#love the game!! love the game very much!!! terrified of most of the players
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i beg your unbelievable pardon
[image description: an etsy listing for a cross stitch pattern of astarion’s back scars, listed as “funny cross stitch pattern.” end description]
#shrieks. FUNNY?#ARE WE SURE?#there’s nonsense seo optimization and there’s THIS. good GOD#anyway staggers back in from the etsy cross stitch listings half dead because 90% of them are vamp boy themed#and all the beautiful druid man options are s*xy! being an ace h/alsin fan is a nightmare#aster chat#I don’t know what I was hoping for when I searched for cross stitch patterns related to the game in question but I guess i expected a LITTLE#more variety#also also sorry for all the nicknames and censoring i do not want to be perceived by the game’s fandom at large. i was never here#I’ve never been part of a video game fandom and i am frankly not looking to start now#love the game!! love the game very much!!! terrified of most of the players
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My (spoiler-free) thoughts on Dragon Age: The Veilguard
The review embargo has lifted and I can officially say that I've played through Dragon Age: The Veilguard early!
Here are my spoiler-free thoughts and personal opinions on the overall gameplay experience:
Narrative:
Rook's dialogue and decisions impact SO MUCH of the game, and come into play later on. From companions remembering your beverage preferences, to whether someone you spared shows up later to help or harm you, it feels like the game is paying attention and that you matter.
The stakes are unbelievably high. The Evanuris are utterly terrifying villains, in ways that Corypheus wasn’t. You really feel the magnitude of their power on a personal level as well as a worldwide level.
Whatever your thoughts on him, Solas is FUN as a character. He’s fun to talk to, fun to talk strategy with, fun to rile up and verbally spar with and fun to grudgingly ally with. Now that he can drop his former act and appear to you as the Dread Wolf, and you get to see his memories, you and he team get to decide how to utilise his knowledge and how far your trust extends.
The setup and payoff of the story beats are absolutely superb. The emotional turmoil as a player of being ensnared by things that was foreshadowed earlier in the game is utterly exquisite. Every thread of the larger tapestry has been woven with so much love by the writing team, and every character’s arc tie into the larger story in interesting ways.
The characters feel like they have full lives outside of the player character. You frequently go exploring their home turf and can meet their friends and family. They interact with each other on their own and move about the Lighthouse to spend time together, leave notes for each other, and talk about each other even when the other isn’t there. The team feels like they all really care about each other as well as you.
You can tell what your approval rating is with characters, but if you want to romance them you have to put some thought into it. Interactions and world events besides the heart on the dialogue wheel influence their attraction to you.
Gameplay:
The combat is very engaging, and I enjoyed how unique all the enemies were.
Abilities in the skill tree can be refunded so you can redirect to a different specialization, which is really handy if you’re indecisive and overwhelmed at first (like I get when choosing abilities). Most companions can get healing abilities no matter what class, so you don’t have to worry about balancing your rogues/mages/warriors (most of the time).
Climbing, balancing on ledges, using ziplines and sliding down slopes made environments feel more immersive. Additionally I like how each companion has unique abilities that let them interact with the world (fixing mechanisms, breathing fire, summoning bridges from the Fade, etc), and learning their abilities alongside them helps you grow closer.
The wayfinder light makes everything feel streamlined, so it's way harder to get lost while exploring an area. I hardly had to look at the mini map at all, and usually I’m glued to it! This meant I could actually look around at the beautiful environments and appreciate how lively they were, even without NPCs.
The upgrade system is far less overwhelming than in Inquisition; there are a finite amount of weapons/armour/accessories to be found, which are designed for each specific character like in DA:O and DA:2. There's also no longer crafting from scratch. If you loot an item you already have, it automatically upgrades the single item rather than giving you duplicates.
You know that frustration of coming across higher-level armour that just isn’t as flattering as your current one? Not to worry, you can collect “appearances” which you can toggle on as the visual for the armour while still retaining the benefits of the original.
I cannot stress enough how simple and easy to use the inventory is. It's heavenly.
Using the shops of specific cities increases your reputation within those cities, which is a good incentive to explore and use the shops. I usually hate in-world shopping but here it was simple, and thinking about it tactically worked pretty well.
Quests sometimes reach a point where you can't continue at your current place in the story, and must return to in later acts. When re-exploring familiar areas, everything feeling big enough to be fresh with each visit, and new loot and codex entires appear.
Edit: something I forgot to mention. In character creator, you get to make your Inquisitor after you make Rook. The build menus are all the same, so manage your energy accordingly for doing it all again immediately after for your Inky. I spent an hour and a half building my Rook and wanted to get right to playing, and had to re-wire my brain a bit to be patient and keep going with the CC. (Seeing my Inquisitor with new graphics was awesome though).
A couple little things I appreciated:
The control sounds are very pleasing. From the whoosh of opening the combat wheel to the clinking of upgrades to the subtle whir of holding the decision button, they're a nice touch.
If companions are interrupted in conversation by combat, they resume it afterwards with a "what were you saying before?".
Photo mode is so fun to play with, and you can adjust blur/brightness/lens/depth within the scene. You can also toggle on and off the visibility of your Rook, your party, NPCs and enemies!
Assan learns new interaction tricks at the Lighthouse as the game goes on.
Nitpicks:
Overall I had an incredibly positive experience. The gripes I had were tiny things like:
I genuinely like the new art style of the game as a whole. However, the blurriness of some of the features in contrast with some elements being very crisp was distracting.
When trying to sell valuables for faction points without using Sell All, it takes quite a long time to count up all the individual sales, and it isn't a live counter. So it's kind of annoying if you get +3 points for each item you sell, need 150 points to get the next tier of items, and over 10K worth of valuables that you want to sell to other factions.
If you do lots of quests without returning to the Lighthouse often, occasionally companions at the Lighthouse will have dialogue pertaining to the quests you've just finished as if you haven't done them.
You can pet the dogs and cats in the cities, but Rook turns their back to the camera to do it and it blocks most of the action unless you rotate quickly.
Gender stuff:
I was incredibly moved that not only can Rook be trans/nonbinary in the character creator if you so choose, but they get options to feel differently about their identity and journey, and it impacts their dialogue and how they relate to other characters! To access this make sure to interact with Varric's Mirror in your room in the Lighthouse. There are many conversation options throughout the game to discuss your identity with other characters, or relate your change of self to other situations. Crucially, it comes up when entering a romance and you have to communicate with your partner about it, which I never even THOUGHT of including in a game because it seemed impossible to even allow trans main characters to begin with.
There are also multiple trans and nonbinary characters throughout Thedas. What I found the most realistic was that just like in life, it is a consistent presence in any character's life, and comes up in conversation more than once. I have never seen a game this forthcoming and open about the topic of transitioning, and it was so validating.
Final thoughts:
I adore the other games in the franchise. Something about The Veilguard affected me in a way no other game has. I cried multiple times while playing this game, both from joy and sadness. What struck me most is that the people who worked on this game REALLY listened to feedback from previous games, and were very set on making a piece of art that meant something to people. Even during the last few years of me testing the game, things have been adjusted and changed in direct response to our reactions and suggestions. It's surreal and quite touching.
Mileage will vary, but my playthrough was 70 hours on very low difficulty and I haven't done every side quest yet. I could easily have spent more than 100 hours in the game if I wasn't pressed for time.
I hope you enjoy this game as much as I have. See you in Thedas.
#dragon age#dragon age the veilguard#dragon age veilguard#harry plays the veilguard#I hope these are somewhat useful/interesting to people thinking about playing#I am so sorry if it shows up as a wall of text I don't know how to make the format more interesting
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Random Shanks Headcanons
Summary: A random collection of Shanks headcanons
CW: None // SFW
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Has a fake arm that he uses for gags. Only he and Yasopp find it funny. Beckman once tossed the arm overboard after Shanks ‘lost’ the arm in a pot of Lucky Roux’s stew, only for Shanks to enter the mess hall the next morning with another attached to his body.
Can do magic tricks, especially good with coins and cards. A very skilled sleight of hand artist. Also not above using these tricks to cheat while playing cards. (Inspired by the coin game w/ Luffy flashback). Cheating is the only way he can beat Beckman, who���s by far the best player on the crew. But he doesn’t even cheat to win, he just likes the thrill of getting away with it; also enjoys the thrill of getting caught. There was a rabbit loose aboard the Red Force for a solid month after the captain tried to learn how to pull it out of a hat.
The best beer pong player in the New World, probably the entire world. Would challenge all of his enemies to a game of beer pong to settle their disputes if he thought they would respect the results of the game. Good at drinking games in general (has a little too much experience).
Is an infamous gossip. If a member of the crew wants word to get out about something, they just mention it to their captain.
Enjoys playing matchmaker. Always acts as a wingman for his crew when there’s a pretty bar maid. The only one he never tried to fix up with one of his crew mates was his darling Makino.
Are soap operas a thing in the One Piece universe? Because if so, he has a favorite that he never misses an episode of (fights hardest on Thursdays so he can be home in time to catch the latest episode of Search for One Piece, a pirate drama based loosely on Roger’s life. He particularly enjoys the harlequin character).
Loves meddling in any drama that comes up aboard the ship. Sometimes even starts drama just for entertainment, like the time he told Lucky Roux that he saw Limejuice sneaking steaks from the freezer, or when he robbed Beckman blind and left traces of a turkey leg at the scene of the crime.
Thinks childish pranks are the funniest thing in the world. Pranks prospective crew members to see how they respond; screens them based on whether they find his jokes funny. Beckman insists this is not the best way to do things but Shanks persists. But Shanks isn't just being childish. He's making sure everyone who joins his crew has a good nature as that is, in his opinion, the most important thing. If you can't trust your crew, you're dead in the water.
Was definitely posing when the government snapped the photo for his wanted poster but pretends it was completely candid. Has a habit of comparing his wanted poster to the posters of his enemies.
He also uses his wanted poster to fish for compliments, especially from his crew. “That’s a pretty good picture, isn’t it?” “I don’t look half bad in that, do I?” “The real reason the marines are hunting me- the sight of my wanted poster makes their wives swoon.”
Refers to himself as, “that handsome devil.”
Smells like body odor and weed, but in a Matthew McConaughey kind of way (that is to say, it works for him).
Animals and babies always like him. He insists the trick is to act uninterested.
He is genuinely good-natured, but he definitely uses his sense of humor to disguise how terrifying he truly is. Is a pro at lulling people into a false sense of security. Definitely slouches on purpose to seem less intimidating.
Secretly paid off Luffy's "treasure tab" at Makino's bar. Didn't do it just to be kind to the poor kid but actually because he believed Luffy when he said he'd pay it back in full and did it to annoy Luffy a decade or two down the line. (When Luffy finally goes back to pay Makino and she informs him Shanks already did, Luffy blows a gasket.)
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Hope you enjoyed it! If you want more, you can check out my masterlist here!
#one piece#shanks#red haired shanks#akagami no shanks#benn beckman#beckman#buggy the clown#buggy one piece#lime juice#lucky roux#yasopp#red hair pirates#red force#shanks headcanons#one piece headcanons
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hi there ! i’ve never requested anyone before but i saw that you like taking wlw requests so i caved 😭
as a hi3 player my raiden mei obsession has extended to acheron, and i’d love to see some general dating hcs. maybe what her preferences are (even sexual preferences huhuhrheheheh), how she shows love and affection, or whatever you feel like adding!
i have a severe acheron addiction so if you suddenly get an influx of acheron asks it’s probably me 😇
acheron general dating hcs
Pairings: acheron x fem!reader
CW: sfw and nsfw, female reader, afab reader, nsfw below the second cut, one hc is angst, strap on mention, cunnilingus, face sitting, praise kink, slight mention of degradation, bondage, romantic sex, fingering, biting, slicey slicey white hair acheron yay (both in a kinky way and in a scary way), um I love tea :3
A/N: GIRL ME TOOO IM SO OBSESSED WITH ACHERON ITS ACTUALLY WILD SHES ACTUALLY MY FAV HSR CHARACTER I LOEV THIS WOMAN SM ALSO PLEASE REQUEST ACHERON I AM ENCOURAGING THIS SO HARD REQUEST A ONESHOT IF YOU CAN IM GONNA EAT THE WALL anyway sorry for that I just love acheron a little too much <3 🕯️
I’m just gonna be completely honest Acheron is such a sweetheart when you’re dating her.
