what I felt after Shadowbringers / Endwalker in FFXIV once my favorite part of the story was wrapped? They can always pivot to a new continent and expand on the world and cultures we know almost nothing about, but that is always harder to sell so I have no clue where they will go from here 😵‍💫
Anyway I'm still processing a lot of stuff that I will probably talk (and draw) about later, this is already long enough!! for now I'll look up how to get the artbook because the art direction of this game is fantastic!! I would love to hear your thoughts too really, I'm curious about the experiences of players who made different choices and with different tastes to mine!!
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scribeofmorpheus · 16 days ago
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Veilguard Review: Doom Upon the World
Warnings: Spoilers for Veilguard, very political review (considers race, gender, religion and choice consequences centred around established Thedas).
Another long post: 4k words
In my first review (Love, Wisdom and Pride), I focused on the relationships most pivotal to Solas’ arc reaching resolution: Inquisitor and Mythal (though heavily Solavellan inspired, I tried to be aware of how the Inquisitor’s role as a rival/friend outside of romance was still considered as an important relationship in his story). This review, on the other hand, will focus on the worldstate and what we lost [x], as well as my speculations on which story beats/companions/advisors I feel should have been integrated into the story for a deeper emotional payoff for past Dragon Age players (and overall story cohesion).  
N.B: This review is definitely a critique of something I love, born from love, because—yes, I had expectations; yes, they were high; no, I don’t think that’s a problem; no, I do not hate the game we got, but I mourn for what the devs clearly were building towards with the last 3 games in the series, and from what we know from the internal struggles with Bioware under EA’s helm (as evidence from the development time, layoffs, staff’s disappointment, and the differences between the final game and the concept art) the only thing getting in the way of a truly epic game was corporate meddling and greed.
Spoilers below the cut.
Without further ado, the primary criticism I have is that Varric should not have been our advisor! I read a post somewhere that succinctly surmised the that Varric was chosen as our Advisor so that:
Solas would make an “irredeemable” mistake for all the Solas haters to use as an excuse to simply view him as an antagonist, simplifying the goal of the game to: stop the elf from bringing down the Veil.
Varric was used for marketing purposes rather than story depth choices; he’s popular, beloved and an easy carrot for the EA stick to dangle in front of loyal fans.
His writer has literally been trying to kill him off for the last 2 games! Varric was supposed to die in Inquisition! (lol)
I firmly believe he should have been holding the blight back in Kirkwall, and that his position as Viscount of Kirkwall should have affected the outcome of the blight spreading in the South!
Advisors in the North
Right off the bat, the two best choices for advisor, (excluding the Inquisitor out of favouritism) should have been Dorian and Morrigan.
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Dorian: because we’re in the North, the Shadow Dragons are by far the more “grassroots organisation against imperial power” kind of organised body the Inquisition started out as. Since we don’t have a calling to fight against like the Wardens in Origins or a family to try and keep together in a city on the brink of implosion like Hawke, or a pseudo religious-political body to inspire Hope in the faithful like the Inquisitor, Valour, Love and Hope cannot be at the heart of this story. It has to be JUSTICE [x].
Justice for the culmination of Anders’ story; for Merril and everything she endured to repair the eluvian; for Fenris, the origin of his lyrium tattoos (which according to GhilDirthalen’s post, there was a plot point linked to elves whose lyrium bodies did not possess latent magical prowess) and the slaves in Tevinter; for the rebelling elves that should have formed factions as the Dread Wolf’s Agents like the Trespasser epilogue hinted at; for misunderstood spirits hurt by mages like Cole; for the ancient elves like Abelas; for the templars who saw the corruption in their ranks but had no way out because of lyrium addiction like Sampson; for those corrupted by red lyrium that was spreading throughout Thedas with no cause or cure; for the dwarves like Branka, obsessed with the answers held in the Anvil of the Void, or Harding, or Shaper Valta who saw a Titan and witnessed the death of the Legion of the Dead; for Sandal’s prophecy!; for the qunari oppressed by the Qun, turned talvashoth, searabas, hisraad like Bull! Justice for two decades worth of worldbuilding on the part of the writers and the devs who loved telling these stories.  
Morrigan: is self-explanatory to the story they were crafting between Solas and Mythal. And what would have been even better is if they actually just explained away the Well of Sorrows’ choice unaffecting the Inquisitor because Morrigan eventually had to assimilate the essence from the well to keep the Inquisitor from going mad—like the anchor had to be tempered by Solas in Trespasser. Easy as that!
The best part is that pitting Morrigan and Dorian as foils of each other further allows the game to have greater stakes and tension because Morrigan (changed by Mythal’s righteous anger and need for justice for what was done to her by the Evanuris) could champion making choices more detrimental to Thedas but ultimately in line with Solas’ plans. And Dorian could make choices that put the safety of Thedas’ citizens at the forefront by sacrificing headway in stopping Solas and his Agents from advancing with their plans!
Best yet, we could have had a hardened vs softened Dorian depending on whether you recruited him in Inquisition, and/or did his quest.
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[Inquisitor concept art by Matt Rhodes]
Favouritism Bonus Round: The Inquisitor (or alternatively Morrigan) should have been the voice to champion Rook to seek out the wolf statues, and they should have been present when discussing the memories, as it would have given them more gravitas when uncovering the literal story of "Solas is Andrastian God creating the Veil" or "the Dalish Dread Wolf is being proven to be a saviour" or "Elves originally being spirits in the beginning", or "Titans were at war with the elves" beyond comments like: “Oh, Solas regrets this” or “They were doing it”. (This is the issue with having a “couch setting” for a “war room”—discussions feel less intellectual, factions don’t necessarily bring their own unique viewpoint into the interpretation of Solas’ decisions/Elgar’nan and Ghilan’nain’s presence, etc.) Everyone is not digesting the material given like it’s a clue to stopping the world from ending but rather like gossip. With the Inquisitor, as either a friend to Solas, a rival or a romanced Lavellan, finally finding the Dread Wolf’s Achilles Heel after vowing to stop him would have rung true, closed the loop.
Sigh.
This is also why I feel the Inquisitor should have been the one in Varric’s place—like literally. I mean recovering from an injury after failing to catch up to Solas in ACT 1, possibly dispatched by Agents of Fen'Harel! Because they could then be forced to pass the mantle to hunt down Solas to “Rook”. Not dead. Or a blood magic illusion. Just, Inquisitor, wounded, making small talk, sometimes bringing up plot points from Inquisition—your Hawke on the battlements in DA:I or Alistair in the gardens with Morrigan and Keiran.
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It would also make more sense for the Inquisitor to be able to use the eluvian to travel between Skyhold and the Lighthouse, allowing for believable absences during plot points where their lack of action inspite of their presence wouldn’t make sense. Not to mention more gut-wrenching if we heard about the South from Inky rather than reading 4 letters!
Previously, I stated how the Inquisitor’s presence needed more weight in the non-Solavellan endings! Some people’s Inquisitor befriended Solas, some hated him, either way, the Inquisitor should have been present for the final showdown beyond a passive observer! If the Inquisitor ended up being the last friend/former love that Solas destroys (in a bad worldstate end where you don’t collect Mythal’s essence), which then prompts Rook to fight him because Solas’ last tie to empathy failed to redeem him, that would have added so many layers! The Inquisitor falling is the last straw for Solas too, whether friend, lover or foe, he fought beside them, stopped Corypheus with them! The Inquisitor was partially his making of a hero; his first “good” mistake! It would then make sense for him to snap, choosing to be a villain in the hopes of being stopped because he can’t stop himself, he’s come too far! Rather than the ‘I am a God’ ending they gave us.
