#i know we aren't getting DLCs from this game
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avernusreject · 1 month ago
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What I wouldn't give for a DLC of the crows couping the Antivan king to put Viago on the throne. Just a DLC where you as the player absolutely know the crows are in the wrong, but the game lets you either work to stop or help them succeed. Is this mainly because I'm deeply in love with the crows and just want more crow content... maybe dw about it. But it could be so much fun. Let me support Antivan wrongs. Not to mention the angst you could put in there if a crow Rook chooses to support the king, betraying viago (could never be me, but there's so much room for an absolutely heartbreaking moment)
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felassan · 22 days ago
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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]
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he-calls-me-kitten · 10 months ago
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Sugar, Spice and a Tempting Vice
VA! MC x OM! Characters
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"Hey Levi, any new game recommendations for me? I just finished the last lot of books Satan suggested." You asked, plopping down your head on his shoulder to look at his screen.
"M-MC! You have to warn me before you do such things!" He muttered, his ears turning red as he scrolled some webpages pages for you. "But okay yeah these are the new games that are out recently... see anything you like?"
"Oh my God! It's out it's out!" You pointed excitedly at the screen. "Pretty Little Things is out! Finally!! I was dying to tell you all about it!"
Levi visibly stiffened up. "You-you were waiting for this particular game to come out? Are you sure it's not another game with a similar sounding name?"
"Nah uh this is the exact same one. Look up the list of voice actors in this game!"
"WHAT?! MC WHY IS YOUR NAME IN HERE?????"
"Yes! This was the new part-time job I couldn't tell you about since it was still in production! Im so glad you can just play it now!"
"...it's uh ready for download on all platforms already...so which character did voice?"
"Oh spoiler alert, my character is the only one that doesn't have a name, you have assign me one, the same way you name yourself. They even designed the characters to resemble all the VA's and add in some of their personalities, isn't that sweet?"
"Hahaha y-yeah definitely sweet! I'll be sure to check it out soon!"
"Great! Lemme know what you think of the game okay?!" You squeezed him in a small hug before you left.
Later in the Demon Brothers only group chat:
Levi: Code Red! Code Red! ASHSKSHSKSKSJJSKKS
Mammon: WHAT WHAT THAT MEANS AN MC RELATED EMERGENCY RIGHT??
Asmo: OMG are they OKAY?? Should I go check up on them in their room!?!
Satan: I'm already on my way.
Mammon: NOT BEFORE ME YOU'RE NOT!
Belphie: Is MC hurt in anyway?
Beel: Did they pass out from hunger?! I can bring them emergency snacks right away
Lucifer: Can you lot not lose your minds everytime MC is mentioned? Pathetic. Levi, calm down and tell us what's wrong.
Beel: But Lucifer I just saw you hurrying up the stairs to MC's room too...
Satan: Typical Lucifer. By the way, MC is perfectly fine, happy even. Levi what are you on about?
Mammon: Yeah MC can't stop smiling! It's a good thing that happened, you idiot! Why would you scare us like that?
Asmo: Omg apparently MC voice acted in a new game! Levi I need you to download it for me ASAP please!
Beel: Me too, please.
Belphie: Me three.
Lucifer: I've already done it, you all can do it yourselves if you could do your own work for once.
Satan: Oh shut up, MC just did it for you right now as they did it for me.
Levi: It's a Dating Simulator. With multiple H-rated DLC endings. And MC is one of the dateables.
...
Levi: Hello?!! Did you guys not see my message?!
Levi: Seriously no reaction?! You guys aren't freaked out by this?!?
Beel: I just heard several doors opening and closing at once.
Asmo: Oh come Levi, I think you already know what our reaction is Levi ♥️ How can we possibly hold in our excitement after such a news!?
Levi: Are you all downloading the game together?!!! Y'all are hogging the bandwidth too much, my download speed has gone way down!!
Simeon: Hey
Simeon: I heard some demons in a cafe, raving about a game where MC plays one of the main characters?
Solomon: Indeed MC just sent us all a link right now.
Simeon: Oh is that so? I'll get Luke to help me download it after he's done with his.
Levi: Luke is playing it too?! I don't think it's appropriate given it's certain hidden endings!!
Barbatos: MC already made sure of it. He only has access to the sibling and friendship routes. It's a special version they added for all ages.
Diavolo: It already has downloads in the ten thousands. I'm really glad to see how MC is beloved by Devildom.
Levi: Are NONE of you affected by the fact that there are erotic routes with MC's VOICE?!!
Solomon: Oh I personally cannot wait hear my adorable apprentice's performance.
Barbatos: Ahem. I'd rather not comment on it.
Simeon: Same.
Diavolo: Same.
Levi: Sigh. We really are just a helpless lot at the mercy of MC.
To be continued...
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zafulz · 6 months ago
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Regarding SotE's ending.
Spoilers ahead, rant.
I'm a dissappointed on the fandom always wanting to take sides for the most nuanced narratives ever written in games, sometimes it feels like we play different games at all. They want to excuse other demigods and put the blame on the ones who wanted to changed the status quo, when we all should realize how the Greater Will and the Outer Gods had influence and have been the ones to actually be playing chess with their tragic fates. Radahn and Morgott wanted to keep and perpetuate Marika's / Golden Order rule, Miquella, Ranni and Rykard wanted to get rid of all the Gods (using the Stars/Moon, destroying gods or becoming God themselves), and Mogh, Malenia and Godwyn had their fates taken by Outer Gods/Plots. They were all played and incited by the horrors of Marika, under the Greater Will. Remember that Marika shattered the Elden Ring to rebel against the Greater Will due to all the grief and most recently Godwyn's death, so we can guess she realized too late.
Then, it surprises me how easy we are to label Miquella as a villain without taking all that into the equation. The game changers, following up Ranni's statements, were only Miquella, Malenia (as she was almost ready to become a goddess even before Miquella), and her. Ranni, probably the one who knew all of Marika's record and was already done with the situation of her family and the Lands Between, started this first with killing Godwyn. Miquella just could not keep at delaying the facts during the time he tried to revive his brother and revert his twin curse, leading to despising the Greater Will and deciding to ascend having learned the horrors of the Lands of Shadow and the current state of the Lands Between. The actions taken by them can't be honestly judged at certain human moral standpoint, since we are talking of literal demigods, SOME of them supporting the current status quote where Omens, Demi Humans, Albinaurics, Giants where OBLITERATED to keep the Golden Order's rule. The DLC covers the process in which Miquella decided to walk the same path as Marika, probably for similar "better world" goals, but Marika just followed the Greater Will. Miquella decided to become a god and strip himself from all essence, without any guidance. Is not a mending rune to keep the Elden Ring somehow. The story trailer show us how Marika called the Greater Will, now dried up after thousands of sacrifices, Miquella becomes a God by stripping himself of what attaches him to the world (reminds me of Tales of Symphonia, where Colette is loosing all senses to become an angel or the Avatar State) St. Trina asks us to kill him, because she understood this path will only create another Greater Will-like God, no feelings, just cold stare and control, a caged god.
Now, somethings that aren't clear is how the affection compelling powers works. Miquella shattered his own rune knowing this would remove his "charm" from others. Why he did that? What's the vow Radahn and Miquella made? The cutscene crystal clear shows Miquella is afraid of becoming a god, but taking that decision on this vow.
Probably a fight with Malenia before becoming Lord. Whispered this part on his ear like normal.
A LOT of information is missing, but the point was that there are no " villains" in this game, BUT THE GODS. It is a Man vs God narrative that is very nuanced. Thanks for your time.
Ps. Did you notice this?
Grace and the Gods influence reflect in the eyes. Messmer is final proof of it when he breaks his Grace and Serpent appears isntead, or Miquella showing up with eyes shut, becoming a God himself. Ranni Melina I wish we could have more dialog options and reactions from what we did in this DLC :')
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thankssteveditko · 1 year ago
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Sony's PlayStation 5 Presents Insomniac's Marvel's Spider-Man 2 (the third game in the series)
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I beat the main story and have enjoyed my time with the game overall! I want to talk about spoilers and things that I liked and disliked in the story, so here's a post with some scattered thoughts.
(Hello! I haven't forgotten that this blog exists! Like I said, no update schedule, I will read more of the Lee/Ditko comics whenever I make time for it. I've actually been sitting on a mostly-complete version of this post since I beat the game in October, thinking that I'd finish the rest of the side quests so I could throw in thoughts on those. But... eh, I'll do that whenever the inevitable DLC rolls around. I just wanna get these thoughts posted.)
Spider-Cop No More
First off: they downplayed the cop shit!!! This was the first thing that really struck me about the game, and I'm stunned that they actually listened to criticism on this. I thought we'd just be stuck with it forever.
It'll never be completely gone, of course. Spider-Man is always going to leave criminals webbed up for the police to take to prison, hoping that they'll do their time and come out the other side as Productive Members of Society. That's just a thing I begrudgingly accept as part of the genre that will probably never go away. But Spider-Man is no longer repairing police surveillance networks. You're no longer beating the shit out of random drug dealers. Gangs of escaped convicts still wearing their orange jumpsuits are no longer terrorizing the streets of New York.
Instead, Peter and Miles are played more as firefighters. Sometimes very literally! They work with firefighters, they rescue people from collapsing buildings, they rush injured people to the hospital. In general there's a huge increase in the number of random onlookers present during the big action setpieces, and the Spider-Men frequently have to save them from harm. One of the major side quest lines is even literally about a cult of arsonists, and you'll routinely find burning fuel tanker trucks you have to extinguish with your webs. It's great! Love this for them.
