#i really did expect better from this DLC
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New Patient: Splatoon 3 (particularly, its DLC)
Diagnosis: Absence of Plot Development. Prescription: 500mg of Character Depth, taken without water.
SPOILERS FOR SPLATOON 2 AND 3'S DLCs.
What To Fix:
First, let me be clear. I love Splatoon, I've played all the games. Particularly Splatoon 2. Splatoon 2's Octo Expansion DLC was phenomenal with bringing in challenges for the players AND in-depth worldbuilding for the Deepsea Metro. It was really a masterpiece in game-balancing, genuinely excellent (highly recommended if you've never played it).
Splatoon 3's DLC is... not. It's not much of a challenge, it's very repetitive and doesn't add much to the lore of Agent 8. Despite apparently retrieving their memories, we find out nothing about our protagonist, unlike the Mem Cakes in the Octo Expansion. We hear tidbits about Pearl and Marina, but it's really a vague attempt to lead on from the final splatfest of Splatoon 2. Acht is also fundamentally a plothole - their sanitized appearance and lack of explanation about how they returned to normal is a gap in the story that would be so interesting to explore, considering how essential sanitization was to the Octo Expansion.
This DLC had a lot of opportunities, I really loved the aesthetic they brought in. I want it to improve.
How to Fix:
Focus on fleshing out Agent 8: If the story instead was a glimpse into Agent 8's memories, and had us go through Octarian Training/Society with them, it would be far more interesting and add more to the world. This is my main idea, a flashback to 8's past.
Acht: Change their apperance, or at least provide a good explanation as to where the sanitized Ocatarians and how they were returned to normal. This shouldn't just be off-screen, guys.
Increase gameplay difficulty: You guys made the Octo Expansion. You can go harder than this. Agent 3 and Parallel Canon are so different in difficulty that I'm genuinely disappointed.
Remove or alter repetition: I'm okay with some repetition but not twelve times, and not for nothing. The weapons unlocked weren't much, either. We need more rewarding rewards.
Keep the sick aesthetic, though. I love it.
#media cured#splatoon#splatoon 3#splatoon 3 DLC#agent 8#i really did expect better from this DLC#i was quite sad by splatoon 3 as a whole tbh#side order#gimmick#gimmick post
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Dragon Age Day 2024 – Developer Reddit AMA (Q&A session) – compilation post
Introduction: “Happy Dragon Age Day! John Epler and Corinne Busche are here to answer your questions for the next ~2 hours. Looking forward to chatting with everyone. We won't be able to get to all questions, but hoping to get to a good mix!”
I gathered the questions and answers from the AMA together in this post, as the AMA has now concluded. The rest of this post is under a cut due to spoilers and length.
Q: "If you could’ve developed DLC, what — and/or where — would you have wanted to explore? Would it have been a new locale with a complementary, self-contained story or something that adds to the main plot and teases the future?"
Corinne Busche: "On the gameplay side, I had a thought about adding a new class option, which is directly related to the environments and story. I've always wanted to revisit the Bard, and I've long felt in the context of Veilguard the best way to handle player-controlled blood magic would have been to build a unique 'Blood Mage' class for it."
Q: "Can we look forward to more lore-supplementary material, for example World of Thedas vol.3?"
John Epler: "With all of the lore reveals in DATV, another World of Thedas is something we'd absolutely love to do. That said, they're complex beasts and require a lot of work from a lot of people, so I can't really promise anything, but it's something we're interested in, at least."
Q: "1. How exactly did Solas's blood magic manipulation of Rook work? Did he only alter Rook's perception to make them think that Varric was still around, or did the blood magic actively prevent Rook from reacting to Varric in a way that would have given up the ruse to the other characters? 2. What is the state of Southern Thedas after the events of DAV?"
John: "Solas' magic caused Rook to see Varric when he wasn't there. Originally, of course, Solas wanted Varric to keep Rook more off-balance - but the thing about the Fade is that things don't always work the way you expect or want them to. As for the state of Southern Thedas - it's been pretty radically altered. The balance of power has shifted, but even those who rode out the storm of the Gods' blight better than others are still reluctant to start anything as the whole place is in rough shape."
Q: "When looking back on DAV, is there any part you wish that you could have spent more time on?"
John: "For me, it's about the Antaam and their split from the rest of the Qunari. There are elements of that story in both the Crows content and in Taash's personal quest, but in a dream world, having the Ben Hassrath as an additional faction (albeit, one you don't know if you can trust) would've been nice."
Corinne: "And for myself, I certainly share some of the desires the community has. Going deeper on romances, and more choices to import. I love our choices and consequences in the game already and maybe we could've added a few more on the scale of the Minrathous/Treviso choice, that significantly alter the remainder of the game. I think we learned how to make that work within our gameflow and content structure, so I look forward to being able to lean in on these beats more heavily. That said, no artist or creator is ever going to be completely content with their work, and even so when I take a step back and look at the game as a whole, I'm extremely proud of what were able to accomplish."
Q: "Can we get confirmation on what happened to the other Evanuris? Will we get any more lore? Shame we didn't hear a whole lot about them besides essentially being behind the previous Blights."
John: "We haven't been SUPER specific about this, but at best the other Evanuris are a shadow of their former selves, and at worst they're dead. The death of their Archdemons, particularly when they were still trapped in the Fade, caused enough magical feedback that it broke their minds and bodies. A couple may have survived as shells, but they aren't in the same state as Ghilan'nain and Elgar'nan."
Q: "Will we get at least anything post launch that via free updates that further expands some story elements? Will rook continue to be the main protagonist going further??"
Corinne: "We've been continuing to improve upon the game post-launch through various bug fixes, balance updates, and quality-of-life improvements. Notably new character creator options and armors for DA Day and N7 Day, and some cool features like Photo Mode filters. Beyond this focus however, we largely view this story as complete and are not planning for further story content. Whether Rook will return in the future, well it's just too early to say :)"
Q: "The marketing for the game claimed that choices not imported from prior games wouldn't be overridden. However, certain dialogue from characters like Harding seemed to establish certain canon events from previous games that were not locked in. Is the intention that a hard canon is being established from DATV forward?"
John: "Ultimately, there's still no intention for there to be a hard canon going forward. These games have been going on for 15 years, though, and with all of the previous games to remember, as well as developing this one, there are absolutely places where we unintentionally suggested there was a hard canon (the one I've seen specifically is that Isabela is always assumed to have joined Hawke's party). I'd say those are oversights and not part of a deliberate strategy. While there are definitely some smaller decisions we will likely never revisit, I want to keep those other choices alive and relevant in the future, and with the state of Thedas the way it is at the end of DATV, I don't really think there's a way forward that DOESN'T involve bringing some of those bigger choices back to the forefront."
Q: "Was there anything at risk of being cut from the game that you fought tooth and nail to keep in?"
Corinne: "Oh, absolutely. There are always those things in game dev that are at risk due to scope and deadlines. There were 3 big ones that immeadiately come to mind: The Transmog feature, the Lords of Fortune Hall of Valor, and Haunts questline. I'll throw in Photo Mode as well, but that was one that we always knew we'd like to do, and had to dig deep to find the time and resources for it."
Q: "Is it set in stone that we will not be getting DLC?"
Corinne: "Correct, our focus was to tell a complete story with the release of Veilguard. Beyond the quality of life improvements and a couple new armor sets we're doing to support the game, we won't have any new story or gameplay content coming to the game."
Q: "Are there any plans to try and increase character saves on console to more than 3?"
Corinne: "This is something we've investigated, but because this touches our save file architecture there are no plans at this time to increase the limit."
Q: "Are you planning to make another Dragon Age after this one ?"
Corinne: "There are so many more stories yet to be told, and threats to defend against, within Thedas, but that's all we can say for now as we don't have anything new to announce."
Q: "With the polarizing nature of this iteration of Dragon Age, how did the media attention affect the team as a whole and the morale leading into and post launch?"
Corinne: "This is a tough one to answer, because it's so personal and specific to each member of the team. So let me say this, we've seen that with each Dragon Age release there has been a passionate, and sometimes polarized, response. When you consider how invested the players are, the nature of reinvention in the franchise, and the commitment to inclusivity, it makes a lot of sense to see the broad array of reactions. What I can say is that the team is really proud of what they have built, and the positive critical reception it's received. Within the team, we've been sharing all of the wonderful letters, fan art, and anecdotes from the players, and listening closely to the constructive criticism. That's really where we focus our attention."
Q: "Could you comment on current logic of Lucanis romance? Him leaving PC because of a certain choice does not make sense, because right after that he picks up the romance arc with Neve, who did exactly same choice. Was it intentional, or are we dealing with a broken plot flag or oversight?"
Corinne: "Lucanis is a deeply passionate individual, and rightly or wrongly, can't overlook that it was Rook's decision as the leader of the Veilguard to support Minrathous, when so many lives were bound to be lost in Treviso. It hasn't dimmed his passions, which is why he ultimately still pursues Neve, but it does come at the cost of the fledgling romance with Rook. As with all people, Lucanis is complex in the way he internalizes his experiences, and this is one he couldn't look past."
Q: "Are there any comics or books planned that are set after the events of DAV?"
John: "Ancilliary media is always tricky but personally I'd love to do more in that space. I think the ending of DATV leaves the world pretty well open to a number of different stories and exploring how the dynamics of Thedas have changed after the events of DATV is, IMO, a really fun path to go down."
Q: "Can we see Sandal in the future Game/DLC?"
Corinne: "That's an interesting possibility to explore. Especially given what we've learned in Harding's quest line and the awakening of her powers through her connection to the Titans. It's a really fascinating side of lore, but like we've mentioned already we don't have any new story content coming to the game or anything further to announce."
Q: "I want to give a shout out to John, Corinne, and Trick in particular. What a great group of people who clearly love this series! Would love to know about their canon Rooks/romances and their playthroughs"
Corinne: "At this point I've done so many playthroughs it's difficult to keep them all straight! If there was one that I'd say is my "canon" however, I'd say it would be my Shadow Dragon Qunari Rogue, named 'Rin'. She was a Veil Ranger who was always a bit quick on the draw, chose to save Minrathous, selected Maevaris for Archon, and romanced her one true love: Taash! Ultimately Rin and Taash agreed that Taash should honor their life as a Rivani, before we defeated the gods, redeemed Solas, and sent him off into the fade to be with his own true love: The Inquisitor. <3"
John: "Qunari mage Rook who's romancing Harding. He's the handsomest Qunari in Thedas, and that's a burden he bears every day. I'd also just add that while I appreciate the kind words, a game like this couldn't come together without a tremendous number of people, far more than are active on social media. So shout out to the whole team for the hard work they've done."
Q: "Can we hope to see something related to Awakened Darkspawn in the future that the franchise has? (As in prequels or new instalments.)"
Corinne: "Difficult to say. I've always been a fan of the rare cases of Awakened Darkspawn, but if they were to turn up, it would need to be because they were right for the story."
Q: "My question is - what are your plans for upcoming patches? Do you expect that they'll mainly be bug fixes, or is there a possibility that there could be content patches? And if so, any chance for more interaction between Rook and the companions, since that's top of many of our wishlists for the game right now? (Lucanis in particular for me :) but every one of us has their own favorites!)"
Corinne: "I'm so glad you enjoyed it!! I believe we've responded to another question about the post launch plans, but let me include some of that information here as well. We're currently focused on various bug fixes, balance updates, and quality-of-life improvements. Notably new character creator options and armors for DA Day and N7 Day, and some cool features like Photo Mode filters. Beyond this focus however, we largely view this story as complete and are not planning for further story content."
Q: "Where does Andraste and the Maker fit into the world of Thedas given all that was revealed during Trespasser and Veilguard. We obviously know the whole story about the Evanuris and their role in shaping the world as it is, the Black City, the Blight, etc. Is The Maker just a human mythology that sprang up to explain this? Does The Maker still exist?"
John: "That's a weighty question. I do think there are some questions we should never (and likely will never) answer completely - I think the moment you reveal everything there is to know about a fantasy universe, you start to lose some of the mystery that brought people into it in the first place."
Q: "Are you going to add new armor or skins as you added the Mass Effect one?"
Corinne: "We actually just dropped the new Hawke-inspired armor, face paint, and body paint, as of today in celebration of Dragon Age Day!! Really hope you enjoy! I know for me personally, it's going to be my go-to transmog armor from now on."
Q: "What features/storylines were left on the cutting room floor? Followup if you're feeling generous: How was the development of Veilguard viewed internally, and was the majority of the studio satisfied with the time given to develop the game?"
Corinne: "Tightening up content and making cuts is a tough but typical part of game development. A few of the biggest cuts we had to make were trimming down the Faction story arcs, and letting go of a few explorable spaces. There were also a few areas, like blighted Weisshaupt that we could've returned to and explore. In both cases however, I believe we rightly opted to let go of these quests and areas in favor of increased focus on the quality of the existing Faction quests and exploration areas and shipping a high quality performing experience."
Q: "After reading the Dragon Age: The Veilguard book I noticed the jurassic tortoises didn't make the cut into the game, they were also teased in the initial teaser trailer from a few years ago. Any particular reason they were cut?"
John: "It's less about them getting cut and more that they just never moved far enough ahead to be a part of the game with full animation sets (combat, locomotion, etc)"
Q: "Is there any hope that you'll be announcing official mod tools, or a toolset like Dragon Age: Origins?"
Corinne: "No, we don't have any plans for official mod support."
Q: "My question is >! where does Solas/where do Solas and the Inquisitor go off to at the end if he’s redeemed? Back into the prison he made or just the fade in general?"
John: "We're leaving that ambiguous on purpose, but given that the Fade is shaped by dreams and thoughts, I think it's fair to say that the section of the Fade that Solas and the Inquisitor end up in is a lot nicer than the Fade that Solas gets trapped in with the other two endings."
Q: "How do you think Veilguard sets up the future of the franchise? Where would you like to take it from here?"
Corinne: "I'm sure it won't surprise you when I say we riff on this topic a lot! What really captures my imagination now that we've resolved some of the mysteries pertaining to the blight and the Elven gods, is exploring the aftermath of this crisis in a deeply destabilized Thedas. As you can imagine, given a blight of this magnitude, and the revelations of the Elven gods, it's going to have long lasting geo-political implications, and there will be those eager to take advantage of the situation. Not to mention, there is so much yet to explore in the nature of the the Dwarves and Qunari, and their relationship to the Titans and Dragons respectively."
John: "To riff on what Corinne is saying - I think, for myself, I'd love to look at taking it down from 'end of the world' to 'the world is changing, how do you adapt and react'. The balance of power has changed, and the Sword of Damocles that is the Evanuris and the Blight is no longer hanging over the world. What does that look like? Who's on top now? And with all the revelations brought up in DATV, what does that look like for the Dwarves, or the Qunari?"
Q: "1) I've seen people that they believe Andraste was a vessel for Mythal because of a comment Morrigan makes about a previous vessel falling in love with an Almarri Chieftain. Is this the case or was she talking about Flemeth? 2. About the Executors, is their manipulation more on the level of leaking information to select people to guide events, or is it more along the lines of "Loghain suspects that Cailan wants to ally with Orlais, let's stoke his hatred by having him see/hear events that remind him of what they did." 3. Lastly, are there any plans to let us visit Kal Sharok proper in any future games? It was great getting a small glimpse of the Dwarves from there and see an outpost but would love to see the actual city!"
John: "I think I'm going to have to keep the first question a mystery for everyone. :) For the second, it varies. The Executors are very mysterious and, more importantly, incredibly risk averse. They attempt to manipulate events in the most subtle way they can manage. Sometimes that means leaving a particularly inflammatory document on the right desk. Sometimes it means stoking existing fears and doubts. Not everything they try is successful, in part because of how unwilling they are to put themselves at risk. For Loghain, it would have been incredibly subtle. He's smart, strong willed and, in his own way, loyal to Ferelden to a fault. For others, it would've been different. I'd love to do more with Kal Sharok as there are some interesting stories still to tell that involve them, but we don't have anything to announce as it relates to future games."
Q: "If you could make one of the faction leaders a party member in the next game, who would you choose?"
Corinne: "For me, it would absolutely be Evka and Antoine (you have to bring them as a couple, right???). They've come to have place in my heart, and I would love to know what the future of the Wardens looks like. That said, a couple of runners up: Maevaris Tilani, and a reprised companion role for Isabela, would make me very excited!"
Q: "Did you expect so many players to be so thirsty over Emmrich? He is the best player in the game for me, thank you for his lovely presence."
Corinne: "I mean, we definitely had our suspicions. Within the dev team, we are also fans of the game, and what we found was that some of us were very drawn to, and quite vocal about, our resident necromancer. There's something so endearing about his gentle demeanor and that juxtaposition of necromancy as a force for good and reverence, that makes him really compelling."
Q: "I wanted to start out by saying I love this game, but one of my major questions is: What happened with the Lords of Fortune? They have significantly less content and reactivity than the other factions with Rook not even commenting on things that they would already know like Isabela explaining what "Pulling a Barv" is. Similarly, the Lords don't have a theme for the Lighthouse OR colorways or even a real faction quest line like the others have. Were they intended to be a different faction (a qunari/tal vashoth one maybe) and it got swapped late? Where they just added late when time/budget was already running low? Was it determined that fewer players would pick that faction so less resources were allocated? I feel like there's a reason as to why since the difference between playing as a Lord and playing as any other faction feels really extreme."