Agency of a “Rook” on an Empty Chess Set (Factions and Backstory)
Personally, from both a writing and a viewer’s perspective, I think our protagonist should have always been linked to the Shadow Dragons (and the factions choices shouldn’t have been incorporated). This is more because, framing one’s backstory as being a member of a faction—not a people with established political positions in Tevinter—siphons the narrative of personal stakes. Imagine being a mage who could have begun with higher approval in Tevinter but lower elsewhere, maybe they’d be saved from the Venatori’s thrall that was linked to Neve’s companion story—again linked to Ashur and the Dragons. Or an elf mage could begin a storyline like that of the city elf in da:o but focused on the Shadow Dragons’ tackling slavery’s presence in Tevinter. A Qunari origin could explore being a refugee aided by the Shadow Dragons as they flee the Qun because they don’t fit in the dogmatic religion. A warden could be a criminal in Tevinter, showing us what is considered ‘rules for criminality’ in a city that corrupt and extremist.
Overall, the factions don’t add much diversity to Rook’s background, backstory, dialogue tree or influence on the world state beyond a last name that doesn’t really matter. With a Shadow Dragons’ background, the very ethos of “Rook” would have been about overcoming oppression, and then the nickname makes sense too, a name to stay concealed, to keep loved ones safe while DAV’s protagonist battles politics, blood mages and blighted gods. It would have been even more meaningful if the nickname “Rook” paralleled “Dread Wolf”, in that it was bestowed by your origin-based backstory antagonist and then used as a call to freedom (we wouldn’t even need a cutscene, this could have been revealed in part of their banter/dialogue). This simple choice would have allowed us to focus on Treviso and the Antaam’s occupation and Tevinter and the Venatori’s rise to power on a more personal level. It would also place our Rook in a position to be a foil to Solas’ “do what is necessary for the greater good” vs “be better than those that came before” plot lines. Building off this, the hardened companion status between Neve and Lucanis should have formed a parallel, with one tilting towards understanding Solas’ extreme efforts to stop the Gods, whereas the non-hardened character should have taken the role of foil. Both of whom would add balance to the tension when discussing Solas’ memories or even in exploration banter during missions (one the “devil” on your shoulder, the other your “angel” depending on where Solas’ actions stand for you since Inquisition).
Finally, the Shadow Dragons' should have been linked to Dorian more directly, potentially created with backing/support from the Inquisition’s advisors/Inquisitor directly (since their default attire is the Shadow Dragon apparel).
Companions: Cole for Compassion; Briala for Rebellion and Revenge
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Cole
In my review Love, Widsom and Pride, I briefly touched on the fact Cole (whether recruited, not recruited, kept spirit or changed human) was absolutely necessary as a companion. Because it doesn’t matter which version was present in the world (RIP the tapestry), every iteration of Cole works synergistically with appealing to Solas’ spirit side:
If he wasn’t recruited in Inquisition, he could simply have his default origins as a compassion spirit that ‘follows’ the greatest pain in the Fade that yearns to be healed, giving a compassionate viewpoint to Solas’ folly.
Recruited-to-the-Inquisition Spirit Cole could have a greater connection to Solas than even Varric, seeing as Cole was most likely a literal representation of Solas rewriting his own history of corruption by preventing a spirit from becoming something against its nature.
Human Cole would have a deeper connection to the world of Thedas, and could have been a great tool to prove how change was inevitable, not always a bad thing, and inevitably out of even Solas’ control. And he could still offer insight into Solas' mind via 'remnants' of the time he was more spirit.
Briala
What I enjoy about this companion head canon is that Briala is literally Solas’ direct parallel story-wise:
She’s in love with Celene, the ‘best’ choice for ruler in Orlais even though she burned Briala’s alienage. They share a great power imbalance, with Celene able to affect the fate of all elves in Orlais, yet is unwilling to free them, return the Dales, or concede power even though she claims to love Briala, too. Briala is a rebellion upstart, raised by Felassan for crying out loud. She controlled the eluvians and knew how to get around the crossroads, she has more of a bone to pick with Solas than any other NPC not close to the Inquisitor! (Celene and Mythal share many similarities as well, with Celene seen as the more benevolent of rules when compared to Gaspard the Warmonger; and if Gaspard is in power but controlled by Briala, her being dethroned from her seat of power by Agents of Fen’Harel when she lost access to the eluvians would have been a great story arc to explore).
Sidenote on DAV's Romance, Companions and Choice Consequence
Building off having either Cole or Briala as a companion, I do think it would have been nice to have them as non-romanceable too. Don’t get me wrong, I know it's great to have options, but I do feel making everyone “pansexual” wasn’t the right way to go for all the companions. It takes away character choice, personality, taste and individualism from the companions. Dorian’s story would not be nearly as impactful if he could have been romanced regardless of gender. Solas being unwilling to romance any race/gender besides female elf (though a direct correlation to the developers being afraid of the ‘evil bisexual’ trope that was popular in the 2010s) also adds to his story; where he’s reluctant to see the world as real, to accept non-elven people as having agency, because that would mean he wasn’t walking through a see of Tranquil, but instead, he was the Forgotten One out of time.
I also firmly believe that a possible reason Cole wasn’t a companion despite there being plans in place that he’d return (Trespasser epilogue slide, I remember you), is because I can 100% see an EA big-wig being like: “He’s unfuckable. Give us someone hot and brooding and slap a demon in them and you’ve got fuckable-Cole” and then we got Lucanis.
I like Lucanis. I’m not crazy about him, but I enjoy the Machiavllian family drama. Very Renaissance Medici story beats. I adore Mary Kirby as a writer, too, but I feel the introduction to the Crows of Antiva should have been Zevran’s mantle, or he should have at least haunted the narrative and missions related to the Crow factions (of which there should definitely have been factions within the Crows). Considering the fact I romanced Lucanis, I couldn’t shake the fact that a lot of his “acceptance for being bound to Spite” beats paralleled a Human Cole having been ‘cured’ from Compassion.
The romances seem less… memorable to me than past games. The importance of choice means you have to accept the story unfolding based on the consequences of your choices; and gender-locking at least one companion would show the cause and effect of beginner choice. Taash is actually written to prefer women over men, which is vital to their arc around gender dysphoria and being non-binary, they would have been a perfect candidate! I imagine their story would also be a great way to explore how being one race attempting to romance another could have a slower progression rate (again, because of Taash’s multi-cultural background, and their complex feelings at having been raised by a mother so tied to the Qun, them being cagier around a qunari Rook romance would also have added layers!) But with everyone available to be romanced, and having no initial repercussion for early game choices despite which character model would have bruises or cuts (Neve or Harding), genuinely roleplaying as Rook, and not as someone using Rook as a stand-in for ourselves, is more disconnected than previous games. This is why the romances feel off to me. Doing the romanceable companions’ storylines seem like I’m the one trying to date them, not Rook. Maybe it’s because Rook’s established personality is the direct repercussion of a sanitized worldstate!  
Foibles of being ‘Unproblematic’: A Sanitised World
The issue with trying to make a game that won’t touch on difficult topics, is that, when you make that game a sequel to a series that was literally built on the backs of tackling real world politics, it makes a lot of the world seem plastic. A poor imitation perhaps.