She shows affection in the most random ways it’s genuinely adorable- like she’ll buy you a random piece of food from Penacony’s golden hour or something or hug you from behind while resting her chin on your shoulder with a soft hum.
Really enjoys it when you kiss her face all over, it makes her feel loved and special.
That being said I feel like she’d be a fan of the lipstick trend too.
I feel like she’d enjoy recording things on her phone instead of yours. Like whenever you guys take a selfie or record a memory, she always pulls her phone out before you can get yours. Probably cause she’ll remember them if they’re on her phone.
No worries she still forwards them to you <3
Acheron absolutely loves it when you sit in her lap or snake yourself under her arm while leaning against her side to cuddle. She’d always wrap her arm around you with a soft smile and pull you close against her.
Whenever you two are on dates, and she gets up to use the restroom, she frequently forgets where she’s going or loses her way to it. So often times, you usually tail her as a companion because she ends up doing a whole side quest lmao-
Not very talkative in your relationship, but shows her affection when she usually just stays calm and prefers to hold you in silence, leaning against your chest to remind herself that you’re here with her whenever she hears your hearbeat.
Completely random but she probably somehow accidentally caught a fish and brought it home to you. To which you just raised an eyebrow out of disappointment and confusion, but it’s ok because it’s Acheron and you love her. <3
She may not show it, but she gets really happy when you buy her peaches or something peach flavored, since it’s one of the few things she can taste :( [the way I started violently sobbing after writing this bullet]
One time when she accidentally showed you her slicey slicey form you ended up being a little terrified, and she feels awful for it. She tried so hard to make it up to you, literally bought you anything she wanted, showered you with kisses, took you out on a romantic date, almost everything.
Sometimes you have to tell Acheron to loosen her grip, since when you two sleep she hugs you WAY too tight. Like, this woman can accidentally kill someone out of affection.
she’s like a cat with a resting bitch face, but is really sweet tbh…or maybe I just love cats too much.
Smells like peaches and rainwater and you can’t change my mind, maybe a hint of cherry blossom perfume :)
Someone get her google maps I love her sm
nsfw below the cut.
Contrary to what everyone says—Acheron is NOT a top in my opinion. She’s a switch. A MASSIVE FUCKING SWITCH ‼️
Her strap game go crazy though trust
Nothing more this woman loves than digging her fingers into your thighs and parting them to eat you out like you were her last meal she would have in centuries. <3
I feel like she’d love face sitting, giving or receiving.
Screamer? Nah she groans and it sounds unbelievably hot. Like-?
A lot of people believe that she’s into degrading BUT I DONT THINK SO AHAHA I feel like she prefers praise, since she doesn’t like the idea of degrading you and making you seem like you’re less than her :(
Even if you’re into that, it takes a lot to convince her that you really want to and even then she’s super hesitant and barely even tries to degrade you. Probably switches back to praise midway since she can’t shit talk you at all. She’s too sweet for that.
Seriously into romantic sex over kinky sex, but isn’t afraid to throw in some crazy kinks every once in a while, bondage being one of her favorites.
Acheron would absolutely love it when you whisper how much you love her into her ear, and whine out how you don’t want her to leave. It makes her feel all warm and fuzzy as she reassures you she’s yours forever, and how you’re hers.
You whisper that stuff while she’s topping? Great, your legs aren’t gonna work tomorrow as she’s buried in your cunt and your moans are muffled by her lips smashed against yours. When she’s bottoming? Congrats, you made her even wetter as she’s trying to bite her lip to control the filthy groans from her throat and grinding down against your fingers or strap.
Biter. Like hold her as close as you can and she’ll bite down onto you HARD. Still licks the area in case it hurts though. Along with that, she loves it when you bite her back—she just thinks they look pretty.
I feel she’s ripped your clothing off on multiple occasions. Especially when she’s in her other form and wants to have sex with you. Afterwards or before, she apologizes and promises to buy you a brand new one.
Speaking of which she has DEFINITELY fucked you real good when she goes white hair and slicey slicey
She adores the idea of just towering over you with her hands planted beside your head, bonus points if she gets to hold your hands.
Her aftercare is immaculate mwah
Constantly checks up on you and showers you with praise and kisses wawawawawa while helping you clean up, and probably puts on a movie or something while cuddling up to you.
If you’re the one giving aftercare please hug her as tight as possible and reassure her she did good, just hold her hand with your fingers laced between hers as you promise against her skin that you’ll stay with her. Literally do it or else I’m going to eat your cupcakes omg
Falls asleep in your arms 3 out of 4 times everytime you guys have sex late at night.
I’m too gay for her it’s not even funny anymore atp
A/N: ONE, I KNEW I HAD TO WORK ON THIS AS SOON AS I SAW IT EVEN THOUGH ITS 2 AM AND I SHOULD BE ASLEEP. AND TWO, IF SOMEONE ASKS “well why is it so long 🥺🥺” BECAUSE I LOVE ACHERON SHUSH
anon I’m encouraging this behavior please request me more acheron and acheron oneshots I’m begging u I’m totally normal about her
#hsr#honkai star rail#honkai star rail x reader#honkai starrail#hsr x reader#honkai star rail acheron#hsr acheron x reader#acheron honkai star rail#acheron x reader#acheron#honkai acheron#acheron smut#acheron x reader smut#honkai star rail smut#hsr smut#honkai starrail smut#raiden bosenmori mei#honkai sr#Acheron my beloved
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Endless Game
a little prologue... I think I should work more with this idea
You loved video games since you were little.
When you played a new game on a console or computer you felt happy, you felt like you had great power, no one was able to stop you, many people in the virtual worlds you entered admired you, they felt positive things about you.
It was very different from your real life, where you didn't exist... most people didn't recognize you, just a forgettable face.
Not even your family could be different, it was much worse with them, they only surrounded your life like guitres, you had the vague idea that at some point when you died or something bad happened they would finally see you.
They only observed your actions from afar without showing emotions.
For some reason beyond your understanding, you began to reject everyone, it's not that you hated people, but rather you found them annoying with each year you turned.
Of course there were few people who were saved from your hatred.
You began to ignore everyone and see them as bugs, you isolated yourself to enjoy games and other passions of yours.
You changed the sweet and kind girl for another person who only cared about herself, who achieved her goals no matter what she had to do.
No more father or brothers, please look at them or show a little affection.
I just want to be her friend, or I'm a good girl who wouldn't do anything wrong.
You ignored everyone, but those who knew how to use you, what's more, you managed to get revenge, teachers and classmates, paid her for messing with you.
Without remorse and with great force you executed your punishments.
Getting your hands dirty no longer seemed unpleasant, but entertaining.
Seeing their tears of pain and regret, along with the knowledge that you screwed up their lives, caused you great satisfaction and emotion.
Left behind is the bad girl, the stupid one who never understood classes, the skeptical eyes about your intelligence, the words of hate for being born into a good family.
No more jealous children, children who wanted to make you look bad, like a savage and abusive person, or those who wanted to manipulate you to get something from your last name, and then leave you hanging.
Not now, if you were the evil girl, who had no mercy for anyone, you were not bothered by the words that different people said to you because some time later you made them seriously regret it.
You continued playing virtual games, all the time, it was one of your greatest happinesses.
That's why when you saw a new program where they accepted players to try a new virtual reality video game, you accepted. It wasn't difficult to be accepted, nor was it difficult to disappear from your home to enjoy a new gaming experience.
You felt very happy, even when they connected many cables to your body and asked you to put on a special suit, nor when they put you in a capsule, you didn't think about it like the other people who were going to try the game.
Everything was wonderful, it was like a new world or rather universe, you could go anywhere, there was a planet full of magic, another super modern and futuristic one, many realities.
You could do anything, from being an adventurer or having a business.
Like an adventure game but much better, the excitement was more because everything felt very strange.
That is until you got tired and wanted to return to the real world to give yourself basic care and continue living.
but there was a problem, you couldn't do it, something was preventing you from leaving the game.
No matter how hard you tried, you couldn't, not being able to achieve anything made you desperate, a great anger invaded you and you tried again to leave with a lot of anger, but you still didn't achieve anything.
you got stuck in a game with a group of people and a lot of npc's.
Things got worse when they began to see some terrifying monsters or animals, which were very aggressive and destroyed everything in their path.
You and the group of trapped people were barely able to adapt, by the time these creatures began to attack you.
It wasn't even possible to live a normal life in the world because they ended up broken by their new predators.
You gathered around three people, they were two girls and a boy, they formed a shelter type and were in charge of eliminating the disgusting creatures.
Every time you saw them, a chill ran through you, they were not normal, they were like big shadows for the most part, but on some occasions when they were shown you could see how some parts of their bodies changed into scratched lines like televisions when they failed or stopped. static while the entire body moved.
You became agile with katanas and some pistols, more from long range.
The more you learned to defend yourself, the more you could survive, and you also developed your skills in the game as much as you could. just survive and appreciate the little moments you had with your friends.
Well that was until the game ended and everyone came out.
oh so you thought, you tried to accept that you wasted years of your life trapped in a game. You were in a new world again, although this was always the one you belonged to, you didn't know almost anything, everything was different. You tried to make a new life with the help of the government agents who were in charge of your case, everything that happened was a secret due to the possible dangers it presented, so when they left, only a few recovered their lives, while the majority had to form a new one and recover from what was experienced in the game.
It was one of those days of mandatory check-ups, where all survivors of the game had to attend, much more so for the famous group therapy where everyone expressed their pain and trauma from the game.
You hated these days and if you could have missed them, you don't need a large group of people talking about their suffering, it was enough for you to endure yours.
You had to pretend to show sympathy even if you didn't feel it, not like most people who really felt it, sometimes you thought something was wrong with you, but you avoided finding a solution, you didn't want to change your life, as selfish as it may sound, you didn't want to. annoying people surrounding your life.
happened out of nowhere, a large tremor occurred, which took the entire group of people off guard, they were on the terrace of the building, which was a quiet day, in an open space, where the wind hit strongly, and some sounds leaves of birds and cars could be heard, where the enormous buildings belonging to a city could be seen in the distance.
A static sound reached your ears, it was very annoying, you felt like your eardrums would explode, at the same time your head started to hurt, you felt like something was crushing it.
As soon as you were able to concentrate on your hands, they were taking on the same effect that appeared in the game, they became black pixels and changed to colored lines.
The last thing you caught was your colleagues going through the same thing as you.
.......
footsteps were heard behind all the commotion.
There was a small screen, with blue and light blue pixels.
Many people dressed in black suits surrounded her, near that large painting were some scientists.
Some people were talking to people in black suits, their peculiar outfits caught the attention of some curious spectators.
The Justice League and the Young Justice League were present to save the day, after the sudden appearance of some portals that opened the way for creatures that attacked different places, who were not easy to eliminate.
No matter how much the leaders of the large group of heroes tried to enter and save the day, they could not because the people in black suits did not allow them.
"It is not within their jurisdiction" was the only thing they were told.