Corinne: "We always knew that some of the factions needed to have a larger presence in the overall story than others, so when we approached our content planning, we took that into account. They are inherently assymetrical. That said, I think there is a lot of interesting material to now work with in regards to the Lords of Fortune and the Rivain Coast if that's right for another story."
Q: "What was the motivation behind writing the Inquisitior's missives and the ultimate fate of southern Thedas? Is that an area you are likely to revisit in future games? T his question is the result of a lot of discussion that's been had in the fandom as of late and one to which there's no definite answer, but I'm curious: as developers and writers, what features and qualities do you believe make up Dragon Age's core identity?"
Corinne: "Around the time we approached Alpha, we realized that this blight, and the impact of the gods on all of Thedas was so much bigger than what the player would see in the north. We felt this was a natural opportunity to have the Inquisitor serve as that connection to the events happening in the South, to show that the entirety of Thedas was impacted, and the Inquisitor was not one to stand idly by. Sometimes I daydream about exploring the parallel adventures of the Inquisitor in the south while these events are unfolding in the north. That could be a really fascinating tale and perspective. Regarding Dragon Age's core identity. Well, that's a big question and one that will mean different things to different people. I can tell you that internally we've always stood-by the mantra that 'Dragon Age is an experience about people'. That is to say, the setting serves as an opportunity to really explore the depths and motivations of characters during times of crisis, joy, and companionship. Another that I reflect on frequently is how Dragon Age has become a franchise where each game has been different in its approach, and while it can make these titles challenging to develop, it also creates an opportunity to keep the franchise fresh."
Q: "What was the reasoning behind only making Dock Town an explorable area in Minrathous, rather than a combination of areas of the city, such as where the upper class lives?" [I think this comment was edited at some point after posting hence some of the answer below seeming unrelated]
John: "Given the state of Thedas at the end of DATV, Minrathous has become the diplomatic hub for the entire continent. While we could, to some degree, avoid references to the Divine and Ferelden's leader by virtue of this game taking place in Northern Thedas, I don't think that would be possible (or satisfying) going forward. There will, as always, be some choices that we won't reference, but others are, I think, going to be required to tell a coherent story in the future. Focus, more than anything. We originally had a few areas in Minrathous but rather than spread our resources thinly across multiple areas, we chose to focus on Dock Town and make sure it felt coherent and cohesive, as well as doing our best to stamp out any bugs we found. If we ever revisit Minrathous (which I'd love to do), I think we'd spend more time in the other districts. Both Harding and Davrin have specific, non-quantum reasons for being willing to sacrifice everything to stop the gods. For Davrin, he saw Weisshaupt fall - and he had his own opportunity to heroically sacrifice himself taken away. For Harding, she's been on this quest for nearly a decade, and she saw Varric, her friend and mentor, fall. Neve/Lucanis could have worked in either slot but that multiplies the complexity even further - and Neve already was earmarked for the wards."
Q: "During development, did you plan for a cameo of any companion from previous games that ultimately got scrapped? If so, may I ask who? And on this topic, has an appearance of the Hero of Ferelden on the table at any point? Is there a reason they haven't appeared since Origins?"
Corinne: "Thank you so much for the kind words! Glad you enjoyed! While not a companion, for a long while Charter had a role in the game. Ultimately we felt this wasn't the best fit and decided to move away from her appearance. In some cases, the opposite was true, where we added former Companions. Bringing back Isabela was a relatively late call, but we did feel we had the right role for her to fill within the Lords of Fortune. I often think about the role the Hero of Ferelden might play. It's a challenging one due to the choices the player may have made, not to mention how we handle giving them a voice that matches player expectation given they were a silent protaganist. But I do think there is something there, and I would like to explore it, if we can find the right story to tell."
Q: "If an elf were to, say, exist in the Fade for an extended period of time, would they regain the elven magic (if not already a mage) and immortality? 👀 And if, hypothetically, they one day returned to the physical realm, would those qualities persist? (Tried to be as unspoil-y as possible!)"
John: "I think, at this point, no one really knows what's going to happen to an elf who spends an extended time in the Fade. In part because the Elves of today and the Elves of Solas' past are not really the same at all. But also, the Fade has changed since Solas was a spirit. So while he may have theories, he can't say anything for certain."
Q: "Throughout the game there are many hints at a new storyline involving the past of the Qun, The Devouring Storm, and the involvement of The Executors. In what capacity can we expect this new narrative thread to be explored (novels, comics, next game)?"
John: "I think that if these story elements aren't at the core of any new material, they're at the very least going to exist on the periphery. The story of the Evanuris is done - the gods are dead (or imprisoned) and Thedas is in a state of flux and uncertainty. I imagine that whatever happens next is going to be a surprise to everyone, including the people of Thedas."
Q: "I was wondering what happened to the forgotten one and why was he scared of the eye does that mean something or is it just him say that he is scared of going back into the fade"
John: "When Anaris is defeated, he's sent back to the Void. What's there isn't something anyone really knows, but if you read the other Codex entries scattered around Arlathan, it's clear that Anaris has touched something far darker and more dangerous than he expected, and now it has his scent, so to speak."
Q: "Compared to previous installments, Dragon Age: The Veilguard makes an effort to de-centralize the moral complexities of Thedas (i.e. the softening of the Antivan Crows, the lack of slavery seen in Tevinter, etc), instead focusing on choices based on character arcs instead of politics and/or morals. Is this shift an intentional one? If so, should we expect these kinds of character choices to be the new standard for Dragon Age games?"
John: "What worked for DATV isn't necessarily what's going to work for the future. Particularly with Thedas left in the state it's in - the balance of power has shifted dramatically. The South is suffering and the North isn't doing much better. Even those who may have forgotten past prejudices and put aside their differences in the name of stopping the gods are now being faced with a very different world than when they began this fight."
Q: "What other player choices from Inquisition and/or Origins & DA2 would you have liked to have implemented if you had more time and resources? Also, what characters would you have wanted to bring back?"
John: "Well of Sorrows. I think that's the biggest one - and we had some ideas for what we wanted to do with it. Unfortunately, making games is rarely a straight line endeavour, and some of the challenges we ran into required us to scrap that choice. I'd have liked to do more with the Divine as well, though with how little we touched on Andrasteism in this game I think it would've been a bigger challenge than expected. I think Fenris is the easy answer, but it's also the real one. Given his history, his relationship with Dorian and Mae could've been fun to explore, particularly depending on how you left him in DA2. That said, the challenge always does come down to 'quantum' - if a character could be dead, you can't make them load bearing, so they end up relegated to a cameo."
Q: "Is there a canon reason (maybe in some supplemental stories) that explains what happened to Fen'Harel's agents? Are some of the Dalish clans still working for Solas? What are the Arishok and the rest of the Qunari doing while the Antaam are conquering parts of Thedas? Does their absence in veilguard imply that they secretly approve of their actions or are planning on using them to their benefit? The faction of crows we interact with is very heroic and often puts aside their role as assassins in order to protect Treviso's citizens. Does their altruism create fiction between them and the other factions, who might see them as weaker or idealistic? What are some of the other factions like?"
John: "Solas' experience leading the rebellion against the Evanuris turned him against the idea of being a leader. You see it in the memories - the entire experience of being in charge ate at him and, ultimately, convinced him he needed to do this on his own. And his own motivations were very different from the motivations of those who wanted to follow him - he had no real regard for their lives or their goals. So at some point between Trespasser and DATV, he severed that connection with his 'followers' and went back to being a lone wolf. There are Dalish clans who are sympathetic to his goals, but even there, there's an understanding that he's too dangerous to have a more formal connection with, and that he will, ultimately, sacrifice them to his own ends if necessary. The Antaam no longer recognize the authority of the Arishok. Part of why they've split into warring factions of warlords is that they felt his adherence to the Qun (which he still adheres to, even now) was holding them back, so they organized what I'd describe as less of a coup and more of a 'choosing to ignore his orders' and launched their own attack on the mainland. Absolutely. I don't recall if this exchange made it into the final game, so apologies if not, but it's very clear that the faction of Crows you interact with is the 'idealists' of the bunch. The rest of the Crows, on the other hand, are far more pragmatic and willing to work with whoever emerges on top of the pile. Illario's far more representative of the average Antivan Crow than either Teia or Viago, and it's only Caterina that kept him in check this long."
Q: "What led to the player Quanari appearance compared to the Antaam, who look like Quanari from the previous game. Was it an armor modeling issue or just a design choice?"
Corinne: "To be honest, it's both. First let me say that when you have a character creator with the breadth of sliders and options for both head and body, that does create some constraints that you need to work within. We felt this was ultimately a good trade-off for the player, to ensure they could get the full range of face and body sliders that the other lineages were afforded. Also, we viewed the player-created Qunari as a continuation of the style of player-created Qunari in Dragon Age: Inquisition, which in both games, differ from some of the other forms of Qunari we've seen."
Q: "Having reviewed some of the game files, I'm curious about what the "dreamer" mechanics would've looked like? Would there have been dreamers on every map? Would it have just been a dialogue or would we have been able to see/experience the memories/dreams the dreamers are stuck in?"
Corinne: "We explored the idea of Dreamers at several points in developement. I believe the instance you're referring to was a mechanic in which you could encouter a Dreamer in the world, and then also encounter their corresponding consiousness in the Crossroads. We would have used this as a way to encourage a "back-and-forth" set of optional quests and mysteries to encourage exploration and discovery. Ultimately we abandoned the concept because mechanically the Crossroads Gates and corresponding Champions were providing a similar experience in driving the player from the Crossroads, out into the world, and then back to the Crossroads again."
Q: "The hair physics in the game are incredible. When did the studio commit to improving the hair options/physics, and was there any conversation/debate over that? Bad hair has been a staple of the franchise, so this was a delightful change to see."
Corinne: "Thank you so much! We heard the fans loud and clear, when it comes to character customization, that we needed to step up our hair game. This tech was something our engineers, character artists, and technical animators were all deeply passionate about (as you can tell!). So all of that combined it was a relatively early decision to invest in."
Q: "Some of the companions’ questlines left me craving more lore! For example, how did Valta end up as the Oracle and how does her gift differ from Harding’s? How did Zara manage to get Lucanis possessed as a rogue? Are there any other Forgotten Ones like Anaris actively trying to make their way back to the world? In short, might these questions be answered in the next Dragon Age game or additional media, or are they purposefully left open?"
Corinne: "I'm so glad these stories have their hooks in you! We have to leave some threads to tug on for future stories. ;-)"
Q: "(Spoilery question) Do elves or dwarves exist beyond Thedas?"
John: "That's a great question - and it's actually one that Bellara herself asks. I think 'what lies beyond the sea' is one of the most interesting spaces to explore in Dragon Age and whether the same people exist there is something that... well, I have some ideas, but I don't want to get into spoilers."
Q: "What happened to red lyrium? It feels like it was all but forgotten after DAI, even though it is blighted lyrium, and it felt like it would have made perfect sense to dig into its lore and workings a bit more since Ghilan'nain is the mother of the blight, and now knowing what the ancient elves did to the titans for lyrium.Red lyrium caused a lot of grief over the games that feels is just up in the air now, I'm curious if it was written out for the sake of a different narrative. Sortof connected to my previous question, if red lyrium is now not so significant in the lore/missing from it, why did the two gods need a specifically red lyrium dagger after losing Solas' purified red lyrium idol one? How does one purify something/someone of the blight itself?"
John: "Red lyrium is still present in DATV - it's how Ghilan'nain and Elgar'nan are able to craft their dagger, after all, and it ties directly into Harding's personal quest - but at a certain point it felt like it wasn't serving much of a purpose 'out in the world', so to speak, that the Blight wasn't already serving. It made a lot more sense in DAI, where you had the Red Templars who were directly using it to gain power, but without them in the picture, we chose to lighten the emphasis on it for DATV. Particularly in a game where the connection and threat of the Blight is so much more immediate, with the gods out in the world."
Q: "How did you get the hair physics to do all that?"
John: "A lot of tremendous work from character art, programming, tech art and tech animation. I'm sure I'm missing some groups but, yeah, the hair really is incredible. I've been on DA since DAO and I recall the (fair) critiques we got of our hair post-DAI. It was incredible to see it come together."
Q: "Where does Emmrich sleep? He’s the only one without a bed in his room lol"
John: "He sleeps standing up, like a horse."
Q: "which of the three/four endings do you find the most thematically satisfying? in regard to solas and/or rook (because i’m not sure the answer is the same for both!) & why isn’t rook invited to the book club?? sorry this is my villain origin story, why is my beloved emmrich enabling this social ostracism. does rook canonically hate to read?"
Corinne: "As a Solavellan, I personally love the Redeem ending with the Inquisitor/Solas romance variant. I cried my eyes out at the end of Trespasser, and now that they can finally be together to know the joys of their love makes me so happy."
John: "I'm a big fan of Outsmart, largely because I think there's something deeply satisfying in outsmarting someone who is very confident about their cleverness and spends a lot of the game reminding you of it. That said, I will admit that the Solavellan ending is deeply moving, even for someone who, at one point, wanted to fight Solas like a Yakuza boss. As for why Rook's not invited - it's entirely an attempt to avoid forcing roleplay on a character that may not fit your idea of Rook. Some people's Rooks may not have the connection to the team that would let the book club make complete sense. That said, I totally get why people wish their Rook could be involved."
Q: "TLDR: ll some classes be buffed? Iirc in an interview corinne (i think? I dont remember where or who), said shield toss got nerfed cuz it was waaaay too strong. Having playing the game now with pretty much all classes, will there be some balancing changes? I definetely dont want shield toss to be nerfed again, i love it soooo much, but its definetely waaaaaay above everything else i managed to build so far."
Corinne: "We're definitely monitoring class balance, and have generally taken the stance of "buff not nerf". That said, we're finding pretty good viability for all of the specializations, with the right supporting skills, gear, and companion builds. So in terms of priority that's lead us to largely focus on addressing properties on skills and gear that were not functioning as intended. I don't want to dismiss your feedback here though - I'll take a moment to dig deeper into our Veil Ranger data and see how those builds are comparing specifically. Glad you're enjoying the shield toss builds. That playstyle was definitely one that we were very excited about supporting!"
Q: "Why did Assan have to die with Davrin in the Ghilan'nain choice?"
Corinne: "Turlum is a powerful bond. There was simply no way Assan would have given up on Davrin so easily. Hope is a powerful force when it comes to the people you love, and sometimes we risk everything for it."
Q: "Something that has me confused. When Bellara/Neve are blighted but help use the blight to stop Elgarnan and at the end when all the blight in the area died and they were cured of the blight. How did they get cured? Is the blight itself now curable? Also, how did Solas manage to cure the red lyrium idol of the blight so he could have it back to it being the normal lyroum dagger?"
John: "When Solas bound himself (or, depending on your ending, was forcibly bound) to the Veil, it severed the connection that the Blight had to the waking world. The reality is that the Veil has been leaking ever since the Magisters first entered the Black City, and the dreams of the Titans gave it its terrible and awesome power. Now that the Veil is fully repaired, the Blight lacks that motive force, and being so close to the epicenter of that change has stripped the Blight in Minrathous of its vitality. It's calcified now - dead - and Bellara/Neve no longer suffer its effects. If they'd been anywhere else, further from that epicenter, it would've likely been different and they still would be looking for a cure. But without that power behind it, it's less dangerous and deadly than it's ever been before. So while it isn't generally 'curable', it's less of a short-term death sentence than it has been previously. As for how Solas cleansed the idol - another ritual. This one was much smaller scale, but a lot more dangerous."
Q: "What lead you to the decision to step away from active conversations with the companions as in previous Bioware games, where you can initiate them at any moment and ask exhaustive questions?"
John: "For us, because of tech limitations, it became a choice between exhaustive investigate conversations, or letting the companions move more freely around the Lighthouse. With the kind of experience we were going for, one where seeing the team grow around you is paramount, we felt that seeing them interact in common spaces (and in each other's rooms) made more sense."
Q: "I have just one very important question: what are your thoughts on Solas and Rook as a pairing? Their chemistry and interactions were a highlight in the game for me personally and I need to be able to sass and then kiss that egghead."
Corinne: "Oh gosh, you and me both! I'm not sure any of us could have anticipated how notable that chemistry turned out. And what excites me is how this relationship is something that could be developed even further."
Q: "I was wondering if it would be possible to see Cassandra in Nevarra interacting with Emmerich or Zevran in Antiva interacting with Lucanis? I understand that there a danger of turning any game into a cameo fest that would only appeal to old school fans but I did miss them. Especially as we had Isabella and Dorian in Rivain and Tevinter. To make the question a little more general what are the chances of seeing pre veilguard companions in any future iteration of dragonage?"
John: "I think the joy of the kind of 'fresh start' that the end of The Veilguard gives us is that, if we do make another game, we're no longer spending so much of the early game not only onboarding players into a new story, but also onboarding some of them (namely, those who didn't play DAI or don't remember it) into the story that leads up to this story. And part of what that allows you is more opportunity for returning characters who are meaningful, because their past is less likely to be narratively load bearing to the story. People who recognize them will have a moment of recollection, and people who don't won't be any more confused by the experience."