I also generally liked the side missions in this. There's a lot of good stuff with the Spider-Men being neighborhood heroes willing to help out anyone in need, no matter the problem. Some of them can get corny, sure, but that street level stuff has always been the real heart of Spider-Man to me.
Gameplay
The gameplay's as fun as ever. That probably goes without saying. I will not be spending a thousand words explaining that swinging is fun.
In particular, I really liked the changes to the Focus mechanic. I never loved the way Miles' game made you choose between healing and doing your special attacks, but here your four specials have their own cooldowns, and the Focus meter is spent on either healing or finishers. It still offers that risk/reward element, but those vicious cycles where you can't do any real damage because you keep needing to heal aren't nearly as bad as they were before.
Personally I didn't turn off the swing assist or turn on fall damage, because the streamlined swinging never bothered me in these games, but I'm glad the options are there for people who want them.
Kraven
I liked Kraven in this! I liked the way they leaned into his Hunters being this weird death cult, and him wanting to go down in a blaze of glory against a worthy foe, to the point that he's actually disappointed anytime a foe can't kill him. It riffs on things people liked in Kraven's Last Hunt without being the exact same story. I like that Kraven's gang is renting out this manor or whatever and just being a complete terror to the wait staff. I liked the way Kraven hunting Peter's rogues' gallery clashed with Peter's belief in giving his villains second chances. I liked that they were willing to have Kraven kill off a couple of the minor villains from the first game to sell how dangerous he is. (I know some people hated this, but like, come on. We already fought the Sinister Six. They don't need to do that again.) I like the way Kraven pushed Peter to the absolute brink, turning him more and more aggressive with the Black Suit. Good stuff all around, even if the Hunter enemy types did wear out their welcome a little bit by the end.
The Black Suit arc
I think I liked the way Insomniac handled Peter's Black Suit arc overall, but there's a tradeoff here.
They REALLY lean into the body horror tentacle stuff, with Black Suit Peter basically just being a skinny Venom by the end. The sequence where you play as Mary Jane while the symbiote puppets an unconscious Peter's body around and goes on a rampage against the Hunters was REALLY great at selling how scary Peter is becoming, and it made me completely change my tune on the inclusion of the MJ stealth missions in the sequel. Having to beat an out-of-control Peter as Miles immediately after Peter beats Kraven was also really good. This is all cool!
BUT, the thing is... with the symbiote powers being so freaky from the start, it really pushes my suspension of disbelief when Peter and co. take so long to become wary of it. I guess when you've been bitten by a radioactive spider and given superpowers, and when you live in the same universe as the Avengers and the X-Men, your perception of what's "normal" is going to be pretty warped. But they buy the whole "organic exosuit created to treat Harry's illness" story WAY too easily lmao. How do the self-aware slime tentacles help with his illness, exactly?
And I'm not sure how I feel about giving Peter Anti-Venom powers in the last act. It feels like it's primarily a concession so that they can give players that branch of their skill tree back, but honestly, the designer in me thinks it would be really cool (if risky) to just permanently lock players out of Peter's most powerful skills past a certain point. Yeah, it'd definitely piss people off, but it drives home the idea that Peter's given up greater power because it's the right thing to do. It'd put you in his shoes! Instead he just gets the symbiote powers back, but it's fine because the Venom voice in his head is gone and also the slime tendrils that explode out of his body are white now, which means they're good.
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I have to say it. I'm sorry. The glistening white goo... they turned Peter into the Amazing Cum-Man. I changed back to the Classic Suit after rolling the credits and forgot I still had the Anti-Venom skills equipped, so I just saw regular old Spider-Man exploding his white goo everywhere. Terrible.
Assuming Peter is just stepping into more of a supporting role to Miles and not fully retiring after the events of this game, I really hope the Anti-Venom stuff is gone. I get that he needed it to counter Venom, but that's not what I want for Peter Parker.
Miles
Miles is good in this, and I really like his arc where he struggles with whether or not he should avenge his dad by killing Martin Li. I like how all that plays out. Unfortunately, they don't quite stick the landing when it comes to making him and Peter feel like equals in terms of narrative focus. His arc is definitely the B-plot to Peter's for the middle chunk of the story, which I guess was kind of inevitable since they decided to do the Black Suit arc. But Miles does at least get a lot of moments to shine, and by the end he's very much taking the lead as the main Spider-Man.
Becoming the main Spider-Man also gets Miles a new, wholly original suit that ended up being super controversial, and honestly... I kinda like it? Or at least I like what it's going for, even if the actual design could still use some work. It's something totally unique for Miles, and I like spandex/streetwear combo suits like what the Spider-Verse movies have popularized. But showing his hair is really pushing the limits of his secret identity. He hangs around Brooklyn Visions WAY too much for his classmates to not recognize his voice and haircut. And I understand why people would be wary about it becoming his "canon" look moving forward. But I think it's got potential.
On the subject of Miles, though, I will say that while I liked Miles' side missions, it feels like he's often saddled with the game's broad, kinda touristy, kinda token attempts at Showcasing The Diversity Of New York, in a way that Peter isn't.
I like that Miles has a deaf graffiti artist girlfriend that he and Ganke sign with, and I like that there's a series of side missions that explore some local jazz history, and I like that there's a mission where Miles helps a gay classmate ask his crush to prom. I like all these things! I like Spider-Man being involved with his community, and that said community includes such a wide variety of people! I like that this game slows down to savor these types of moments instead of just being all action all the time! But when I step back, I notice some patterns.
Hailey doesn't have a big role in the main plot, especially when compared to MJ, but Miles gets a side mission where you briefly play as her with muffled audio to teach you what being deaf is like. There are no major queer characters in the story - unless you count Felicia showing up for exactly one mission to mention she has an unseen, unnamed girlfriend in Paris now - but you get a side mission where Miles helps out a gay couple at his school, who then never come up again. To put it very uncharitably, they can feel like Very Special Episode missions. It's like the devs going: we're going to give Miles a Gay Mission, and an Impaired Hearing Mission, and a Cultural History Mission, so that we can say we touched on these things, but we're gonna make them all optional and keep them far away from the full-blown Superhero Stuff like fighting costumed villains. Those flavors cannot mix. Meanwhile, Peter gets to have a whole elaborate subplot about teaming up with Wraith to track down fucking Cletus Kasady. There's an imbalance here, and I think it's part of the reason why Peter still feels like the "main" Spider-Man for so much of the story.
I think this was all written with admirable intentions, but as others have pointed out, you can kinda tell that this game was mainly written by some white guys based in California. These attempts at depicting various marginalized groups can feel kind of detached in the same way that Insomniac's map of New York doesn't quite line up with the real thing. But I dunno. I'm not really the one to dig deep into some of this stuff as a white woman from Florida. I would be curious to read others' takes on this.
Maybe I'm just being overly cynical about the writers' well-meaning but corny and kinda out of touch liberal politics because of the podcasts.
The podcasters
I wish Jameson was in this more! They psyched us out by giving him a full character model for, like, two scenes. I like him being MJ's boss, but I wish we saw inside the Daily Bugle offices to get more Jameson.
At least his podcasts are better than the ones in the Miles game, though. Him completely trusting in Roxxon was just too much for me. Here he condemns Oscorp for the symbiote shit, and he also gets some moments where he takes the ongoing crises seriously and isn't just ranting about the Spider-Men. He isn't just a conspiracy theorist crackpot here. Shit like his "fuck Spider-Man, we have a justice system for a reason" speech makes him feel more like a human being with a point of view, rather than just a caricature. Definitely an improvement.
Unfortunately, I still find The Danikast grating. I'm sorry, Ashly Burch. It's not your fault. The quirky heckin' wholesome millennial podcaster lady who catches you up on current events and then reminds you to drink 64 ounces of water a day in the same breath is just too much for me. At least she doesn't have any lines as bad as her throwing in a "damn" and then going (direct quote here) "That's right - no censoring! That's how REAL I'm being right now!" like in Miles' game. Instead they give her this, like, almost psychic insight into the main plot to try and make her the angel on Peter's shoulder. The second Peter gets the symbiote she's like "Wow, y'all. Have you seen Spider-Man's new black suit? Something's different about him. He's been giving me such bad vibes lately. #NotMySpiderMan" Also she's supposed to be this, like, underdog independent podcaster who started her show on a whim and has become the voice of the people... but she's got billboards plastered all over the fucking city. Which makes her feel like an industry plant lmao
Again, there's a detachment with the writing. This is, like, some middle aged white liberal game dev guys' idea of what a modern leftist teenager would think is a Cool Activism Podcast. Unfortunately, because Insomniac thinks Danika's a hero, Mary Jane's triumphant ending is that she quits her job at the Bugle to become a podcaster, too, delivering a thinly veiled monologue about the pandemic to kick off her new podcast literally titled "The New Normal." She's going to save the world with podcasting, because that's the highest form of activism, I guess.
Venom
So! Venom! Venom was... okay.
Surprising no one, Harry Osborn is Venom. Harry's okay both as himself and as Venom, but I'm not sure his arc is a smooth one. He starts out as Peter's comically perfect best friend who returns to reminisce about the good ol' days and hand him his dream job on a silver platter, and then later he becomes a little ball of rage over the fact that Peter gets his symbiote and can't/won't give it back. I'm not sure that pivot is handled the most convincingly. You kind of have to write it off as the symbiote messing with their heads, I guess.
When he actually becomes Venom, I'm... mixed on the execution. On the one hand, the cool factor is absolutely there. He's a very cool big monster, and Tony Todd is great in the role. But he also wants to take over the world and make everyone a symbiote, and aside from any lingering resentment towards Peter, that's really all there is to him. It makes for a good video game to have a bunch of symbiote enemies and creepy symbiote nests and symbiote tentacles climbing up the sides of buildings in the last act... but is that really what I want out of Venom? Probably not. But he sure does look cool as a big monster guy to fight, and I was happy he was briefly playable.