Superman, Batman and Wonder Woman were the ones who tried to reason with the people who did not allow them to enter. Some heels were getting closer and closer, behind them other footsteps could also be heard.
"So you're going to participate" a female voice mocked.
a growl was his response.
"Just don't be a hindrance" a thick voice was heard.
"hahahaha I'm going to get in your way, you're a great comedian.... you don't become dead weight" the funny voice became cold and merciless.
"Civilians can't pass, it's dangerous," the voices of some young people were heard, who stopped the two figures.
An emotionless look was the response to the young heroes while the heroes looked with surprise at these strange characters, one wore yellowish colors in his suit, another with a dark suit with red and green, some women with suits attached to their body, perhaps hero fashion. They had a magician, an alien girl, one with arrows.... other guys with more suits.
The two people continued to advance, but were stopped by the heroes who saw two civilians continue walking despite the orders they were given.
A great commotion arose since the two unknown characters took out their weapons, the girl had sheathed the handle of her katana and raised it a little from its sheath, while the man took out two weapons ready to be fired.
Some piercing glances were cast.
"Enough, I'm not going to continue with this nonsense," the female voice complained.
"MR. BRONW!!!!" It was a loud shout that everyone could hear, even the people who were talking near the portal.
A few footsteps came quickly to where the two peculiar characters with weapons were.
"Aaaaa miss ___, it's good that you arrived, we were waiting for you" a small man spoke with a meek voice. "
It really doesn't seem like it with so many heroes here" he put away his katana before crossing his arms angrily.
"nonono ignore them... come follow me" he pulled the girl's hand ignoring the people who were witnessing the scene.
They reached the big screen where they were stopped by the guards.
........
You sighed, annoyed by everything that was happening, they called you to enter a new portal and it turns out that not only are you going to enter with one of the people you couldn't tolerate, but a lot of heroes won't allow you to do your job.
"Seriously, let's do this again," you complained to the man in front of you.
"ID" he said dryly.
You clenched your hands angrily.
Not only did you have to endure a long trip, where many people looked at you, but also a long process to be allowed to do your job.
"Wait, are you going to let these two kids in?"
"They are not heroes, they are civilians"
"they can't handle something like that"
You raised your arm and put it in the man's face, before crushing your skin.
In a few seconds a circle with bright lines appeared on your arm. The lights projected a large screen in the air where some letters appeared.
"It's class S" some voices whispered.
You smiled when you saw how they allowed you to pass.
"Well, I think this civilian is going to take care of the problems," you said out loud.
You pressed your hand on the locked screen, soon projecting the silhouettes of a stage. leaving neutral colors behind.
You took out your sword and held it in your hand.
you walked slowly towards the screen.
You entered calmly. It was always strange when you returned to your old virtual prison.
you smiled as you eliminated one of the warriors of the final villain of this place. a few more and you would face the most powerful on the floor.
You were looking forward to it.
but you knew that at the end all emotion would go away, your colorful life would become gray again, you wondered where everything changed, where was the girl full of dreams and smiling laughter?
were you a monster? You could barely relate to people, you had little appreciation for them, you became like a wild animal when it came to fighting but it was nothing in your life as a civilian.
You continued attacking all the monsters that came your way.
you used every attack you had, remembering how you did before when you were trapped in the game.
It was not only a fight to survive and not become another patient with a cerebral coma in the hospital, but to protect all the people from the danger of the game that had trapped you a few months ago in their system.
Oh at least those words were repeated to you by your new bosses when they sent you on a new mission to the new portals that opened.
In the end, with the help of the shooter who entered the game with you, you were able to defeat the final boss. and just as you said, your adrenaline along with your happiness was running out.
You looked at your hands, they were red, raw, it must have been because of the great force with which you squeezed your katanas.
You indulged yourself in your hands, ignoring everything around you, you just wanted to get to your apartment and play your video games.
They didn't give you the same feeling that was draining from your body, but at least it allowed you to feel something similar.
You walked out of the portal, playing with the jewel left by the final boss, you threw it into the air and watched it fall again.
It was more entertaining than dealing with all the heroes who were probably arguing with your bosses.
You were not wrong because you could see how the heroes argued with some men in suits that you saw in the new meetings with the players who agreed to eliminate the characters that appeared from the game.
You opened the screen by pressing the button on your arm, it was very strange to see it, they reminded you of the robots in that video game with rebellious robots and police officers.
You changed your clothes, your suit had been damaged, you were going to miss it every time you wore it, you remembered the Japanese girls from some video games.
You were going to go back to your house to continue with your boring life until the next attack.... but you looked away to see the heroes again, your gaze collided with the man in the bat suit.
You felt something strange, a great discomfort, you felt like you had to run, this worried you, fear... you overcame this feeling a long time ago.
That person in that suit managed to worry you, something strange about you, that person seemed familiar to you, it reminded you of your family.
"____ well done, I was fascinated with your work" a new voice appeared next to you.
"Funny you say... how do you know what I did" you questioned the boy, he was one of the scientists who was researching how the game appeared in the flesh in the real world.
"ahh you didn't know, since you entered, some screens appeared that showed how you fought with Red against the monsters"
......
A letter remained on the elegant desk full of papers.
Bruce barely paid attention to it, because it was something insignificant, nothing worth taking a look at.
I had more important matters to attend to. He thought about throwing it in the trash because he considered that piece of paper to be trash.
Even so, he couldn't, not when he remembered the girl's face, his daughter had given it to him when she returned from school.
He threw it in a drawer before returning to his own business.
He never thought he would desperately search for that piece of paper again.
He had seen his daughter for a long time, she simply vanished, no one knew her whereabouts, no matter how hard he looked, he couldn't find her.
The only thing he had left was a couple of photos that were taken desperately by his children. a dark room with thousands of machines and artificial lights. video games, the cameras showed him how his lively and affectionate daughter became with each passing day a lonely girl, devoid of emotions and immersed in video games.
When he opened the paper he found a drawing of hearts, a poorly drawn person and a message... "To my hero, dad, you are the best and I love you very much" with sloppy handwriting that looks like scribbles.
He knew you were alive, he saw you on this hectic day.
You were part of the new entrants that were fighting with the new monsters that were beginning to appear.
I never hope to see you again... he thought he had lost you forever, his daughter, the girl he never saw, one of his greatest regrets.
But now if it was really you, he could fix everything.
compensate you for being the worst father and give you what you always deserved.
be the person in your drawing from many years ago
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Watching/playing in horror genre with Sylus
~first of all he’s a busy man and despite the fact that he likes horror genre, usually he just don’t have enough time for watching movies giving more preference to books. He’s favorite would definitely be Stephen King for that atmosphere in his artworks.
~he’s a kind of person that will chuckle or at least smile at characters deaths, especially if it’s a stupid one like stepped on “the most obvious trap he’s ever saw” and he’s more than glad if you’re same, discussing how dumb heroes are for coming up with those decisions.
~he secretly waits for scary moments cause he loves when you cling to him all tensed seeking for his protection and comfort when monster’s face appears on the screen with a loud scream. But if you’re a tough one, that cannot be affected so easily don’t worry, after some time you’ll find yourself in his arms pressed against strong chest anyway.
~he would be glad to watch all the screen adaptations of Stephen King’s novels, even if he doesn’t like any of it, telling how much better it was on the book pages, but he has favorites like “Carrie” and “It”.
~movies about serial killers is his top of most enjoyable ones, sympathizing Myers and Ghost Face and considering how society itself made a monsters out of them. And that is the reason why you often need to put it on pause for you two to meet in a debate battles on that topic.
~if we’re talking about games he’s not much of a player but of course he will do that with you cause obviously that’s what you’d like. It takes some time for you to explain him how to play but since he’s a “talented student” he’s very fast at learning.
~for the reason that not so much horror games are a multiplayer ones, you play in turns, even if at first he prefers watching you, taking his turn only in case if some moments are too scary for you but after not so long mostly you will be the one to just sit, often giving him advice.
~I feel like this man would like “Resident evil 7” and first parts of this franchise, cause the atmosphere in some places there would keep him all in tense, plus he seems to really like the idea of Umbrella, an evil company with their terrible experiments on human body and you already were regretting of giving him ideas for his next business.
~even though he loves to control everything he seems to enjoy games with an unpredictable jump-scares like “Layers of Fear” or “Mortuary Assistant” that can throw him off course for a couple of seconds. And it’s funny for you to watch how carefully and slowly he’s trying to turn back not to be taken by surprise after the last jump-scare.
~”Phasmophobia” is next on your list, a game that was terrifying for you first times you played it. But despite your expectations you almost always were the one to die first while your man just sat there holding a laugh, hidden in the closet like he never even entered the haunted house. Newcomers are lucky not to go out on the ghosts, I guess.
~not a secret that he adores the feeling when somebody’s life fully depends of his choice, no matter if that’s a real life or a game, that’s why he enjoys “Until Dawn” along with “Dark Anthology Pictures”. That thrill of power and control that he has over these virtual humans make you feel very sorry for them. And don’t even doubt, if he doesn’t like the character they will not make it until the end, at least alive.
~he likes horror games/movies with a deep meaning, you know the ones after which you usually sat on one place for some time reflecting on what you’ve just seen or played. At that point you and your partner are talking sharing your thoughts and considering all the ways how differently it could be if characters did this instead of that.
~he would love as well physiological thrillers like “The Shining” and “The Babadook”, movies where the story is told through the thoughts of psychologically stressed characters, revealing their distorted mental perception of the world and how what seemed like a nice, not remarkable at any point person goes all the way straight to insanity.
~not a big fan of a body horror, as he thinks that it’s the easiest way to impress people with just an image of blood and organs everywhere on the screen. As was said before, he appreciates people’s emotions and the atmosphere, that puts viewers or players in a primary terror.
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twst characters in a haunted house
its a short headcanon this time but its spooky season yayaayyayay!
warnings: cussing 👍
Ace
talks a big game saying hes not scared, gets the daylights scared out of him, then goes back to talking a big game
he likes to tease his friends by abruptly grabbing them to scare them, but only teases yuu by saying 'if you're scared, you can hold onto me~' because hes a massive loser with a crush
you wouldn't even notice it but if you look closely his hands are shaking and he keeps looking around the room
arguably hes one of the most terrified one in the room so our unbothered king, yuu, just stands by his side out of sympathy
Deuce
close to tears and his last resort was complimenting a zombie's sfx makeup in hopes the Seven are on his side
probably looked like he was going to piss himself so the zombie 'helped' them out by chasing them until they stopped running in circles like headless chickens
flight or fight instinct goes haywire
it's either 'no means no!' or 'chase me i dare you!' and it solely depends on whether or not there are people in his group more afraid than him
because he will absolutely protect his loved ones awww
Jack
designated 'protector' of the first years (?)
its mostly self proclaimed but he is actually the most scared of the bunch
his ears pick up on EVERY little thing so he hears screams from all the other groups in the house
and that is unnerving!!
hes got a pretty good poker face but his ears and tail are standing up on end. and his tail is REALLY fluffed in agitation
height disadvantage. many dangly things getting caught in his hair and ears and tail. if he runs too fast and forgets to bend down, he's getting his head hit.