Q: "How did Jowin achieve the rank of First Warden? Was he ever deserving of the kind of respect Davrin seemed to have for him?"
John: "By the time you meet Jowin in DATV, he's become a political creature more than anything else. Which makes sense - after what happened to the Order in Origins, I think there was an internal realization that they had to spend more time making nice with the leaders of the various countries so no one would ever do to them again what Loghain did back then. But he didn't get that position entirely due to his connections. He was a fearsome warrior and a brave Warden in his own right, saving people and winning against impossible odds time and time again. He's older, though, and is still fighting the last war in his mind. Internally, we always described him as the general who was a brilliant tactician back in his time, but war has changed so dramatically and he refuses to keep up. I think he was deserving of that respect, though - and if you choose to talk him down (which very few of you seem to have done) you'll get a glimpse of the man he used to be."
Q: "If Solas ritual succeeded, what would have happened to the elves? And to the human? The art book make it look like they just drop dead but solas dialogs don't seems to go in that direction"
John: "I think the reality is that even Solas couldn't properly answer that question. In his mind, there would be some pain and suffering, for sure, as everyone adjusted to the raw magic now pouring into the world and the demons everywhere, but eventually everyone would live surrounded by magic and possibility. Immortality would be possible as well, and you can't make a world saving omelette without breaking a few eggs. I also think Solas is a gifted liar to everyone, including himself. Deep down he knew that the ritual was going to result in large scale casualties, but he saw it as an acceptable price to pay to fix what he saw as his mistake."
Q: "Unlike the last game, there were 2 fewer Companions, a rouge, and a warrior less, if it was up to you what sort of characters would fill up those two spots? and also if you could have a character from earlier games temporarily join you for a single quest who would you choose? with the exception of Bioware games which RPG game is your favorite"
Corinne: "Oh gosh, well I'll answer some of questions 1 & 2 together... I would have loved to bring back Fenris, either as a cameo or to fill that Warrior slot. As for the Rogue role, I do think something akin to the Saboteur Specialization would have been an interesting style for a Companion. Favorite RPG outside of BioWare games, well I'll give you three in order: Baldur's Gate 3, then Xenogears, followed by FFXII."
Q: "What happens to the lighthouse and the crossroads after the end of the game? Do the Veiljumpers claim it?"
Corinne: "Good question! I actually daydream about this one a lot! Does Rook, assuming they survived, continue to reside there given what they'd been through with Solas? Is stewardship returned to the Elven people? One thing has always been true for me: The Lighthouse existing as it does is intrinsically linked to the Caretaker, and I doubt we've seen the last of them."
Q: "My questions are mainly centered around the game's lore. Dragon Age Veilguard seems to have established a very elf centric past for the world as well as the races populating the world. Current state of the Titans, the Blight, the Old Gods, and some other things I may be forgetting, they all have links and origins to the Evanuris and the rest of the elves. In future installments, can we hope for other races to get more attention with respect to this? Because right now, it feels that most of the biggest mysteries of the universe as well as circumstances leading to the present state of the world, are a result of the elves... T o me, the magic system in Veilguard felt very different from the other games in the series. When Bellara mentioned stuff like 'recalibrate the matrices', 'readjusting energy flow', etc., it felt more scifi than fantasy. None of the past Dragon Age games had this kind of talk and it felt too big a leap for going from Southern Thedas to the North, especially considering none of the Northern characters in past Dragon Age games spoke like this either. This was one of the few instances in the game that felt immersion breaking to me. Can you guys help reconcile Veilguard's magic system with the magic of the past games?"
John: "I do agree that the elves have had their place in the sun at this point. We're never going to stop telling stories about the elves, but I think there are plenty of interesting stories to tell in Thedas where the Evanuris are tertiary characters at most. I think that's a fair reaction, but I'll answer the question in two parts. First - Bellara assumes she knows everything about magic. She probably knows more about the way ELVEN magic works better than anyone else in the world who isn't an Evanuris - but that doesn't mean she actually knows how magic itself works. The thing about the Evanuris is that, ultimately, they were able to take a very specific type of magic and shape it into doing what they wanted. But even their understanding of magic was only skin deep. Bellara and Emmrich get into this a little bit in their banter, but so much of the rest of the world - the magic of death that the Mourn Watch wield, for example, or the magic of the deep Fade that Bellara feels when she does some of her experiments in the lighthouse - is not the same as Elven magic. Even the magic that Tevinter wields, the magic of the Southern mages, is different from what the Evanuris used. The magic of the Evanuris is powerful but it's sterile, and it's constrained. So while the Evanuris have made magic work in a way that's more predictable and understandable, it's not the only kind of magic out there, and even then, I'd say they understood it at a very surface level. People were confidently describing how the natural world worked back in the 16th century. Very few of them were right."
Q: "I need to know about companion approval! I understand how companion bond rank works as it is well explained and visible in-game, but I cannot seem to find a good explanation for approval. Are the two linked? What effect does approval/disapproval have in the game? Is there something I'm missing in-game where current approval level is visible and I just haven't found it yet? PS: Spellblade Supremacy"
Corinne: "Yes! They are linked! Approval does contribute a small-to-moderate amount of progress towards your Bond. Disapproval is a small negative, but it's important to note that your Bond cannot de-level. Overall however, the surest way to advance your Bond is by helping the Companions with their personal quests. Also, really glad you enjoyed Spellblade as much as we did! The gameplay team really outdid themselves with that Specialization."
Q: "I'm mostly wondering if/how the griffons can be saved as a species since there's only one surviving clutch. It seems like a lack of genetic diversity would doom them to re-extinction, but I'm hoping there's a lore-friendly way to overcome that."
John: "It's funny you say that because I keep thinking the exact same thing. I can't remember exactly how much genetic diversity you need to have to make a species viable but I am sure it's more than just the clutch of eggs you saved from the Gloom Howler. But in a setting with as much magic and mystery as Dragon Age, I think that's probably the least of the problems the Griffons are going to face going forward."
Q: "With the ending showing a cured Neve/Bellara is that implying that the Blight outside of the Fade has been cured? If so, do Wardens no longer hear the calling, and what does that mean for the Kal-Sharok dwarves? Especially curious about this since DA:I implied the HoF was searching for a cure to the calling. In the concept art book it seemed like there were plans to show us more of Minrathous/Tevinter than just Dock Town. Curious to know what changed and if we will ever have an opportunity to return to other areas of the city?"
John: "The Blight is forever changed. It's less perilous and less virulent than it was before, and whatever motive force was coming through the Veil to empower it at the end of the game has been severed. That said, it still exists in some form, and not everyone is going to be cured in the same way. Beyond that - the Wardens no longer hear the whisper of the Calling, but right at the edges of perception, they're hearing something. What is it? Great question. With how long this game's been in development, there are things that have come and gone over time as we shift the project's scope and direction from one type of game to another. Originally we did have more of Minrathous built out for the player, but we chose to focus on making Dock Town feel meaningfully full of content instead of creating more areas just to put nothing in them. I will say that, for me, I want to revisit Minrathous in the future. I don't think we gave it enough time and there are multiple other stories that can be told both in it and with it. Particularly with the way the game ends, its importance in the world has only gone up, as it's become the diplomatic hub of Thedas, and thus a place of even greater importance in the world."
Q: "Maybe someone else can answer this question but why does Mythal’s essence relieve Solas of his guilt in the romanced Inquisitor ending when in his memories, she’s objecting to what he’s doing? Since winged dragons are female, does that mean the Archdemons/Old Gods are female? I noticed they’re labeled as male on the wiki and was unsure if it’s not updated or Old God followers assumed or were told they were male. I understand if this might pose as a logistical nightmare but would the devs consider polyamorous and/or open relationships instead of monogamy if they haven’t already? Given how diverse sexuality is in Thedas, I’m surprised there aren’t more instances of poly/open relationships. I miss going to brothels too"
John: "People grow and change over time. Mythal's essence - and in particular, the fragment of her spirit that Morrigan carries, that she got from Flemeth - is not the same Mythal who he knew millennia ago. Centuries of living in this world and being around the kinds of people Flemeth found herself around - the Hero of Ferelden, Hawke, the Inquisitor - changed her views, and made her realize her own culpability in turning Solas into the kind of person he is now. Correct, all Archdemons are female. Elgar'nan, of course, doesn't really care what reality is, only what HIS reality is, and so he's quite happy to see Lusacan as simply being an extension of himself and, thus, male. Something about Elgar'nan that we only really show in the ending is that he is, in truth, just as scarred and blighted as Ghilan'nain, but he uses a portion of his magic to always look handsome and regal, because his ego really is that big. Polyamory is something we've talked about doing before, and it's something that I know the writing team was into, but rather than simply turning it into a 'you can have multiple romances' toggle we wanted to be sure we did it respectfully and properly."
Q: "Does Solas know about the Executors and will he ever appear again in future games (similar to Morrigan)? Was there ever a point that the Inquisitor was considered as the main or secondary protagonist for this game? It was interesting to have a person with no knowledge about Solas–a cunning, ancient elven god–try to track him down especially when that anonymity did not work in their favor anyway (Solas knew about Rook for a year prior to meeting). Was 'rook' initially an alias for the Inquisitor, which they'd utilize to stay under the radar in the north, away from Solas' agents eyes and able to track him down because they knew him well (ex-companion/friend/lover)? Like was this idea ever discussed at the table or suggested by writers but trunked for xyz reasons? Idon't know if Trick Weekes will see this but I just wanted to tell them thank you for writing Solas-- in a HEA ending, what do you think they're upto in the prison? (besides the obvious)"
John: "Solas knows more about the Executors than he's let on - in fact, he knows more about the Executors than any other living being, including the other Evanuris (though I suppose they're not technically living beings anymore). But even he isn't entirely sure what they're up to or who they actually are. Their paths have crossed before, though - beyond the Tevinter Nights story that they briefly show up in. As to whether he appears again - I think it's fair to say Solas' story is done, at least for now. Even back in early development, the protagonist for this game was always going to be someone other than the Inquisitor. I don't recall if, in those early days, we ever discussed the possibility of bringing them back - the struggle with having the same protagonist game after game is that you really do paint yourself into a corner. Either it becomes prohibitively expensive to account for branching, or you ultimately underserve the very people you're bringing them back for. Rook was always the protagonist, though in very early days Rook had a number of other potential monikers including Shrike and a number of other bird names that I do not remember."
Q: "Why aren’t the Tranquil ever mentioned or depicted in the game? Correct me if I’m wrong but I’m pretty sure the word tranquil isn’t used even once. Have they been retconned? During development was there ever a conversation about potentially including a Solas wins ending? Where he succeeds in tearing down the Veil either because you let him or because you fail to stop him? I know I’d be curious to see what Thedas would look like afterward."
John: "Tranquility still exists. While not unheard of in Tevinter, the reality is that it's a far more common punishment in Southern Thedas than it ever was in Tevinter. In Tevinter, in particular, it's used more of a tool of political vengeance - but generally, only against a mage who is utterly without allies or political power. All the Tevinter mages you encounter in DATV, including Maevaris, still have some clout and subjecting them to the rite would be a huge expenditure of political capital for very little gain. Better to leave them alive and stripped of their formal authority. We had a few conversations about some non-standard game over endings, actually - anywhere from 'player takes too long in the Prologue' to an out-and-out 'yeah you know what I think I'll help Solas' conversation choice early on. What we released in the game I'm happy with though, as there are already multiple different endings you can get depending on your choices in the game."
Q: "Any chance we're going to get any behind-the-scenes content? I CRAVE a high-quality video clip of Zach doing mocap for Assan."
Corinne: "You never know! We do enjoy sharing new content from the game on our social channels so follow along in case something pops up."
Q: "What was your favourite region/area to work on (whether that be writing quests, level design, or any aspect)?"
Corinne: "For me, it was definitely Arlathan Forest. The team had so much fun with the exploration, the environmental storytelling, and the strange magic manifesting in the area. In particular I remember the first time I saw people that had been twisted into trees showing up in the area, I was taken back by the inventiveness of the team in capturing that beauty in horror. I must say, I also found the sightlines in the area absolutely gorgeous. It was really fun to watch it develop."
Q: "What are these called? [link]"
John: "Tadpoles is the name we use internally."
Q: "are telemetry surprising you in any regard?"
Corinne: "The biggest surprise for me in the telemetry is that the Save Minrathous/Treviso choice is basically split 50/50. We were all anticipating that saving Treviso would be the clear winner, but I'm happy to see it's not so cut and dry."
Q: "Did you ever thought that players would be addicted to having Rook barrel through crates and chests? There should be an Achievement for non stop barrel rolls lol."
Corinne: "Oh 100% yes! In fact, originally wide-spread destructibles weren't really planned for as a part of the game. We found with our particular take on combat that it just felt reaaaally good to smash the few destructibles that we did have. I think I spent the better part of a year putting in constant requests to make more and more things smash and break apart - not to mention the ability to roll through them! I'm glad to see I'm not alone in my obsession. Let's go break things!!"
Q: "1) Was there any plan with Radonis during concept period? 2) What more about Neve's family can you share? 3) Is there a parallel in the way Solas sacrificed the world to restore the elven world and Celene burned Halamshiral to save Orlais from a civil war? (Trick Weekes p l e a s e)"
Corinne: "At one point we did toy with having Radonis make an actual appearance in the game. In fact, if Minrathous falls to the Venatori, we had discussed having his execution on display, but we ultimately chose not to pursue this."
John: "For Neve, I'll have to ask Neve's writer, as I don't recall off the top of my head. For the question about Solas - I think it's less a direct parallel and more that Dragon Age is a series where major players sometimes have to make incredibly difficult decisions that may NOT necessarily be the best decision, but it's the best for them at the time - true for both Solas and Celene."
Q: "I just want to know... do the other companions also think Davrin's a hunk? Do you think there are companions who were rooting for a Rook x Companion romance as it was happening?"
John: "I think the different companions have different relationships with Davrin. Bellara, for example, sees him as almost a big brother - someone who she has a unique connection that she doesn't share with the other companions. Neve sees him as a fellow professional, who hunts monsters in much the same way as she does, just that his monsters are a lot more literal. As for who's rooting for a romance - I think Bellara is just excited whenever people get together. She's a huge romantic and a believer in happy ever after, so she's going to fully support whoever of her friends get together."
Q: "Please humor my newfound Nevarran cuisine obsession - it seems, based on the menu at the Lords of Fortune bar, that Nevarra is majority vegetarian ("want it Nevarran-style? Ask to leave off the meat!" or something like that), and we know Emmrich is a vegetarian. But Emmrich also reveals his father was a poor butcher. So, my questions - Who is eating the meat produced by Nevarran butchers if Nevarra is vegetarian enough that other countries equate Nevarran = veggie? Do butchers largely cater to non-Nevarran immigrants or visitors? Are the Mortalitasi/Mourn Watch entirely vegetarian (would make sense, just because of being put off by being around corpses all day, and their reverence for said corpses)"
John: "While Nevarra is a primarily vegetarian country, that doesn't mean everyone who lives there is a vegetarian. Nevarra attracts plenty of students and scholars from around the world, given its unique connection to the Necropolis and the specific magic tutelage that the Mourn Watch offers. With that in mind, its cuisine is going to be pretty broad across a number of different cultures and regions - and for some of those cuisines, meat is absolutely a very big part of it."
Q: "My biggest question is this: if Solas had been released by Mythal before Inquisition started, would he have let go of his plan? Was service to her all that was motivating him? Or would he have decided to continue with his plan until the inquisition showed him that the modern world mattered?"
John: "The latter, I think. It took the confluence of everything that's happened to him in the time since he woke back up to get him to where he needed to be for the Redeem ending. Guilt and regret motivate Solas."
Q: "When I’m writing, I tend to listen to music that goes along with it. Did any of the Devs have songs they listened to that they felt tied into the game or the characters?"
John: "I can't speak to the other writers necessarily, but for Bellara I listened to a LOT of Aphex Twin. There's something about the ambient weirdness that really worked for me as I was writing her character (to the point that one of their songs is my most listened song in 2024)."
Q: "Are rivalry paths abandoned for Bioware games? What made you design approval/bond in a way that only goes up?"
Corinne: "Oh definitely not! Rivalry will continue to have a role when the story calls for it. In the case of Veilguard, we conceived of this threat being so large, that your companions would commit no matter the cost. This afforded us some unique opportunities, like being able to tie the progression of the Companions to your relationship with them."
Q: "What are you as a team most proud of and are there any plans for a NG+ Update ?"
Corinne: "Gosh, there are so many ways I could answer this. And I think the answer would differ depending on who on the team you were to ask. So let me just say this: The creation of any game of this scope, with a team this large, is kind of miraculous when you consider all the knowledge, coordination, discussion, and expertise required. So broadly speaking, what I'm most proud of is the way the team came together to pivot and be true to BioWare's roots of creating great single-player party-based RPGs, and delivered such quality and stablity. I'm also quite proud of how player-first the effort was; Everything from being Steam native, to no Denuvo, to no micro transactions. We mustn't take for granted what monumental task it was to make this happen. There are individual features and experiences that I know we are all proud of as well. The character creator, for example, was a really big one for us. We've long sought to put the control over player-characters in the hands of the fans, and this is the game where the team believes we've best done that. In fact, it was central to one of our creative pillars "Be who you want to be". As for NG+, that's something we discussed, but at this point we don't have any plans to support it."