Suits
Part of me feels like there's something lacking about the suit selection here, but almost every suit I liked in the previous games is back, and also I'm the type of person to give Peter the Classic Suit the second I unlock it and use that for most of the game. So does it really matter for me?
Peter's selection feels dominated by the various live action movie suits, but I get that those are going to be some of the suits people want to wear the most. I wish he had the Peter B. Parker skin to go with Miles' Spider-Verse alts, though. No idea why it's missing. Really I think I mainly just want more of the Spider-Verse designs.
Also I've complained about how most of the original suits designed for these games make Peter and Miles look like they were bitten by radioactive Alienware products, but I can just, you know. Wear other suits.
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Misc thoughts
Everyone's already made this joke, but it's extremely funny that the Avengers didn't help with the symbiote invasion. Took one look at that and decided it wasn't their problem
On the subject of other superheroes, I do wish these games would acknowledge the Fantastic Four more. Peter's close relationship with that team feels woefully underutilized in his various adaptations
I like the trope of a boss fight that's a heightened version of a personal conflict between two people who are close, where throughout the fight the boss is airing out their grievances while the hero tries to get through to them emotionally. That especially works for Spider-Man! But WOW has Insomniac played that card a lot of times by the end of Spider-Man 2 lol
They're teasing the addition of Silk, I guess? I'm gonna be honest, I don't know shit about Silk, but I guess it was inevitable that they'd give us some form of Spider-Woman at some point. Gotta work all those costumes in somehow, and they're not brave enough to let one of the boys cosplay as Spider-Gwen.
They WERE, however, brave enough to let Harry say he loves Peter. I liked that little moment. They presumably meant it platonically, but clearly ol' Yaoi Lowenthal knows what's up
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Post-leak addendum
So, obviously, by the time I got around to finishing this post the big Insomniac leak happened. I wish the game industry wasn't so secretive that it took a massive, dangerous data breach just to get our hands on some very basic info that would be public knowledge if Insomniac was a film studio, but here we are.
We now know that Insomniac spent somewhere around $315 million making Spider-Man 2 - triple what the first Spider-Man game cost to make. A quote about this from a leaked presentation has been stuck in my head ever since I first saw it on Twitter. “Is 3x the investment in [Spider-Man 2] evident to anyone who plays the game?”
To be honest, I'm not sure it is.
I liked Spider-Man 2, but I'd probably say that overall I liked it about as much as the first game. It's certainly a somewhat bigger game, with marginally more realistic looking graphics thanks to the power of the PS5. But I think I could do without ray tracing and more realistic hair rendering and whatnot if it meant that these games didn't take like five years and hundreds of millions of dollars to make. I could not give less of a shit if the swinging animations were recycled between games. I'd be fine with them being shorter, too.
I like these games, but as we look at that leaked project lineup and realize that Insomniac is turning into The Marvel Game Studio, I think about how many smaller, more original games that those resources could go towards if they scaled back the Marvel stuff just a bit. How many Ape Escapes or Patapons or Gravity Rushes could get made for the budget of just one of these massive AAA tentpole games of Sony's, which are apparently barely even breaking even? How many could be made for the budget of the "smaller, cheaper" Miles Morales game, which somehow cost $156 million to make despite using an updated version of the same Manhattan map from the first game? Hell, how many smaller games could have been made with the $39 million that went into remastering the first Spider-Man game for PS5 a mere two years after launch? How many people will lose their jobs if any one of Insomniac's upcoming Marvel games underperforms - which, in this case, could mean selling "only" 5 million copies? And would hardcore PlayStation fans even accept those smaller games at this point, now that they've been trained to only appreciate mega-budget Prestige Games with cutting edge graphics and treat everything else with disdain? How much worse will this get as the graphical arms race continues?
I think I just miss Japan Studio. Fuck Sony. Uhh but anyway the Spider-Man game this post was supposed to be about was good, some writing complaints aside. 8/10
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darknightsblog · 9 months ago
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I know you're working on the DLC now but are there any little chain facts we can have that aren't in the game?
Even though the DLC is packed with details and lore about Chain, I couldn't fit in everything I thought of. Here are a few facts about him not discussed or shown in game:
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He cuts/shaves his own hair. Currently, it is very long, but he is lazy to fix it. Since he doesn't care about appearances, he walks around with bed hair 24/7
He has a sun-shaped tattoo on his right thigh. It used to be an injury from work. It's hard to draw CGs showing up to the thigh area so here's a picture for reference:
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Chain has flexible joints. Like he can touch his wrist with his thumb on the same arm, do the split and touch palms behind his back with the fingers pointing up.
Alcohol has no effect on him. The only moment where he acts close to tipsy/drunk is when he is really sleepy.
Whether it's freezing cold or burning hot, he wears the same attire all year. His wardrobe is mostly t-shirts and jeans.
His favorite colors are earthy.
Chain's natural haircolor is green and he never dyed it before. Lots of people have been asking me about this haha. I rather not connect all my characters with reality.
He used to go to therapy. During that time, he kept a journal.
Most of the time he cooks his own meals. He believes that eating well helps with sustaining his lifestyle.
His job pays so much that he can retire by age 30. Although, he doesn't want to stop working until he is unable to physically. Doing 'nothing' for a long time makes him restless.
I hope that you get to know Chain a bit better with these 10 facts!
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onestepbackwards · 1 year ago
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I've been following the Unity situation and its so fucking insane like holy shit. We have everything! - Absurd fees for devs! That may or may not be retroactive and illegal, but we won't say until you cause a stink about it! (We totally aren't shh we wouldn't break the law. Totally :) ) - Getting rid of one of their levels of subscriptions during all of this, The 'Plus Plan', and allegedly putting you on the more expensive 'Pro' subscription if you auto renew! - Insider trading! Selling their stocks not even a week before they released this new change in their company! x x They've since backpedaled from what their original plan was. Originally, they told everyone that every Install, reinstall, dlc, demo, and pirated copy would now cost a fee (with few exceptions, such as charity games and bundles) It's not hard to see how this could tank an indie company with ease. Mad at a dev/company? Just mass install/uninstall. Now they are apparently saying that 'nonono! We only meant the original install :)' Which also opens the door as to how they are tracking installs. They so far have seemed to be avoiding as to how on earth they are going to do that without breaching privacy on a computer. Especially when it could just be easier to make a fee based on purchases, but no. x
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So you know, don't worry guys, they have their own 'proprietary data model.' But so far (As i type this, or am aware of) have not given details about how that model works. When asked about stuff such as Xbox Gamepass, Unity mentioned it would be Microsoft paying for the fees. As of now, I have no idea if Microsoft was even told this, and I doubt they are going to agree to it either out of nowhere. x Another fun thing, is if you change your Unity plan, you are added to the revenue threshold immediately. Interesting that this is after they sneakily got rid of their Plus plan, which a lot of devs seemed to use.
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And interesting enough, they seem to contradict themselves from their QnA and their official twitter post regarding Demo's and Early Access, or at least tried to be sneaky about the wording?? x x
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They won't charge for demos or early access, until they do, apparently. Or if the demo has data that can be transferred to the main game, anyway. Unity also claimed this would only affect 10% of its users. Which is funny when you look at all the Indie devs and studios who are coming out on twitter saying that this actually directly hurts them. Not to mention all the people that have spent years learning this engine, for themselves, or so they can apply to companies using it. And now all of that was just spat on by Unity themselves. There's also the games that have been out and are built on this engine, and can't just be tossed and rebuilt. Such as Among us, Genshin Impact, Pokemon Go and the Diamond/Pearl remakes. Overall, it's a huge mess. Unity majorly screwed up. I'd recommend looking into what games you like, and if they run on Unity. If you don't have them yet, you may want to purchase them so they are in your steam library, or whatever console you play on. With the uncertainty of all of this, I wouldn't be surprised if some companies delist their games on steam. If you buy from them now, you'll still be able to support the devs before Unity implements this new fee plan. Plus, since you paid for them, they will still be on your console/in your steam library. Please stay safe ya'll, and support your local game devs during this storm. They need it.
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odusseus-xvi · 13 days ago
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Quick vent (when I write you I don't literally mean *you* just, people I read from that annoyed me that I know won't see this)
God I just got reminded how poisonous the silksong subreddit is after every event like what the hell. "Team Cherry doesn't deserve their fans" "Why did they announce it so early if they didn't want to give news" "Just de-wish-list the game and move on, that'll make them pay, we are Team Cherry's source of income, if an employee didn't show up for multiple years they would get fired" "It just shows how horrible Team Cherry is to their fans"
I'm not paraphrasing. This is things I saw and read and like, I get that the drought of any news can be hard especially if Hollow knight is your favorite game and you are/were hyped about silksong but bud
Team Cherry is 3 guys who have lives (hell one of them became father during that time), Probably enough money to live comfortably for a WHILE, who produced one of the best metroidvanias out-there, reigniting the genre, and they did that with a box of scraps, in a cave little money and little time while eating the leftovers of the other companies of the building they were in (I'm not making that up.) They keep saying (well, kept...) that their favorite thing is making games, and that if they could they would just keep working on silksong and never release it (partially paraphrasing an interview). They now have infinite time and almost infinite money to make the game they want, and said they would retire from the internet because they didn't want to be impacted by what the fans said/wanted so they could do truly the game THEY wanted.