The World of Thedas book actually tells us that Thedas is a fantasy setting that uses the real world as its backdrop for conflict and world building. Andraste is Joan of Arc. Andrastian faith is Christianity founded by a woman. Orlais is the French bourgeois era. Fereldan is more Highlands/Celtics region if it never had a chance to expand because of the blight. Elves are the disenfranchised (and a direct parallel to popular elven cultures that were often portrayed as the pinnacle of advanced magic/civilisation). City elves live in alienages (literal ghettos). Dalish elves (native to the land) are being run out of their homes, the Orlesian’s are trying to claim the territory for their Empire, and their numbers are dwindling, their culture and language a poor imitation of what it had been, barely surviving colonialisation! Dwarves have a caste system that determines everyone’s future! Dagna had to leave her home! Harding grew up on the surface. Varric’s whole plot thread anchoring him in act 1 of DA2 is helping his brother discover Deep Roads riches so they can get their family’s title again.
And through all 3 games prior to Veilguard, we’re told the Ventaori are monsters, the Imperium is crueller to its elves/slaves than any place in the South! The best option beyond turning Feynriel tranquil in DA2 (one of the few Dream Walker mages) is to send him to Tevinter. What becomes of a half-Dalish mage in Tevinter? Neve, our first companion beside Harding, is determined to make Dock Town a place worth living! So, to walk into Veilguard and have no slavery storylines in a place called the fucking TEVINTER IMPERIUM (modelled after the fucking Roman Empire close to collapse) is so jarring. So unbelievable. What injustice is Neve battling? What woes has Dorian been dealing with in the Magisterium?
The closest we get to seeing the darkness that exists in the world (besides the hanging corpses lining the streets of Dock Town if you save Treviso) is the side quest where a father makes a deal with a demon to keep his child alive by sacrificing so many innocents.
And then there's Tevinter's "savage" neighbours, the Invading forces of the Qun! Frightening, right? But from the blasé manner the Qun's rigidity is discussed, it is framed as though anyone can simply up and leave the Qun if they so wished it, according to Taash’s mom. Yes, Taash is being hunted, and their mom is taken prisoner, but it was all in service to a tablet that discussed fire-breathing, not about returning to the Qun. Iron Bull being deemed hisraad holds less severity when the consequences of leaving a subjugating, dogmatic, religious-political society are simply... nothing. There's no anchor to Taash being raised in Rivain for safety reasons beyond keeping their fire-breathing secret. And what of all the elves that commit to the Qun? Why are there no elf converts among the Antaam? What about the fucked-up stuff the Dwarves of Kal-Sharok were doing before Veilguard? Kal-Sharok dwarves apparently were changed by the First Blight, and are supposed to have a ‘tainted’ appearance according to the World of Thedas concept art book. Why are they just... normal dudes in booby armour (lol)?
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[Imshael! A demon/spirit of choice & Calpernia as potential companions is insanity>>!]
I possibly wouldn’t have these strong opinions if the games gave the companions more… just more ‘controversial’ stories with harder choices! Veilguard in a way feels like playing a game with child-lock on. Yes, what happens to Tevinter or Treviso looks awful when you see it, but the side-quests, companion stories, NPC dialogues and world around the ‘mise-en-scene’ don’t reflect this--it's like set dressing. The “I can’t believe the Venatori are evil” side comments by Rook in Tevinter when the Venatori takes over become whiny, child-like and “hopes and prayers” coded. Do something then, Rook. You are the hero of this story, are you not?
I am forever grateful that Lucanis is actually hardened and removed as a romance interest if you sacrifice Treviso (finally, good old dragon age consequences).
Now onto good criticism of our companions!
Companions: The Good, the Balanced and the Essential
Good: Neve and Davrin.
Neve is our eyes and heart to Dock Town, our humanising presence for the Tevinter Imperium. She is also written in a way that I find her to have the best agency as a non-romanced character than most.
Davrin is a breath of fresh air for the reputation of the Grey Wardens, he’s the genuine article. Him owning up to being young and foolhardy when he rejected the Dalish ways in search of adventure, only to be battle-hardened and then become more appreciative of the fact he was taught to live in harmony before he was exposed to the discord of the Deep Roads is such a good character growth moment.  
Balanced: Harding. Harding grows into a much more invaluable story piece when she unlocks the Stone Sense and uncovers her people’s history. It’s a rather short-sighted choice to have her be one of the Ultimate Sacrifice characters because what becomes of the story of the Stone? Who hears the song? Who will speak of the Titans to other dwarves if she is chosen to go on the final mission?
Essential: Antoine and Evka! No notes, they should have been conditional companions in a side quest! They’re fleshed out so well, and their relationship is real and built into their character, but it’s not all they are! Antoine is smart, hopeful and also tortured by the new blight. Evka is powerful, pragmatic and also caring.
The Red Herring that should have been: Bellara as an Agent of Fen’Harel! Her storyline would have worked with the concept of being found ‘suspicious’ by players if the Agents of Fen’Harel were an active group. A Veil Jumper in Arlathan whose brother got entabgled with a Forgotten One? Someone who is an outright believer in the elven pantheon? O, Bellara, the power you would have had as a possible double-agent in our midst, only for us to have been wrong in doubting her and having it be someone else! Race and position to power should have inforced so many story beats in this game, man!
Finally: Religion, Where?
I’m a little exhausted, so I’ll wrap this part a little quickly. Religion is paramount to understanding the decisions and states of mind of so many characters in Thedas. Leliana’s arc alone is one of the most intimate insights into Andrastian faith! The Inquisitor is literally responsible for appointing the Divine! The Divine can call for an Exalted March! The Black Divine is a huge plot point when discussing the differences between the Southern and Northern iterations of the Chant. Tevinter’s Old Gods (Archdemons) are blighted dragons linked to the Evanuris that whisper the will of their masters to humans. Archdemons are responsible for the Blight, our first “save the world kiddo” moment in da:o! So where is the disbelief in the streets that Elven Gods exist? Why is it always “Our Gods” are back? What about city elves who believe in the Chant of Light? Where is the Black Divine? Why is everyone okay remaining Andrastian when the fact Solas made the Veil is revealed? Where is the politics and religious civil war in the streets between NPCs?! Between companions? Why isn’t there a cultish, zealous group of extreme Andrastians following Solas around? Why isn’t there another version thinking of Solas and all elves as the second coming of Maferath? How are city elves fairing compared to Dalish elves at the reveal it’s their pantheon gunning to end the world? Again! RACE AND POLITICS MATTER! They always mattered in Thedas before, yet here they are anecdotal at best.
The Veil Should Have Come Down
It’s apparent to me, and numerous others, that Veilguard was stunted by its attempts to be an entry piece that wasn’t alienating to new players of the RPG game format, but it was also haunted deeply by it’s very EPIC tapestry mechanic (chocies mattered!). Ironically, Veilguard served to be a soft re-boot of the series. This, I think, was the grandest mistake. If they meant to reboot the series for future instalments, we should have fundamentally changed the physics and rules of Thedas completely to allow the next instalment to start from the literal ground up. By bringing down the Veil, we’d finally free the Titan’s, introduce the concept of Dwarves with magic, awaked the Forgotten Ones and maybe allow for new species/lore/concepts to shape the future. And to work around the tapestry, they could have simply set the next sequel 200 years later. Sent our heroes to rest. Ended with a new canvas.
