#i'm sad about the lack of dao and da2 choices too
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lafaiette · 3 months ago
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going from the detailed keep to just three decisions is such a drastic change, not to mention it says nothing about dao or da2? are those games just gonna have one default worldstate? i wonder how's that gonna work with varric literally being in the game is he just never gonna mention hawke?
Yes, I admit it bothers me, too - I hope it really was an early build used to avoid spoilers, and that more options will be available in the full game, but I doubt we will see choices from DA:O and DA2.
Iirc Epler said the focus will be on northern Thedas, and consequently choices from the two earlier games won't be addressed. I can understand this tbh - after all, I doubt Tevinter, Rivain, or the Veil Jumpers in Arlathan would discuss or even care about the ruler of far, rustic Ferelden.
Divine Victoria can simply be mentioned with her title, and since mages and magic are seen in a different way in northern Thedas compared to the south, it makes sense for them not to mention the fate of the Circles in Ferelden and Orlais. And considering there are two crazy elven "gods" wreaking havoc and corrupting the land, I doubt Rook, Antaam-occupied Antiva, and Weisshaupt have the time to pay attention to these "distant" things (even though I WAS expecting one of the available choices to be about the Wardens, since the Inquisitor can choose to exile them to Weisshaupt).
Speaking of Varric and Hawke, yeah, I have no idea how that will be addressed. Twelve years have passed since someone was left in the Fade, and it's pretty much confirmed that this person is dead and won't come back at this point, despite all the fans' funny pictures of Hawke coming out of a Fade rift we saw over the years. So, if Hawke was left in the Fade, Varric would have no reason to mention them, since they are long dead and there are much more "important" things to focus on at the moment.
If they're alive... we know that Hawke goes to Weisshaupt after the events of Inquisition, but again, many years have passed since then, so they probably went there to check, saw that things were weirdly quiet, and went back home, their mission concluded. No way they remained in the Anderfels for more than ten years - so even in this case, Varric would have little reason to mention them.
No matter how the devs try to spin this, it can't denied that the events of Veilguard wouldn't exist without Inquisition's. It's basically a direct sequel, even though Bioware is clearly doing their damnest to try and lure in new players unfamiliar with the series, doing everything they can not to scare them off with too many unfamiliar references and characters.
It stands to reason that the events of Inquisition are those that should majorly affect Veilguard's, but it's really odd how simply one (!) choice from the main game and two from its Trespasser DLC are offered.
The biggest concern is the Well of Sorrows - both Morrigan and the Inquisitor are in the game, so how is the game going to address that event? Will it be completely ignored, like a soft-reboot? Will they force Morrigan to be the canon choice no matter our world state?
Or maybe the Inquisitor won't have a very big role (and there's the problem of their personality, too, which wasn't a "fixed" one like Hawke's) or maybe there's something about the Inquisitor's character creator Bioware is hiding/didn't share on purpose to surprise the fans.
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lizzybeeee · 12 days ago
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DATV Mini-Rant about the lack of Lyrium Potions in this Game
A small thing that immediately made my stomach drop when playing DATV was the fact that there are no lyrium potions.
I did an elective on game design in university and chose Origins as my game of choice for my final essay because I always loved how much the game incorporated the world/lore in its game mechanics! Call it pathetic or sad (I won't blame you lmao) but this series was the first video game that engaged me so deeply with its story-telling that I wanted to dissect it. That's why I'm focusing on the lack of magical cocaine in a fantasy game series.
Lyrium is a substance that serves as a game mechanic and a major lore/world-building element. It's use is essential if you play the game as a mage or have party members that are mages - it replenishes mana in game, its use is central to being a mage within the story (harrowing, rituals, etc...), and it's a major export/plot relevant resource that is important to the world at large.
So imagine my surprise when I boot up DATV for the first time and there's no lyrium potions as a mage character. My main interest in the game series was for its lore and story (RIP) so I didn't look too hard into developer interviews or videos about the combat itself - it would either be good or bad, but that wasn't my main draw to the game. I kept playing, wondering if I would ever unlock another slot for potions, perhaps, but then it was abundantly clear that it wasn't the case.
It's a small thing, but popping a lyrium potion mid-combat has the same effect that hearing people say 'Maker's breath' and 'Thank the Maker' does. It's this little bit of world-building that reminds me that I'm playing a Dragon Age game. It's not just a 'mana potion' or some other glowy blue magic vial...it's this substance that's important to the world and that has a reason to be there beyond rejuvenating my mage.
It's the major export of Orzammar -> the pillar of its economy.
It's the substance that allows waking mages to enter the Fade -> it allowed me to save Connor Guerrin with the aid of other mages.
It's the substance that the Chantry uses to leash it's templars through addiction -> an addiction I encouraged Cullen to overcome in DAI.
It's the substance used in the Rite of TRANQUILITY.