Sure, not communicating sucks a bit but I feel like you are acting like in a relationship, "Why are they not communicating that's toxic" I think you put yourself in a relationship that's not one. They don't care about you and that's fine, they are just making their game in their corner which they've always done. I would LOVE more news. And I'm sad and confused as to why they choose not to, but also, I respect it, because I never paid a subscription for anything. Hell I'm thankful they are even making another game for Hollow Knight that was never a guarantee, they aren't Nintendo or anything again they are 3 guys, one of which wasn't there for Hollow Knight, and they went "Mmmh. A DLC won't work let's make a new game" And honestly with how some are behaving maybe not looking at what fans say and staying away was a good idea because wow what the hell.
Now here, with how long they take, with no news etc. (well I say no news but very technically Ari and William (And Leth as well) (no Jack is he even real /j) were spotted at an Autralia game pax a few months ago and said "Yeah yeah we are working on it :D" to someone who asked so ya know, there is that at keast dfgdfg) I certainly HOPE the game is good. Making Metroidvanias is long especially with that small of a team, BUT they are good at it, they chose that it was better to stay away to make it so I hope this was a good decision for the game. But I have very little doubts about that.
Anyway, just a vent cause everytime I'm like God I think you guys do not know what developers being "horrible to their fans" is like. In the end I'll just be happy to play silksong when it comes out, and pray Team Cherry will maybe address the lack of news just as to avoid that shitstorm of people who apparently can't do anything else than shit on them. Because at this point I'm almost convinced half of 'em will not even be happy to have silksong out they absolutely want "Team Cherry to pay for their indifference".
Then again, reminding this is mostly the subreddit, the Hollow Knight discord is actually pretty chill. And tumblr too honeslty. But what am I even expecting from reddit sdfsdf
Anyway can't wait for Silksong. Next event for sure /j (I do believe we'll have something next year tho, cause now it's starting to be very long without anything) (yes we say that everytime but like, I don't know I have a feeling.) (Lemme cope)
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emmettkane · 2 months ago
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Nameless Raiders Suck (In RPGS)
You know the ones I’m talking about, the random guys in a game that only exist for you to smash, stab, and shoot. “Raider”, “Marauder”, “Psycho”, “Bandit”. Who are they? Why are they here? What do they want? What do they have to do with the story?
The answer is ‘nothing’ most of the time, but why?
I like video games, particularly role-playing games and, if we want to get specific, CRPGS: Fallout, The Elder Scrolls, Rogue Trader, and other notable inclusions. To start though, I want to hone in on Fallout 3 and 4. I’ve played every entry in the series outside of one (shudders), and there is a specific issue that Bethesda just can’t seem to escape: The Nameless Raider.
The Problem
They just litter the place! Guys with no names and an endless supply of bad Halloween decorations! They shoot on sight and do all sorts of unspecified crimes when you aren't looking, so it's okay if you kill them!
“It’s a first person shooter, you need guys to shoot!” I hear you cry. Of course you do! Radioactive wildlife, feral ghouls, and malfunctioning robots all serve as suitable, ethically unambiguous targets. Other people, though?
The problem isn’t that it’s impossible for people to turn to irrational violence, but that Bethesda’s Fallout assumes that they will, and in massive numbers! It’s myopic: humans are no better than monsters, waiting for the slightest chance to break the shackles of civilization and visit sick torture on anyone stupid enough to step outside. They all do it in exactly the same way too, for some reason. It is a world fundamentally afraid of strangers and one uninterested in exploring what actually causes violence, or how to actually stop it.
Some people are evil.
Killing them is the solution.
That doesn’t just open a moral can-of-worms that Bethesda prevents the player from meaningfully interacting with, it also serves as a grand and embarrassing series of missed opportunities!
See, there'd be nothing wrong with this if these games weren't sandbox RPGs, where the goal is to create a believable and interesting world to get lost in.
Why don’t the raiders form proper gangs with names and recognizable cultures? That could really make the setting feel put together! Why don’t they try to rob people through intimidation, rather than jumping straight to murder? What a neat idea for an encounter! Could some of them offer their services as bodyguards or mercenaries? I bet a well-heeled, unscrupulous player character would enjoy having a couple genuine goons at their beck and call.
This problem is persistent in Bethesda titles (Skyrim’s bandits and Starfield’s space pirates), but also in other CRPGs. The Outer Worlds tries to make something of its unnamed marauders in the “Peril on Gorgon” DLC, but even the non-marauder ‘outlaws’ riddling the base game are decidedly lacking in purpose and definition.
The Why
Why do this? If it’s such a great opportunity, why do studios continuously manufacture unnecessarily sentient target dummies?
As simply as I can tell? It’s cheaper, it’s quicker, and it’s what the average player has come to expect. That is to say: most people will ignore it. That’s not good enough for me though, I think they can do better.
The Solution
Bethesda isn’t the only game in town when it comes to sandbox CRPGs, and some studios really work to justify their baddies!
Rogue Trader’s ‘Anver’ gang slots well into the ecosystem of their home station, Footfall, and the chaos cultists you fight throughout the game tend to be involved in larger plots, serving the strategies of your vile enemies (or allies, you filthy heretic).
The Great Khans of Fallout: New Vegas are united by a hatred of the NCR and a kick-ass biker aesthetic. The convicts in Primm are a splinter faction of the better-organized Powder Gangers, and even the small groups in the south, the Jackals and Vipers, are given gang names and spawn within defined territories.
Wasteland 3 delivers a cavalcade of bandit factions of varying sizes and complexities, but they are all named and granted a defined culture: The Dorseys, Los Payasos, The Gippers, The Godfishers, and more.
The How
That's a lot of examples, but how do they do it? There are many factors when it comes to defining a raider faction in a CRPG. Let's examine one in detail:
Fallout New Vegas, The Fiends.
Just to the west of Vegas proper live a group called The Fiends: too poor for the strip, too violent for Freeside, and too wild for The NCR. These dispossessed stragglers have clung together under a small number of tough, cold-hearted, and downright cruel leaders. Strength is power, and the only way for the members of this group to survive is to exercise that power by robbing travelers, stealing what they can, and killing what they can't. This is their uniting purpose, their shared history.
They fashion armor roughly out of whatever they can find, mostly old fabric, scraps of metal, and rubber. The aesthetic is unified by a cow-skull on the helm of each warrior meant to signify their brutality and indicate their belonging in the group. This is their uniting appearance.
Their fortresses are repurposed from the old world and decrepit, ill maintained. you won't find a fiend outside of their stronghold of vault 13 and a handful of outposts, plus the regions surrounding. This is their defined territory.
Combining these factors, (faction purpose, aesthetic, and territory) it becomes clear to a player when they are fighting fiends and when they aren't. Their crimes are known, their sins are tallied. Quests which take aim at The Fiends are unique from quests centered on other outlaw factions, and this clarity makes contact with The Fiends special. Crucially, this attention has been paid to every outlaw faction in the game, and you get a unique encounter no matter who you're fighting.
The end result is a world that lives and breathes. Even if you choose to play as a righteous justiciar who puts down marauder scum on-sight, never interfacing with these groups except at the barrel of a rifle, the subtle differences give weight to that decision. After all, who cares how callous or vengeful your character is when your targets are just that? Targets.
So What?
That's just it! Games like these, sandbox RPGs, thrive on having worlds you can fall into! The bigger story matters, the style is important, but the details are what create that sensation. Raiders can just be targets, most players won't consciously notice the wasted potential, but imagine if they weren't. Imagine getting out-played because you didn't realize you were up against a more elite gang, or winning out because you did your research and came prepared.
Imagine pitting two tougher groups against one another so that you could pick through the wreckage, or joining a weak gang to build it up into a real powerhouse. Imagine softening one group into upstanding mercenaries, or smashing them and driving them from their territory.
Imagine what these groups could be like, and then imagine making them that way.
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Thank you for reading! If you liked this essay and want to get more of my thoughts, follow me on Tumblr or Ko-fi, or wherever else. and if you want a say in what I talk about next, join up as a Bunker Goblin for just a buck a month!
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armofandruil · 3 months ago
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I'm seeing a lot of people dogpiling the recent reveals about previous game choices, so here's mine.
Tl;dr: People are saying that "oh choices didn't matter that much before in Dragon Age, so why should they matter now" without acknowledging that this is a niche that Bioware has built their entire company on. Long-time fans expect their choices to matter, and this just feels like a kick in the nuts after ten years of waiting.
This fucking blows.
I've known for a while that they weren't going to be using the keep for this instalment, so I knew it was probably only going to be a handful of the important choices from Inquistion, and the identity/status of Hawke and The Warden if we were lucky. But 3? 3 choices feels like a slap in the face.
If I'm optimistic and the romance choice doesn't only matter if you romanced Solas, there's still so much nuance that will be missed out on. We will not get to see the outcome of an Inquisitor who romanced a Cassandra who became Divine, an Iron Bull who stayed loyal to the Qun, or a Blackwall who died with the wardens.
Furthermore, Inquisition was a 100+ game ON TOP OF DLC... you're telling me only 3 choices mattered? The way these choices are set, we aren't getting our Inquisitor. We're getting an NPC who did or did not disband the Inquisition and does/doesn't want to kill Solas. There isn't even a choice that influences the Inquisitor's personality, i.e. "The Inquistor did their best to help people wherever they go/The Inquisitor was a fierce leader of an army of the faithful/The Inquisitor regularly kicked puppies and stole sweeties from children" etc. etc.
So like... what are we getting? The Inquisitor was already a pretty blank slate to begin with. And now we don't even get to colour them with our choices, so seriously, what are we getting here?