It should have concluded with the very ending that was prophesied by Sandal in DA2:
“One day the magic will come back. All of it. Everyone will be just like they were. The shadows will part, the skies will open wide. When he rises everyone will see.”
Bonus: Anaris should have been a DLC boss with Fenris involved!
Why, you ask? Just this data-mined codex entry still present in the game:
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Truth be told, like they did with Corypheus in the Origins DLC, I think they could very well bring him back as the big bad of DA5—which I think should have always been about fleshing out the war between the Titans / the Forgotten Ones / Evanuris!
Anaris and a waking Titan?! That would have been beyond amazing!
Which… again, is why the Veil should have COME DOWN!
P.S.: I know a lot of these criticisms seem like unhappy nitpicks, but I did enjoy Veilguard, I got an ending I could live with. BUT I am so angry by how many roadblocks are placed before game devs with a clear story in mind--as is obvious with the concept art book. Obvious threads were leading to Veilguard having always been the end of the Dragon AGE! We kill the last Archdemon! The last dragon linked to the Gods and the blight! The game developers have even alluded to having fought tooth and nail with EA's suits, but could only manage to give us the game we got. And I'm beyond grateful. But MAN does it hurt!
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Remember to say thank you to the writers/artists/voice actors on their socials, they deserve a little love too.
Fin!
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thevulturesquadron · 23 hours ago
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I needed more Harding & Lucanis banter like this. It started SO good! spoke of two such different experiences and beliefs on the topic of spirits/demons. And at the same time it spoke of the characters: Harding's pinch of sass, her honesty and her confidence in her skills and Lucanis' willingness to trust that she will do what needs to be done 'if it comes to that'. I think somewhere along the line 'they just got better and became good friends' but I wish we could have seen more of their journey from point A to point B.
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ayebibs · 1 day ago
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What would have made the Veilguard companions more compelling?
I keep racking my brain trying to determine how the marketing of this game was so focused on the companions, their rich lives outside of the narrative, and the journeys that they go on when I think that they are objectively the worst written companions to date. Not to say that their appearances aren’t well designed or that they don’t have really fun and cute moments, but they are simply less three-dimensional than previous companions. Fundamentally, my biggest grievance with the Veilguard companions is that I just don’t find any of them nuanced or interesting. They are all good people, but they are not good or believable characters that fit this plot and interact with it in meaningful ways.
I have never been one of those people that ignore canon, but I have been perseverating on the missed potential of this highly anticipated game that we’ve waited ten years for. So, I wanted to criticize some of these characters and explore some changes that might’ve made for a more compelling group of characters had they been written differently, but (hopefully) respecting the vision of who the characters are at their core because I do think that the skeleton of something great is here.
Disclaimer because this is long and critical: There are a lot of spoilers below. I haven’t read all of the Dragon Age books and I could be missing things, but I also think that the game and the characters’ journeys should speak for themselves as we go through the story. I also get that these are just my opinions, I’m a STEM girlie by trade and a creative on the side! Not everything I suggest may be great or realistic for building a plot or realistic for writing the script of a videogame. I also don’t mind conversations about these characters! I think that would be fun, I just don’t want to be shat on for being very disappointed in this game when it’s been my favorite video game series for half my life and I went in very hyped and willing to excuse a lot!
Alright, if you’re still with me, buckle up!
First, before I outline the specific changes I would make to each character, I want to address that there are just flaws with the way BioWare decided to handle companions as a whole in this game. I want to mention them now because they impact nearly every character and I don’t become repetitive:
1. Most importantly, the approval system is pointless and probably could be left out of this game for all it means to the narrative. It is nearly impossible to wrack up disapproval for the companions and you increase approval and bond by just taking companions out and completing a quest. If the companions like nearly everything that Rook does, then it means that they don’t care enough about anything to have strong rigid opinions (which is good for a well-written character). If companions don’t have an opportunity for meaningful agreements or disagreements, it means that the writing is not what people expect of a Dragon Age game based on every single installment we’ve had so far. It is one of the few things that have stayed the same in all of the past games and one of the things that I think fans are really upset about and should have been nonnegotiable.
2. All of the factions (except for maybe the Grey Wardens) really just needed to be messier and more complicated. Not all of the factions were meant to be heroic throughout the series. As others have commented, the Lords of Fortune and the Antivan Crows are the most glaring examples of this. However, I think that the Mournwatch and Veiljumpers are not exempt from this either. The factions serve as crucial parts of our companion’s backstory and by sanitizing them, we are wiping key opportunities for character development. For example, it could be way more interesting to have a character who fundamentally disagrees with their faction, but doesn’t know how to escape it. Or, what about a character who loves their faction and makes us feel conflicted about them because of their willingness to explain away the faction’s history? I could write (another) essay on this, so I’ll leave this point here.
3. We simply needed to have more conversations with all of the companions. All we have are these short, uninteresting cutscenes to learn about the companions. The player should be able to go up to the companions and ask them about the history of their faction, who they trust and care about in their faction (and why), their past, and their opinions about new information (on other companions, side quests, and plot points). None of these even need a cutscene, just voice acting. It would also help players feel more connected to the companions.
4. There needed to be more visible personal and interpersonal conflict. The companions read like coworkers to me. They mostly like each other and, even if they do have disagreements, they are never explored in the narrative. They don’t seem to have any hugely conflicting viewpoints on any topic and, even if they do, they are benign. For example, what to pack for a camping trip or not wanting to talk about a particular topic (dragons vs. spirits) can be interesting in addition to more complex banter but the banter just feels inappropriate and irrelevant for the plot of this game. Overall, the companions rarely make a fit about anything. It feels like the writers didn’t want any character to appear problematic, but they made them flat because none of them seem to have a hill to die on except that they should save the world. This might have been fine in a game series that didn’t focus so heavily on companions and the way that ethics are shaped by personal experience, but this is not that imaginary game series.
5. The companion quests should have focused more on worldbuilding and getting to know the characters. I have little to say about this other than that the quests for Harding to try out her powers, training Assan with Davrin, shopping with Lucanis, and lighting candles with Emmrich, etc. were lazy, uncreative filler. I really cannot put it any other way. They should have all had quests that better explored their faction and, by extension, them. We barely learn anything in those quests and they are time wasters. Those are the scenes that should have been converted to a codex entry, not some of the important lore drops that we currently have in the codex.
6. Rook chooses one option of a binary for every companion towards the end of their personal quests. I’m okay with some of these, I think that it made sense for Bellara and Davrin to ask Rook what to do in their personal quests because it felt more natural. A friend asking a friend for their input. On the other hand, some of these are really inconsequential, semantic, and mindset related (Neve) and others are such personal choices that it feels inappropriate for Rook to be involved (Emmrich and Lucanis). In a lot of these cases, it would have made more sense to have dialogue options sprinkled throughout the game that influenced companions to make their ultimate choices. Giving Rook so much power in these decisions makes the companions feel one-dimensional because it strips them of agency that any believable character would want. Even if they wanted Rook to make these decisions, companions should have felt more strongly towards the options and either praised or disparaged Rook for their decision.