It's the substance that allows my warrior character to take on the templar specialization in each game -> Alistair and Ser both talk about lyrium and its relevance to training (in DA2 you just do it lmao)
It's the substance burned into Fenris's skin by Danarius.
It's the literal blood of the Titans -> lyrium veins are literal veins (such a cool design choice in DAI to make them look like blood capillaries!)
And all the time in DAO, DA2, and DAI my mage characters were downing this substance like there was no tomorrow.
Even though the combat changed in DA2 and DAI they still kept lyrium potions for mages. Even though they simplified herbalism from DAO in the next two games, they still required the player to interact with the world and find the ingredients for these potions. It was this gameplay mechanic that linked the player to the world -> I know that I need blood lotus to set shit on fire, elfroot for healing potions/lyrium potions, etc... It was cool game design, having game mechanics and lore interconnected like this.
(Not saying that picking up dozens of elfroots was fun or the best game design, btw -> but it's just an example of how they linked the world and game mechanics together, and I like the intent behind it! Cool design does not equal effective design lmao)
What do we get in DATV? No lyrium, whatsoever, just healing potions.
Potions we don't even have to work to find or get crafted! Just break some green shit and there it is! We don't pick up ingredients or discover unique flora to each of these Northern Areas for our own use. We don't loot potions or ingredients from corpses, sacks, boxes, chests (etc...) to replenish our own stock. A healing potion in this game is not a potion you craft, made from ingredients you found, it's a button I press on my controller. It's lost that immersive link - especially when your companions can toss another one at you while being effectively immortal in combat.
The only new flora we hear of is Broma's Bloom which I did like the lore behind! It's used in dye to colour the Warden's armour and its growth is a sign that the damage of the Blight is lessening. I love that! That's a cool bit of lore! Especially since it's named after Andraste's mother in a land that is supposed to be extremely religious. Geographically unique flora and fauna (biodiversity) is just as important as architectural design when designing an area - DAI did this amazingly well with the different creatures and plants we could run into in each area!
The first time we meaningfully talk about lyrium is when we go to Kal Sharok for the first time - a decent amount of game time since the beginning of the game, depending how fast you play. And then, when we get there, the lyrium looks like a bunch of crystals from a 'grow your own lyrium' kit. The absence of lyrium from the game world and mechanics is something that was very hard for me to overlook considering its importance to every previous entry. Especially since in this game we address the fucking Titan's and what the fuck happened to them.
Just...imagine playing a mage in Dragon Age and not using lyrium?
This game is a death of a thousand cuts - so many small, meaningful world-building elements and mechanics brushed off - before fucking godzilla comes along and nukes it all with the handling of the main story/lore.
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paintedbutton · 2 months ago
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Okay, serious first opinion on Veilguard, let's go.
I've played about 10 hours of it so far, and while it's pretty fun and engaging, I'm not completely sold yet.
The combat, to me, is a major weak point. Sure, it's fun, sort of, but it doesn't feel like Dragon Age to me. It's missing a LOT of elements from the previous games. In a way, combat feels a lot like the exaggerated beginning in DA2 - everything's flashy, my rogue seems to be teleporting all over the place, you get it. For me, the build-up's missing. I couldn't even tell who was and wasn't a mage for a bit there because everyone seems to be glowing all the time. I'm missing the strategic aspects of combat a lot. Not just the ability to pause and position your party, but also the ability to actually think about what you're doing. I feel very railroaded a lot of the time what with the ui very insistently telling you that THIS IS A COMBO, THIS ENEMY IS WEAK TO THAT, etc. The classes don't seem to matter anymore. I've yet to get a warrior into my team, and the game doesn't seem to care too much about it at all. It's still fun ... I think ... but it feels a tad too much to me. Too button-mashy.
I like the lighthouse as a base of operations, and I like how everyone finds their little home to hole up in there. It's interesting, and I'm looking forward to exploring it more.
Story-wise, I'm a little on the fence so far. It could be good, I think, but I'm a little irritated that Solas/we just unleashed two ancient elven gods on the world and everyone just shrugs and rolls with it. Some parts of the dialogue feel very wooden and expository, but I guess that's to be expected when you have a decade between games and need to give everyone the same base of knowledge. On the other hand, some stuff is hardly explained at all (the Veil Jumpers, what's even happened with the veil after Inquisition, etc). Some things (Harding getting magic) feel a little rushed. But I'll be interested to see how it goes. And I do like that Varric's little storytime sequences have made a return.
What I do very much like is that Rook is rooted in the world, and that not only their choices but what they say seems to matter. Kudos to that. Although, at least in my few hours of gameplay, some aspects do seem to be missing. I made my "practice" Rook and elf and a Crow, so I thought - city elf, obviously. When she uttered the words "our gods" without blinking an eye, I was a little miffed for a moment. Maybe there's opportunities later to flesh out Rook's backstory through dialogue or something, but so far they get a background and that's about it.