grim clung onto jack's tail after a bad scare and since then, has been jack's accessory
Epel
lost a bet and now he has to hold ace's hand throughout the house (let's be honest, this is for the safety of everyone else. its only the fight instinct for our poison apple)
sings random pop songs with ace for him to feel less scared because 1. epel likes his friends and 2. this is the only time he's allowed to be off-key for giggles
loves karma. when ace tries to scare him, epel will simply let go and carry on without ace until he apologizes
everyone and he means EVERYONE can catch these fists
'these arent screams these are battle cries'
creates new profanity out of freight. but he's always at the front of the group (so brave)
Ortho
literally taking notes throughout the haunt
intrigued, kinda wants to recreate it in a VR so his friends can experience it again
except when he does recreate it is literally SO much worse in terms of horror level
because he really does make it feel like the hunger games. its not even a game of survival its a battle of attrition
it gives everyone such a freight
but thats the point isnt it? he just found parts that could be improved on
like, the actors should be given chainsaws so the run for your life can feel more exhilarating!
and the rest of the doors should be removed so the players can use their problem solving skills to get to the one remaining door!
it does not get very popular sjdfjkgihuoij
Sebek
unbelievable that he cannot bring his baton but whatever
putting his life on the line to defend his friends
not because he cares, smh, he could live without their company! but fewer students in NRC would mean that lord malleus couldn't get the true school experience!
big brain moment (advice from lilia) he wore a scary costume in hopes that he scares the actors off before they scare him (he uses the cape to evade)
his body is on auto pilot and he knows what to do, but if you look at his face for too long, this dude is pissing himself silly
he did have a brave moment, though. he said a polite 'hello' to a vampire before demanding them to stop screaming so he could concentrate. slayed
Yuu & Grim
LMAOOOOOO scared?? *them*??? after all they've seen?
literally so unphased
in fact, since they live with ghosts in ramshackle, they might slink off somewhere and reappear alongside the actors to scare their friends
grim pees himself but denies it
in fact grim is like the first one to notice that yuu was not by his side
by the time they make it out of the house, they know all the actors by name???
yuu likes to offer bits of their hair as sacrifice if the actors leave them alone (sometimes they even offer grims fur)
the actors all look so sad to see yuu go??? favourtism smh
you know damn well yuu's getting a job offer for the house here. they'll even invite the rest of their friends to dress up and set them loose upon the haunted manor
Riddle
i would love to say he gets his brain rattled from fear but that is so not true
a childhood of seeing various floating, seemingly severed, limbs thanks to a certain che'nya has rewired his freight system
'its not scary because i know we're in a simulated situation. the actors are fake, the props are fake, the-' you get the jist
startled when something jumps in front of his face and gets mad when his group laughs at him
the actors are kinda scared of *him* because they interrupted him while he was in the middle of a long explanation and that was very rude!!! >:( come back after he's finished, thank you!
Ruggie
RUN LIKE THE WIND
he compliments all the props in the midst of the scare and chaos, who would notice something missing, fr?
a masked murderer would be crawling out of the closet and ruggie would casually ask them about the material the spoons were made of
his strength comes in when he's accidentally(?) sacrificing riddle to the haunters so he'll live
halfassingly playing smash or pass with jade aka jade says smash to everyone and ruggie questions the logistics of his every choice
accidentally remarks how the smell reminded him of his home growing up and doesnt that open a can of worms
Azul
joins ruggie in asking about the material of the spoons, except he's weirdly enthusiastic about it
also takes notes on the atmosphere and decorations
cant take the scare, his brain fizzles out and his muscle memory shakes the hands of the haunters (introducing himself was entirely intentional, however)
biggest loser in terms of he tries to huddle up to EVERYONE for 'safety' purposes. buddy-buddy system duhh
(he's the first to hide under a chair)
Jade
mean girl who flashes her teeth at people then covers his mouth acting like he didnt expose that he could tear out anyones jugular without struggle (he is holding back a coughing fit from the dust)
having such a calm, serene smile the entire time
its as if hes taking a casual stroll
'oh hello there. mind if i borrow this? thanks.' and steals the prop axe from the actors
whether he chooses to chase them back or not solely depends on his whims that day but he becomes a bigger menace because hes smiling with sharp teeth AND holding an axe
Floyd
screams back at the scare actors just Because
doesnt actually register theyre trying to scare them with their screams 'cause?? lmao thats not how u scare people let him teach you-
likes to lurk in the dim lighting to scare other patrons like if he was the one on the job and not paying for the experience
likes to drag out every single actor when riddle's speaking and egg him to behead them all
evil friend who hums in the dark just to get on your nerves
Kalim
screams, then laughs like a good sport about it. you got him good!!
trick or treating is everywhere and this haunted manor is full of tricks! do they get candy after though?
he tries his best to link arms with the actors and chat with them, even if he receives groans and scripted threats in response
he invites the entire cast over to Asim palace because he thinks his siblings would like to experience it (awww)
never worry about losing kalim in the house because he's belled like a cat, so just listen for the jingles of his movement
Jamil
is there really anything scarier than being alive to this guy
he really doesn't appreciate the cobwebs strung up everywhere
nor does he appreciate the sensation of anything brushing on his skin because it makes him feel itchy
the only time theres a reaction from him is if fake blood gets on his own or kalim's clothes because bitch. he will be the one cleaning that so you better fucking not.
the responsible one that keeps azul's glasses safe. not because azul hands them over himself but because silver asked him to (something along the lines of jamil being the kind of person that would ensure personal belongings stay safe or some other ego boosting shit. yeah, it worked slightly, what of it?)
Silver
desensitized to horror
the only time he appreciates the halloweens spent in childhood wetting his bed because of lilia's (psychologically harmful) pranks
if lilia's scares were a 10, this haunted house is like a 3
he proclaims himself as azul's bodyguard and always seeks his hand out so azul can feel a bit safer to go on
silver will also be the first one to locate the emergency exits as well as accompany anyone who needs to tap out (we dont deserve him <3)
Trey
same as riddle except hes even more unphased
in the same year as che'nya and they were together for much more and much longer
and they go beyond just his floating limbs, because he made half of trey disappear into, well, somewhere
che'nya complained about not being able to find his left pinky finger for WEEKS
he accepts like one, maybe two people clinging onto him but more than that and hes kindly telling you to suck it up bc its getting inconvenient to move
sorry 🤷 uh, exposure therapy ig
Cater
managed to sneak his phone in even though no phones were allowed just to film everything
he used a flashlight and still managed to hide his phone (he's able to outrun them, but his screaming instantly puts a beacon on him)
screaming for the life of him but he will never ever EVER forget to do a peace sign for the cams
will constantly ask how the actors managed to make the makeup so realistic and starts handing out friendship bracelets (he made too many with kalim one time with no one to give them to)
those clips of people getting chased in haunted houses then going to hug them is so cater-core (enforcing reverse psychology)
Leona
also pretends he's not affected and sells it very well
he reminds himself that these are props and stuff
he can see much more in the dark, but if you pay attention during a scare, you'd see a visible shiver go up his tail
its gone as soon as you blink though
regularly has a RBF and glares at the actors as if they've wronged him somehow
also an evil friend that will sacrifice you to the scare actors but more than that, he will sacrifice your children and tease them (waving bye bye with a smile and walking away). if only it scared cheka more and not make him laugh and declare he'll protect unca
Vil
plays along because its good to respect the work the actors and staff put into making this experience
still he thinks the sfx blood on the walls couldve benefited from a bit more time assembling
shamefully and accidentally cusses loudly in a moment of freight and apologizes profusely to the actor
taunting leona & telling the haunters to search for him bc he tripped and his ring accidentally snagged vil's hair (petty)
only time vil screams is when he misses a step and thought he was gonna go tumbling. idia laughed at him.
Rook
he chases the actors back
he's all giggly about it too
when hes run out of actors to chase after, he'll start nominating one member of their group to be hunted for sport
another one of the dresses up squad, except he uses it to camouflage himself with the actors
touches everything like this is just a fun little stroll for him
him and trey are having a casual conversation trying to guess the era this ancient candelabra originated from and the background noise is provided by idia sobbing and crying for dear life (leona is trying to sacrifice him)
Idia
somehow both bragging about how fake everything is whilst also cowering behind malleus and screaming the loudest out of the third years
says whatever comes to mind in a panic. no one knows wtf idias aim is. everyone is confused. the art of misdirection, everyone
god forbid he sees a ghost because he freezes out of pure instinct and you'll have to drag or carry him if you need him to move (rip ghost marriage idia)
makes fun of the buff monster costumes because LOLOL LMAOAOA you think thats supposed to scare him??? try harder
no survivial instinct. doesnt run. at all. if he's scared, he's giving up, this is his grave.
Malleus
doesn't get the concept at all
and not in the 'what is so scary about this place' way its more of a 'but the architecture is so magnificent, a little tweaks can get it restored to its former glory'
straight up snatches the floating ghost doll not knowing (or caring..???) that it was decor and rocks it throughout the entire house. does he think its unjustly cursed or does it remind him of silver? who knows
he really likes the aesthetic of the haunted house and everyone that tries to scare *him* are immediately in his good graces. he laughs all evil-like too and scares everyone but dw he's having fun i promise
normal people fall to the floor in haunted houses
malleus falls in love *ew*
Lilia
not that idia needed more reasons to be frightened but lilia fans the fire
shares a rumour about a clown doll that got abandoned so now it hunts people in retribution and of course there's an actor dressed like a killer clown there yk
throwing some bs about how 'oh no, i hope theres not a tall, scary, killer after us with an axe' and when said killer shows up, lilia starts screaming and pulling horrific scary faces at them (the staff leave him tf alone after this interaction)
and if hes feeling particularly mean he'll slink off into the shadows to reappear like a little jumpscare (cmon lilia, you're gonna have to do idias laundry now)
also chills on the ceiling after a chaotic run-in just to give his group some panic when they lose lilia (minus vil & leona, they know better than to worry about lilia's well-being— he's been adjusting too well here)
#i abandoned this in favour of writing the escape room hcs so if that makes sense to you in anyway thats why#does anyone love halloween more than lilia#im a huge scaredy cat i have never been in a haunted house#one day i will include the staff#but just know that vargas and sam are decimating the haunted house in different ways#twisted wonderland#twisted wonderland headcanons#twst#riddle rosehearts#trey clover#cater diamond#ace trappola#deuce spade#leona kingscholar#ruggie bucchi#jack howl#azul ashengrotto#jade leech#floyd leech#kalim al asim#jamil viper#vil shoenheit#rook hunt#epel felmier#idia shroud#ortho shroud#malleus draconia#lilia vanrouge#silver vanrouge#sebek zigvolt
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Hey you! Do you like LA by Night and NY by Night? Want to branch out into watching more VtM actual plays? There's a few I really enjoy that I'd like to share. They are all 5th edition
Blood on the Grand Strand/Are We Dead Yet? from Huddyvonschland Coterie clans: Ravnos, Tzimisce, Salubri, Tremere, and some more regulars who swap in and out. And then also oops all Thinbloods! The tourist town of Myrtle Beach enjoys a vibrant nightlife. An eclectic Anarch coterie must contend with the Camarilla (and later Sabbat) making moves in their city while the Second Inquisition begins their operation. There's funky cults, a suspicious drug operation, weird Thinblood stuff, and a lot of juicy worldbuilding which sometimes brings in other elements of the World of Darkness. The players are an absolute delight, Huddy's storytelling is fucking delicious, and the table has a ton of chemistry. The atmosphere is moody and it's a very chill time. I consider this my comfort chronicle
Vegas by Night from Mayday Roleplay Coterie clans: Ravnos, 2 Malkavians, 2 Gangrel, Warrior Salubri, Lasombra This show is nuts. It has everything. Vividly gritty ST narration, occult mysteries, a coterie of forcibly Camarilla kindred in way over their head, wacky Vegas hijinks, lifelike and captivating characters, a meat house, Lake Mead being terrifying, so much buck wild combat. A gospel singer Ravnos who sounds like Elvis and the world's horniest Malkavians. Every plan goes haywire. They always pick the solution that will create the most consequences for them. It's super high energy but man it's fun. Caleb has spread such a wide web of plots that all somehow interconnect. It's really impressive seeing it all gradually unveil and all make sense together in the greater scheme of things. His brain is seriously huge
Legacy of Bulls from Adventure Tavern Coterie clans: [Spoiler], Hecata, Brujah, Toreador A Birmingham coterie inherits the grudge of their forebears and has to race against the clock to solve a mystery and prevent any damage. I'm in love with CT lmao he's my favorite representation of that clan I've ever seen. The chronicle has elements of the occult/magic, investigation, and an atmosphere that is often moody and tense with the occasional chaos. I love the drama in this one
ATL by Night from the Facility Productions Coterie clans: Brujah, Tremere, Ventrue, Gangrel. And some more regulars who swap in and out. In later seasons there is a new coterie: Lasombra, Thinblood, Hecata, Tremere, Gangrel, Ravnos After taking heavy losses during the Final Nights, kindred society in Atlanta must rebuild. Many were hastily embraced during those confusing times and the coterie is tasked with bringing those lost childer into the fold. There is a focus on character development and kindred Politics with heavy Second Inquisition involvement. All in all I find it to be very cozy and intimate, it's really relaxing to watch
The Rook and the Rascal: Montreal by Night from ThreeKingsLoot (audio only) Coterie clans: Tremere, Toreador, Nosferatu It's been a while since I listened to this one so I forget a lot but I remember there were werewolves, Pentex, and a lot of over the top violence. And something about a cult leader, I think? But it's also very cozy and has themes of community and friendship. They utilize True Faith in a novel way and the characters and narration are very charming. They don't follow the game mechanics exactly but it makes things way more high stakes and dangerous and interesting. I had a good time listening to this
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I did a live transcription of the Dragon Age: the Veilguard dev Q&A session today.