7. Finally, I found all of the romances very lackluster. I was never someone who considered Dragon Age games glorified dating sims (I actually really don’t like that take, even if it's all jokes), but I found myself missing the depth of relationships in previous games. All the relationships felt too new and shallow. Largely, I think this is due to points 3 and 4, but also due to a lack of reactivity with your companions. For example, companions barely acknowledge you getting them a gift or flirting. This could have also been helped by a few extra cutscenes with the companions.
That mostly covers the overarching issues that apply to all characters. Some of these things might come back in my individual discussions of the characters if it is particularly bad.
If you’re still with me, here are my thoughts on each companion and/or what I think would have made them more interesting:
Bellara
I came to like Bellara much more than I anticipated from the trailers and marketing. However, she is really emblematic of how the writers didn’t want problematic characters. There is nothing in the game that would cause people to accuse her of being problematic, but despite being an elf (a historically oppressed and enslaved group), she is so quick to apologize for the actions of ancient elves who oppressed her ancestors thousands of years ago which is ridiculous and solves nothing. It also really seems like the writers wanted her flaw or quirkiness to be some kind of neurodivergence and nerdiness and that alone doesn’t make a compelling character. I actually think it would be interesting if Bellara was, if not pro-Solas, pro-hearing him out because his intentions were in the interest of the elven people even though he made some shitty decisions. I think she would want to be interested in what Solas knew about the ancient elves and what their society looked like before the Veil. I think she’d want to know as much as she could about the technology. I think it would be interesting if she guiltily admitted to wondering what the world would look like if the Veil came down. How different would it really be to what they’re already experiencing? Could they not mitigate the problems? I think this would be an excellent point of tension between Bellara and Davrin (who is Dalish but might not understand her curiosity in the face of the blight) or Harding (whose people were so impacted by Solas and Mythal’s actions… more on Harding later).
Davrin
Davrin is actually my favorite companions in this game, but I still wanted more from him. I think it would be really interesting if, when the team is gathered around after Weisshaupt that Davrin really pushed back against the idea of sorting out their personal shit before progressing. He’s a grey warden who, in his estimation, just failed his one purpose. I think that this would cause a bit of tension between him and some other characters, like maybe Taash whose concerns are more personal than anyone else's at the time. He is serious and straightforward, so I don’t think it’d be out of character and it would make their friendship and training montage more satisfying later on if they had to move on from it. I would also expand on the fact that he was disappointed to not die when he killed one of the archdemons? It was touched on so briefly and he seems to emotionally resolve it in a few dialogue lines which I think is crazy, even considering that he wants to live to save the griffons and raise Assan. A “blow up” about how the team needs to put their personal affairs aside while struggling to keep his own personal affairs together would introduce a little more depth to his plot line and expand on one of the more interesting things about him that we barely got any time with.
Harding
Harding was one of the most boring characters to me in this game because she felt so flat and there were so many ways to make her more interesting. Her character isn’t helped by the Varric twist because the narrative requires that she doesn’t grieve except for one scene despite knowing Varric for at least a decade. Personally, I think that changing her reaction if/when she finds out what Solas and Mythal did to the Titans and her people would make her more well-rounded and believable. From that point on, Harding should be anti-Solas and you should lose approval with her every time you entertain the idea of trusting him. Maybe she could even express disappointment/frustration/sadness for an Inquisitor who believes Solas can be saved or speak of them more highly if they think that he is irredeemable. Also, we should’ve spent more time with her and the dwarven people. I think Veilguard was such a rushed and half-baked attempt at wrapping up that storyline. We learned so much about the dwarves in the last two games and we get to spend so little time with them.
Taash
Interestingly, I think Taash is one of the few companions with really obvious flaws. They are childish and impatient, but they’re poorly written and their flaws are never acknowledged or treated as flaws by the narrative. In my playthrough, their relationship with Harding might have been an interesting place to explore and address that childishness. It was also a missed opportunity for them to explore Qunari and Rivaini culture. As other people have commented, the binary choice between being Rivaini or Qunari is odd in tandem with Taash’s journey of self-discovery and identity. I think that choice shouldn’t exist and should be encouraged by dialogue options peppered throughout their larger quest. We were so close to exploring the rift that can form in families between first generation children and immigrant parents (and learning more about Rivain and the Qun by extension) when there is love but a fundamental difference in culture and lived experience. Instead, I feel like the narrative never gave us a chance to really hear Shathann out before her death, but I’ll give the writers a break because I think that they were going for tragedy and unresolved conflict and I don't know if I trust them to make that a conversation that fits the world and isn't anachronistic.
Emmrich
The thing that bothered me most about the Emmrich storyline was the final choice between Emmrich becoming a lich and bringing back Manfred. This is another choice that Rook should have influenced rather than choose outright. The number of times that you asked probing questions or commented on Emmrich’s desire to become a lich through more conversations about Emmrich’s fear of death and relationship with Manfred should have determined his final decision. Personally, it felt inappropriate for Rook to make that decision directly for him, no matter how much the game tried to justify it. I would have also liked to see his fear of death impact him more throughout his quest line and the narrative. The final quests are literally a suicide mission and he should have had more dialogue regarding it.
Neve
I’m going to admit that Neve was hardened in my playthrough and I haven’t explored her character in playthroughs where you save Dock Town, so this section might not be applicable to half of you. I didn’t understand a lot of Neve’s motivation behind her actions. I didn’t understand why she felt so passionately about her city or her jobs. Her drive felt hollow to me, making her personal quests feel generic. When I got to Neve’s quest where we gathered clues near the water in Dock Town, I was excited to finally learn anything about her, but it was devoid of any meaningful backstory. I would have written the quest to better explore Neve’s past, motivations, and personal relationships. The other big thing that stands out is that Neve is a noir detective and the VA has clearly gotten direction to sound like one, but her story is so devoid of mystery, intrigue, and many of themes that would make that more than aesthetic. And, like, isn’t her whole faction about freeing slaves? Why not make her personal quest more closely tied to that?
Lucanis
Lucanis’ personal quests are so tied to the dynamics of his faction, so I think a lot could have been solved by making the Crows more morally grey. I think Teia and Viago could have stayed the same, but we should have seen more negative interactions between him and the rest of the Crows. Outside of Illario, Catarina would have been an exceptional vessel to explore the problems within the Crows and a theme like generational trauma or exploitation. The party banter between him and Davrin criticizing each other's factions could have been an excellent space to talk about the negative aspects of the Crows and how Lucanis’ feels about them, either defend some misdeeds or express how he feels conflicted about his past contracts. In my game (when you save Treviso), Spite also felt more like a mildly important accessory in Lucanis’ plot than a significant problem. Few characters had anything significant to say about Spite and he caused few problems. I actually thought Spite was fun for most of the game, but he needed to be more problematic because he gave the impression that he was included more to build an aesthetic for Lucanis than a character-defining plot point. Finally, I think Rook deciding what to do with Illario was a poor decision. I would have written this as a decision Lucanis makes on his own based on how Rook encourages him to deal with Spite through a more fleshed out character arc.
This pretty much summarizes my thoughts on all of the companions. As you can tell, I am very Normal about this game.
I wanted to like these characters so much and they have an unbelievable amount of potential. They are all so fascinating in concept and all of them are poorly executed either due to the relationship building mechanics of the game, because of the writing and dialogue, or a mixture of both. That said, there are brief moments when I like them and I get glimpses of what they could’ve been.
I just hope the characters are better explored in future games (if we get one).