Q: "Can you go into more detail of Spite’s role in Rook and Lucanis’s romance? Did you expect everyone to want to romance Vorgoth?"
John: "Spite gives Lucanis and Rook privacy whenever they're being intimate. This was, I'm sure you'll be surprised to hear, a consistent topic of discussion as we planned out some of our romance scenes - is Spite watching? But no, he wanders off and reads a book (or whatever demons do for fun). At this point I am not surprised about anyone y'all want to romance. Sentient fog bank? Sure"
Q: "Looking further, what parts of Thedas you personally want to explore more (regardless if that will or will not be implemented in the future games)? Maybe specific time periods?"
John: "I don't think it's any secret that I find the idea of 'what lies across the sea' to be fascinating. It shows up a lot in Bellara's content - what happened in the parts of the world that weren't Thedas? But Kal-Sharok is another place I'd love to spend more time in. It has a very unique relationship to dwarven culture, and particularly in a post-DATV world, it feels like it'd be super interesting to get more time with them."
Q: "What made you decide to remove greatswords as an option? It's one of The fantasy weapons. Why did you choose to have a "convergent" design, gameplay wise, of classes? What i mean is that all classes have a melee option, a "parry" of sorts, amd a ranged option, with warriors throwing a nonexistent shield when 2h. Usually, in an rpg, different classes have different capabilities and limits, to make them feel more diverse. What made you choose otherwise?"
Corinne: "Originally when we concieved the 2-handed weapon stance for Warrior we did want to include Greatswords. We moved away from it largely because the movement set when swinging a large blade diverges quite a bit from what you'd see with an axe or a hammer. Ultimately we felt, given the number of bespoke animations and transitions it would take, that the time is better invested in other areas of the experience. Regarding the classes, we opted for a unified control scheme and baseline set of actions each could take (e.g. every class having a ranged attack for example) for several reasons: 1. In knowing that each class has a similar core set of actions, it allowed to better design the encounters, levels, and missions with a greater level of variety. If Warrior, for example, had no ranged attack, a large number of the missions would have much more egregious constraints on what we expect the player to do. 2. It allowed us significantly more space to play with the types of builds and breath of the skill tree. We're all very proud of how this played out in practice, and in our view created a high degree of divergence. 3. Given the real-time nature of the gameplay, it's a benefit to lean into the muscle memory the players have already established on prior playthroughs"
Q: "Hi I'm non-binary and the ability to be non-binary in this game was really special and made me feel seen in a way no game has before. In addition---TAASH! "NUFF SAID. Love em! My question is: how did you get so much past censors in 2024? How did you deal with localization? Was EA supportive of the push for more representation? Do you think we can see more diverse companions like Taash and our own player character in the future in Bioware games? I am a little worried about the backlash to Taash and the player character, especially right now. It is scary to think about going backwards after you've just achieved this amazing thing for video games. Thank you so much for making me feel so loved playing a video game, this game gives me so much hope and joy for being a trans gamer and nerd and person. I know there's a lot of hate but for me it means the world."
Corinne: "I'm so glad Taash meant so much to you, and so many others! There are two mantras we often refer to within the team: 1. We believe stories are better when they reflect a large variety of relatable experiences. 2. Games can be a reflection of the teams that make them. Taash's journey and support we had in bringing it to life, was something everyone on the team wanted to do and was invested in. It was a story and experience we wanted to tell that made sense in this time and place. I wont lie, it wasn't easy. This is a delicate subject, deserving of respect, that is deeply personal to so many. We didn't want to mess it up, especially for those it would mean the most to. We were fortunate to have a lot of support through internal and external partners to ensure we were handling this story with care, and of course the talented writing and experience of Trick Weekes. It lead to a lot of edits, localization challenges, and some rewrites. But as the old adage goes, nothing worth having comes easy."
Q: "If Solas is bald because the ancient elves just go bald during their immortal lifespans, then why does Elgar’nan have hair?"
John: "I think maybe it's more accurate to say that Solas lost hair because of stress. Elgar'nan, on the other hand, doesn't feel stress - he makes other people feel stress. And, honestly, Elgar'nan is incredibly vain. Something that doesn't show up until the end game is that he's also very vain. The reason he doesn't look blighted and corrupted throughout the game is he uses a portion of his magic to remain looking the way he does."
Q: "In the DAI trespasser DLC elves saw the crossroads different from the other races. Why was that not the case in this game?"
John: "The Caretaker gets into it a little bit, but while the Crossroads in Trespasser were 'peaceful', the Crossroads in DATV are under assault by the gods."
Q: "If you could start DAI or DATV again, what would you change/add/remove? Could you share with us the most emotionally difficult moment to achieve in DATV? And the easiest? Favorite moment?"
Corinne: "One of the most difficult moments to land was actually the prologue. It sets up a lot of context for the player, and evokes a lot of big feelings. We did many revisions on it before we found the right balance of pacing, information, and tension. In my experience, prologues always are among your most reworked content"
John: "Absolutely the Varric twist. There's always a balance of trying to leave hints for the players while not having them guess the ultimate end game of it, and it's INCREDIBLY hard to make that judgment yourself, because you KNOW what's coming, and all you can see is 'how could anyone NOT get that this is coming?' But I'm happy with how it was received and how it landed. The actual conversation with Varric at the end, though - that one was a gut punch."
Q: "So… does Bianca know?"
John: "Yeah. Harding would have gotten word to her."
Q: "I'm curious to know two things, both Solas related: -What happened to his followers? Presumably they weren't /just/ following him and were on board with the revolution that he represented. -What was his plan past making a new prison and transferring the two Evanuris? It sounds like still an eventual tearing down of the Veil but how was he actually mitigating the risks across Thedas? (Presumably with that network of followers)"
John: "Essentially that. Keep the Evanuris imprisoned, tear down the Veil, and then Solas was CERTAIN everything would get better, even if some people had to, tragically, die. One of Solas' defining characteristics, of course, is that he overestimates how successful his plans are going to be (if you listen carefully to the argument between Solas and Varric in the prologue, Varric makes this exact point - everything Solas has tried ended in disaster, so why wouldn't this as well?) As to mitigating the risks - he had a few things going on, but as to how effective they would've been, I think it's safe to say that it wouldn't have worked as well as he'd hoped."
Conclusion: "We've answered everything we can for now, thank you all so much for your questions and the love for Dragon Age!"
[source]
#dragon age: the veilguard#dragon age the veilguard spoilers#dragon age: dreadwolf#dragon age 4#the dread wolf rises#da4#dragon age#dragon age 5#bioware#solas#video games#long post#longpost#mass effect#lgbtq#morrigan#queen of my heart#fenris#the fenaissance#dragon age: tevinter nights#note: if you find i have missed one or made a weird mistake with formatting or anything pls lmk and i will fix :)
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A Beyond the Bet came out a few days ago, and the first ending i got was the fucking worst one, so, i am here to bring some fluff to make myself feel better :,> Tw: blood, spoilers for the expansion dlc This will follow The Duo ending from the expansion dlc, enjoy ♡♡.
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This..was not what you were expecting to come of you venturing to hell with the one and only grim reaper, Casper. You were safe from the whole giving your soul away thing, and Casper was safe from soul sickness.
You didn't think he would arrive back home today..covered in blood??
"Just keep your eyes closed." He ordered, he was serious, and as much as you wanted to tease him for his tone..you also felt a little sick. The scent was rank, foul, and it definitely smelled like death, so maybe this was more fitting..?
You couldn't help but gag, though, and you felt a little bad since you were technically gagging at Casper. "I pray you're going to take a shower.." You sighed and opened one eye to peek at him.
Bits of his hair were matted and stuck together with blood. It was harder to see much blood across his dark grey, black, and already red clothes. "Why would I not shower??" He looked back at you with a scowl before sighing.
"I told you to keep your eyes closed.." he grumbled and hurried off out of sight. "You know i am terrible at listening, especially to you, Grimmy." You teased, regaining your spunk as if you had never lost it.
You could hear him scoff from the bathroom, "Why did i bring you down here..?" He sighed dramatically as you walked over and leaned against the wall near the door. "Cuz you looooove me~" you cooed and listened to him sigh.
"And now you're stuck with me foreeeever." You giggled and crossed your arms. "You are insufferable." He stated, his voice muffled through the door, but you could easily tell that he was blushing up to his ears already.
"I'll get you a change of clothes, thank me later." You chuckled and let him have a break from your antics as you return to his room to pick out whatever you pulled from his drawers. Everything looked the same, though, so you just grabbed his pajamas.
It was a safer bet than half of the same junk he kept in his drawers. By the time you returned to the bathroom, the shower was already running, so you saw fit to step into the bathroom to drop off the change of clothes.
You opened the door and poked your head in. The mirror was fogged up already, so the shower must be pretty toasty. You looked at his bloodied and pretty much ruined clothes with a sigh.
Maybe you could throw them out for him while he was busy getting clean? It's not a terrible idea, at least, not the worst one you've had since coming here.
You left the bathroom momentarily and came back with gloves. You picked the bloodied clothes out of the sink and tried to fold them before you tried to transport them.
"Gross.." You grumbled. The clothes had only gotten more and more damp from the humidity in the room. Casper, however, seemed to hear you through the white noise of the shower.
"What are you up to, Sunshine?" He questioned. You looked at the shower curtain, which was unsurprisingly black. "Uh well.." You sighed and set his bloodied jacket down in the sink again.
"Uh..do you want these thrown away, or is there some miracle detergent that gets rid of this much blood?" You chuckled. Now was really not the best time for you to randomly get itchy..you wrinkled your face and tried to scratch against your shoulder, to no avail.
Casper sheepishly peeked from the curtain, looking more and more like a ghost with how pale he was. Red eyes gleaming as he watched you, "What in the nine hells are you doing?"
You looked over and smiled awkwardly as you shrugged, "Well, i can't scratch my face!" You whined and listened to him laugh with a pout. "Gods, you are stupid." He laughed and leaned out of the shower a little more.
You let out a puff of air and stepped closer, "where's the itch, weirdo." He reached out, slender fingers grazing your face "Here." You hummed and tilted your head. He chuckled and scratched the itch before pinching your cheek.
"There is stuff specifically to get rid of blood, but i do not wish to go through the hassel right now.." he stated as he dissappeared back into the shower.
"So i got gloves on and stuff for nothing or?" You huffed. "Just don't worry about it!" You grumbled and peeled the cheap gloves off your hands and threw them away.
You quickly decided to leave the bathroom. The mixture of that damp smell and blood was upsetting your nose and stomach.
It had been a few months since you had last seen your apartment. It was probably being rented out to someone else by now. Thankfully, you had all your important things, that being your pet.
You found yourself sitting at his desk, messing around on his computer to entertain yourself. "Maybe i should get myself some games.." You muttered to yourself, clicking on the familiar little blue app.
Sometimes, if Casper was ever out extra long or if you ever felt too alone, you would scroll up and read through your old chat logs. It made you feel nostalgic, and happy things went well compared to..well, either or both of you dying.
You leaned back and crossed your legs before jumping as you saw Casper's reflection in the screen. "Ah shit!" You shouted and leaned forward onto his desk with a sigh.
He laughed and crossed his arms, "You're too easy, Sunshine." He teased, that lopsided smirk painting his pretty face. "What are you doing, anyway?" He questioned and looked at the screen.
You had scrolled pretty much back to the top when you insisted he was just a scammer trying to get into your wallet. When in reality, it seems he was simply after your heart, and soul, mostly your soul..
"I like reading the stupid way you used to type." You leaned back in his chair and looked up at him with a smug smile. "Y'know, with all the weird capitals and kaomoji's?" You teased and giggled when he glared down at you before sighing.
"It is a shame i can no longer call you an annoying mortal.." he grumbled before shaking his head. His hair framed his face nicely, and his red gaze seemed to glow in his shadow.
You simply smiled, no retort prepared. He seemed caught off guard seeing you staring up at him, with perhaps a love struck look. You didn't even need to tease him for his face to flush pink.
"Don't look at me like that, Sunshine.." he grumbled and leaned back and turned away, walking over and sitting on the edge of his bed. You lightly kicked off his desk and spun around, smiling at him before turning his computer off and getting up to follow him.
"But you like when i look at you with love, right?" You smiled and sat on the edge of the bed beside him, but quickly shifted to sit in the middle of the bed.
He looked at you sheepishly before sighing, "I do.." he hummed. As a reaper, he still lacked the ability to lie, but as a reaper yourself, so did you. You were pretty good at getting out of his 'interrogations' though.
"Then i will continue to 'look at you like that'." You teased and grabbed his shirt and pulled him down with you. He yelped and barely managed to catch himself before landing face first into you. "You little-" he huffed before smiling, "You just cannot stop yourself, can you?" He mocked and stuck his tongue out at you.
You giggled and pulled your hand back, putting on an innocent facade, "Don't look at me, it was Azreal!" You joked and stuck your tongue out to mock him.
He rolled his eyes and leaned down to kiss the corner of your lips before he rolled to the side, and his hands moved to hold your waist and pull you close. "Azreal wouldn't have the gall, you on the other hand.." he hummed.
His cold hand held your face, his thumb brushing against your cheek. "..hmm." A content hum slips past your lips, the faint buzz that lingered whenever the two of you touched was a feeling you began to welcome, it was comfortable and familiar
"hey, Casper..?" you spoke softly, barely above a faint whisper as, with his warmth mixed in with your own, you couldn't help but grow increasingly sleepy by every passing second. "Yes, Sunshine." he responded just as softly, laying his head on his pillow and smiling at you as you nestled closer.
"I think you'll be surprised to know.." you began, your arms making their way around his chest, squeezing with what tired strength you had and smiled up at him. "How much i love you, Grimmy~" you cooed and kissed his jaw, he didn't seem surprised.
Ever since the two of you moved in, or well, you moved into the Underworld, and his bed, his room, became your shared spaces, these bouts of random affection have become quite common between you both. No words needed to be exchanged in the end, however, after all, you needed only to press your ear to his chest to listen to his speedy heartbeat.
He simply hummed and held you close, "I..am grateful. Beyond so, even.." he sighed and kissed the top of your head with a lopsided smile on his pretty face. "So grateful that things turned out good.. great even..we're both alive and kicking, both immortal, both reapers in technicalities.." he rambled on before laughing at himself.
"I am just..happy, so happy.." he muttered, you wouldn't be surprised if you looked up to find him tearing up at his words..not that you were, totally not.
He combed his hand through your hair with a touch so gentle you could swear it's like he was worried such simple touch would possibly bring you to harm in some way. But of course, all it did was put you right to sleep faster then he could even say good night.
He looked at the clock on his wall, he didn't even realize he had gotten back so late..suddenly he was particularly glad you had grabbed his pj's over anything else he had in his drawers, saved him from needing to get up to change.
"Sleep well, Sunshine.." he whispered and pulled the blankets up and over the both of you, closing his eyes and falling asleep to the hum of your touch, your soft exhales, and sweet incoherent mumbling.
#a date with death#adwdxreader#Casper x reader#Casper x mc#a date with death x reader#a date with death x mc#fluff#Casper#Omg hes so cute i love him
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oops i accidentally wrote a review for zelda II: the adventure of link
(originally posted to Cohost on Feb 22, 2024. you can ignore this if you want, i just wanted it archived somewhere before that site disappears)
Finally beat Zelda II for the first time last night (I forced myself to finish it before starting Splatoon 3's Side Order DLC, because I knew if I didn't push through to the end of the Great Palace THIS time then it'd be years before I tried beating it again. This is probably my 4th or 5th attempt at this point). Not that this is a particularly hot take by most people's standards, but I don't think it's all that good, at least from a gameplay standpoint.
I don't regret playing it though, because I think I'm finally able to put my finger on the stuff I actually disliked about it vs the stuff that was honestly fine, or even (very rarely) actually good? I'm kinda fascinated by it, honestly. Sequels where they immediately screw around with the first game's formula (to mixed results) are neat! FE Gaiden is another example that comes to mind (hey they should give Zelda II the Shadows of Valentia treatment, that could be really cool actually).
Obviously Zelda II has a reputation for being kind of a rough experience. It's an NES game, and NES games are often susceptible to being frustrating, buggy, hard to control, or overly punishing. Sometimes, all of the above! And for what it's worth, the original Legend of Zelda was a tough and sometimes very cryptic experience as well. But I feel like the two games are challenging in drastically different ways, and I think TLoZ ended up being the formula that was retained in the long term primarily because its method of challenging the player overall did a better job of inspiring curiosity and exploration. Despite narratively being a direct sequel (with a really badass story premise that is unfortunately not really conveyed at all in-game) Zelda II took a different approach to nearly every element of the original's gameplay, which is a pretty bold move I suppose. Whether or not it succeeds at anything is fairly subjective, but it's undeniably had a lasting impact on the series, as well as the people who grew up with it (and then they went on to make some really excellent mid-2000's flash games inspired by it that I frankly enjoyed a lot more than this... and also a weirdly solid licensed Adventure Time game on the 3DS? I should go back and play that sometime, it's really fun).