I guess it's just really disappointing to see seeing as (in my humble internet opinion) Inquisition handled importing player choices so well. I loved hearing Leliana mention the Hero of Fereldan and her relationship with them, seeing the ruler of Fereldan, seeing Hawke and the differences in their lines depending on which personality you chose.
People often bring up that your choices don't matter that much, and often point to how Leliana can die in Origins WITHOUT MENTIONING THE FACT SHE TALKS ABOUT IT IN INQUISITION. Yes, it's a retcon, but at least it's acknowledged. I personally don't care if people come back to life in my fantasy world with dragons and magic. At least Leliana acknowledges the fact that she was killed.
People are saying that "oh choices didn't matter that much before in Dragon Age, so why should they matter now" without acknowledging that this is a niche that Bioware has built their entire company on. Long-time fans expect their choices to matter, and this just feels like a kick in the nuts after ten years of waiting.
I didn't even get to mention the whole Morrigan/Well of Sorrows/Kieran debacle, but I'm mad about that, too.
In summary, I'm very disappointed about this direction Bioware is taking. I'm probably still going to play the game, but I fully understand people who say this is a dealbreaker for them. We waited ten years for the 4th Dragon Age game, and I don't really know if Veilguard is that anymore.
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inposterumcumgaudio · 3 months ago
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I was rewatching some old Letsplays on We Happy Few, and I noticed that a few commented on how the Protagonist only take Strawberry (I'm pretty sure the Wellies take all three). And I realize this is hinted at in the first act where Arthur goes to the Labs for Cod Liver Oil, there's a couple notes before the fight with the Bobby that states Sally created Strawberry. In the game, Sally is the better Chemist, compared to Verloc who is hyperfocused on a Permanent Solution. In the 'We All Fall Down' DLC, the workers at the Labs start a riot over wanting Sally back, which implies she was a better boss and more efficient. Anyways, I'm like 98% sure this is Canon, but I am curious to read your take on it if you have one, I know it's just a small thing but the grip We Happy Few on me is iron strong. Anyways, I've always been curious on Victoria and Sally's relationship. Does Victoria know her dad is taking advantage of the local chemist? I can't imagine she would know, I feel like she'd be repulsed by that.
You don't have to answer any of this, I just like to rant about this underrated game.
Not only will I answer this, I'm gonna do so in parts so I can cover all the topics you're asking about in some detail, starting with the prevalence of preference for Strawberry.
Functionally, this is because they made one first-person animation for using the Joy Booth that all protagonist characters share between them and that animation always draws from the third canister. If you play the Night Watch mode, you'll note that the Strawberry canister has been replaced by a Blackberry one. It's much easier and cheaper to change the texture on the Joy Booth model than it is to make two additional animations for the other two flavors.
But you also only ever find Strawberry Joy out in the world, indicating that most Wellies share this preference for Strawberry.
This is, I think, a result of a concerted effort on the part of the Executive Committee to push the populace to switch flavors. I also think this is the start, or at least the exacerbation, of a lot of the problems in Wellington Wells.
'Cause see, the original Joy formula used for the Chocolate and Vanilla flavors was invented in 1953. That means that by '64, the town has been on Joy for nine years now. But the problems with food production couldn't possibly have started then or the town would have starved ages ago. That change, the preference for growing pretty flowers in their leftover victory gardens over ruddy little vegetables that aren't much to look at? That's gotta be more recent or the effects would have been felt sooner. But, it also can't have been too recent (as recent as Sally's departure from Haworth Labs) or there would still be enough stores and active gardens started earlier in the current year to keep the town going. Strawberry was developed in 1962, available two years thus far, which makes its introduction the much more likely culprit for the change in Wellie gardening priorities.
I also think the integration of Strawberry into the choices available resulted in more frequent cases of Joy rejection, such that the town had to further relinquish Eel Pie Holm to the increased Downer population (having already designated Barrow Holm as the dump for troublesome members of society at Joy's initial introduction before the problem really started getting out of hand). Mixing flavors is not recommended, due to the difference in compound and interactions between them. Most people were probably able to switch relatively well, but there's always some for whom side effects are most severe.
Despite the problems Strawberry introduced (which they probably couldn't have forseen anyway), the Executive Committee had to push the new flavor because the raw materials for making the original formula - leftover German "goodies" - have a finite supply without any trade over the bridge. Eventually, they will simply not have the ingredients to make Chocolate or Vanilla.
Unfortunately, due to the toxic bi-product of Strawberry Joy production that causes food to rot on the stem, fungus to mutate, and the resultant plague from exposure to its spores, they'll not have poppies, bufotoxin, or liberty caps - the key ingredients in Strawberry - for much longer either.
It's a lot of kicking the can down the road.
Anyway, I'm getting away from the point. Why is Strawberry preferred?
Because it was marketed to be.
You will note in the game that you only ever see posters and other marketing materials for two flavors of Joy: Strawberry and the upcoming Coconut.
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Sally mentions that there was an annoying jingle for Chocolate in the past, so that tells us there was marketing for the original flavors when Joy was first introduced. Even here though, you can see that the shift is already beginning, that the Executive Committee is building hype for Coconut and will stop promoting Strawberry once it's available.
(As a side tangent, since I don't know when else I'll get to mention it, I also believe that the original formula was given two flavors - that is, there is no appreciable difference between Chocolate and Vanilla - as a psychological trick to make early adoption more complete. With only one flavor, the question is if you will take it or not? With two flavors, the question becomes which one are you?)
Since the problem of Joy is always limited materials, shifting promotion is done with the knowledge that the old flavors will need to remain in production for people with genuine preference, but that most Wellies (since the culture is very conformist) can be convinced to switch to the hip new thing to preserve those older flavors for as long as possible.
And I expect that Strawberry was promoted as the flavor to take if you want to be a cool kid. It's the preferred flavor of Nick Lightbearer, even described as his muse. It's the only flavor you'll find all the town's most beautiful people taking at the Design Centre. You don't need color television to know when Uncle Jack pops his Joy on screen, his pills are pink.
But beyond that, I think it was also implied to be a patriotic duty to at least try the new flavor. Victoria takes Strawberry Joy, often and publicly, as a signal of leadership to the townspeople. It is a gesture of civic pride, particularly pride in Wellington Wells' spirit of scientific advancement, to immediately adopt the latest innovations with complete trust.
However, it should come to no surprise that trust is not well placed...
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maxwell-grant · 7 months ago
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SF6 announced it's second slate of DLC and there's precisely 1 non-controversial character in it
Yeah and precisely 1 character in there I give a shit about lmao
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Yeah, sure, I mean come on they were always going to bring Bison back, he was like the number two most requested in a recent poll and they've been prepping the groundwork for a while. I'm not gonna say I wanted Bison back, but he's the most iconic fighting game villain, we all saw it coming. Either way, everybody who's come back for Street Fighter 6 has come back as the coolest and greatest they've ever been, and I already like Bison a lot so, I'm sure they'll make it worthwhile. I definitely think he looks very interesting at least, really want to know what's up with his new design.
I'm not a fan of two slots going to guest characters? Feels like way too much, I didn't even want guest characters to begin with, but okay. See, there are very few returning SF characters I would trade over a brand new SF6 character, the batting average for the newcomers has been the best it's ever been, but if they are deciding to pull back on adding new characters, and instead rework existing characters or add inconsequential guest crowd-pleasers, okay. I'd rather them not add a new character unless they're putting something really good forwards.
Terry, yeah, Terry's great! You guys know I love him. Of course he gets the honor of being the first non-Capcom guest character in Street Fighter, they have a whole connection. I'd be more impressed if Terry didn't also show up in Smash and Fighting Layer and those mobile collabs and everything, but yeah, Terry!
Really couldn't give less of a fuck about Mai though. Yeah yeah, she's popular, if you get to add SNK guys of course you go with her, Capcom knows what the audience wants, whatever, mostly I find it ridiculous that people treat her like she's some kind of peer to Chun-Li. But like I said, I'd rather have a guest character that doesn't mean anything, than a half-baked new character.
See for a while there I was actually scared that Capcom would stop putting Elena in stuff, considering the HUGE backlash to her USFIV self and how that led to a lot of people vocally disliking the character. I'm glad they aren't cowards because OH MY GOD SHE LOOKS AMAZING
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I was dead sure they were going to add Ibuki or Makoto before her, and hell I'm still holding out for Makoto! Out of all the SF3 characters I expected them to add, Elena was very far from the top and I'm very glad to be proven wrong.
They're finally giving her clothes! I don't know who at Capcom keeps pushing them to finally put pants on the women and I hope they never stop. Already the best she's ever looked.
I'm not one of those people that only likes Elena because she has a funny interaction with Akuma in her ending, she was actually always one of my favorites, but I'd be lying if I said I'm not curious how and if they're gonna pick on that thread given the wonderful job they've done characterizing Akuma.
And oh my god how are they gonna animate her, she was always such a distinct character in the way she moves compared to everyone else. How are they gonna update her to the current standards, or make sure she still stands out? They've done such mind-blowing stuff with Rashid, god I can't wait.
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dr-spectre · 8 months ago
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I’ve been seeing a lot of people in the Splatoon community say that Splatoon 3 ROTM will be the last time we will see the New Squidbeak Splatoon which includes Callie and Marie, but like… no?! Nintendo hasn’t outright said “hey y'all, you like the Squid Sisters and wanna see them continue to grow and develop? TOO BAD BITCH!! THEY AIN'T COMING BACK AFTER THIS GAME HA HA! IT'S JUST OFF THE PEAK AND DEEP PEAK NOW BUDDY! ENJOY!!”