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dragonageruinedmylife · 10 days ago
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The phenomenon of how the dragon age fandom (and to some extent, Bioware fandom as a whole) views its content is honestly one of the most interesting things I've seen in fandom spaces.
I was introduced to dragon age in 2011-2012, Played Origins and then II, enjoyed them both enough that when I learned about Inquisition, I got really excited. The consensus back then, by most people I talked to fandom wise seemed to be: Origins is great, II is good but struggles because of its short development. When Inquisition came out, the reception seemed to be super positive. It won GOTY after all!
Cut to now. In the last few years as things led up to Veilguard, it seemed that there were these little camps of fandom that had cropped up. Groups like "Origins is the best and everything has been trash since" or the shift that seems to have taken over where II is looked back on as a favorite for a lot of people. As well as pop-ups about people saying they didn't enjoy Inquisition that much for whatever reason, but don't think its a bad game.
Veilguard has been out for less than a month, and while I do think it's fine and healthy to critique the media we enjoy and consume, it feels like people are quick to try and compare it to the previous games and make it fall short. And the irony of that is, that nearly any critique I see about Veilguard could be applied to its predecessors.
While I don't think there's necessarily anything wrong with this cycle, people are going to enjoy or not enjoy what they will, I hope that Veilguard does not suffer Mass Effect: Andromeda's fate. Where any critique about it drowns out what was good (and there were great things in Andromeda) to the point that it ruins the chance for another dive back into that world.
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exhausted-archivist · 27 days ago
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Early Game First Impressions
I have some thoughts and critiques about it from at least an early point.
So far, being 28 hours in (and I just got my 4th companion so the time I've been in the game isn't really indicative of my plot progress) I have some general thoughts. None of them are spoilers, but to be safe, I will keep them below the cut.
Please note, these are my first impressions. I'm doing a mostly blind playthrough and I'm mostly sharing to start a dialogue but also document my feelings. Please be respectful of that and others who may comment. Also my comments on armor/clothing is going to be a whole seperate kit and kaboodle.
My main focuses based on priority to me:
Combat
Flashing accessibility issues
The Bloom effect
Character creator
Photomode
Writing (General)
Dialogue and Banter
Maps and Quest Guidance
Food Lore
Combat, Accessibility, and Bloom Render
So far my biggest complaint is related to the combat. In terms of general enjoyment, this is one of the most enjoyable combat systems in the series for me. The flow is nice, I like the UI, overall a solid 7/10 for me. Except for one thing: I hate button mashing, I cannot handle it for too long, it is a large part of the reason I've never played through dao again. I found that da2 and dai really found a nice middle ground with it. But with datv, the issues are that if I press and hold, it will charge attacks and not continuously fire them off like in the previous two games.
I also don't like how frequently my companions bark at me in combat. Lucanis yelling "Move Rook!" while I'm stuck in a corner or something has thrown off my timing and is also just kinda annoying at times. Something I also don't like when I'm trying to explore but more on that later.
Additionally, I find the rebinding of keys is way too restrictive. It is hard to find a calibration that works, it doesn't solve the button mashing, and it isn't any better for mouse and keyboard. The fact that (at least last time I tried) I couldn't rebind the keys from ASWD to the arrow keys is a huge miss to me. So, while I find combat engaging and fun with a nice flow, button mashing and the key rebinding for combat are a big con. Particularly from an accessibility standpoint.
Speaking of accessibility, while the accessibility for the game is robust (but for some features an okay attempt for a first attempt) not being able to adjust the flashing rendering is the second biggest. That is a major accessibility thing and one of the bare minimum features I've come to expect in most games. Now while at present it hasn't been too bad for me since the prologue, I do not know if it will be an issue again later on. The flashing paired with the way the bloom renders, makes the game very migraine triggering if I'm not careful.
So on the note of the bloom, it is another big con for me because it messes with my eyes. While I can remove it in photomode and see what it looks like without it, I think it could have done with less bloom and still looked good. I do like how it has an almost Dishonored texture rendering to the people. I am curious if they pushed it a little harder if it would be more interesting visually and make the bloom more effective. Not only that, but I see the vision, I appreciate it, but not really friendly to me. Which is okay, to be clear. This is one of those things where the vision is great, the execution might not be universally loved, but it is good. Sort of like Arcane (though not to that level), I will never be able to watch it because of the flashing. But I know it is still an amazing show.
Character Creator
Now, in terms of the character creator I think they could have pushed things more. I'm over all very impressed and I love what they did, the variety and extremes you can push are amazing. From a technical standpoint it is gorgeous, and I overall rate it 8/10.
On a minor point, I do wish we could adjust eye size/shape independently of the head morph as well as change the mouth shape. I also wish there were more extreme limits to the body morph. While there is an okay range for what we have, I do wish I could make a heavier set character than I have, whether they're more muscular defined (think Bull and his almost barrel chested build) or someone who is just heavy. But I also wish I could make someone who looked like Isabela in da2 proportionately. I do get some of the criticism that cropped up, though I think the way most of it was presented/worded was exaggerated because the bust and glute sizes weren't "hollywood" style.
But my biggest issue with the cc is there is not any true dark skin tones. They do not go dark enough, they get close, but I couldn't make anyone who looks like several of my family members or oc skin tones I have. This is a major con for me, because they were heading in the right direction and then fell disappointingly short. I think it likely has to do with lighting, to which I seriously think they need to work on learning to how to light darker skins. I think they also need to learn how to make and layer darker skins. They have the basics down, now they need to push it further.
I also have to speak towards the fact that it seems with the bloom rendering and this art style, they did not push things hard enough to allow us to play older characters in appearance. And because all non-important npcs are made with the same cc as rook, we are pushed to having a very small visual age range for the game. Wrinkles do not appear well or strong, and it is disappointing to say the least. It has always been a weak point in Dragon Age.
Connected to these two points, but on a much more minor note, I think having complexion cover skin texture, freckles, dark circles, birthmarks, and acne was too much. They should have had 2-3 selectors for that - and this might be a rendering, technology issue. But not being able to be freckled and wrinkled or have dark circles, falls short, and it especially impacts being able to create an older Inquisitor. This also touches on the imbalance of which they aged femme presenting characters vs masc presenting characters, but that is another post.
Moving onto the last point I have thoughts on, is the hair. While they definitely improved in the hair options, they still lean heavily one way or the other. Especially with the offset of non-qunari getting 88 hairstyles and qunari getting 33. While we no longer have 50 shades of bald, and they heard our thoughts on hair and horns being connected for qunari, the large gap between the two categories is unfair. Especially given the fewer textured options for qunari and the even fewer length variations. It also looks like some were removed from what we saw during marketing. I've also seen the call for bangs, while they aren't something I usually desire I do agree the few bang choices are a notable.
Photomode
I'm going to be blunt with this one as it is the most cosmetic of them all, I feel like there could have been more options. I love we got it, but it's pretty bare bones comparatively with others we get.
I think looking at Horizon (Zero Dawn and Forbidden West) would be a good reference for a strong photomode. CP77 if they went further. Being able to add different effects/filters or even remove some depending on where you're photomoding would go miles. Being able to remove dead enemies (that you didn't kill) would also be nice. But I think the biggest thing is the limited range that the camera can be from Rook. It likely has to do with rendering range, but I think they could have pushed it more. That's all. I've been living in photomode though, using it near constantly to be honest. Just a qol thing.