Where to start with this...? Uhhh, the EXP-based leveling system where you choose what stats to put your points into is interesting! It creates a risk-and-reward system for fighting enemies instead of avoiding them, whereas in most other Zelda games besides BotW/TotK, the only reward for killing monsters is "they are no longer bothering you while you solve puzzles, and also sometimes they drop rupees/hearts/ammo". It also introduces a bit more player choice in what areas you'd like to get stronger in first, which is cool! I just wish it actually mattered in a way that let you feel powerful for even a moment. Instead, leveling Life (which is functionally just defense) is never enough to actually make you feel like you can afford to take a hit - the expectation seems to be that leveling Attack, Life, and Magic is something you do purely to keep up with how badly every single thing in this game wants to stomp you into the ground and soak up a million hits and waste all your magic. You CAN skip out on leveling one stat to prioritize another, or even try to evade tough combat situations entirely, but if you aren't leveled enough and in the exact things the game expects you to be WHEN it expects you to be, you'll immediately bump into some new asshole who jumps out of nowhere and can cut you down in 2-3 hits. Leveling doesn't make you tangibly stronger, it merely keeps the game barely playable.
This actually ends up being the core problem I have with Zelda II's design, far more than just the combat being clunky and overly punishing or the levels being visually samey and super hard to navigate. In most Zelda games (and also in a lot of other RPGs!), you get a better sword or a new power or item, and it opens up exciting new options for both exploration and combat. In Zelda II, you level up or earn a new item/spell, it's useful for maybe 20-30 minutes, and then it's immediately nullified. Wow, you got the Fire spell! Now you can finally deal with Tektites and Basilisks (which are immune to all other attacks) on the way to the next area! Well, I hope you had fun with that, because Fire doesn't work on most things you run into afterwards.
Easily the biggest game-changer is when you unlock the Downward Thrust sword technique, and finally have another option for combat besides just crouch-hopping and poking monsters with a dull butter knife. It's satisfying to use, it looks cool (by this game's standards), and it even has some utility for crossing hazards or defending yourself against swooping enemies! Cool! Unfortunately, they don't let you play around with that for long either, before nearly every enemy you see starts rolling up with helmets or shells that make them immune to attacks from above, and you never really get anything like that again (the Upward Thrust exists later, but it's far more situational and frankly not very fun or intuitive to use). Rather than feeling like you're being given tools to overcome challenges and stay above the difficulty curve, it feels like you're constantly just slightly underequipped for everything (even if you grind to earn extra stat levels) and any edge you're given is swiftly taken away from you. (Except the Reflect spell, which is ALWAYS a banger after you get it because it makes your shield Actually Do Its Damn Job after nearly every enemy starts shooting projectiles you can't block. Good work, Reflect spell.)
I feel like I grew up hearing plenty of people talk about the overall difficulty of Zelda II, though most of the complaints about its puzzles were surface-level jabs about the short cryptic NPC text, and none of that prepared me for just how ridiculously obtuse its mandatory puzzles/secrets can be. I genuinely have no idea how anyone would EVER find the Life spell - pretty much your ONLY source of healing outside of towns, since there are no hearts to pick up in this game - without some kind of guide. I was FURIOUS when I finally looked up where to find that lady's mirror and discovered that you have to walk into one of the houses, go over to the table that looks EXACTLY like every other table in every other house in the entirety of Hyrule, crouch, and press B, and you'll just pull the mirror out of nowhere. This type of interaction does not exist ANYWHERE else in the game and there's no in-game hint to indicate that you should try this. Absolutely maddening.
This and its predecessor are both games that seemingly expect you to have the physical manual on hand to help you find secrets, but at least in the first game, the way the game was designed was consistent enough that you COULD feasibly find your way to the end of it without a guide. Bombable walls in dungeons always being located in the center, things like that. It had rules and it could generally be trusted to follow them. Zelda II, in comparison, has a final level (the Great Palace) in which there are numerous rooms that look IDENTICAL and if you make one wrong turn you can go through the entire [very difficult and dangerous] dungeon on a path parallel to the one you need to be on, only to hit a dead end and be able to see the spot you're supposed to be reaching on the other side of a wall. Except you would also never KNOW you need to get there, because it looks like another dead end full of monsters but there's actually a completely invisible hole somewhere in the floor over there that drops you into the hallway leading towards the final boss. Also there is no map. TLoZ had a map. I don't know why this game doesn't have a map. Possibly because if you try to look up maps online, most of the dungeons feature non-Euclidean spaces? Idk, even a Super Metroid-style grid map would've done wonders here.
The combat is... fine? I truly don't understand how anyone thinks it's GREAT though. Zelda II is kind of like a version of Castlevania where you don't have a whip and instead have to stab everything at extremely short range, and also sometimes enemies have shields so you have to crouch sometimes to stop them from blocking you. It feels tense and high-stakes but only because, as I mentioned earlier, you really cannot afford to take stray hits in this game. Most enemies chew through your health at an alarming rate, even with the Shield spell active, and there's almost no way to replenish it unless you use a Life spell (which costs a huge chunk of your magic, possibly softlocking you if you end up in a place that requires other spells to progress). I got better at the combat over the course of my playthrough, but I never felt like I got good at it - most of my victories against strong enemies felt like pure luck and there were rarely consistent strategies for success. All of this combined with the fact that Zelda II has limited lives (and I mean LIMITED - there are only six 1-UPs in the entire game, which can each only be collected once) and getting a Game Over anywhere outside of the final palace will send you all the way back to the starting area, and it makes for an incredibly stressful experience. Even making use of savestates to lighten the fear of death can only do so much to improve it.
Overall, I think that Zelda II is a game that has a lot of really promising ideas, but then just absolutely flops when it comes to the execution. I didn't have a better way of organizing these but here are a few examples of elements I DID particularly like, even if they didn't always stick the landing:
I like the idea of the RPG leveling system in theory, but wish it was more empowering in practice and actually let the player make meaningful choices instead of just being required to survive. Choosing to hold off on a Life upgrade and instead save up just a little longer to boost your Attack feels awesome, until you time one of your inputs wrong and get destroyed. In a game with better-tuned difficulty and combat, this system would be great!
I REALLY like that Zelda II introduced a magic system to the series! I think it's cool as hell to have Link learning and casting spells to protect himself, solve puzzles, and exploit enemy weaknesses, instead of relying purely on items. (It's honestly weird to think that a system I associate so strongly with classic Zelda gameplay has only actually showed up in 4 of the games?? I guess you could consider the runes/hand abilities in BotW/TotK to be kind of like modern spells, or the slowly-refilling energy gauge in ALBW to be the most recent iteration of a Magic Meter, but both are highly debatable. Anyways I just think they should let Link shapeshift into a fairy again, that was cool.) But most of the spells in this are fairly situational and your access to magic refills is so limited that you rarely have the freedom to experiment with the spells' secondary functions (hey did you know the Spell spell turns most enemy types into slimes? that's wild. I wish I'd known that sooner).
The overworld functioning like a traditional JRPG, with top-down exploration broken up by semi-random enemy encounters, was something I honestly didn't hate. It's a little weird for Zelda, sure, but I could see it working well to support other systems in a more polished game. Overworld encounters that switch you into a type of gameplay other than turn-based JRPG combat are something I've always been fascinated by!
Anyways, weird game! I'm glad I finally got closure so I could figure out how I personally feel about it, independent of whatever the random youtubers I watched as a teenager thought. And now I never have to play it again :)
#buny text#cohost archive#Zelda II: The Adventure of Link#the suggested tags on cohost reminded me that people have made fan remakes of this#and left me wondering why i didn't just play one of those instead lol
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Rewriting Veilguard Part 1 - The World State
Disclaimer: I don't hate the game, I actually think it's quite great given the development hell Bioware went through in those 10 years. This is more of a hypothetical universe where there was less of that behind the scenes drama. Just a fun writing exercise.
Expanding Veilguard's World State Editor
Like many of us, I was disappointed with the total amount of choices carrying over from past games being only three, one of which dealt with romance, two with decisions made in the Trespasser DLC, and all of them being from Inquisition. This already set the precedent that we shouldn’t really be expecting the game to be as connected to our unique Thedas as we have come to be used to from previous titles—no more uniquely flavoured codex entries, no more small but sweet cameos here and there that make the world itself feel like a larger place that we had helped shape.
Given The Veilguard’s very troubled production history of multiple delays, staff layoffs, and all-around restarts of the entire project, it is honestly a surprise that we even got three choices, so credit where credit is due. They made with what they had. But what if The Veilguard had this vision from the start? What if there wasn’t any of this meddling? What if Bioware simply had more time and control? What if they could truly let us import the World State this game deserved?
Now, for this hypothetical rewritten playthrough, I’m going off from the fact that the Dragon Age Keep will not be used; I actually found it a neat idea to tick my three choices in the character creator, and it would have probably been better had Inquisition done something similar. Why do I think that? Because it means we are not running into any dangers of servers potentially shutting down, leaving us trapped in the canon we happened to have imported last. Converting the Keep into an offline editor was a good idea, but unfortunately not executed nearly enough as, let’s face it, we all expected. So we’re gonna have some fun for Veilguard.
Disclaimer: I’m going to refer to the game’s title as Veilguard from now on, not “the” Veilguard. I really don’t like the change of having a “the” in a series of otherwise one-word, or one-number, titles.
Of course, we have to be realistic about this. It is virtually impossible to implement every single decision from across all three games, and those that can be implanted can’t alter the main plot too much. Certainly, we like to imagine and picture things, but let’s approach this from an actually doable point of view.
Right, so imagine you just finalised your Rook, and then get a screen titled “Past Adventures”. Not just “The Inquisition”. And it would take up the entire screen instead of being shoved somewhere in the corner of the final CC page, which many people missed. I could have missed it too, had I not known beforehand that it was going to be there!
It would say something akin to “You can customise the protagonists and several events from the games Dragon Age: Origins, Dragon Age II, and Dragon Age: Inquisition. These choices will have both major and minor effects on the plot of Veilguard. If this is your first Dragon Age title, you would be advised to skip this section for now, as you may otherwise risk getting overwhelmed. A default World State has been pre-generated for the game.”
Why did I add this disclaimer? Because it would show us, right from the get-go, that we respect both new and old players. If you’re a new player, feel free to skip this part as it won’t matter to you anyway and, quite frankly, you wouldn’t want to spend an eternity in the character creator doing things you might not even be familiar with. But if you’re a returning player or someone who has read up on recaps and watched countless lore videos, come on right in, we’ve got you covered, don’t worry! We know how much time you spent meticulously crafting your World State for Inquisition, so join us and customise to your heart’s content.
If you choose to not skip ahead (honestly the only time I would click “skip” on that shit is if I was a new player), you will be presented with three tarot cards, one shows the griffon, the Grey Warden symbol, one shows Kirkwall’s heraldry, and one shows the Inquisition’s banner. Here’s your previous three games. And now we get to customise them a little. The little gremlin in me would be quite gleefully rubbing his hands at this prospect.
Past Adventures: The Blight
We open the first slide and are immediately hit with a crimson screen and an ambient reprise of several of Inon Zur’s themes from DAO. I loved this part in the game, when you click to customise your Inquisitor and are immediately hit with “Calling the Inquisition”. Really great stuff for early emotions. Now let’s actually customise things.
The Hero of Ferelden
I do not expect us to actually be able to recreate the Warden in the flesh, but I believe they should be at least brought up in conversation or mentioned in codex entries and letters. Here are the things we get to customise about them specifically:
The Hero: Here, we get to tick the race, gender, class, and background for our Warden. Again, no character creator, just fancy tarot cards. But guess what? That would already be more than enough for what we can do. At least we know the game acknowledges their continued existence.
The Warden’s fate: Did the Hero of Ferelden perform the ultimate sacrifice?
Romance: Who did your Warden romance, if at all?
The Companions
Now that our Warden is set, we jump over to DAO’s companions. Each companion has their own little mini-section. The first few questions will always be “Did you even recruit them? And if so, did they survive? If so, were you on good terms or not?” These questions, depending on the answers, will immediately lock or open the more specific ones. Which are, as follows:
Did the Warden have Morrigan perform the Dark Ritual?
What is Alistair’s ultimate fate?
Was Sten reunited with his sword?
What happened to Loghain?
What happened to Marjorlaine?
The Battle of Ostagar
What happened to the prisoner at Ostagar?
The Arl of Redcliffe
What is Connor’s fate?
Is Isolde alive?
Did you help Bevin and return his sword?
The Urn of Sacred Ashes
What happened to the Urn?
The Nature of the Beast
How was the situation between the Dalish and the werewolves resolved?
A Paragon of Her Kind
What happened to the Anvil of the Void?
Who rules Orzammar?
Did the Warden help Brother Burkel create a Chantry in Orzammar?
Did the Warden prove the Legion of the Dead was connected to a noble house?
Did Orta join the Assembly?
Warden’s Keep
What happened to Sophia and Avernus?
Denerim
Did the Warden complete Slim Couldry’s crime wave?
Who rules Ferelden?
Who killed Urthemiel?
Awakening
What happened to Nathaniel?
What happened to the Architect?
What happened to Vigil’s Keep and Amaranthine?
As you can see, I have not included all the choices, just the ones I think can be carried over in both realistic and interesting manners. Not all of them will heavily feature in the game; in fact, many of them are for flavour and codex entries only, but there is still merit in those. We know there is a whole lot of stuff happening in the South thanks to the letters the Inquisitor regales us with. So let’s put some world-state uniqueness to those letters. But in this rewrite, some of these choices will, in fact, feature in a more substantial manner.
And that’s Dragon Age: Origins done! Moving on to the next one!
Past Adventures: The Tale of the Champion
When we enter this screen, the CC assumes Kirkwall’s orangey-yellow tone and we get a reprisal of the key DA2 themes by Inon Zur, the most prominent one being, of course, Hawke’s family theme. This one is not going to be as big as DAO, but there are a few important factors nevertheless, especially concerning possible deaths and survivals.
The Champion of Kirkwall
Unlike the Hero of Ferelden, Hawke will actually be customisable in this one. Because no matter whether or not they were sent to the Fade or Weisshaupt, there is always the potential for them to still be alive. So, here are the choices regarding Hawke:
The Champion: Here you can customise Hawke’s gender, class, and personality.
Who did Hawke romance, if at all?
The Party
Pretty much every companion’s card, aside from a few, will have the questions “Did you recruit them?”, “Are they still alive?”, and “Were they friend or rival to Hawke?” at the forefront. Most of it is gonna be flavour, but it’s still my flavour, dammit!
What happened to Bethany or Carver?
What happened to Isabela and the Tome of Koslun?
What happened to Fenris and Danarius?
What happened to Merrill, her eluvian, and Clan Sabrae?
What happened to Bartrand?
What happened to Anders when the Chantry exploded?
Did Hawke approve of Anders' actions?
Did Aveline marry Donnic?
The Tale of the Champion
Did Hawke protect the Bone Pit from all its dangers?
What happened to Feynriel?
Did Hawke let Zevran go?
Did Nathaniel survive?
Did Hawke side with the mages or the templars?
Fewer choices are carrying over here compared to DAO, but many of the events that occurred in DA2 are only relevant to Kirkwall’s immediate fate, which is already resolved by the time of DAI. Many of these will be flavour again, but some of them, I’m not going to say which, will definitely have a bigger impact.
Right, we’re done with DA2, let’s move on to the last one!
Past Adventures: The Inquisition
And here we get to the big one, the game that most directly impacts much of DAV’s story. We click on the last page and get the green shades and DAI’s ambience themes, a beautiful reprisal of Trevor Morris’ great hits. I would like to once again reiterate how emotional the CC music made me feel here when I was playing the game. Let us now customise our choices.
The Inquisitor
While the Hero of Ferelden will be a background figure in letters and codex entries, and Hawke more of a minor character with a significant role, the Inquisitor will have a much larger presence. Just how large, you’ll find out soon. But for now, let’s customise them:
The Inquisitor: Here you can customise your Inquisitor’s race, gender, class, and specialisation. Their personality as well, for while it wasn’t as apparent as with Hawke, the Inquisitor does still have a distinct range of dialogue choices. You can still be diplomatic, lighthearted, or even rough.
Who did the Inquisitor romance, if at all?
The Inner Circle
As with the other companion sections, pretty much all slides here will feature the “Did you actually recruit them?”, “Are they still around?”, and “Are you friends or not?” questions. Alongside a few specific ones that will definitely have more of an impact here.
Did Dorian resolve the issue with his father?
What happened to Blackwall?
Did the Iron Bull remain loyal to the Qun?
Did Cassandra rebuild the Seekers of Truth?
Did Cassandra discover the book of secrets and what did she do with it?
What happened to Harmond?
Which path did Cole choose?
What happened to Solas’ friend?
Did Varric track down the red lyrium source?
Did the Inquisitor give Vivienne the heart of a snow wyvern?
How was Cullen’s lyrium dilemma resolved?
How did the Inquisitor help Josephine resolve her family’s fortunes?
Was Leliana hardened or softened?
The Path of the Inquisitor
Did the Inquisitor embrace or denounce their title of Herald of Andraste?
Did the Inquisition side with the mages or the templars?
What was the general principle upon which the Inquisition was founded?
Who rules Orlais?
Who stayed behind in the Fade?
What happened to the Grey Wardens after Adamant Fortress?
What happened to Samson or Calpernia?
Who drank from the Well of Sorrows?
Did the Inquisitor respect the rituals at the Temple of Mythal?