When that person said in the Splatoon 3 direct “witness the finale of the Splatoon Saga” she meant the finale of the trilogy set up from Splatoon 1, the story of the New Squidbeak Splatoon vs the Octarians. The Splatoon games up until this point have always had a consistent throughline of developing the Octarians and giving more insight into the conflict between them and the Inklings. Octo Expansion was about diving deeper into the Octolings, them reaching the surface and living with the Inklings. In Splatoon 3, it seems like the Inklings have accepted the Octolings and are living peacefully alongside them. (Or they are just really dumb and still don't realize that Octolings aren't just Inklings with weird hairstyles.) 
Splatoon 3 ROTM marks the finale of the New Squidbeak Splatoon vs Octarians storyline as DJ Octavio’s entire army literally got turned into mindless furries and he became allies with the New Squidbeak Splatoon at the end of the game. Whether he’ll stay as a good guy remains to be seen but by judging Smollusk’s dialogue in Side Order where he says that Octavio is just flying around in his new machine nowadays, he’s probably gonna stay at the very least neutral to the Squidbeak Splatoon. His mission to save his race is basically over now, Octolings are living on the surface and his army is a bunch of furries. We will most likely never see the Octarians as enemies ever again in the series and the developers will move on to different threats never seen before and start a new storyline, or maybe they’ll focus on the Salmonids for Splatoon 4 but we’ll have to wait and see. 
Now I wanna roll back to the Squid Sisters, listen, aside from the Inklings, Callie and Marie are the most iconic characters in the entire franchise. If you tell a random person “do you know Splatoon?” They are probably gonna think of the Inklings, the unique gameplay and then the Squid Sisters. The only other characters that rivals their popularity are arguably Off the Hook, Deep Cut are still recognizable but they aren’t on the same level of popularity as those two groups in my opinion. 
It would genuinely be a bad financial and story mistake to never ever bring back Callie and Marie for Splatoon 4 and onwards, they are extremely iconic and profitable characters that people LOVE and wanna see more and continue having brand new adventures. Now, do I think they are gonna have the same role as before? No, I think they may take a break or step back from the Squidbeak Splatoon and let Captain 3 take control over Agent 4, Neo Agent 3, etc.
For Splatoon 4, I am guessing they are still gonna perform as the Squid Sisters, but in the main story mode or dlc I'm hoping that the developers take an Octo Expansion/Side Order route with the Squid Sisters where you get to hang out with them and learn more about them. How are they doing currently? What was it like for them at the start of their careers? Some more info about how they were as kids? How do Callie and Marie look back on the events of Splatoon 2? How do they feel about the other Idols and characters? 
There’s still so much left for these girls and just never seeing them again after Splatoon 3 would be a massive mistake and destroy all that interesting potential and lore. 
Also, the way that the Splatoon world works is that it’s an ever evolving world that follows our time, meaning that the characters age and go on new journeys as the years go by in our world. We see updates on past characters and are shown where they are at, the only times when that doesn't happen is when a character is fucking dead (Commander Tartar and the Octoweapons except for Octostomp) or they are in a location that isn’t the focus of what the writers wanna tell (C.Q. Cumber), heck even a character like Iso Padre who was a small side character in Octo Expansion managed to make an appearance in Splatoon 3 and show that he actually made it to the surface! 
Callie and Marie are not going anywhere, you can rest easy. The credits song "Wave Goodbye" is not called that in Japanese, it's called "Star of the Sea Breeze" and we all know that the localization team can make some pretty bad mistakes....
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pickles4nickles · 1 year ago
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Pickles Played Persona 5 Tactica and Has Some Words
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I finally finished Tactica and its DLC sans some challenge stuff and I do wanna do some cleanup, but I thought I'd write a review for it.
It's long (like, 3k words long) and there's spoilers and overall... it's an Okay(tm) game, but... here, just lemme talk about it a bunch:
Alright, I'm not gonna mince words.
Persona 5 Tactica is not a game I can reccomend to anyone.
But is it a bad game?
Well, no.
But I have no idea who it's for.
Maybe it's for people who want more of the P5 characters? Not exactly? Both stories' focal points are on new characters and the Phantom Thieves just kinda happen to be there. There are some nice interactions, but this isn't a story about the PTs like Strikers.
Is it for people who like tactics but aren't really into P5? Well... it might be the other way around, actually? It's an okay tactics game with persona elements, but both parts of that are watered down when compared to base game persona and other tactics games like XCOM.
With that being said, lemme just ramble about what I thought about the story and gameplay.
THE STORY
The best way I can sum up my feelings about Tactica are "the story was told well, but I'm not sure if I liked it." This is a game that's less about the Phantom Thieves and more about Toshiro and Erina and focuses around the internal conflict of rebellion versus self-preservation.
Toshiro is probably why I'm neutral towards the game At Best. Erina grew on me but Toshiro...
Ehh.
At the beginning of the game, he's a big wimp and he's constantly telling the PTs and Erina that they have to be careful. From a theming standpoint, Toshiro's behavior makes perfect sense.
But from the petty bitch inside of me, this is infuriating because not only do YOU know that this is the Phantom Thieves that have taken down Shido (and also Yaldaboth), but TOSHIRO knows it as well and he's being Like This.
Like, he kinda sucks in the beginning and does so for the first two acts, understandably, but by the third act, when The Big Persona Moments happen, my opinion of him just kinda stayed the same. They swayed in a different direction, but... still on the negative side of the spectrum.
The reveal of Erina as Toshiro's Persona... makes sense. She's Toshiro's spirit(?) of rebellion and is based off of his classmate that once inspired him to stand up for himself and others.
Did I like this revelation?
Hell no, I was punching my thigh and screaming in voice call "No fucking way, Toshiro's so lame, though" as loud as I could without upsetting my parents in the other rooms.
From this point on, Toshiro now has the resolve to do what's right, even if it's scary... but he comes off as a little too strong in my opinion. I kinda have the same feelings about Zenkichi once he gets his persona in Strikers. In the beginning they feel like a new character meant to balance out the insanity that is how the metaverse is, but once they get their persona, they're full on inundated in the anime stand battles and they're a little too extra about it.
Having two full acts of "hey guys maybe we shouldn't help the hat people out of hat people slavery," pivoting into "WITNESS OUR POWER AS ONE" has the same vibes as a relative who's not really an asshole, but one that you've been trying to convince for years that economic inflation is the reason why our generation can't live comfortably, and once they finally understand, they come off a little bit too strong and righteous about it that you're not sure they're genuine or if this is a "he's a little confused, but he's got the spirit" situation.
And then god happens.
In persona games, I usually don't fully understand how or why the god-being is doing all of this, but I especially can't wrap my head around how they work in Tactica. It's mostly because Toshiro's metaverse is kind of a Silent Hill kinda deal where it's a mental torture labyrinth for him personally, as opposed to Mementos, which is naturally the collective unconscious, connecting everyone's minds and hearts together.
The jump from "I'm going to bully this one guy in particular" to "now EVERYONE will be as lame as Toshiro" is lost on me. Maybe politics?
It's... it's fine, there's no reason to lose sleep over it.
The ending of the story is nice and reasonable, though. It sorta redeems Toshiro for me. It's one thing to yell in your own metaverse hellscape how you're going to do the right thing, but once he's back in the real world, he actually stands up to his dad and fiancé and steps down from his political position to build it back up from scratch, but better.
And, yeah! I respect that.
That being said, though, the game isn't devoid of new Phantom Thief interactions. There's some good ones like Futaba "I don't kinkshame" Sakura, casually bi Joker as seen in that one "who would you marry" bit, and a guys only sidequest in which they think they're looking for Toshiro's porn stash (yeah, I know) (it's not). I wouldn't say it's crumbs, but you're not getting the whole loaf that you'd get from, say, Mementos Mission or Strikers.
The story also does this thing where the Phantom Thieves can relate with Toshiro's issues, but something about it feels... off.
Toshiro's in an arranged marriage with Marie for political reasons! Just like Haru! His fiancé sees him as a pushover! Kinda like Makoto! His mom died when he was young and he blames himself for it! Wow, Yusuke and DEFINITELY Futaba can relate to that!! Eri, the real person that Erina is based on, had to transfer schools because she was accused of a crime! Gee, that SURE sounds familiar-
Part of me thinks I'm being a little too unfair on the game for creating parallels like this because Strikers also kinda did this. But in Strikers, the PTs being able to connect with the jail rulers was integral to the plot. Here, it's just kind of a wink wink nudge nudge kinda thing.
And my knee-jerk reaction to that is a small "I get it, shut uuuup."
Again, and overall because I think that rounds out what I have to say about the story, P5 Tactica's main story isn't bad. It's told well, but I'm not necessarily the biggest fan of it.
GAMEPLAY
I've only played Strikers and I don't think I've played a true tactics game, so I don't know how much weight my opinions hold.
So um.
I dunno, the gameplay was fine.
The pacing is weird because it's kind of a visual novel first, and a tactics game in-between, but I got used to that after a bit.
It's a really simple tactics game and... yeah things don't get too complex outside of sometimes there are buttons that'll open doors or raise and lower platforms, sometimes height matters, but the mechanics don't get too crazy outside of certain boss battles.
The game revolves around downing enemies to get Once More's so you can either encase the enemy in a triangle formed by your units to initiate an All-out Attack or you can chain together Once More's to extend your unit's range and move them across the map. This mechanic took a bit for me to understand fully, but I never really got tired of doing it.
Boss battles were kind of hit or miss in this game. The fights with Toshiro's Dad and Salmael I enjoyed as they were kinda formatted as "here's a weird stage, go figure out what to do." However, Marie and *checks notes* "the scary Eri Natsuhara that Shadow Toshiro made" I didn't care for as much since they changed the game from "your decisions on where to move your units are key for this" to "you need to do exactly as we say." Which always kinda sucks, y'know?