The art direction is hit and miss for me. The game is beautiful, the costumization seemingly endless, and none of the enemies are rooted in any sort of previous art design, which makes me kinda sad. I know we knew this from the trailers, but I just don't understand Bioware's insistence on redeveloping the wheel with every single game. I joked about the darkspawn, but seriously. The lack of consistency annoys the fuck out of me (as do the darkspawn in general tbh. They made something interesting, lore-wise, in DAO and built interesting aspects on top of it in DA2. I'm not sure I like the "we're throwing that all overboard because elven gods are cooler" is a direction i necessarily like). I couldn't tell what anything at all was supposed to be, compared to the earlier games. Except for nugs and halla maybe.
In conclusion: I'm having fun, but I'm unsure. It may be a Fallout 4 situation for me. Fun game, but not the franchise I've come to know and love.
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solns · 1 month ago
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So i finally finished veilguard at around 2 in the morning??? now it's six am, like i slept for a few hours but couldn't sleep a full 8. i have a lot of thoughts veilguard. i feel mixed about it.
i don't hate the game. i enjoyed it immensely as its own thing but not as a dragon age game if that makes sense. there's something about veilguard that's missing something. i think it was a bad idea to abandon the keep where it imports the choices you made from the past 3 games. people would feel like this playthrough wasn't their own world state. even the choices we picked in inquisiton at the beginning of veilguard barely mattered.
i'm also sad about the letters the inquisitor wrote to rook about what happened in the south. a lot of the places we know from the previous games were struck really hard. so much of the world lore from before like the chantry and such are pretty much gone now. the whole cast's thoughts were like "well i guess everything we know was a lie, that's a thing now." i was expecting a bit more than that lol.
this is also a personal preference but i don't feel attached to rook as i did with the hero of ferelden, hawke, and despite the flaws of DAI, i enjoyed the inquisitor too.
i can't explain it well but our relationship with our team feels sort of detached. like the team are all friends, they banter in designated spots, i enjoyed the arcs of the companions. but for some reason despite the closeness, rook's own chemistry with the team doesn't have the same kick as the companions have with each other. it's so strange because we were there in all of it but... maybe it's just me.
you see why im feeling mixed??? i don't hate the game at all, i did enjoy it but i also feel a sort of hollowness after those 10 years of development. it doesn't feel like the sequel it was promised to be.
i also feel like a lot of players were swept under the rug if you didn't really romance solas but at the same time, even the solas romance felt lacking. i think that letter was the sweetest thing but DAI still feels like an afterthought in veilguard. I don't even want to mention what they did to DAO and DA2...
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lafaiette · 2 months ago
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Gods I feel you I'm only 10 hours in after having received the game as a gift and I REALLY try to like it but it just ... doesn't feel like Dragon Age. Characters know stuff they shouldn't know about, the game keeps talking down to me, nothing I did in the previous games mattered, the tone is completely different, the mature storytelling of the previous games seems to be missing so far & what I heard so far of how the lore and the characters from previous games have been handled is honestly the worst part and breaks my heart. idk even if i wanna finish the game at this point anymore, I'm just kinda ... sad.
I'm so sad and disappointed, too, I remember our conversations, fics, and headcanons about DA! We were so excited and happy, because Inquisition, DA2, and DAO were genuinely well-made and aimed at pleasing the fans, despite their faults.
DATV is a good action game, no doubt about that. The combat is fun, there is a lot to explore and discover, and many locations are beautiful, even though some are terrible to navigate (Dock Town's structure makes no sense). But that's it - it's a good action game with the name "Dragon Age" pasted on it. It doesn't feel like it's part of the series, it constantly treats the player like an idiot, some references to past games and characters are literally hidden in the brief descriptions of the mementos, and there is even a Glossary to make sure the new players don't get frustrated.
Everything is safe and aseptic, cleaned of every deep piece of lore that could have scared new fans into buying or continuing the game. Even the banters lack the depth of the previous games.
A good game company should lure new players in not by rejecting their past entries, but by making them look even more interesting with their sequels.
Bioware wasn't afraid of offering piece of lore after piece of lore in Inquisition - it was a game set in a precise moment, whose prologue was directly tied to the events of the previous game, and new players had to accept this if they decided to buy it and play it. If they liked that premise, all that information and those details, then they were more than welcome - they were encouraged! - to go back, try the older games, and see how it had all started. It was a game made for the fans the company had already managed to win over, not for possible fans who may or may not bring new money in.
In DATV the new players can jump right in after quickly learning who Solas is and what he's trying to do, and old fans are left with an empty shell, with minor references that are supposed to make us feel happy and accomplished peppered here and there, while all our past choices and our favorite characters are forgotten or brought back with a terrible case of amnesia. It's lazy, infuriating, and very sad, and it smells of reboot, because the new devs probably realized they couldn't keep up with the amount of lore and choices the series contain, and they needed to start anew.
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