Who became Divine Victoria?
The Inquisition’s Influence
Did the Inquisitor ally with the Hinterland cultists?
Was the rift in Crestwood closed?
Was Caer Bronach captured?
Did the Inquisitor make a deal with Imshael?
Was Suledin Keep captured?
Was Griffon Wing Keep captured?
Was Sutherland’s company formed?
What tone did the Inquisitor’s judgments take?
Jaws of Hakkon
Did the Inquisitor learn Ameridan’s fate?
Was Hakkon slain?
Did the Inquisitor share the truth about Ameridan?
The Descent
Did the Inquisitor stop the earthquakes from destroying the Deep Roads?
Trespasser
What is the ultimate fate of the Inquisition?
What is the Inquisitor’s final goal regarding Solas?
Again, this looks like a lot, and it is, but bear in mind that a lot of these will only have minor impacts on the story in the form of cameos and codex entries. However, there are several major DAI choices that will have significant impact.
For our hypothetical rewrite, I shall not list every single choice I made for my imaginary playthrough. Instead, I shall reveal them as we go along so as not to clutter the space too much. And it’s a bit more fun this way.
And that’s the World State editor finally done! I believe all of these choices are able to feature in some capacity, be it big or small. But no matter if it’s a big world-changing consequence or simple flavour texts and cameos, it will still be our Thedas, our own unique version of it that we helped shape.
Now that the past is dealt with, let’s look at the present. Next time we’ll talk about Rook, the six factions, and why a DAO-style origin story selection would have not only been beneficial but very doable.
Rewriting Veilguard Part 2 - The Shadow Dragons
#dragon age#dragon age the veilguard#veilguard spoilers#dav#rewrite#rewritingveilguard#veilguard critical#dragon age origins#dragon age 2#dragon age inquisition#world states#character creation
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It’s been about a month since I beat Shadow of the Erdtree. Thinking it through, especially the ending, I think my thoughts have changed.
I think I hate that final boss and the lore around him even more than I did before.
Call me a Godwyn Stan, but I will die in the hill that he made far more sense than Radahn, and I’m gonna explain it.
Building up to the dlc, we know Miquella is close to three people in particular. His sister, Malenia, his father, Radagon, and his half brother, Godwyn. After Godwyn dies, Miquella becomes obsessed with bringing him back, or granting him a proper death. He tries an eclipse to bring him back, it doesn’t work, implied to be because the eclipse just will not happen. Now why would a heavenly body not move into its proper place again?
Oh yeah, Radahn! Guys got a hard on for holding back the stars. So it made sense that him being dead was a dlc requirement, on top of why Malenia would have fought him in the first place. It just fueled the idea we were going to see Godwyn even more.
Yeah, Godwyn is dead. I keep seeing that argument thrown around like it means literally anything. He’s super dead, prince of death, lord of the undead, blah blah, this argument is nothing but noise. The Realm of Shadow is where all things that die pass through. It’s basically the land of the dead! This argument that Godwyn is dead, to me, is the single dumbest argument against his return when you’re in a place all dead things go. That’s like saying Godwyn’s soul is trash, so you shouldn’t expect to find him in a garbage dump. If there was a single narrative way to bring that beautiful idiot back, it would be in this dlc because of where it takes place. If they had brought him back this way, no one would have batted an eye at its inclusion.
So, the dlc takes place in the land where all dead things pass through that is super hard to get to through by any normal means, so no one could really try to revive Godwyn this way. It has a plot where Miquella, who is obsessed with bringing Godwyn back, is trying to revive someone from death by shoving them into a new body, and then they don’t do it? They bring back Radahn like that made any form of narrative sense? Like two missable lines of dialogue from two separate NPCs can satisfyingly explain this stupid idea?
I don’t know if it was Miyazaki or GRRM who wrote this, but maybe next time they should let the intern with no writing experience do the plot for the next game, they might do a better job at crafting a sensible narrative.
There is so much to love about this dlc, and I’ve said it before in a previous post that I’m just better at airing out my grievances at a thing than my praises. But when I replay it, I have such a hard time finding the motivation to finish the second half of the dlc, knowing that is what waits me at the end. It feels like such a waste.
Rant over. I hope you have a nice day.
Edit: you know what, rant is not over(but I still hope you had a nice day)! This entire mess of a plot could have been avoided if they just… didn’t have Miquella resurrect anyone! Have an original boss! It’s almost as if this plot was designed with online discourse in mind because there is no way to not think of Godwyn when you think of Miquella trying to bring someone back from the dead!
Okay, now I’m done.
#fromsoftware#elden ring shadow of the erdtree#elden ring spoilers#shadow of the erdtree spoilers#shadow of the erdtree#elden ring shadow of the erdtree spoilers#elden ring godwyn#elden ring miquella#elden ring#miquella the kind#miquella the unalloyed
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hiya!! I never learned much about oghren besides what I needed to because, from what I remember, he pissed me off so bad with misogynistic comments that in both my playthroughs I kicked him out of the party as soon as the game would let me😂what would you say is the appeal of his character? it seems there’s more to him if I could’ve got past that, based on the posts of yours I’ve seen
i’m not going to make an argument for pushing through if you can’t deal with how he talks because like, it sucks and as i say, they did not do anything with it or make him get better on that. that being said, i think there is something interesting to his character and what can be done with it.
maybe i’m just desperate for dwarven lore lmao. there are three, total, dwarven companions in the series, counting one from a dlc, and i will take whatever lore i can get from my beloved orzammar
oghren operates in a really fascinating space in orzammar’s caste system. he’s born warrior caste, and once, he was everything orzammar values and a great prospect for a brilliant girl from the smith caste. then when she’s less than twenty and he’s presumably around the same, she becomes a paragon, a living legend, the voice of the ancestors. they soar up to being a noble house in a role neither of them are prepared for. oghren goes from being a very desirable match socially to an uncultured hanger-on who doesn’t even have branka’s attention as she becomes obsessed with her work (and quietly seeks a lover elsewhere in her new house). when branka goes into the deep roads two years before the events of the game, she takes the whole house—except him. and she doesn’t come back. oghren’s the single leftover of a house with no head. he’s also a berserker with ptsd, and when he loses control of himself in the proving arena and kills a young man, he’s no longer allowed to fight within the city bounds. if he left it, he’d be casteless; but inside it, he’s not far from that, unable to be the warrior that orzammar’s culture has always told him it is his only role and purpose to be.
there’s a lot of orzammar caste and gender politics in all of that. the guard who tells you about oghren says that he might have been something to be afraid of before the assembly “practically gelded him” by banning him from fighting. losing your ability to perform your caste role is emasculating and oghren’s over-exaggerated masculinity in his crude jokes is a response to that perceived shame. even before the ban, orzammar has the biggest gender inequality of anywhere we’ve spent time in thedas, and there’s a lot of implied social loss in becoming the lesser partner to his wife. both because she’s a woman and was once a lesser caste than him. in his fade nightmare, he’s drunk in tapsters, as strangers berate him for being a shame to branka’s house, dragging it down. he’s openly mocked in the same way in orzammar for all of this. for him in this dream, and in his life prior to meeting the warden, it’s easier to drink than to listen
there’s a lot to get into about how orzammar treats its warriors. they’re sent against the horrors of the deep roads, taught to harness this berserker rage, to be the only thing that stands between their home and the darkspawn, and... then what? is there a system in place for taking care of those veterans? i doubt they hold the same value once they lose the ability to perform their caste role. oghren talks a little about this, but he’s not even able to conceptualise that he should have been helped, it’s more like, how could they teach me how to fight out there like that and expect me to be able to hold back in that proving fight? a warrior’s going to do what a warrior’s going to do! but i don’t think it’s a surprise that someone like oghren turns to alcohol and i sincerely doubt he’s alone in that. compare it to someone like warden brosca’s mother turning to alcohol to deaden herself to life in dust town, and you can see that the dwarven love of drink so often played for laughs is the weight of the caste system in action
#oghren#no real conclusion to these thoughts but that’s the rudimentary basics of the interest he holds for me personally
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Hi! So I've been following you for a while for your amazing SL fic. I'm not into fnaf, and don't know much of the lore outside what I've seen in let's plays. But your phenomenal writing and art really breaths life into the characters and pulled me into the fandom.
And you did the same with cotl. After seeing all the art, and reading your fic, I finally decided to play the game. I LOVE IT. played through the main game in one weekend, and just finished the relics of the old faith plot.
I'm loving your fic, and how youre giving depth to Nari's situation where the game doesn't.
Will your fic go into the relics of the old faith timeline? Will we see the other bishops as well?
SGDHLKDSHGLSDK THIS IS SO SWEET Im sorry for such a late response, I'm just now getting to some of the buried inbox messages as of late. I've been iffy about my writing lately so this is really a nice good scrub to my brain aaa
Also welcome to liking Cult of the Lamb! I really hope more people get into it, I didn't expect it to take over my brain like that and there's such a barrier when getting into something new but its honestly such a nice refresh and really interesting
And yeah! The fic is going into the Relics of the Old Faith DLC! Narinder will be accompanying the Lamb on their journey to free the Bishops from purgatory too, for better or for worse lmao
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So I wrote a whole long thing about Amy's tarot cards, but what about, you know... the rest of the Sonic Frontiers DLC? The new alternate story route, the hours of new gameplay, all that?
Having now played it, I'm not sure Sonic has ever had this specific combination of good ideas that make the future of the series look bright, and execution that I fucking hate.
(Full spoilers ahead.)
The good
There's a lot to like here, conceptually.
First and foremost, Tails, Knuckles, and Amy are finally playable in a new mainline 3D Sonic game for the first time since 2006! Seventeen years! We've been begging for this for so very, very long. Nature is finally truly healing from the fallout of Sonic '06. Early on I hedged my bets and expected them to be locked to Cyber Space or something like that, assuming that there was no way they'd be fully playable in the Open Zone. But sure enough, while they're a bit limited compared to Sonic, they're still all full-blown characters with skill trees to unlock and lots of exploration to do.
We also got a more bombastic alternate final boss fight, after the first take on The End kind of underwhelmed. And it's obvious that Sonic Team has listened to our pleas to focus on the 3D platforming over the forced 2D sections, and to reduce the amount of automation in the level design. This update is chock full of Actual Platforming. Wow! I can only pray this means we never get an area as agonizing to explore as Chaos Island again.
Sure, there's still some jank - especially with Knuckles' movement, which is kinda rough. But if this is the stuff they're trying out so that they can refine it further for the next game, then I'm really excited.
On the other hand, good fucking lord is The Final Horizon tedious. And that tedium sapped most of the fun out of it for me.
The frustrating
The new scenario massively increases the difficulty over the base game, seemingly out of a desire to give the hardcore players who were posting speedrun videos and whatnot more of a challenge. It's the Super Mario Bros.: The Lost Levels of Sonic. This difficulty comes in many forms throughout your playtime, some worse than others, and continues to ramp up over time.
Rather than giving you a tutorial level, the new scenario dumps you directly into a remixed version of the final island and makes you do some fairly precise platforming with Amy, Knuckles, and Tails - new characters with new movesets that you won't have any experience with. You'll also need to find character-specific Koco that give you free levels, because Sonic's friends all start at level one and certain locked moves in their skill trees will be mandatory to progress. They don't even have Cyloop unlocked at the start. And because they're all low level, that means you'd better steer clear of the beefed-up bosses scattered around the map, which will absolutely annihilate Sonic's friends. (I honestly just avoided them and never bothered beating any of them, not even with my high-level Sonic. I have no idea if they're beatable with the others.)
None of this is explained to you particularly well. I spent my first few minutes with Amy wondering why the attack button did nothing, only to eventually think to check her skill tree and realize that I had to unlock her basic attack. If you don't bother to take the time to read through the skill trees, you'll very quickly find obstacles you have no way of getting past with no clues as to what exactly you're supposed to do.
Adding to this confusion is the fact that objective markers often tell you to go half a kilometer into the sky, and you'll have no idea how to get up there because all of the relevant platforms are out of your draw distance. Many objects seem to only pop in for me when I'm within about 60 meters of them, which isn't a long distance for a high-speed open world platformer like this. I was having this problem running the game with high graphics on PC, so I can only imagine how obnoxious it is on Switch. I'd frequently find myself poking around nearby clusters of platforming objects and praying that they'd lead me to a spring, rail, or cannon that would eventually point me in the direction of the floating objective marker.
There were always complaints about the art direction in Frontiers and the way it relies on floating rails and prefab platforms that are visually disconnected from the natural scenery of the islands, but it's even more dire here. The new platforming sections are dense and complex, but they seemingly didn't have the budget to change the topography of Ouranos Island at all, so it all takes the form of these prefabs. It very strongly gives the vibe of a Forge creation in Halo 3, back when there were no blank canvas maps and people just had to make "new maps" by jamming a bunch of shipping containers and barricades together in the sky above one of the default arenas.
I was still more or less having fun, though, despite the jank. It's a big creative swing, I told myself! They're trying stuff out! They're experimenting!
And then I hit the towers.
The towers are agonizing because they're SO close to being great. The logical part of my brain understands why some people love them, but god, I just fucking hate them. The platforming there IS cool! These layouts are cool! The individual challenges along the way are a bit tough, but totally doable. You know what's not cool? Making one mistake and slowly falling 800 meters all the way back down to the ground, forcing you to start over. Because none of these towers have checkpoints. For me, this one decision transforms what should have been a fun set of platforming challenges into a massive, unfun difficulty spike.
I enjoy some masocore platformers, but those are typically games with quick deaths and restarts like Celeste, Super Meat Boy, or VVVVVV. Hell, the Mario games tend to get way more difficult than the average Sonic game, and those are obviously all great. Quite frankly, unlike those games, Sonic Frontiers is nowhere near tight or polished enough to make this difficulty feel fair. Bits of jank that I could ignore in the base game due to its lower difficulty are now matters of life or death. Missing a jump because I boosted off an incline in a way the game didn't like for reasons I don't understand is not fun. Falling off a tower because the camera was pointing in the wrong direction while I was in midair and I couldn't see the next thing I was expected to homing attack is not fun.
And it's such a jarring spike when moving from the base game to the DLC that it feels like the game is suddenly quizzing me on skills it never bothered to instill in me. Maybe if you've spent the last year labbing out the movement tech in this game this is all a no brainer, but for the average returning player it's a kick in the dick.
I'm sure I could've beaten these towers normally if I gave them enough tries. They aren't the hardest thing in the world. But I very quickly decided I had better things to do with my life and turned on easy mode, which adds tons of extra springs and homing attack balloons to make all of the platforming piss easy. I wish there was a middle option between Only Up: Sonic Edition and this extreme hand holding, but when given the choice between the two I gladly picked baby mode. I just wanted to see the story.
(The new Cyber Space levels are also long, challenging, and devoid of checkpoints, not unlike the towers. But I only ever found the entrances to two of them. So I only did two. They're theoretically required, because they give you "Lookout Koco" that you need for... some reason? But in a rare act of mercy, Sonic Team put Cyloop treasure spots that give you free Lookout Koco all over the map.)
As I continued, so many little things started adding up to piss me off. Why do you only reveal like five tiny squares of the map at a time? I would've loved to find all the new 1-on-1 dialogue scenes, but not if I had to do dozens of hard mode versions of the stupid little puzzles and challenges to reveal the whole map. Why does every character need their own unique collectibles? What is this, Donkey Kong 64? Why can't I just grab this EXP for Amy when I find it as Tails? Why can I only manually swap characters by talking to an out-of-the-way NPC unlocked right before the final boss? Why is fast travel disabled? Why are the new vocal themes you hear when playing as Amy, Knuckles, and Tails so monotonous, with a single verse repeating over lo-fi beats ad nauseum? Why is the jukebox feature completely disabled throughout the DLC, even after rolling the credits? Why can't Tails homing attack? Why do I have to wrestle with the camera so much while also holding the jump button to fly as Knuckles and Tails? How many right thumbs do they think I have? Why is this animation for picking up animals in the Cyber Space levels so incredibly slow, and why can I still take damage while it's playing? Why does the stupid starfall event have to make it so hard to see what I'm doing when climbing these towers? Why does this shitty combat trial have a popup that makes it seem like I should be using the Cyloop when the actual strategy revolves around repeated parries? And on and on and on...
The story
What about the new story? Well, there sadly isn't much to chew on here. Most of the DLC has the cast running around and finding different macguffins for arbitrary reasons, as part of some sort of plan to divide up the work on the last island so that Sonic can go train with the spirits of the Ancients and harness the power of his cyber corruption. What the fuck is an Impact Form? I don't know, but Knuckles needs something to do, so go find one.
It's a thin excuse plot meant to make you do platforming challenges around Ouranos Island, with little room for Ian to add any real flavor of his own, even though he certainly tries. Having Sonic meet the spirits of the Ancients who controlled the Titans, who are revealed to directly parallel the personalities of him and his friends, is kinda neat, I guess? It's something. The optional conversations seem to have some fun bits, including both conversations between the supporting cast and additional lore. But again, I only found a few of those because of how tedious filling out the map was.