Character selection is also kind of a weird thing in this, too. It doesn't seem like it matters who you take with you into missions, which... feels weird to me considering past Persona games. The elements have all been kinda smooshed down into less of a weakness thing, but just a special move that can hinder movement, do damage over time, or change enemy placement entirely, but which type of special you bring along doesn't seem to be as crucial as other Persona games. Each character has a slightly different attack, gun spread, and movement limit, but it wasn't anything drastic that I noticed apart from Haru (she is very slow but apparently hits like a truck) and possibly Morgana (his attack was very weak for me, but I'm not sure if that's because I didn't have him kitted out properly or that's intended).
I played the game almost entirely with Joker and Ann, while swapping between Erina and Ryuji for the last slot and I didn't run into any problems.
The last stretch of the game is... a strange one gameplay wise. Toshiro becomes a party member except... he's Different(tm). He doesn't get a skill tree, is a permanent fourth party member, and can initiate All-Out Attacks, but isn't a part of the triangle that forms it. He does have a gun, but it's in the form of a 0SP attack that Ernesto/Erina can use... that also happens to ignore walls entirely. And he also gets Almighty attacks, which kinda just do big number damage for way more SP.
It's hard to say if the game did a good job scaling the level difficulties to incorporate a fourth party member as staying on top of your persona fusing, weapons, and the skill tree can kind of make the game a breeze. I also played on the normal difficulty, so maybe in harder difficulties, Toshiro becomes more of a necessity than a party member that breaks the game.
My only big gripe with the game is just... the weirdness of the undo button. I don't know how it is in regular tactics games, but the undo in this game doesn't work on a "clear the last action this unit did" basis, but on a turn basis. If you happen to screw up on turn one, unit one, you have to back out COMPLETELY to the mission start screen, which is hella annoying especially if you're playing on the Switch because of the load times.
"But Pickles, what about the DLC? Surely you have just as many thoughts about it?"
Y'know?
I actually don't.
I liked Repaint Your Heart a lot. Again, it's less a story about the Royal Trio and more about Guernica, but it's closer to the traditional Persona 5 story format where they're changing someone's heart. This story also had much higher emotional... fidelity? I guess you could put it?
Guernica needed to remember her main inspirations for creating art - being abandoned and homeless and her big sister dying because of it and she embraces that anger against society into art that inspires hope in people less fortunate. While being groomed into a political pawn from basically birth and then, later in life, being thrown into your own mental hellscape sucks, in terms of emotional weight, Toshiro's story feels like a feather compared to Guernica's.
Also her design is just cool and the paint aesthetic is definitely more my speed.
In terms of Royal Trio content, I think this was the best case scenario we could expect from Atlus.
Emphasis on "from Atlus."
Yeah, we didn't get Black Mask Akechi, but there are MORE THAN ENOUGH moments where he lets the facade slip. His default spell is Megidola, but his skill tree lets him have both Light AND Dark spells. He'll cuss at you if you hit an enemy into him. I don't know what he's doing viscerally screaming half the time he summons Robin Hood.
Sumi. Is also there.
She is fine.
Guernica's connection to the thieves is also written in the same way as Toshiro is, in that it's a little shoehorned in and doesn't add to the story beyond that. After finding out that Luca is Guernica's sister that died, Sumi definitely feels motivated and inspired to help her out, but Akechi also being an abandoned child, scorned by society, and angry at the world because of it is never touched upon. This is probably for spoiler reasons, but... still.
Because this is a story that takes place during Sae's Palace in the main game, they all have to have amnesia about it in the end. Which, understandable, and at least no one in the trio had extensive character development but...
*clenches fist*
Man,
Having tackled this after the main game, I enjoyed the gameplay a lot! It's basically P5 Tactica but with Splatoon mixed in. When a unit is on a tile painted the opposite color for them, they can be instantly knocked down and combo'd on, which adds a whole extra layer of complexity to the game. I wish there were a few more levels to play, but the length of the DLC never overstays its welcome.
Hokay.
If you made it this far, congrats! You reached the end. And my tl;dr section.
I think that's just about it on what I cohesively have to say about P5 Tactica. This isn't a terrible game by any means, but I don't know if the audience it's intended for actually exists. It has a just okay story and just okay mechanics, but the DLC has a more than okay story and the core mechanics are given a fresh coat of paint (yeah, boo, I know) that makes the game more interesting. I would not go paying $80 USD to experience the DLC alone, though.
Thank you for reading my review if you made it all the way to the end! P5 stuff (well, mostly Akeshu) has been my muse these past few years and playing a game that was "just okay but why did they..." got into my brain real bad, so I wanted to write some stuff out.
I'll close this out with some bullet points of thoughts that I couldn't really cohesively fit into my review:
I really really liked how they got little costumes for the old timey Japan kingdom and I was hoping we'd get more of that and every kingdom was based on a new theme... but we only got three kingdoms and the last one before "Smithy's Forge from Super Mario RPG" was............ School.
SATANAEL'S BACK IN TIME FOR CHRISTMAS (BUT ONLY POST-GAME)
Erina also being Ernesto thing is mostly weird to me because she's still her own entity but also not???? The possible genderfluid connotations are cool though.
There's a quest where Haru asks Yusuke how to be fast. Yusuke tells her she has to "Become a Black Hole." I do not know what this means.
After the quest, Haru says that even though the axe slows her down, she's very partial to it as her father didn't like her chopping wood as a kid, but she'd sneak out and do it anyway. She later found out that her dad knew she was doing this, but decided not to scold her for it. She took this as a sign of kindness from her father and that's why the axe is so special to her. I do not know what this means as Haru's father was a horrible capitalist who basically tried to marry her off in pursuit of power.
The weapon designs in this game are generally kind of silly, but I appreciate that they exist in the game. There's a chompy gun with teeth that Joker gets and I really like it :)
God the Lyn tracks from the DLC FUCK
...what
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Futaba says "sus" at one point in the end
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katyspersonal · 6 months ago
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Do you think Impenetrable Thorns spell from DLC and Impenetrable Thorns that block the entrance to the Erdtree are connected?
It is implied that Radagon is the one who sealed the tree but I can't tie him to the thorns spell's description or the sunflower boss.
I mean, "Sorcery of those who abandoned the practice of incantations after devout faith rewarded them with only despair. [...] The image of the twisted Scadutree is an edict: Denounce their ways. Do them harm. For they have abandoned us." doesn't sound like a faith-enjoyer Radagon at all.
But the fact that they are called the same is too suspicious for me.
What do you think?
I do think there is more to thorns than losing faith, of course! So, this sorcery is dropped by an Ulcerated Tree Spirit enemy:
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I believe that Ulcerated Tree Spirits as we know them from the main game are malformed Minor Erdtrees, since they drop Golden Seeds and breathe a particular golden fire otherwise associated with those who own/used to own Elden Ring:
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There are, however, four Ulcerated Tree Spirits in the Shadow Realm, and they have a different kind of fire that is unique for it:
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They're roughly the same kind of entity, since we are collecting Scadutree fragments all over the map as it got cracked too! I believe that happened in the response of the Elden Ring getting scattered, since Scadutree is its shadow and logically reflects the same fate! + People in the Shadow Realm felt it too:
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The Shadow Tree Spirits, of course, don't drop the Golden Seeds, but instead seemingly the item of people they've eaten. The Tree Spirit in Belurat drops Immunizing Horn Charm +2, and the one in Ellac River drops Horned Bairn. However, the two in the Shadow's Keep drop that thorns sorcery and Iris of Occultation! Again, Mantle of Thorns mentions an image of misshapen Scadutree, which Ulcerated Tree Spirits ARE in the Shadow Ream! I assume the people who saw them lost all faith, as they were evidence of Erdtree, in the name of which they were fighting, having been damaged. If Scadutree got damaged, that means Erdtree too, since it is its shadow.
The thing is.. Their sorcery entails wounding everything now frantically, without care, but the thorns themselves aren't necessarily the product of lost faith! Scadutree Avatar, a "normal" representative of the Scadutree unlike Tree Spirits, is all thorns as well:
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^ This line looks for me like it became weak, twisted, torn apart from the Lands Between, rather than now having thorns because of it!
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In fact, it is a reoccuring theme:
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So, again: the thorns are not born of loss of faith, but rather people who lost it start to use them sporadically, without purpose. Otherwise they're normal for the Scadutree!
Now, as for Radagon, he indeed sealed the entrance to the Elden Ring with the thorns, as they have his trademark crossing lines:
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But there has been another instance of Radagon/Marika, or at least their forces, of using the thorns!
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The multiple Fire Giants corpses are stabbed through by strange spear-like things by the Fire Monks, who were the military force of the Golden Order here! Notice that they are also very much thorn-ish in appearance! Afterwards they were left to guard the Fire! (can't trust it solely to the last Fire Giant alive, I guess :p?)
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Jokes aside, I believe that the reason the last Fire Giant had to stay despite all these guardiants appointed was because of the Fell God. Fire Giants themselves were in endless duty of carrying his Flame of Ruin, so it was a guaranteed way to protect the forge.... Especially because those goddamn Fire Monks apparently had the history of going 'you know, on the second thought... 👀' about it fdhfdshfds
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Yes, they are coincidentally associated with another kind of spikes... or are they? The reason why their newfound fate takes the shape of thorns could be their association with the Erdtree nonetheless! They were punished with blindness for envisioning the burning of the Erdtree sooner or later, or at least starting to admire the Flame of Ruin! Nonetheless, like it states, they were driven by fate, just not the kind of that Marika/Radagon wanted, and later discovered a different kind of it in Bloodstar!