UPDATE/EDIT: I made a second pass of this and cleaned it up into a full/complete transcript.
Q: If you could belong to any of the main factions, which would you choose?
Corinne: Listen Katie, you say softball but this is hard. I'm gonna cheat and I’m gonna give you two. So for fashion, the Antivan Crows all day long. their threads, you're gonna love it. For vibes though, the ones that capture my vibe, Mournwatch. Gimme those necromancers.
John: Those are good answers. I have one for fashion and for just general faction that I’d like to be a part of. Veil jumpers - who doesn't like a nice walk in the forest, you know, even if that forest is filled with horrifying monsters and terrifying anomalies, but uh, yeah.
Matt: For me it’s definitely the Lords of Fortune. I’ve had a chance to try out a bunch of them, and I think I’ve finally settled on them, and I think it’s just because pirate barbarian is just such a great combination of elements. Treasure hunting, plus beaches and palm trees and all that stuff, it’s a really good mix, so that’s kind of my default.
Q: I’ve seen a lot of talk about only having two companions in your party instead of three for this game. What is the reasoning this and will we get the same companion conversations and banter as seen in the previous Dragon Age Games??
Corinne: Such a good question. Thank you to whoever submitted this one. I'll start and then turn it over to John Epler. As you saw in the gameplay reveal, this is a much more intimate experience. We pulled the camera in. For those that aren't aware, the reason why is we want you to feel like you actually are in this world, like you’re walking these the city streets of Minrathous, you’re looking up at the buildings all around you. You're a part of this place. It's much more intimate, and we believe as the narrative unfolds that this creates a lot more immersion. Now how this relates to the companions is in doing this, we went back and forth on it a lot, but we actually found that having two companions allows them more visibility and presence. We've talked about the incredible depth and focus we’ve put on fleshing out these companions, they're very fully realized, so here you really get to see them more clearly, you get to see them shine. When you see Lace Harding jump into the air and release a volley of arrows, you can only get that because of this more intimate view. So I love the spotlight that’s been put on them. But I think in addition to the banter, one of the things people are wondering about is, ok but what about gameplay. Again, this has come about from our testing, working with the internal team and also our lovely our council of players. We just found that in the combat system, when you're planning your strategies, two felt like the right number to manage. Keep in mind, Rook has a lot of different types of actions: abilities, individual attacks that are more fleshed out than ever before. Timing and positioning matter a lot, so this really felt like the right balance. The number of inputs and actions we’re asking you as a player to take, including directing your companions, is higher than ever before. And I will also say that I engage with the companions, I actively control what they're doing more than I ever have before in any of the other three games. But John, I’ll toss it over to you for the banter.
John: So banter, honestly I don't think you could stop the writers from writing banters. I will say for myself, it's one of the more light but fun things to do. You get to write little stories, little arcs between the characters, and Veilguard is no different. Banter is still absolutely a core part of it. We've got global banter, you know the general stuff that you get in all spaces, as well as mission specific stuff. But yeah. It's definitely still a big thing, if anything it's the most we've ever done for pairings of companions. Beyond that, we’ve also made sure—and I mean, I’ve been on Dragon Age for a while, and I know there’s been an issue, you know, things like, “well, I don’t wanna miss this banter.” So we've even added stuff like interruptable and resumable banter as well, just to make sure that—because again, it’s a core part of the experience. Everyone loves hearing these companions talk to each other. Everyone loves hearing these little stories and relationships develop over the course of the game, and as mentioned before, companions are the heart of this experience. So we still have it, if anything like I said, you could not stop the writers from doing it, even if you tried.
Corinne: Well John, listening to you speak, one thing that comes to mind, maybe people are wondering, with two companions in the field, do I get less interaction? Like do I get a scene with my companions interacting with a broader group more often? And the way you'll gather them around the kitchen table, there's just so many of those moments where they're all interacting with each other. Those are some of my favorite parts.
John: Yeah, and that’s a good callout, because I think the other side of it is, we aren’t talking too much about your home, but we also wanna make sure that they feel like they have relationships and a life outside of just the times you take a certain pair of companions out on the field, so we made sure that they have interactions there as well.
Q: How customizable is the backstory of Rook? Will we get to determine their past in the character creator?
John: Absolutely. So Rook has six different backgrounds that you can choose from. Each one is tied to one of the major factions in the Veilguard, and each one sets out who Rook was before they were recruited by Varric. While that sets up the broad events, as you go through the game and have conversations either with members of your faction, other characters, you can define not just what those events were but what they meant to you – what was your motivation, what was the kind of person you are as you build up Rook, because again, we wanna make sure that roleplaying is at the heart of this experience, and taking Rook, giving them a background in the world but letting you decide what that means and what that says about you is also a big part of it. And again, there are six different factions in this game. Two which anyone who’s played Dragon Age for a while would remember, you’ve got the Gray Wardens and Antivan Crows. We also have, in addition to them, four new ones because we’re in Northern Thedas. We’ve got the Veil Jumpers, Mournwatch, Shadow Dragons, and Lords of Fortune. A lot of different options, a lot of different backgrounds, and a lot of opportunities to define who your Rook was and who they are now.
Q: Will crafting return and has it been improved since Inquisition?
Corinne: Will crafting return? You can absolutely improve and customize your gear, yes. That is a big part of RPG progression, so yes you can improve and customize it. I will say though, it's different this time around, and it does get into spoiler territory so I'm gonna be a little cagey about it, but there might be a mysterious entity that assists you with that that will be an important part of the narrative.
Q: Can we kiss or romance Manfred the skeleton?
John: I would say, not that skeleton, but we're not saying no skeletons.
Q: What were some of the development considerations that you had to take into account to ensure this game flows & functions with prior games & dragon age keep, if keep is being utilized?
Corinne: We did an interview with IGN that goes into some of the details there. To summarize, we have taken a different approach on how you import your decisions this time around. It's now fully integrated into the character creator and serves a dual purpose, to be honest. It’s not called this in game, but I playfully think of it as "last time on dragon age". When I talk about its dual purpose, it's been 10 years since the last dragon age game release, so it serves as a refresher on critical events as well as allowing you to remake those decisions that are critical to you. The thing I love about it is it's very highly visual, it uses the familiar tarot card aesthetic, so it's actually a very visual and playful experience as you go through it. It is very much important to us that it's built into the client, though. You can play this game entirely offline, no connection, you don’t have to link to your EA accounts. That's been a really big request, so the refresher plus make those decisions in client, I think we're all pretty happy about that. I don't wanna spoil anything by revealing what decisions you can import. Y'all don't want the spoilers. But it's been a really interesting creative intersection for us. Because on the one hand, this is a whole new adventure. You're in northern thedas, these locations you've literally never been to before, so that affects what will matter and what we’re not using this time around as far as decisions. But obviously there’s some very very clear connections to existing characters. It’s no secret that the Inquisitor, our dear Inky, is gonna show up, so that's a factor.
Q: Will this next game be an open world game or is it just confined to Tevinter?
John: Yeah, so you are in northern Thedas, but the game only begins in Minrathous. It doesn't stay there. I think one of the most exciting things for me, and again, I don’t wanna get into too much spoiler detail, but getting to go to and work with the art team, the narrative, the design team to build out these locations we've talked about, places that character have referred to as where they’ve come from, places that characters obviously in previous games have hailed from, has been absolutely exciting. So you do start in Tevinter, you do start in Minrathous, but again that’s not the entire game by any stretch.
Corinne: And the first half of it is, is it an open world game? We've gone back to what we believe delivers the best, most curated, intense narratives. So this is a hand crafted experience, it's mission based. Now these locations can open up, you can go back, solve mysteries, do some really great side content - not fetch quests, not grind quests, some really great side content. But I wanna be clear, it's a really curated, hand crafted experience.
John: Just to bounce off of that very quickly, the most important thing for us and what Corinne was saying about hand crafted, obviously we’ve talked about how characters, story, narrative are critical to us, and this has allowed us to build those experiences in a way that emphasized that really well while still tying it into the story threads and story beats.
Q: Will the companions have unique specializations like DA2 or the same as player?
Corinne: I think the best way for me to describe this is that yes, our companions will have abilities that are truly unique to them, but also the companions do fall into the archetypes of mage, rogue, and warrior. For instance, you might be surprised to hear, because she has a bow, but Bellara is in fact a mage, and I love that. Some of the abilities, the bulk of the abilities of the companions, are based on their own unique personalities. Neve is the only mage that is an ice mage, so you get distinct abilities for her. But because she's a mage, she does have access to abilities that all mages share, like Time Slow. We really like the balance there. It’s a good mix of representing their archetype, their class, and also their distinct specialization or personality or whatever you wanna call it.
John: Yeah actually, I would say the word personality is a great one, because all of these characters exist, have a story, have a history of how they became who they were, and part of that was finding that intersection between narrative and gameplay and making sure that again, we serve the needs of gameplay, but also allow these characters to exist as their own people, not just in conversation but out of conversations as well.
Corinne: I would also say that as part of that core mage kit, healing spells are there. So if your mages, you wanna make ‘em a healer, yeah.
Q: Will the Veilguard have tactical combat still?
Corinne: Yes. Combat gets quite tactical. Obviously this is an evolution of the combat system. I talked about immersion, wanting to put you in the world like you’re actually living and existing in it, but it is very tactical and I will say we have a robust difficulty system. The tactics are increasingly important the higher difficulty that you go. So if you’re showing up for a highly tactical experience, I would crank that difficulty in particular. But I wanna make sure I’m super clear in my answer. You saw the gameplay reveal. Our pause time tactical mode is not overhead. It stays close to Rook. It does allow you to cycle between targets in and out of combat, there’s a reason for that. As the game progresses, you didn’t see this in that opening hour of the game, but it will display strategic information on the enemies, so what are their vulnerabilities, what are their elemental weaknesses, their enhancements, what are they resistant to, so your type of abilities, leaning into elemental gameplay matters a lot.