The writing is also let down by the voice acting - or I guess the voice direction, because I know this cast can do better. Roger's voice continues to be weirdly, distractingly deep as Sonic, which was clearly something that was requested of him just for this game. (For a recent example of him going back to his regular Sonic voice, see this LEGO trailer.) The performances of Sonic's friends are also WILDLY mismatched. This is most clear when they start feeling the effects of the cyber corruption. Knuckles seems to be barely affected at all, Tails sounds like he's moderately hurt and low on energy, and Amy starts completely overselling her pain out of nowhere. The extremely strained performance makes it sound like Cindy's literally being tortured in the fucking booth. I have no idea what's going on over there.
The final challenges
People have debated whether or not things like the towers and the new Cyber Space levels are fair challenges. What's not up for debate is the fact that Master King Koco's Trial is complete and utter bullshit, and I can't believe they shipped this.
Before you can fight the new final boss, the game forces you to do a boss rush of the first three Titans - INCLUDING the pre-Super Sonic climbing sections - with a hard limit of 400 rings. For all three lengthy, heavily scripted fights. Back to back. You can't even cheese it with the leveling system, because you're forced to do this at level 1. This all but forces you to look up speedrun strats for the Super Sonic fights so that you don't run out of rings and fail the trial.
And the real kicker? They changed the parry just for this trial! Originally, you could just hold down the bumpers endlessly and Sonic would ready himself to parry the next attack, whenever that may hit. Now it requires you to do a "Perfect Parry" with specific timing. And you HAVE to hit those parries if you wanna clear this trial and get to the new ending. Miss a few and you're probably fucked. You just have to reset. Time to go through all those fights, all those climbing sequences, all those QTEs, and all those unskippable mid-fight cutscenes all over again. This is by far the most egregious example of the DLC deciding to quiz you on new skills that the base game never required of you, and it's one of the most absurdly unfair things I have ever seen in a Sonic game.
Easy mode does make this trial easier by making the timing window for Perfect Parries much more generous, but that's all the help you get. It's still easy to lose time failing to parry Wyvern's hard-to-read animations, or to lose rings by getting hit on the climb sections, or for things to just fuck up because these fights were always kinda jank. I gave it a few shots. I looked up guide videos. I tried the Quick Cyloop and stomp combo strat that seems all but mandatory. But I quickly decided that, again, this wasn't a worthwhile use of my time. It just sucks. And I really, REALLY didn't want to overwrite all my fond memories of these Titan fights, some of my favorite setpiece moments in any Sonic game, with memories of this shit ass boss rush.
So I cheated! And if you're on PC, you should too.
With the worst hurdle out of the way, I turned cheats back off and moved on to the new final boss. It was pretty cool. It's much flashier than the original fight against The End, that's for sure. It's still kinda annoying, and it requires you to do very specific shit without properly telegraphing it, but it's nowhere near as bad as the preceding challenges. I was hoping for one last new metalcore song to go with the new fight, which we sadly didn't get, but at least the new version of I'm Here is good.
The ending is... mostly the same, with a couple altered scenes that don't really change anything in the long run. But overall the new finale was pretty good. I just wish it hadn't been such a slog to get there.
Closing thoughts
Sonic Frontiers: The Final Horizon wants to be three things:
A patch that adds a new alternate ending that was probably supposed to be in the base game in the first place.
An experimental take on making Tails, Knuckles, and Amy playable again, presumably testing things for the next game. And...
An official Kaizo Sonic Frontiers mod for the sickos.
The thing is, the people showing up for #1 and #2, the main things that Sega hyped up about the update, are not necessarily going to be down for #3. If they had announced some uber-hard new Cyber Space levels for the arcade mode or whatever, I'd be like, neat! And then not play them. I would never touch Master King Koco's Trial if it was an optional challenge. I would leave that for the sickos. But instead, they made the hardest content mandatory for anyone who wants to see the new Good Ending where the final boss gets an actual budget.
I'm mostly left in a state of shock that it shipped like this. I cannot believe they playtested this and decided this was the state The Final Horizon should be released in. That this should be the note Frontiers ends on. That this should be how we remember those Titan fights. That this should be the lingering taste in our mouths as we wait however many years for the next 3D game.
Armchair devs always love to say that things would be "easy to fix," but like... there really would be easy fixes for the insane difficulty and general tedium here! Add a few more tutorial popups explaining what the game expects of you with Sonic's friends. Give the Cyber Space stages and the towers a couple checkpoints. Give the combat trials more generous time limits, especially on the lower difficulties. Remove half of the map puzzles, and make the ones that remain uncover twice as many squares. Skip the startup animation for Knuckles' glide. Let me turn on the goddamn jukebox. Since so much of this update was designed around fan feedback, I can only pray that Sonic Team is still listening, and that they tweak at least a few of these things with a balance patch.
But still, after those many, many paragraphs of complaining... this still somehow makes the future of 3D Sonic seem pretty promising?
Sonic's friends are FINALLY playable again, and the focus is back to proper 3D platforming, rather than railroading players into awkward forced 2D sections in what's otherwise an open world. These are the things that they hopefully want to carry over to the next game. The difficulty? Well, that's just because it's the postgame DLC that's supposed to be the toughest challenge in the game. It's just an unreasonably cruel one of those - an example of how designing and balancing for a vocal minority of your fanbase can really hurt your game. But Sonic Team is onto something here, and I hope that they can learn the right lessons from this expansion and not throw the baby out with the bathwater.
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Propaganda why Aang is insufferable:
He has some very bad ideas that the narrative never explores and gets rewarded by the narrative for bad behavior.
Mostly just the way he deals with his crush on Katara and kind of forces it on her. It’s honestly really shitty because she never truly reciprocated his feelings and had plenty of moments where she shows she’s just trying not to hurt his feelings with a straight up rejection, but ends up with him in the end just because that’s what he wanted.
Like we know what it looks like when Katara actually has a crush on someone, she wouldn’t let the situation like the war affect how she feels about demonstrating those feelings when she’s so in touch with them. Like how she was with Jet and Haru. I just wish the writing team did a better job of showing Katara developing feelings for Aang way better than they did lol.
Made a series that was otherwise reasonably tolerable impossible to watch. I hate that all the jokes written for his character target 8-year-olds exclusively. Also his little TV show keeps appearing on my dash no matter how many words I block and I hate it
Propaganda why Gregory is insufferable:
This boy is so poorly written, it hurts. In the gameplay, he just acts annoyed and pissed off the whole time. Then, in the endings, he becomes a whole other character who acts scared and sad, which does not match the previous hours of gameplay AT ALL
But that just annoyed me
What really made me hate him was the GGY and Robot Gregory stuff, because OH NO, Gregory could not just be a normal kid who got into this situation by chance, he has to be a robotic recreation of the Crying Child, despite not acting one bit like CC, or, according to the GGY story in the books, he's responsible for multiple murders and is Afton's/the Mimic's apprentice.
Just let this kid be fucking normal!
(Also, unlike a lot of people, I really enjoy what the Ruin DLC did to his character. And don't try to say that's still the mimic, the mimic recycles dialog from the main game. This Gregory uses completely unique dialog, and unless the mimic was able to form new words in his voice all of a sudden, that's still him. He had to make a tough decision, one life or over hundreds and I can respect that)
Suffers from being made into another one of Matpat's ""is actually a robot theory"". It is annoying as hell, especially if its canon. We do not need robot children theories in a game about possession, child murder and serial killers. Especially not dumb theories about him being a 'recreation' of someone with a completely different personality. It has completely ruined any enjoyment I had in that character because we're just going back to the Afton family again
Someone made a good point about how his personality seems to be reminiscent of a certain trend where a video game protagonist has to be snarky even though it would’ve worked better for the horror atmosphere if he was more scared because it would’ve made the player feel his fear. I recall people being surprised about his personality and expecting him to be more scared, and I assume the developers were just afraid of ppl calling Gregory “whiny”, but it still feels like a missed opportunity
#aang#avatar the last airbender#atla#fnaf gregory#fnaf security breach#five nights at freddy's#insufferable protagonist poll#insufferable protagonist tournament#tournament poll
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Sonic 3 thoughts under the cut... spoilers...
Omg its pacing is so much better than Sonic 2, what a relief. Good runtime.
Shadow is so so good! They did him so right. His stuff with Maria is great. Keanu did a great job, his performance in the Shadow Gens DLC had me stressing. I'm gonna need time to soak in all the details of this version of him, but he was great on screen and his story felt so right in the moment.
Sonic is good too. He's grown a lot. He's not nearly as annoying as in previous movies, but definitely still a separate character from the one in the games... game!Sonic would never lose his composure during the fight with Shadow like movie!Sonic did. Had to adjust to seeing that. But I'm excited to see where this new Sonic takes us.
Tails and Knuckles are also good. I like Tails, but I really love how Knuckles has jokes also still has serious moments... he may be my favorite character behind Shadow. And the trio's chemistry is top-notch! I love seeing them show care and concern for each other.
Eggman and Gerald were fun. They're so wacky and funny, and their family dynamic was intriguing. Wasn't a huge fan of their little fight at the end... why the mantis and scorpion claws??? That time could have definitely been better spent elsewhere, like giving Sonic some time to ponder Shadow's sacrifice at the end (he just kinda brushes it off). But also the way they killed off Gerald was hilarious tbh, no notes. I just wonder if they really killed off Eggman...? Might depend on how Jim Carrey is feeling.
Stone was actually great too, even better than in the previous movies. I already miss him, poor guy. He's so gay.
I've already seen people wringing their hands over how it's not a 1-to-1 adaptation of SA2, how certain details differ, and to them I say "y'all are BOOORING." Just enjoy the new take.
Post-credits scene: what is the plot of Sonic 4 even going to be??? If Eggman's gone, who built the Metal Sonics? Why is Amy wearing a spooky cloak that conveniently hides her undetermined design? Did Sonic really run all the way to New York by accident, or is something else afoot? Very mysterious, not nearly as predictable as the Shadow tease in Sonic 2. What are they cooking?
Speaking of which, they also confirm Shadow is alive, which is narratively weak but totally expected. They knew we wouldn't believe they killed him off, come on now.
Easily the best of the movies so far.
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Penny for your thoughts on the characters before and after Mouthwashing’s full game release? And/or your thoughts on Curly’s dialogue and moments in How Fish Are Made in relation to the game?
I didn't get a particularly strong impression of the characters from the demo, just because it was a pretty small chunk of the game and I didn't want to jump to any conclusions.
I did clue into Jimmy's whole deal pretty quickly though. I mean, not his whole deal, but I did figure out the "twist" based on the way he was acting. He's a pretty interesting character, there's even parts to him I find relatable, but yeah he's even more of a bastard than I was expecting.
That said, I leaned so hard into Jimmy being the one who crashed the ship that I just assumed Curly was perfectly innocent, and Jimmy only framed him out of jealousy and greed. So that was only kind of accurate. I actually like the Curly that we got better than what I was expecting though. It makes both characters much more interesting to me that way.
I feel bad about Anya.... I really did buy into her being incompetent. Sorry Anya, I knew Jimmy was shady but I let him influence me anyway. :( I was the most wrong about her by far. She probably has the strongest mental fortitude of all of them. They were all technically in the same situation, but only she was in that situation with her rapist. And she still managed to keep her shit together for the most part, while everyone else was chugging mouthwash and/or losing their mind she kept a cool head and always knew what needed to be done.
Swansea initially struck me as just being a grumpy old fuck, and he definitely is, but he's also so much more than that. He honestly might be the most complex character in the game. I joked at one point that he feels like a Disco Elysium character that wandered in. And I'll be damned if he can't fucking throw it down.
The only character that I didn't really have a huge turn around with was Daisuke. He's just a fun little guy. What you see is what you get there. But that's fine, he didn't need to be more than that. Or maybe I'm missing something!
I'm glad someone reminded me to go back to How Fish Is Made, because that DLC gives you so much about Curly. I think it also does a lot to tie that game's themes into Mouthwashing's, but my brain hasn't fully stewed in that yet.
It gives a lot of insight into Curly's state of mind that you just get a taste of from playing as him in Mouthwashing. Especially for the dissatisfaction he struggles with. Has he really found peace, or has he just become numb? Is there a difference? Is it worth it, as long as the bills are paid? Is that really all that matters? And while you're considering all that, another five years have gone by and you've barely even noticed.
You get the feeling Curly's just been watching his life go by from behind his own eyes for a while already.
#mouthwashing#mouthwashing spoilers#cw rape mention#long post#one day I'll figure out how to express myself more succinctly#but not today#qna
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Thoughts on SotE now that I've seen/explored essentially everything the DLC has to offer.
This post is quite lengthy so I've put it under a read more.
Overall, I did enjoy this DLC and most of what it included. There were only a few major issues I had with it and most of it is from a lore perspective (wow guess about what!) and a lot due to my own personal preferences. So I'll start with the positive, because there is actually a lot of positive with this DLC.
Gameplay: I really enjoyed the gameplay and world design of the DLC, the new weapons, etc. Overall from a pure gaming perspective this is primarily peak FS. While the bosses could be excessive at times with how few openings you get and how short those openings are, that didn't bother me at all for the most part. Most bosses felt fair and rewarding to fight and defeat and tbh at the end of the day that's mostly what I care about when playing these games. Metyr, Rellana, & Putrescent Knight in particular stand out as the two I enjoyed learning the movesets of and fighting the most (except Metyr's lazer beam spin attack, good god).
Level Design: The levels acting as self-contained areas similar to the base game was definitely appreciated and I did enjoy having to figure out how to traverse the map to get to the various places. Each area was unique and visually stunning - though the lighting and saturation at times was jarring. The frenzied flame area in particular stood out to me as something I'd love to see revisited again from a design and mechanics perspective. Also the Cerulean Coast and Trina's area were gorgeous.
Lore: Trina!! The main standout that I enjoyed was the Trina lore. Also the lore regarding the shadow realm, frenzied flame, the fingers, Ymir, Messmer, and Marika all felt mostly seamless with the base game with most having callbacks to lore scattered around in the main game itself. There's a few things I disagree with fandom's interpretation on already but that's to be expected.
Most of the positive is a lot of what people have already been saying so I'm not going to belabor the points too much.
Now, what didn't I enjoy?
Gameplay: The excessive re-use of base game mini-bosses, specifically the ones I already hated fighting (dragons, death rite bird, fallingstar beasts) ended up all feeling like a chore rather than being rewarding. Similarly, the furnace golems got really old really fast and the gimmick ones weren't even enjoyable to figure out - I'll absolutely skip them if I play through this again. Lastly, I'm convinced the Commander Gaius fight was designed in a lab to be utterly miserable to me specifically because it had every single mechanic I hate in a fight.
Level Design: Some areas were so incredibly barren it was a chore walking through them. As mentioned above the shadows and saturation at times was jarring so I do wish that had been cleaned up.
Lore: By far the lore I was most excited for is the lore that disappointed me the most, and not even necessarily because of the story it was trying to tell, but how it told it. I've always from day 1 been onboard with a version of Miquella that strives to make the world better from a sense of naive idealism that ends up leading him down a similar path as Marika once he sees that everything he tries fails to come to fruition, that he cannot undermine the Golden Order and the state of the world with what power he has and with the power he has at his side. I am onboard with a Miquella who piece by piece compromises his ideals in an "end justifying the means" kind of way - so my complaint is how they actually went about trying to tell that exact setup.
Before even the Radahn debacle, the heavy heavy heavy leaning into the bewitchment aspect of Miquella was so incredibly disappointing because it strips his character of what I personally found so intriguing about him: a character who lured people to his side for his sense of idealism, people who then had to come to terms with their own atrocities committed on his behalf for the sake of this ideal future, and all the complexities that accompany that. I always find that mind-control, bewitching, etc in fiction is an incredibly difficult tool to use in a way that is narratively satisfying which is why I detest the use of it so much, because it does exactly what it did here - it took the characters who had their own motivations, lore, and complexities pre-DLC and stripped them down to being either one-note, victimized, or it trivializes their own lore entirely. Primary casualties of this lazy writing choice: Miquella, Mohg, Radahn, and Malenia
Moving into Mohg - I just hate it, what can I say. It's all the above. The whole reason Miq needs his body is such a weak plot point that I have no words. The bewitchment takes this character who was such a beautiful narrative foil to Morgott, strips him of that complexity, and is now forever cast into the victim role. I'm not saying he isn't a victim, don't get me wrong, but to me it was more compelling when that victimhood was at the hands of Marika and the Golden Order. It felt satisfying seeing a character in contrast to Morgott who rose in the Erdtree's defense trying to make something new in response to being outcast and shunned. Sure, were the means at the hands of an Outer God? Yes. Was the blood cult cruel and wicked? Also yes - in fact, as I write this, Mohg seems more of a mirror of Marika than anyone else. Suffering under the current regime and creating an empire to overthrow it; but unable to claim godhood himself like Marika did, he needed a surrogate candidate for godhood, specifically the Formless Mother's godhood: Miquella (assuming only empyreans can become gods and Ranni's body is gone and Malenia is already under the influence of the Rot God). The reasoning for his kidnapping of Miquella is already there, so why did the DLC feel the need to cheapen everything about that narrative to just go "haha jk he was bewitched this whole time" ! Unsatisfying. Deeply disappointing.