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(Become Dragons to defeat Dragons, become Fire to defeat Fire... etc etc) From the timeline standpoint, it is natural that the thorns brought of punishment are a later thing than the thorns stabbing the Fire Giants to death! So, thorns are associated not just with Scadutree, but somewhat with the Erdtree as well! Erdtree is just way better at hiding it :p Or maybe the thorns became only a Scadutree thing after Shadow Realm was separated from the Lands Between? Who knows!
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In conclusion to all this: 1) Thorns are not particularly tied to loss of faith, however, can become a dangerous weapon in the hands of those who did lose it! and 2) They are a thing of not just Scadutree, but also the Erdtree, as the two are connected and of the same age!
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firstaidspray · 8 months ago
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Each version of Mr Scratch and what they smell like - Scratch and sniff, if you will.
Okay so because I am So Normal about Scratch, the other night I was wondering what he smells like, and more specifically, what each games' version of him smells like. Now the obvious comes to mind with versions like AW2, who is covered in blood and dons a biker jacket- he smells like gore and leather. But at the mall I did some literal sniffing around some different men's fragrances and have come up with a list of what each version of Scratch would smell like in terms of cologne, as well as extra scents (such as the aforementioned blood and leather). Here we go!!
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AW1 Scratch
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(Sorry, had NO good pics of him)
The smells, generalized: a warm and spicy cologne, freshly printed ink on paper, the woods, cold air.
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We don't get to see much of Scratch in AW1, as he's introduced in the ending, but its DLCs do give us more. However that freshness, that just-created copy of Alan, makes me feel like he would not only smell like- very subtly- freshly printed ink on paper, but also whatever Alan may have worn as a fragrance combined with a genuine forest scent of pine needles, dirt, etc. as well as cold air. As for Alan's fragrance and therefore Scratch's, my cologne for AW1 Scratch is...
Gucci Guilty Por Homme. This fragrance is described in this way: A woody, aromatic, ambery fragrance that magnifies the true essence of [the fragrance's] signature. A new and intense vision of masculinity, [the fragrance] opens with a lighter, milder, and more modernized aromatic hook. The true essence of [the fragrance] is magnified at the heart with the deep ambery signature of Spanish cistus combined with the floral richness of orange flower and a spicy hint of nutmeg. Finally, the mysterious elegance of Indonesian patchouli is reinforced with the long-lasting sensation of dry woods and musks. The fragrance family is "warm and spicy," and the type is considered "woody spices."
I feel this vibe fits Alan, at least in the first game, perfectly. If you've smelled this scent, you know what I mean. It's the smell of a man who has enough money to blow on expensive cologne, yet it somehow remains a humble scent, if one can apply that word to a smell. Though this is said of Alan by Scratch in AWAN, not AW1, "you've got money, fame, but you don't know what to do with it!" In my mind, this is translating back to Alan as a successful writer but still a relatively normal dude, and this scent just fits the vibes. Like yes I have enough money to buy Gucci cologne, but I'm not gonna shove it in your face. Likely only wears it in a very very light way. And because of AW1 Scratch being a fresh copy of Alan, he would wear this scent too. He hasn't developed enough of his own self yet, not like he has by AWAN, so I imagine he smells like Alan does.
To recap: AW1 Scratch smells like Gucci Guilty Por Homme because that is what Alan wears (in my mind) and he is a fresh copy of Alan, yet to develop his own scent tastes. He smells also of the literal woods, as Alan likely does from his "adventure." The smell of fresh ink on paper refers to the vibes of being a "copy," and of words being typed with a typewriter's ink. Cold air refers once more to his freshness and lack of real self- it's like he's hollow, and when he enters the room it turns, and smells, cold, like a winter night.
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AWAN Scratch
The smells, generalized: a versatile, charismatic, elegant cologne, hair gel, freshly pressed clothes, Campari.
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Scratch has developed his whooole own personality by the time we see him again in AWAN, and therefore has also developed his own taste in fragrances. We know damn well this man is spending good money for good cologne- after all, it's Alan's money that he's taking and using for anything he wants, why not spend an extra bit to smell good? Also, his insanely gelled hair, he's got some hair gel smell on him too. His clothes are very nice and neat (when they aren't bloody) and he often straightens them up, so I'd assume they are freshly pressed and ironed and starched and all that, which you can smell. Campari is not confirmed to be the drink AWAN Scratch has, but considering it is the drink of Tom Zane's choice and his similarities to AWAN Scratch, let's say it is. It's the same color, anyway. It looks the same. He has a faint smell of it on him when he's been drinking. As for Scratch's fragrance, my cologne for AWAN Scratch is...
Montblanc Legend Spirit. This fragrance is described in this way: Discovering a breathtakingly fresh woody aromatic territory, this cool and confident scent blends energizing citrus with intense cardamom and lavender, settling on a sensual woody base. [The fragrance] is a powerfully modern scent designed for a passionate man who yearns to explore new horizons. The fragrance reveals a more casual side of the [designer] man while maintaining the same versatility, elegance, and charisma of the original. It's style is also said to be versatile, charismatic, and elegant.
A passionate man yearning to explore new horizons? Is that not exactly what our dear AWAN Scratch is doing? Sure, his yearning is more like obsession and his new horizons are horrifying, but it still fits. It's said to reveal a casual side but maintain the same elements of the original- Scratch reveals to us his silly, playful, campy side through his tapes and dialogue, but we must remember the original elements of him being an evil bastard. Scratch's versatility in murder and in methods of fucking up Alan's life fits that bit (I will not stoop to making sex jokes). AWAN Scratch is dictionary definition charismatic, the man could charm me out of my clothes just by looking at me. And elegant- Scratch seems to want to appear groomed, clean, neat. He dresses nice, in a suit. I suppose that's elegant enough.
The vibe I got smelling this for the first time hit me straight in the face as AWAN Scratch's smell. It's the smell of that nicely dressed, weirdly charming man you happen upon somewhere in passing. A party, a store, the street. And who knows, maybe that man is a super natural serial killer too? This is a very very charming scent, the vibes are off the charts correct for Mr Scratch.
To recap: AWAN Scratch smells like Montblanc Legend Spirit, because that is a charismatic and charming cologne if I've ever smelled one. The vibes are just off the charts Scratch coded. His hair gel is also probably fragrant, he uses so much of it you'd probably smell it if he got relatively close to you. Freshly pressed clothes get a spot as not only a vibe but a possible applicable smell, as we see Scratch straighten up his clothes and try to look put together, his clothes must be ironed and taken care of. And finally, the Campari- it's not confirmed that's what he drinks, but in my mind it is, and when he does drink, you get a faint hint of it off him.
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AW2 Scratch
The smells, generalized: earthy and woody cologne, leather, blood, hotel soap.
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By AW2, Scratch has been defeated once, and now, he's just pissed off and wants the Clicker. In every instance we see the man, he's disheveled, and has at least some blood on him somewhere. The other two have to do with Scratch possessing people- the leather from Jaakko's jacket, and the hotel soap as the vaguest, barely there little note you can only smell if you get close enough to, say, kiss him. Which I would. Anyways, that's from Alan freshening up at the lodge, and if we count him possessing Casey, I'm sure he's also been using that soap. I'll elaborate later on what I mean by hotel soap. For now we will see something else. My cologne for AW2 Scratch is....
Burberry Hero. This fragrance is described in this way: The vibrant freshness of bergamot is invigorated with juniper and black pepper and deepened with a heart of cedarwood—a new man, a new hero. Discover [the fragrance], the new [designer] masculine spirit that explores freedom as modern heroism. [Designer's] vision of modern heroism is challenging the stereotypes of masculinity and empowering man to transform and find the courage to embrace who he truly is—to become extraordinary. It's classed in the scent family "earthy and woody" and the scent type is "citrus and woods."
I smelled this and I immediately pictured the colors associated with AW2 Scratch- black, dark brown, deep red. I picked up on a vibe I thought fit him pretty quickly, and this was one of the last colognes I smelled, too. I thought I'd have to settle for one I didn't really think fit him, but then this one fixed that. The earthy and woody description fits for a man who crawled from a lake in the middle of a forest, and the vibes of transformation, embracing your true self, and becoming extroardinary?? All Scratch coded. He wants to transform Alan into himself, or vice versa. He really seems to embrace that raw, visceral, angry version of himself in AW2. And to have the clicker, to be God essentially, is that not extraordinary? The style this stuff goes for is what Scratch goes for. Plus my synesthesia vouches for it.
To recap: AW2 Scratch smells like Burberry Hero cologne, because the vibes are just absolutely applicable to him, and even just smelling it in person I saw his colors. He also smells like leather because, well, poor Jaakko's jacket is now his, and I know for a fact Jaakko takes good care of that leather and it smells great. Blood is obvious, Scratch is constantly covered in it, and if you've never truly smelled blood, like a room covered in it...trust me, you don't wanna. Just take my word that it smells like a sweeter version of rusty metal. And hotel soap, I will now elaborate: you know the little soaps you can get at hotels, how they all smell exactly the same?? Alan definitely freshened up at the lodge, and Casey had been staying there so he likely used it too, and I feel Scratch carried the ever so slight hint of it if you got really really close and he didn't like. Bite your face off.
SO!! That was a lot of work, research, and headaches from sniffing a bunch of cologne for a good thirty minutes. Plus some other stuff that I think fits the Scratch versions. If you have any comments or other ideas of what they may smell like, please reply here or shoot me an ask!! And yes, comments about how unhinged this post is are welcome too.
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