I would also say, this is a long answer because it’s such a great question, tactical decision making also takes the form, I would say this is front and center, of coordinating your ability usage between Rook and your companions to create synergies and or really devastating, we call them detonation combos. So let me give you a couple of examples, because it can be really hard to visualize, so hopefully this helps. One of the tactics that I personally enjoy in my own builds, I just recently played as a veil ranger, I love it, it’s one of my favorites. if I'm fighting fade touched enemies in Artlathan, I like to use Bellara's galvanized tear to pull enemies together, it’s like a gravity well. You then Slow Time with Neve – Slow Time affects the world around you, but it does not affect you, so you clump them up, you slow time -- and then with Rook I come in and do a devastating AOE or damage over time spell or ability. And it’s even better if it's a lightning based ability, because the fade touched in Arlathan are vulnerable to that. So there’s so many layers of coordination and strategies and tactics. We did talk about the devastating detonation combos, that's one of my favorite features, because that’s when you’re really leaning into explicit teamwork between your companions and Rook or the companions together. When I build out my team and I'm going into a mission, I try to ensure that I have at least a couple possible synergies, detonation combo synergies, between my team. It might be between Harding and Neve, Neve and me, or both. So here, I'd go into battle, pause time, open the ability wheel, get information on the enemy – and the wheel will actually tell you that there is a synergy combo, you might have seen a screenshot that says “combo available” – it will remind you of synergies between companions, you can queue both of those abilities up at the same time, close out of the pause time menu, they’ll both execute, both abilities will happen. Then the detonation AOE happens, applies debuffs to all the enemies in a radius of it. It's so satisfying. I can’t wait for yall to see it, but the interesting thing is that too is a tactical choice. I’m choosing to use my companions to do that, and that means I’m not using them to heal me, or to give me that defense bonus, or to knock an enemy off a ledge, so it’s about the opportunity costs. I could spend the rest of the session talking about this, apologies for being long winded, but this is one of my favorite parts of the game.
Q: Can you choose rook's pronouns? If yes, is being non-binary an option? How detailed is the character creator?
Corinne: Well yeah you can select your pronouns. Absolutely. You can actually select your pronouns and your gender, because those are related concepts, but they’re not actually the exact same thing. Yeah, you can be non-binary, we have he/him, she/her, they/them. Yes. Emphatic yes. How detailed is the character creator? Oh my goodness, yall. Very. I don't wanna give away too much just yet but it's very very deep. It has been revealed, it’s out there in a couple articles about the focus on hair, the focus on skin tones that are done respectfully, full body customization, hell yeah, we love to see it. But we’re gonna come back, we’re gonna show you a lot more on character creator, but we wanna make sure we have the time and space to do that.
Q: Will there be a photo mode in game?
Corinne: That is something we’re actively looking into, we know there’s a ton of interest, so stay tuned on that one, but we are very much looking into it.
John: I can add too, that is a feature that we like, we like the idea of, and it’s not just player facing, but internally it’s a really helpful thing to have that as we’re building things out, so we’ll let you know.
Corinne: Yes, yeah, absolutely. We are as geeked on that possibility as you all are.
Q: A lot of people were asking about abilities. Are we going to be limited in how many abilities we can pick from the wheel?
Corinne: Ability wheel does have a capacity. You have to choose which three abilities you wanna bring for Rook, which three for a companion, and which three for another companion. What I like about this is there is kind of an emergent gameplay depending on who you and your companions are coming into a mission with. Now the reason for that is it actually creates a really interesting balance between strategizing, having to do that strategy about your combat kit before the mission, and then the tactical decisions once you're in the field deciding what to do. I want to clear one thing up, while there are three ability slots for Rook, there's so much more than that - other actions that you can perform directly from the wheel like you’ll have an ultimate ability associated with your class or your specialization, so there’s variants there. There’s a type of items you can get that function like abilities, they’re typically like buffs and enhancements, in the form of runes, so you’ll control that for Rook and/or the team from the wheel. You may have also seen that you can direct which targets your companions can focus on, but what you might not know is that a lot of the companion gear really synergizes with that directing with your companions. When you issue those commands, that too will proc depending on the gear they have equipped, really interesting and strategic effects. They can be more ability like, more like proc’d effects, there’s just so much from the wheel that once you get in and see everything working together, becomes more and more apparent.
Q: Will fireball and cone of cold be back as spells in Dragon Age: the Veilguard?
Corinne: All these combat questions, really good. Fireball and Cone of Cold aren't specifically back, however their successors are, frost nova and meteor. These serve the exact same combat role and function as those other abilities. I would also say it gives them quite the glow up. Meteor in particular, so satisfying nuking a group of darkspawn with a well placed meteor. It’s wonderful
Q: What accessibility features are available? Arachnophobia mode? Mod support?
Corinne: Oh my goodness, arachnophobia. I am wicked afraid of spiders too. My partner always laughs at me, I’m just terrified of them. That said, that's one we're going to save for a little bit closer to launch before we’ll go into full details about accessibility features. But I do wanna assure you we have spent a lot of time thinking about this topic, so that you can play the game in a way that really works for you. I'm excited to share that with you when the time is right.
Q: How long is the time skip from Inquisition to the Veilguard?
John: Anyone who's paid attention to Dragon Age, and I can say as somebody who’s been on Dragon Age since Origins, timelines are always a little iffy. They change and they morph over development as we see how longs things are taking, but for Veilguard we were actually pretty consistent from the start that it's been about 10 years since trespasser, as you may or may not have noticed, Varric's become a bit of a silver fox. I’ve seen a lot of comments about that on social media. Yeah, 10 years. Solas's ritual has taken time to set up and you’re kinda coming in at the end of that hunt.
Q: Is Solas still bald?
Matt: Yeah. I mean if you’ve watched the gameplay thing, we can all confirm that Solas is still bald, Solas is still Solas. I really like how Solas has turned out this time around. I will say, here’s a comment on this specific question that’s gonna sound like a non-sequitor, but once you get a chance to play a little bit more, maybe you’ll – In Thedas, ancient elves go bald when they are millenia old, so Solas wasn't always bald. So if you end up seeing what Solas looked like in the past, things might be a little different. Now that said, I’m sure some of you are wondering what happened to Solas’s wig from Tevinter Nights. I’m sure he still has it somewhere, so… It’s his most important possession.
Corinne: Some pride there, huh.
Q: Will we be able to change companions appearances and outfits or are they fixed, similar to Dragon Age 2?
Matt: Dragon Age 2 was, we loved how the followers turned out in that, but it was sad given our constraints that we had to keep them with just one basic outfit. We really tried to make some space for them this time around. They have iconic color palettes and things like that, but they do have a wider range of appearances that you can find for them, some are just cool but then there are some that are tied to directly to their narrative and just kind of what’s happening in their life.
Q: Will we be seeing or visiting Kal’Sharok?
Matt: What’s been really cool, so in previous games, we’ve kind of alluded to this before, it was a lot of fun to hint at the locations that were off the map, the mysterious places you were not going, and so you could just bring in some props, some characters, a piece of art, things like that. Even Tevinter was only vaguely hinted at and we’d just add drips and bits and pieces, so that stuff was really fun. In the Veilguard we’re actually getting to visit a whole lot of those locations that had only been hinted at for real, so you do actually run around Tevinter and a bunch of the other locations that we’ve revealed. But this also means that we're not completely filling out the map, and that there are new things we can start hinting at and we can start drip feeding. It’s kinda fun, I’d say for what we can show of Kal’Sharok and other locations, there’s more to do.
Q: Will the dialogue wheel/options be similar to Inquisition and Andromeda in the sense that it's more tone based?
John: We have a number of different types of wheels in our game. All the dialogue wheels are based off the same principle, anyone who’s played a dragon age game and remembers what they look like. In Dragon Age: the Veilguard, we have tone wheels which are roleplaying your character picking consistent tone. We also have emotion wheels where you can pick specific emotional reactions, and choice wheels which are, I don’t have a strong emotional or tone tie here, but I do want to make a choice based on what I do. Investigate’s obviously return as well. We want players to understand as much as possible what it is they are going to be picking, we want the choice to be clear even if one of the best things about consequence is making sure that’s not entirely clear.
Q: How extensive are Rook’s dialogue decision trees?
John: Huge. Again, it’s a Dragon Age game. We wanna make sure you have choices, we wanna make sure you can choose your roleplaying, but also choose outcomes of conversations, choose how events unfold. Again it’s a Dragon Age game, we wanna make sure we also react to decisions you’ve made. So for example, you may be talking to a follower who is an elf, and if you yourself are an elf, obviously you'll have a different perspective on events than someone who’s not an elf. Sometimes that means different conversation options, sometimes that’s going to be entirely new dialogue trees, as well as based off decisions you’ve made throughout the game, so again, making sure the game feels like it notices what you’re doing is a huge part of how we’ve written out the dialogue wheel and dialogue trees in this game.
Q: All companions romanceable by all player characters regardless of race and gender?
Corinne: Yeah, yeah. We have talked about this in some of the interviews, I’ve seen a few articles about it, so I'd recommend everyone check out those articles, but let me just give you a quick interview. Each of the seven companions has full romance arcs and they are romanceable by all genders. Absolutely. But something that’s really important to us on the team, and so I just wanna make sure and double down on, that doesn't mean playersexual. If anyone’s unaware of what we mean by that, it doesn’t mean they conform or twist their identities to who you the player are. They won’t suddenly have a preference for men or women based on what you’re playing. Instead they have their own fully fleshed out identities. They are true and authentic to that. So in this game they are all pansexuals, they all have histories and romances, sometimes you’ll hear about preferences and things of that nature. And what I really love is if you don’t pursue a romance with them, they’ll actually build their own romances with each other. So in one of the interviews I talked about Lace Harding and Taash getting together. I give that example because it’s one of my favorites. I’m gonna put a question back to the community though. I’ve heard we’re going with Laash for that ship name? You tell me what is that ship name?
Q: What are the markings on the faces of the elven warden and veil hopper?
John: So there’s quite a few, I think more than we’ve done before, tattoos from various cultures. We're bringing the vallaslin back of course but there's a ton of different options, especially when we’re going into these new regions. Each area has its own kind of visual language for that. We are bringing the vallaslin back and a couple characters have them, but we've customized them a bit. They’re a bit more specific to their personality.
Q: What are you as a developer most proud of and excited for players to experience?
Corinne: I suspect for most of us, myself included, it's the depths and authenticity of the companions journey along with on their arcs, learning about their hardships, what they care about, being by their side. That authenticity is just so good, they all feel like my dear friends. But I have to say, the closest runner up for me has to be the character creator. Has to be. That character creator, the makeup options, the range of sliders... I'm a Qunari fan, so even just the way you customize the horns and combine that with the really great looking hair. Character creator has to be my very close runner up.
Matt: As far as what I can say I’m most proud of on this one, I can speak for the art team, we worked incredible hard to make the story more visible than ever. Games are a visual medium, but sometimes it's easier to do things in text format or written in a codex somewhere or alluded to off screen, but we really leaned into trying to make sure that every design, prop, character, environment, that the effects we’re choosing, all these choices were putting the story on screen so you can see it unfold, and I think having worked on all the dragon age games, I'd say Veilguard represents one of the best attempts at that we’ve made yet.