Radahn is baffling, even now after sitting on the lore for a few days, it is utterly baffling to me. I get how the DLC set everything up so please don't try to explain it to me, I get it, but it just makes no sense when looking at what the base game set up and even Miquella's ideals? If Miquella is looking to build an age of compassion, why choose the character who wants to be a warmonger? They even re-state numerous times how Radahn finds that war suits him, which makes sense, because his character was about aspiring to be like Godfrey who was The Warmonger Extraordinaire. It made sense that between his allegiance to Sellia and his tutelage under the Alabastor Lords that he would hold back the stars (which control fate, though the DLC did muddy this up too, a post for another time) and would use that power to defend the control he had and seek out more control. But why would he seek it out at Miquella's side and make a vow for an age that would end in the lack of war? That would put him docile and complacent, nothing more than a tool, at Miquella's side?? Especially because if he idolizes Godfrey, surely he would have seen how when Godfrey no longer served his purpose, when there were no more wars to fight, that Marika cast him out - so why would he ever agree or make any sort of vow to that end? It makes no sense to me. It also absolutely makes the whole battle of Aeonia so trite and meaningless, so utterly devoid of any of the dynamic that made it compelling.
Which brings me to Malenia who actually got me interested in ER lore in the first place. It was her character that got me more interested in Miquella and consequently Mohg as characters. So what the DLC has done to her character is nothing short of tragic to me. What was the point of it all? Obviously for her scarlet rot to be cured is a big part and her loyalty to Miquella is as well and I do still believe she would go to would go to devastating lengths in his name (at least pre-DLC). But post-DLC? With the Radahn lore? Why would she entertain the battle of Aeonia in the first place? Why would she nuke herself and Caelid to try and kill Radahn if it was all "according to Miquella's plan"???? It cheapens the devastation, it cheapens her character, and it makes her look worse. Also Miquella was there as well as we see from dialogue with Freyja where he cures her of her rot so ??????? Why did Finlay have to single handedly carry her back to the Haligtree???? If this was all planned???? Someone please explain this to me because I cannot make it make sense.
The most glaring sins of all the above is that while the other lore the DLC expanded upon had roots and foreshadowing in the base game, the whole of Miquella's story in the way they decided to tell it - with the exception of Trina and his core motives - had nothing in the main game. It was all net-new information added in the DLC. And sure, DLCs are supposed to expand upon the base game and give new information, I don't disagree, but when everything else in the DLC has tie backs to the base game and this plot point doesn't? Not an item description? No environmental story telling? It's just bad writing. I refuse to believe the Haligtree statue is Radahn not Godwyn based on the base game lore, that's lazy as fuck justification. Similarly, I've seen people point to Loretta, and sure if Loretta was encountered in Caelid where all the Radhan lore was but she wasn't, she was with Ranni in the Ranni area so that's weak as hell too.
In summary: if this was the version of lore and Miquella that had been presented in the base game I would have absolutely no interest in the story or the character. If anything this DLC has served to actively sap out a lot of the excitement and joy I had in the series because it handled the main lore I was interested in so poorly (my opinion).
I'll probably still finish Field of Reeds as well as Truth and Blood especially now because I want to see the story through with the care that the DLC should have given to the characters, but beyond that? I can't see myself remaining invested in Elden Ring moving forward, especially not if the DLC canon seeps into the main fandom. I already dislike seeing the few Radahn/Miq things I've seen because of all the points above. If you liked the DLC and the Miq lore, more power to you, but I'll be cleaning up my feed to avoid a lot of it moving forward.
And my one last petty gripe: it's like they wanted the radahn/miq fight to echo the vibes of twin princes, but they utterly missed the point of why the twin princes fight from a mechanics and lore perspective was so interesting in the first place.
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oblig dual destinies post
i finished the base game of dual destinies today, as in, everything but the dlc case. but the dlc case i assume is kind of a, er, side adventure that won't change much about my opinion of the main narrative, so here we go. spoilers for the first 5 cases
well that wasn't very good was it
things i did like
number one top spot MVP honourable mention goes to aura blackquill. aura is a great character, extremely my type of character, and her story was pretty interesting. every time aura was on screen i was having a good time. i cannot believe they hid the best, canon ace attorney toxic yuri in its worst game (that i've played so far). obviously wish we saw more of aura, more of aurametis, and more of aura with athena, but what we did get was honestly pretty good and much, much more explicit than i ever expected this franchise to get. i am a dog being tricked into taking a pill because it was hidden in a spoon of peanut butter.
i also liked athena. i was predisposed to like her because all the major female characters in this franchise start with a buff for me, but i did think her over the top exuberant competitive go-getter attitude coupled with the PTSD flashback sprites were a pretty good combo. i think she was unequivocally the star of this game, and i think we should have played her for a lot more of it. her power is goofy as all hell and mood matrix isn't a great minigame, but, well, uh, it's dual destinies i have to adjust my expectations somewhere.
i like that phoenix got his badge back. i can critique all the ways it played out, because you can critique just about everything in this game to the moon(rock) and back, but like. fundamentally. i like this choice and i'm glad it happened. i also like that we got to see edgeworth and pearl and got a letter from maya. it seems obvious this is the franchise trying to course correct after a rough reception to aa4, but frankly i don't really care, because i do think aa4 fucked up there. i liked aa4 and i think it was a better game than this; i also think it's quite a bummer of a game and in many places a middle finger to fans of the trilogy, so, i'll take the olive branches DD is offering me. 🤷🏼♀️
fullbright started off annoying to me but i did warm to him. there's one bit in case 3 where he and athena just cheer "in justice we trust!!!" back and forth that made me laugh. i thought the idea of the big bad being the friendly cop was pretty good. more on that later.
turnabout academy was dumb as hell (affectionate) and i liked it and the npcs were mostly really fun and/or funny. i love you aa5 klavier you hot washed up mess. somehow dual destinies made me more invested in klavier than aa4 did.
things i did not like
where do i start
jk, actually, the first place to start is Why The Hell Can't I Play This Game. writing and characterization and everything aside, this game is SO disinterested in being a game. i can't click stuff. characters autonomously solve puzzles on my behalf without even giving me a second to think of them. the minigames are reduced. investigation days are dull because i can't click anything. it weakens the characterization of the player and the companion character because you don't get their inane chatter. characters don't react to evidence being presented in interesting ways.
the attention to detail and love that went in to so many facets of the trilogy that made it so beloved are just not present here. i don't know what the issue was, rushed dev time or what was going on, but the wrong corners were cut. i made a separate post aout this example because it's so galling: in 1-4 if you try to present the photo of gregory's body to edgeworth, you get custom dialogue where maya intervenes and tells phoenix off for trying to show miles his dead dad. in 5-5 if you present photos of aura's murder to athena she reacts with the same generic disinterest dialogue she gives every other piece of evidence.
the characterization of the returning characters, ie not the ones new to dual destinies like athena and co, is at best watered down and one-note, and at worst out of character. i said i was happy to see edgeworth, and i stand by that overall; but his behaviour in the trial in 5-5 is like madlib edgeworth dialogue, half-hearted fanfic rather than anything to convince you it's a character who lived through the trilogy. phoenix is dumbed down and it's particularly noticeable coming off of aa4, where NPC phoenix was a fucking galaxybrained 5D chess puppeteer who was always one step ahead of everyone, and now he's like, incapable of making basic deductions. all dual destinies phoenix knows is eat hot chip be bisexual and bluff. boring, weak writing. he barely even reacts to trucy being kidnapped. perhaps because trucy is no longer a character and instead is just one extended "teen girl says the word panties" joke.
apollo... lmao... i hate to say it but i don't think apollo should've been in this game. i think his fans would be right to say that he deserved a sequel and that was what was set up by aa4, but all he does in this game is compete for the spotlight with athena, and lose. athena's story is the main story of this game and it is hindered by the detours DD has to take to include apollo; apollo, meanwhile, doesn't even really get anything of substance. we see him mourn a friend we never met and go off on a sidequest we don't partake in. the rift between the WAA would be really interesting if they... wrote it better, or let it sit longer, or let any character react to it for longer than ten seconds.
which gets to the most frustrating thing about this game: there are a lot of pretty good ideas here, hidden under layers of uninteractive "gameplay" and clunky writing that misses its emotional beats. the dark age of the law is a hilarious term but the justice system in AA IS super mega fucked up and that's a fine subject for the game to tackle, until they start pretending it's somehow *new* and that for some reason a prosecutor being convicted of murder was the final straw (ignore all the OTHER prosecutors who were convicted of murder in the golden age). the finale case you can practically FEEL capcom breathing down its shoulder, desperate to right the ship of the IP, scrambling to put together pieces that worked in the past.
but despite athena's backstory being probably the most compelling part of the game, it's hard to shake the feeling that we're getting a remix of turnabout goodbyes, except, well, worse. and that feeling is exacerbated by phoenix and edgeworth, who lived that case, never having or expressing any feelings to suggest they ... lived that case. on paper, edgeworth prosecuting a child who killed a parent by mistake is really interesting! but DD doesn't do anything with it. i actually really like fullbright being the phantom, and if i hadn't been spoiled by fandom, i think i would've been surprised. but that twist is undermined by the reveal that actually the character we knew was ... um... an amorphous shapeshifting blob with no independent identity, there's no sense of real betrayal between him and blackquill bc he's not a real person and blackquill was lying about trusting him so like ... who cares...
in conclusion
i see a lot of the shared DNA with investigations 1, and i have a lot of the same complaints. fun new characters, albeit underwritten; disappointing characterization from returning characters; in aai i found the puzzles frustrating, whereas here they felt nonexistent. at least aai1 had really cute pixel art and let me click stuff, though. shrek meme they don't even have investigating.
i am saying aai1, because i haven't played aai2 yet, and fandom swears up and down it's way better. but i have to be honest. what are the odds that of the four ace attorney games this guy wrote, three of them suck and one is a banger... i guess i'll find out in september when the port comes out :P or maybe when i play SOJ next i'll love it too. stay tuned
#oodly plays AA#this is soooooo fucking long. sorry#i stopped liveblogging so it's just one big thought dump at the end#ace attorney#aa5 spoilers#dual destinies
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Alan Wake 2 Lake House DLC spoilers/review (also spoilers for Control):
Had a lot of fun with this DLC! It’s short (unfortunately expected this), but sweet, although I wish I didn’t watch the trailer for it. It would’ve been amazing experiencing this with no knowledge. As a massive Control fan, I was practically thriving off of all the reading and FBC style. I have some sympathy for fans of Alan Wake who might hate Control, but these games are far more than a crossover by now and moving forward. I can see how this wouldn’t work for people who dislike that.
Personally, Remedy has done well at connecting their stories without it clashing! The AWE dlc for Control was a mixed bag for me, mostly because the story wasn’t really there and the darkness mechanics were bland. This could be because I’m very biased towards Control, but this was a great example of how to merge the settings and traits of both games in an interesting way.
The marital and mad scientist drama was terrible in the best way. I was dying every time one of the Marmonts was “hmmm Wake says we’re going to die horrifically and become monsters, but im personally better than that.”
DR DARLING… <3 He should’ve had more appearances </3
After all the deserved hate directed at AI and producing content rather than art, it was heartwarming to see promotion for Poe. I don’t know the details, but she’s barely been able to release music over the last 20 years (some songs here and there), so having an entire area dedicated to her with links to a (fingers crossed) site about an upcoming Poe project was lovely. Lots of love put towards artists in this.
Ed being there was and thinking he was in an immersive experience was incredibly funny. I’d have to look it up, but was the manuscript page in his room detailing when he was taken HERE and not him dying to taken? Was this DLC happening during the start of aw2 or right before?
I’m in love with Kiran Estevez. She can be judgmental and tries to maintain a level of calm over the situation, but her disgust, fear, humor all shine through in funny ways. Hope that she, along with at least Saga, get to be in Control 2.
Only found this out after checking Reddit (which imo is too harsh over both Night Springs and this DLC), but apparently the Dylan part is skippable. It was SUCH a highlight of this DLC. The shifting environments, the Not-Oldest House, Dylan in the “panopticon” post-Control, etc. was surreal and captivating. Usually with set ups teasers, I don’t particularly care (e.g. the AWE dlc ending was alright!), but man. The way to get it was perfectly strange. Poor Dylan. Just like Control’s “hidden” ending cutscene, this really seems to put Control 2 in the wider NYC.
Having a “person who’s only seen Boss Baby” moment: thought of tma (the podcast) with the tapes, archives, panopticon, all the weird shit. It didn’t influence this game, but I was getting flashbacks to when I listened to it (stopped caring for it, but the first few seasons were fun in a creepypasta way)
I liked the calendar puzzles. I’m not a huge fan of puzzles in games, but these were easy enough to follow without dragging on. however I did spend five minutes confused just because I got Friday and Saturday mixed up :(
The boss fight was easy in story mode lol
Diana brutally killing the taken Jules was one of the only “gross” moments of Remedy’s games and it was great! It’s not much gore, but I’ll take it.
I accidentally pressed the option to instantly destroy (?) the painting :( So im so sorry to Rudolph and I’ll be replaying this dlc soon to see what the other option is.
For my problems, I was sad that the paint monsters were mainly annoying to run from (also they’re cute). I don’t know if it was an issue on my end or a bug, but even once I went to story mode, I still wasn’t finding healing objects until the last fight. The reason I switched to story was only because my low-ish health kept instant killing me by the Painted 😭 Maybe it’s because I haven’t replayed Alan Wake in a while, but this DLC was wildly difficult. If Remedy didn’t add a whole list of assists, I’d be more frustrated, but thankfully it’s there. The map also would keep question marks and loot up even when I interacted.
I prefer the Night Springs DLC, but this was a great look into Estevez, Control, and what art is. Now, Alan Wake 2 is officially done!
#lake house dlc#alan wake 2 spoilers#lake house dlc spoilers#my post#this is technically a review but I just wanted to talk about this dlc lol#fun dlc :)
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BG3 ending (spoilers)
I finished BG3. And I.. I'm so devastated right now. Not in terms of relief or "oh, such a good game has come to an end, idk what to do next", I just don't understand what happened. I am disappointed. I need to speak out. Otherwise I feel like I can burst into tears because of indignation.
And I beg DON'T READ THE POST FURTHER if you haven't reached the end. There will be plenty spoilers. DON'T READ IF YOU HAVEN'T FINISHED THE GAME.
So. Is this really the end? Is this… what we've been so actively waiting for 3 years? Maybe there will be DLCs no less than another full-fledged act? Otherwise, I cannot understand what was the point MC to do all of this?
I.. damn, this is hard. I waited so long for this game, but now I criticize it. Okay, phew. I'll get myself under control. Phew. Sorry.
We were promised different outcomes, different endings, many choices. But what did we actually get? You either save Orpheus (the Emperor becomes an enemy), or help the Emperor (Orpheus dies), or you/your companion turns into an illithid. And like.. who cares if you continued to refuse the powers. It's unavoidable in any case. You cannot form an alliance, you cannot win without a tadpole. You are linear in your final choice.
Your companions?
Wyll leaves to Avernus. Karlach returns to Avernus. Astarion can no longer stay in the sun, he begins to burn and therefore runs away. That moment… it broke my heart. My MC romanced him, couldn't he followed Star? Was it not possible to add some extra scenes? It doesn't matter to anyone. He ran away? Well meh who cares. Only Shadowheart says something like "oh, how sad, he can no longer walk in the sun."
I wanted to help him damn it! Both him and Karlach. And Lae'zel too, but game not allowed me to do so, forcing to choose: either the giths fate, or your ally. Choose.
I wanted my friends to live happily even without tadpoles! Why the hell I was saving the world, if my companions can't be happy? For the sake of a good ending, I should have let Stari to perform the terrible dark ritual? Or turn Karlach into a squid? Minsc and Jaheira are just fanservice for old fans. More or less good end has Gale (still with bomb inside him), Shadowheart and the Emperor himself.
And what about all my decisions? Where are their consequences? What happened to the vampire spawns? With a grove? With the forest? With Hell, where we killed a mighty devil?! With the Ironhand clan, who now have a new leader? Larian Studios, was it really so hard to write at least in text about everything that happened? Like in DOS2 at least? Or about our companions future life. At least about them!
It feels like even if I decided to play as pure evil.. there would be no difference, because I just don't know what my actions led to. But I can't play evil, I just can't hurt anyone. Yes, I'm boring person who loves happy endings and when everyone doing great.
BG3 received its fame, glory, attention. Obviously will receive a bunch of awards, because its ratings beat all records, but inside me.. there is just emptiness. I can headcanon a happy ending with Astarion, truly free Lae'zel, who will be no longer chased by Vlaakith's servants and Karlach with repaired heart. But it will all be in my head. Not in the game. Baldur's Gate 3.. is like a beautiful (really beautiful) wrapper, but the candy inside turned out to be simple and not very different from the others.
I'm sad. Very sad. And I'm sorry for this flow of words. I had to speak out. Now I feel a bit better. I really want to hear your opinion, because now I'm mentally hurt. I obviously triggered the high expectations for this game and get a painful kick for that.
#baldur's gate#baldurs gate 3#baldur's gate 3#baldur's gate iii#baldurs gate 3 mc#baldurs gate astarion#bg3 spoilers#baldurs gate 3 wyll#baldurs gate 3 gale#baldurs gate 3 laezel#baldurs gate 3 karlach#baldurs gate 3 emperor#gale#astarion#wyll#shadowheart#laezel#halsin#bg3#bg3 tav#baldurs gate 3 spoilers#karlach#astarion romance
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