The Writing: General, Dialogue, and Banter
Off the bat, I find the writing of this game to be the most Dragon Age between Inquisition and The Veilguard. The series has always been campy and quipy. It is the same semi-serious stuff I've expected from BioWare. I do think they have improved in some areas, stayed the same in others, and got weaker in some.
One of the things I think BioWare, especially the da team, has always struggled with is hitting the sweet spot that doesn't isolate new players but also doesn't aggravate lore nerds or long time players. DA2 I think is probably the best of the series at that. But with datv, I find points of aggravation with the wording, just like I did with Inquisition when I went to replay it after having started the series from The Stolen Throne and playing all the way through to Inquisition again. I cannot decide if they have gotten better or what, however I do think the glossary is an excellent addition. Even if I argue with some of them haha.
A clear point of improvement for me so far is the line summaries. I find they are better than dai, though there are some misses.
In terms of banter, I think I'm starting to see what people have been talking about in terms of its substance. However, I don't think it is unique to datv. Rarely has banter effected anything outside that moment, especially for da2-dai. I've only played dao once so I don't know if they tied banter into main story more or not. For me, banter not having substantial effect outside the moment isn't surprising, and I don't know if that is something I was hoping would change or not. This one I think might change as I play.
I also get what people are saying about the banter erring on the side of toothless, but I only see that in like comparison to da2 where companions were brutal with each other. I would say it is the same level/as close to dai. But I'm still early and don't have all the companions. So another thing that might change when I play further.
Maps and Quest Guidance
They did a really good at fixing the dai overcorrection of maps from da2. They're compact, relatively easy to navigate, and so far a distinct lack of bears!
Though while they pulled back on one overcorrection I feel in turn that they overcorrected on the guidance/party direction banter in response to the loud feedback of dai not having enough guidance. This touches back on the companions yelling at me while I'm exploring, or the persistent markers and pop ups. While turning off some of the UI/setting elements greatly helped, and I have heard that it gets less demanding further in, it is a con for me.
Delving into maps though, as someone who is fixated on maps I have thoughts and feelings over the area maps as well as the map texutures the display as setting design. So far, I'm dissappointedwith the set design ones. I haven't seen any new ones, they reuse the map released with the Tevinter Nights and then the first Thedas map they've used since dao. Now those aren't inherently negative, but I like maps and I was hoping for more, especially at the beginning.
Food Lore
Okay, I know this is last and I said I listed these in like priority, but this one was a HUGE point for me and I wanted to end on a positive note. The food lore so far is rich, it is clearly done with some thought, there are more varieties, and I am thrilled with what I've seen. It is rich, indepth, they've added a lot more than I thought they would. So far, the location I've found to have the most rich lore is Treviso. With a nutrition specialist and Julia, the fruit merchant who's husband is allergic to alubia carilla (black eyed peas). It is something so small comparitively that makes the world so rich. I've been compiling and collecting, and I have been flooded with people sending me screencaps and dialogue snippets (without spoiling anything) and I am so overjoyed and appreciative.
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lilyoutloud · 2 days ago
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i accidentally pulled an all nighter finishing veilguard last night and WOOOOOH WHAT THE FUCCCCCCK anyways i have been permanently changed by the journey
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mumms-the-word · 11 days ago
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More veilguard thoughts! The usual spoiler warnings apply, but also I haven’t gotten very far tbh
So I made the big decision and chose to save Treviso. My original opinion that it could have been more nuanced/tricky still stands BUT! There was more cost/consequences than I was expecting, which is kind of a pleasant surprise
I thought for sure I’d lose NPCs for the emotional hit but to my surprise I straight up lost access to an entire faction; the merchant for the Shadow Dragons was executed and the Viper has the blight and everything is really dire in Minrathous right now. Also Neve doesn’t trust me and won’t use support abilities anymore
That’s….kind of amazing. That’s way more reactivity for that choice than I was expecting
Now I will admit that the emotional impact was lost on me because I knew the choice was coming, but that’s not a critique of the game moreso that it’s me being frustrated with people not tagging stuff. But I digress
I now have all the companions! Davrin is charming and I will absolutely be romancing him next (I’m going for Emmrich). Emmrich is delightful, although at the moment I have mixed feelings about him because the fandom is just so loud about how much they adore him and they launched my expectations too high I think. Still, I’m committing to his romance. And Taash…
Okay, idk why Taash can breathe fire and I hope it gets addressed because it feels very Special(TM) to me 💀 maybe I’m being too harsh. also I can see her character arc from a mile away since she said “you don’t get to tell me who I am” like 3 times in her starting quest alone, but in my defense, I also already knew her character arc would be about her identity
and oh boy am I not looking forward to the fandom takes about her/them and the fights about pronouns and identity and stuff
Everything I know is vague though
For now I’ll say I’m surprised and a little amused at how young Taash seems compared to everyone else. I can’t remember the last time I met a companion’s over-endearing mom in a DA game (not counting Fiona, who is a bad mom, or a Flemeth, who is….Flemeth)
Also I love her character design and I am generally delighted by her as a character! I just have questions lol
Other thoughts: It was a delight to see Isabela and her Raiders hat. I’m still finding quite a lot of cross-references in the codex and mementos and such. The lighthouse is starting to flourish. I can hug Assan and play rock-paper-scissors with Manfred.
Oh and I talked to Harding about the Inquisition! Which was very cute. But also babygirl what do you mean you weren’t part of my (Inquisitor’s) inner circle?? We were besties!!!
Also would have liked a side comment on the DAI romances. I don’t think she says anything for any romance (currently my game is solavellan so…I could see why maybe she wouldn’t comment, maaaaybe) but like it could have been so easy if she had just said 2-3 lines about it.
“The Inquisitor spent most of their down time with the Iron Bull at the Herald’s Rest, our tavern. (Laughs) One time, Cullen walked in on them and—uh, well I probably shouldn’t tell that story.”
“They spent a lot of time with Josephine, whenever she wasn’t busy arranging meetings or taking tea with people. Oh, and they dueled an Antivan lord for her! Like something out of a book.”
“You couldn’t tear the Inquisitor and Sera apart for anything. Pranks were at an all time high in Skyhold for a while there. No one was safe.”
See? How easy is that BioWare 😭
But anyway. Gameplay is still super fun and I love all the callbacks and cross references. The Grand Necropolis is eerie, Rivain is beautiful, and I am curious to see what happens next.
I’m also finally at a point where I don’t know ANY spoilers for the rest of the game!!! That’s so exciting for me!
More soon! Thanks for joining me on the weird reaction journey haha <3
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vangbelsing · 13 days ago
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Time for my ten morbillionth vent post for Veilguard. Or more accurately, me bellyaching about my very specific nitpicks that most other people will not have. Not really gonna include spoilers, but I'll add a cut since I'm certain not everyone is keen to read yet another complaint post for this game. So if you're not interested in reading a huge vent post about Rook, go ahead and skip this.
I have to say, for as much as I like the game, I think all of my pre launch anxieties were well founded. Rook is actually everything I assumed they would be, and I do not mean that as a compliment. And no, I'm not upset that pre launch headcanons are largely not applicable to Rook, but I do think that Rook is several steps back from the Inquisitor. I've always maintained that Inky was one of the best rpg protagonists in any of the games I've played, and this has just solidified it.