John: I’m gonna cheat and kind of combine both Corinne’s and Matt’s answers. Honestly the companions for me are the absolute highlight. Just being able to work across all the disciplines, building characters who look and sound and behave in very specific and characterful ways. These are the deepest companion arcs we've ever done, not just on Dragon Age but in BioWare in general. Each companion has their own story arc you can go through, decisions you can make. They really do take center stage. As you play through them, you see the care and love that the team has put into each and every one. I mean, there’s moments in each arc that make you cry, make you angry, make you excited, and the way they integrate into the story as a whole for me is something that’s been really fun. Finding ways to bring these characters together, ways to bring this story, this narrative, of you know, you need to put together a team and stop the end of the world, has been absolutely exciting and thrilling. And again, you see the team's love in every single piece of it. As for what I’m most excited, Dragon Age has been part of my career and part of my life for literally the last decade and a half, I’ve worked on it since Origins, and there's something about the Veilguard that feels an amazing mix of novelty and familiarity, it’s like coming home in a way that I feel is going to be very exciting for people who are existing Dragon Age players, but there’s also so much here that’s just new and exciting for people, new players and old players alike. Going to parts of the world, seeing things we’ve never seen before, and just getting to take this amazing world and series and expand on it and build on it in ways that I’ve just been, honestly an absolute thrill, the best part of my career, and I’ve been in games for 17 years now and this has been the absolute highlight for me, so that’s what I’m excited about.
Corinne: I just wanna yes and that. I so completely agree with you. There’ve been times in companion arcs where even knowing what's going to happen, we work on the game, with some of these decisions, I've had to set down the controller, let out a heavy sigh, and go “oh my god, what am I gonna do here?” The depth of them is wonderful. I do wanna put this out there, when we talk about as a developer what we are most proud of, can we just give a big shout out to the dev team? I am so proud of them. This team has poured their hearts into this. Anyone from BioWare who’s listening in, thank you so much. Y’all are just the best.
Q: Why does Varric have dark hair now?
Matt: He's been adventuring for a while now. His hair is more gray, but he's been in very dark scenes so far, so we’ll see him in some more contexts.
Q: Will the Inquisitor be appearing in the flesh or are we just choosing their major DAI decisions?
Corinne: Yes they will. The Inky does appear. We've know how attached y’all are to the Inquisitor, we’ve seen the love for your OC. Yes, the Inquisitor shows up. We'd already confirmed that a few places, so let me just say you can also customize them and it includes some of our new customization options. Yeah they’re gonna show up and they’re gonna be your Inquisitor.
John: And I think beyond that, the story of Solas and the story of the Inquisitor obviously are tied together as much as any story, so it would have been strange for us not to bring them in for this one. They’re gonna be a part of this story.
Q: Will there be any planned DLCs and transmog armor?
Corinne: Right now our focus is entirely on the quality of the game, it's so important at this stage for us to be all in, all attention on finishing this game and delivering on the quality and the promise of it. So that's all I can really say on it, we're 100% focused on this being the most complete game we can make it. I wanna emphasize, there's not gonna be any microtransactions or battle passes, you don't have to connect online. Our focus is making this the most complete single player we possibly can. Now this was kind of a twofer question. Will there be transmog? Hell yeah. I’m the kind of player that believes fashion is the real endgames. Yeah there’s a transmog system, absolutely. It’s sick.
Q: Will any of the characters be asexual?
Corinne: Such a good question. So, look I'm gonna be really forthcoming with yall and a little bit vulnerable, I'm ace. I'm a gray ace, I don't mind sharing that, I’m kind of public with it. I will say though that none of our companions this time around are explicitly ace. We look at the characters, their motivations, who they are, we always assess is this the right time. This time it wasn't. What I will say for everyone on the ace spectrum on there, I would love to represent an ace relationship sometime in the future when it feels like the most authentic fit for a companion, when we can do it best. And I do see some questions, what do we mean by ace? Asexuality. We often refer to it as the ace spectrum.
Q: Can mage Rook do blood magic? Will blood magic be a skill tree separate from regular magic?
Corinne: OK, this gets a bit spoilery, so let me just say, Rook has some pretty good reasons to avoid blood magic. Rook is not gonna wanna be interested in that. But I will say, the mage skill tree is packed with all kinds of spells, traits, and perks to give you a ton of flexibility in your magic. Gonna go off script just a little bit because I’ve seen “just tell us about the specializations”. I’m not gonna tell you the deets, but there is a necromancer one. There is an elemental one, and there is one that’s actually more of like a combat mage. It’s my favorite.
Q: Can we name the griffon? We also have a griffon emoji in this Discord server.
John: Excellent. So, someone in your party, again, spoilers, may have already named the baby griffon, but don’t worry, Assan is a very good boy.
Corinne: All these griffon emojis, y’all are killing me.
Q: Will we have a camp/home/headquarters that we’ll be able to customize?
Matt: Well this time around, in Inquisition you had Skyhold. In this case you have a headquarters called the Lighthouse. More to be seen on that, but narratively it serves kind of a different purpose, but also the same purpose. As far as customization goes, there are elements of it that change over time and some things you can adjust. I don’t know how much we’re really going into that at the moment. One thing I like about it is that it definitely does start to feel very much like home over time.
Q: We need to know, does pasta and noodles exist in Thedas?
Matt: I’ll take it as a chance just to geek out about worldbuilding. Again, the Veilguard for us is a really kind of dream opportunity to go to places we've only ever heard reference to or we’ve seen in set. In going through the world building process, and trying to build these things out not just as neat things from the IP, but also as, if you’ve read about this stuff, you've got your own version in your head, you’ve imagined what it might be like and you're probably hoping for something spectacular, and our brains are always far better at creating this stuff than any game developer or any artist can really do justice to, so you really have to swing for the fences to make something very satisfying and exciting. That can be everything as big as architecture and landscape and biomes and ecosystems, but it does get into things like art and culture and costume design, and also food. This time around that was one of the many things we did look into to try to catch the character and feel of a place to make it feel believable and lived in. So that’s my really long answer for yeah, I'm sure at least one place does have pasta.
Q: Are we getting a mabari?
Matt: Ooh, that’s a good question. I will say you’re spending most of the game in the north of Thedas. Mabari are not nearly as big of a thing up there, so in this particular instance, no, you will not get a mabari, sadly.
Q: Can we pet the griffon?
John: You, I’m really sorry to have to be the one to tell you—Nah, I’m kidding, yes you can. It's not even just petting the griffon, I've actually hugged the griffon, so that feels like even there a step up.
Matt: There’s lots of opportunities to interact with the griffon.
Corinne: Can we see Assan in chat if we wanna see him in the Lighthouse hanging out? And hey, y’all, this was so important to the team, too. Like this is the team’s like, just huge support for this feature, so props to them.
Q: Will we get to see any of the character creator before the game releases?
Corinne: Yes. Yes you will. You've probably seen we are laying out a roadmap for what we're gonna show and when we’re gonna talk about it. You will see it as we get a little closer to launch.
Q: Will we be able to play as a qunari dwarf elf or human?
Corinne: hell yeah you will. All 4. And all 4 have that full body customization. I already talked a little bit about, I’ve always loved the qunari, I will say in Dragon Age: Inquisition it was hard to get a good looking qunari hairstyle. So yes you can play as them, you can customize them, the horn options are rad, the hair options are rad. And also related to this, your lineage gives you a lot of really unique dialogue options. So that’s really one aspect of choosing your lineage as well.
John: So actually just to bounce off that, earlier questions about backgrouds. Each lineage, depending on the lineage you choose and the background you choose, there are some specific callouts to, for example, if it’s a Mournwatch, Mournwatch being from Nevarra and mages, if you play as a dwarf, obviously your experiences in that faction is going to be different from, say, a human or an elf, so there are also specific callouts tailored to those combinations and, with the intention of giving each lineage a little flavor as to how they fit into that faction as a whole.
Q: Where is barkspawn and is he ok?
John: Barkspawn is safely gnawing on a bone next to a fireplace somewhere in Ferelden. Don’t worry, he’s fine. You may ask yourself, “but John, it’s been so long.” To which I say, Mabari live exactly as long as they need to.
Q: Will Rook have a set of default name?
John: Yeah, so Rook’s last name is defined based on their faction, again we wanted to tie that into your backstory, but also there's a name generator that can give you a selection of first names, obviously if you wanted to make your own first name, that’s definitely something we support as well. If you’re somebody who maybe has a little more difficulty coming up with a name, so for example you name every single character Bob because that’s the only name you can think of, we also give that opportunity for that generation.
Q: When will the voice acting cast be announced?
John: We worked with a lot of very talented actors on this one. I am super excited to talk about the voice acting cast, we’ll be talking about it more over the summer, we’re not quite ready to announce names yet.
Same answer for collectors editions and preorders, and required PC specs.
Q: Any special musical guests? Tavern songs?
Corinne: Yeah there are tavern songs and a huge credit to the audio team and performance teams, because they’re pretty great. There’s one at a little tavern in Minrathous called the Swan, and the song you hear there might just be my favorite of the tavern songs.
Q: DA2's main theme brought back motifs from DAO main theme. Can we expect DAV to recall more or less of that original thematic material than inquisition?
John: We are not quite ready to talk about music yet in specifics. But in broad strokes I can say that the process for us is always the same. Working with the composer, figuring out themes, figuring out what kinds of elements we want to keep, tying specific elements to maybe specific characters, it's very in depth process and a very collaborative process. We have some fantastic audio people on our team that have done some fantastic work, that have done an amazing job working with composers and with the team as a whole to make sure that again, we said earlier about cohesiveness, making sure that the music feels like a cohesive part of the experience.
Q: When writing the overall story of this game, what themes did you want to have as the prominent focus?
John: Again, it’s interesting. When writing these games, and this has been true on every Dragon Age I’ve been a part of, what you start with and where you end up aren't always necessarily the same. Sometimes you start writing a theme, you realize actually it’s more interesting if you attack it from this angle, or maybe it ends up twisted a little bit. I will say for Dragon Age: the Veilguard, from the beginning one of the biggest themes has been regret. How regret shapes people’s lives, how they deal with their regrets, how maybe people move past regrets. Each of the characters and the story as a whole have elements of these. We wanted to have that thematic, that cohesiveness to the game’s story and the game’s writing.
Q: Can you play a dwarf and does the world react to your race and backstory?
John: Yes, you can play as a dwarf. Yes, the world does react to your race and backstory. And again you’ll have unique dialogues or unique conversations based on that backstory as well as that race.
Corinne: And to give you a little nugget here because I saw it scrolling through real quickly, you have beards. So when I think of dwarves, I think about glorious, fantastic beards. Hell yeah we do.
John: Yeah I can say, as somebody who plays a lot of games, the character creator—I don’t know what magic they did, but the beards, they feel like a beard should feel like, it’s great, they look awesome.
Q: Will our heroes and companions leave us if we go against their wishes?
Corinne: Do y’all just love pain? Do you want us to make you cry? Um... if you go against their wishes and make decisions they don't like, I will tell you, you can piss them off, they might not agree with you, and they will take some time away. That said this is the biggest threat to Thedas we've ever seen, so they will always be willing to defend Thedas, but yeah you can piss them off and they’ll leave for a minute. As it relates to them showing up to defend Thedas, well yeah they will, UNLESS…
John: No spoilers, Corinne. No spoilers.
Corinne: Alright, alright. But they want it!
Q: Did any songs, books, movies, or anything inspire character writing?
John: Art is always a synthesis of your own experiences both in the real world but also the art you consume, the art you pay attention. I don't think that any characters have a direct reference or inspiration, but yeah, they're all inspired by the things we do both in the real world and in the media we consume. And you’re gonna see elements of characters that yeah. The things that we’ve enjoyed show up in these characters. For me it comes down to, writing can be a deeply personal experience, so even if you don't intend for it to be the case, parts of you will show up in the characters. I think that’s true for all the characters in the Veilguard. Sometimes it's exploring things about yourself that you may like or may not like, and sometimes exploring things about characters you like or don't like. So that’s my longwinded way of saying yes, it’s impossible to not have that happen when you’re creating art, but I don’t think there’s one where you can say, “oh this is this character, this is this character.”