Inky was perfect to me. They couldn't be evil, but you had so many opportunities to flesh out who they are, what they believe, their personality and what their life was like before. And despite Veilguard having a wider variety of options for customizing your characters background, it actually feels more rigid than DAI. Not only does Rook feel less like my character in terms of their personality, a lot of their background, regardless of what you picked, feels more set.
I also have a huge beef with how Rook is treated. Where the Inquisitor was age ambiguous and could ultimately be played as pretty much any age you wanted, with only a handful of places where it could be argued to that the dialogue might come off as immersion breaking, Rook is treated like they're fresh out of college at oldest, constantly being called "kid" or having characters bring up their youth. Not only does it feel restrictive in terms of character building, I'm personally just legitimately sick of being forced to play 20 somethings for every single game. My characters age should be a choice, or ideally, not brought up at all. What is the point in letting me customize my character to look older or mature if you're just going to practically ruffle their hair and call them a silly scamp no matter what I do?
(And yes, before anyone brings it up, I'm painfully aware that DAO and DA2 are actually guilty of this as well. DAO being the even worse example, considering you can not only make your character look 87 while having an older brother look younger than you are or a cousin of similar age look like your grandchild, but every one of your family members, no matter your origin, is always white, even if you are not. So literally every DA game has handled that better than Origins.)
I feel like, in some ways, BioWare knows their player base too well, and that's both good and bad. I think they know their players will ultimately ignore things and rewrite/headcanon things for themselves, and I think that will often lead to them deciding something isn't worth investing in since the fans will just do the work themselves. And I don't want that to come off as vitriol towards the team or an undermining of the effort that went into this game. I know it was hell, and I know that time, budgeting and other things had an impact on what the team was able to do, but I feel like deciding to make Rook some young 20 year old that apparently is oblivious by default wasn't so much an accident caused by development problems so much as it was a choice. You should be able to play your Rook that way, certainly, but in an rpg about choice, shouldn't you be able to... Idk, roleplay and choose??
I'm just disappointed because I thought the Inquisitor was almost perfect, and Rook feels like a massive downgrade. In a game for which one of the core pillars was lauded as "be who you want to be," it's just a bit of a letdown that I'm less able to be who I want to be than in any DA game before, except for maybe DA2. And it's doubly upsetting, because in some areas, Veilguard is actually so good about roleplay. Getting to choose your characters identity, getting to decide whether Rook is a virgin or if they have experience, etc. Smaller things like that feel so personal, but they're so few compared to the parts that feel like my choices for who Rook is aren't meaningful.
I just don't think I should have to shake my head and go "nuh uh" every time my Rook speaks in order to build a character that I find enjoyable to play. And I say all of this as someone who genuinely enjoys this game. The game has its issues, but I truly do find it such an enjoyable experience. Except for Rook. My Rook in my mind is so different from how I can make them due to how limited the rp is, and that's never been the case for a Dragon Age game before.
That's it, that's the post. If you got to the end, I'm SO SORRY you had to read my whining. Have a random Emmrich for your trouble 🙏
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vigilskept · 14 days ago
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might make a longer post when i have the brainpower for it, but i do think some of the wider fandom criticisms about the direction of veilguard/dragon age as a franchise are coming from us looking at this piece of media and thinking about where we wanted to see it go rather than an objective view about where it’s been going from the beginning
this is not tacit approval, to be clear. i also really preferred the more grounded approach in origins & da2 over the high fantasy angle things have taken from inquisition onwards
unfortunately, the more i reflect on the games the clearer it is to me that we were always going to end up here!
flemeth has been there right from the start, and there’s nothing to suggest her being mythal was a retcon in any way.
the starting stats from origins with elves being more attuned to magic with the dwarves being cut off from it… that’s been there! sandal with his titan magic through his exposure to lyrium was there!
we met our first magister sidereal all the way back in awakening, the second in da2. the games never drifted from that plotline. we were always inching closer and closer to understanding what caused the blight and how the magisters tied into that story.
the games may have shifted in scope but the trajectory of the narrative was set up very early on
i don’t think the execution on many of these was Great & pulling references from real, still persecuted minority groups for their depictions for elves knowing they were going to take this kind of direction was definitely…. a choice
it’s not a choice i’m surprised by bioware making though! if we’re being honest their sensitivity to dealing with non-white (or fantasy minority) cultures has consistently been one of the weakest aspects of their writing from day 1.
ultimately i would also have liked a franchise that stuck with the scale(/tone) of origins and da2, but i just don’t think there’s any basis for railing against these choices as if they’re a symptom of inquisition-era developments. i really don’t think they are. this is what they had planned and this is how they executed it for better or worse
if it’s not for you, it’s completely valid to just take what you like from the instalments you enjoyed and engage with the works in a purely transformative capacity. i might take that approach myself!
i think it will just be less painful going forward though if we can all call a spade a spade. it’s not about the devs leaving, and it’s not about solas. dragon age was headed here, one way or another
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storybookhawke · 33 minutes ago
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a bite-sized critique of Veilguard romances that someone might agree with: (no, i am not just shitting on the game)
the romance pacing was not great. like why did some romances get more than others? why did some romances have banters that talked about 'being great at kissing' when the characters hadn't kissed yet? why did some of them imply they were going on dates or making out when the characters haven't had even a single solid romantic moment yet?
i find having basically their first kiss happen 30 seconds before their first bone 98 hours into the game just... frustratingly paced. the point of the game isn't a romance but to include it so late into the game almost makes it feel like they added it all last minute (and who knows? maybe that was last).
i feel that one more scene would have helped immensely. perhaps a confession scene with a kiss, a very personal scene with the companion that they wouldn't have had with rook otherwise, then that last big scene would have been great. the other games did romance pacing really well, so it was strange to see them regress (to honestly a point they've not really had before).
i love the game, probably an 8.5/10 for me, but having a more fleshed out romance would have really pushed it into the 9.5-10/10 sphere in my mind. everything else was so so good!
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minrathousrain · 5 days ago
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i won't lie, i'm spiralling into a void of negativity and part of it is this game. this is not how it was supposed to be
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anderhells · 2 days ago
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ive seen so many posts complaining about how "the datv companions are Too Nice to eachother", but the moment taash is rude or blunt or selfish or stubborn everyone starts losing their mind. i thought we wanted characters with flaws lol
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tactician · 1 day ago
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if i could press a button and block every single person in the dragon age fandom who hates neve specifically because of her romance with A Certain Man (if your rook romances neither of them), i totally would
like it’s a really cursed combination of a bunch of classic dragon age fandom phenomena (racism + misogyny + extremely weird possessiveness over A Male Companion), so i’m not surprised it’s happening, but i also would love to never even passingly interact with any of these people LMFAO
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brekkie-e · 2 months ago
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I have been replaying Origins and DA2 the past few weeks while prepping for Veilgaurd, and it really is making some of the complaints I am seeing out of youtubers all the more frustrating.
I haven't been able to stop thinking about this one guy I saw who griped about the game being too easy because the loot chests have a gold glow which makes finding it too easy. And in the same breath talked about how he misses the "gritty feeling of Origins."
As if Origins and 2 don't have literal ✨️sparkles ✨️ shimmering over every downed enemy and chest in sight. Oh you want to find the treasure? Follow the pixie dust.
That's without talking about what your cutscenes will look like if you have Leliana around. How do you feel about glowing purple with glitter?
Like. None of these games are perfect. That hasn't stopped anyone from loving them before.
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