Q: What was the thinking process behind making Harding a companion this time around?
John: When we released Inquisition, it was impossible not to see the love that people had for our murderous girl next door dwarf. She has always been a fan favorite obviously. But I think beyond that, it's something that Harding's writer wanted to explore, there was more of a story to tell there and more perspective. And beyond that Harding also has a strong connection to Solas, to Varric, and the events of the last 10 years. So I wouldn’t say it’s always been but I’d say Harding’s probably one of the first ones we settled on as like yes, this is a character we want, and the writer had a story that they wanted to tell with her, so it just made sense.
Matt: You know, actually, to piggy back on that, that’s something I hadn’t even thought about that much and it’s not a huge part of her character, but she tends to be one of the people that have the most insight into who he was.
John: Yeah that’s exactly—that’s a great way of looking at it, too, it also provides you with a little bit of perspective, for players who’ve been around for previous Dragon Age games, but also for new ones, who was Solas? What kind of character was he? Yeah it’s a great, using characters to provide windows into the world is honestly one of my favorite things.
Matt: And when I say was, I just mean in Inquisition.
John: Yes, that’s exactly, yes. Thank you for correcting that.
Q: What approach are you taking to quest and world design in the Veilguard?
John: I think for us it just comes down to relevance and narrative heft. We wanna make sure that each quest provides either a perspective on the world, a perspective on the characters, or it feels immediately and obviously relevant to what you’re doing here. You’re here to save the world. At the end of the day, one of the things that we heard loud and clear was the feedback about how relevant, or in our case not relevant, previous quests have felt, so for Veilguard, we really wanted all quests to feel like something somebody faced with the end of the world would believe was necessary and important. So again, there’s quests of all sorts and sizes, but all of them share that same feeling of, this is the kind of thing that the Veilguard would do. This is the kind of thing that my hero would do. Especially faced with the end of the world.
Corinne: That’s really good, John. That’s so right. I would just again double down on how hand crafted all the quests are. Whether you’re doing the main story or you’re journeying with your companions or you’re out exploring and you encounter a mystery, everything's hand crafted, intentional, we spend a lot of time listening to what yall said, and of course everyone has slightly different tastes, but you're not gonna be gathering shards in the Hinterlands. Everything is built with intention and they’re lovingly handcrafting the experience.
Q: Are there any locations in the game that can only be accessed by making specific story choices?
John: So I don’t wanna get too much into spoilers here, but I will say that locations can fundamentally change based on decisions you make. Some of the parts of the world that you go to, you can have, the choices you make have an impact on how these spaces exist and develop.
Q: Will we be able to control companions in combat?
Corinne: If Rook gets KO'd, the player character gets knocked out, this time around it is time to reload your save, or better yet, the companions have really interesting progression. You can spec them out to be able to revive you, but that’s if you’ve invested in their progression and what they can do. And that said, I mentioned this earlier but I personally spend more time in the nature of this combat system when everything comes together, interacting and directing the companions than I have in any of the other games. So like that’s interactivity between them. Once you play it you’ll see just how engaged the scene is.
Q: Will Solas still occasionally or dramatically speak in iambic pentameter?
John: I actually spent a little bit of time trying to figure out if I wanted to answer this question in iambic pentameter, and then I very quickly gave up. Massive kudos to Patrick who always writes Solas so well. Again, Solas is a returning character. It's the same Solas you know and love or hate depending on who you are. The same writer. So I think this is, the answer is yeah, it's Solas.
Q: Will our decision of who was left in the fade be important?
John: While that decision does not show up—not for the Veilguard, now that said, that doesn’t mean that’s not a decision that won’t ever be important in the future. Not for this one.
Matt: I’m glad to hear you say that, John, because one of my favorite stories was Bob getting stuck in the web in Reboot.
John: That’s a deep cut! The sound of my childhood.
Q: Will we have mounts again?
Matt: No, mounts were, they addressed a need in Inquisition that we don't have in Veilguard, and you’ll see why when you get to play.
Q: How is the side quest design? Will they be mostly story based or will there be a lot of radiant and quests for power like in Inquisition?
John: We talked about this a bit earlier, but they are all hand crafted and story focused. The narrative, the companions, not just the companions but the characters and the world as a whole, are so much at the core of the Veilguard that anything other than handcrafting quests just felt like it would be a disservice to the game we were building.
Corinne: And maybe we can clarify as well, because with power was such a devisive mechanic in Inquisition, there’s no mechanic like that that blocks your progression until you fill a bar. That’s just not a thing in this. You have the autonomy to engage in these quests as you like, there’s no grind out gates before you can progress.
John: That’s right. Again we want to make sure that doing this content feels as natural and part of the logical flow of the story as possible.
Q: Will there be a similar system to war table?
Corinne: We haven't talked much about the player's base, the Lighthouse, and we're gonna save that, but what I will say is that the Lighthouse, your headquarters so to speak, it has its own unique purposes and functions this time. So that's an area that we'll leave for you when we talk more about the Lighthouse and when you have a chance to hop in, you’ll be able to see what those unique purposes are.
Q: If there is dual wield for warriors, is it dex or str?
Corinne: So we did wanna bring dual wielding back. It is part of the rogue kit this time, warriors are really focused on mighty two handed weapons, I can’t wait until you see, when you swing those weapons there's a real heft to it, and then of course sword and shield. So we’re leaving the dual wielding to the rogues, but you can see, the amount of hits you can get in in rapid succession dual wielding as a rogue is really satisfying.
Q: What have been some of the challenges and advantages of working on a single game for so many years?
John: That is a fantastic question. I have often joked, and I don’t know how much of a joke it is, that when this game is out and I suddenly don't have to keep all these pieces of game and lore and story and everything straight in my head, I'm suddenly gonna be able to speak Latin or something because there’s gonna be a ton of brain power freed up. But for me it’s just, the thing that keeps me sustained is just knowing the game we're building is the right one. Knowing that the pieces are coming together, and knowing just how much people care about this franchise, care about these games, and how excited people are going to be when they get to see the fantastic work the team has been doing. I’ve been on this project since the start, and even today I see things on a daily basis that I’m like holy smokes I can't believe what the team is doing, I can’t believe how good this looks. It's a huge game and I don't see every piece every day, so I get pleasantly surprised on a daily basis. Sometimes if I’m having a particularly long day, I'll spend about an hour late at night just watching cutscenes come in, watching the work coming together, and just sitting back and being like, holy smokes, I can’t wait for someone who hasn’t seen this every day as I have, to see this and just be blown away by the work.
Corinne: It's been very real, hasn’t it? I will just say speaking on behalf of the dev team, everyone's working so hard and putting so much passion, so much of themselves into it. This is a franchise they truly love and seeing your support cheering us on has meant a lot to them. So let me just say thank you to all of you.
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I realize a lot of the current fandom came to the game after several patches or several *years* since release. So a lot of you might not know the history and how things used to be different.
Now, I personally have very strong feelings about the direction in which FFXV was taken post-launch, but this isn't the point of this post.
The point is to maybe make some newer people in the fandom realize that things used to be very different and hopefully make some of you guys learn something cool about a game you love.
FFXV had several core philosophies that were new, and brave, and really cool, and some of them ended up backfiring really badly. It endeavored to be a multimedia project (the multitude of associated media wasn't just "they weren't able to fit it in the game"!). It was intended to be a live service game (which feels very disconnected from the meaning of that term now, but it was already pretty weird at the time. Tabata, the game's director, seemed to have a very different idea of what it meant from the rest of the world, and to him it meant free monthly updates for multiple years alongside paid DLC). It also was intended to take the players' feedback into account in order to become the best game it could be. That's why we got a huge poll asking for what to add to the game, and that's why a ton of changes were made to the game's main story and content after release. That's also why the original experience is nearly lost to time now.
The initial few patches were mostly a continuation of the game's development. Stuff the devs hadn't managed to do in time or that they thought needed to be better. As time went on, though, more and more updates were made that changed the game's identity in significant ways.
One of the major ideas behind FFXV's storytelling was that it was always intended to be subjective. The main game was Noct's story. You had main characters leaving, you had a lot of things not being explained, a lot of stuff you had to piece together from scraps of info. You were intended to experience the story the way Noctis did. The DLC and other media were supposed to fill those gaps for you. What happened in Insomnia while we were gone? What did the other party members get up to while they weren't with us? You were supposed to get this information from different narrators, different viewpoints.
Think about it. Noctis is only twenty, he was never explicitly told what his destiny would involve, he was never taught how to do this. He's confused, he's terrified, he's just trying to keep going one step at a time through most of the game. It was immersive and impactful when you shared some of those feelings as a player.
The information was there. In other media (Kingsglaive, Brotherhood, A Kings's Tale, Parting Ways, Platinum Demo, eventually all the DLC), but also in little scraps around the game's world. Radio transmissions, Cosmogony books, scraps of newspapers and documents, the environmental storytelling of the nights creeping into your days, the ruined walls of Zegnautus Keep. It was in the context. The subtext. The cross-referencing and theory crafting we, the fandom, did.
You would be surprised just how much of the lore added in DLC and updates elicited no reaction from us back then. It was "duh". It was things we already knew. Things we'd pieced together, discussed, and written fics for months in advance.
Then the Internet did its thing and the loudest voices the devs could hear were the people who didn't love the game, who didn't want to put in the effort, who didn't want to think about it too hard. And instead of only affecting the subsequent content, it also changed the game we used to know.
The random interactable lore dumps they added to many locations with no explanation or reason to be there. The bestiary and character infos (which is a great feature but contributes to making players wait for lore to be fed to them rather than think for themselves). The horrible, disgusting powerpoint presentation they inserted into the middle of the Shiva conversation on the train that just pauses mid-dialogue to offer you an extensive infodump and then continues as if that never happened. There's a lot of things like this.
Did you know the original Ch13 was a horror game? The Ring's spells were tuned in such a way that they incentivised sneaking. It wasn't even mandatory then, you could still bruteforce your way through just by learning the simple counter timing for the Ring. But until you did, you got a precious few minutes of feeling terrified of the MTs patrolling the corridors. People complained that it "took you out of the action" and "interrupted the pace". Oh, do you mean how Noctis was INTERRUPTED by suddenly being all alone, in an unknown, hostile place, trying to rush to save his friend but not get himself killed? It was impactful. It was memorable. Now ch13 feels like a bad joke, Ardyn's attempts at taunts triggering a minute late when you've already moved on from the corpses of the MTs he's warning you about.
Do you know how it felt when Insomnia was a quarter of its current game size and had barely any content? It was rushed, yes. But that was the tragedy of it. The reason why it was so successful at conveying how this felt to Noctis, to the others who'd been waiting for him for a decade. To be reunited only to die. To be robbed of all your freedom in favor of playing the role you were meant for.
Did you realize the entire boss rush at the end is a Royal Edition addition? It's too long. It feels disjointed and at odds with the mood of the story. You're supposed to feel helpless. You're supposed to despair. Instead you get each party member delivering an over-the-top finisher move while yelling extremely cheesy and out of character lines about how much they love their friend. We always knew how much they loved him. It was in their presence. In their willingness to die for him. In the way they didn't look away when they knew they were about to lose him. In the stilted dialogue and awkward attempts at humor, trying to recapture their lost innocence.
This game used to punch you in the gut as it ended. It used to make you feel like you were watching a dear friend walk to his death and had to live with that, with the knowledge that for all its injustice and cruelty, this was "for the best".
Go out. Get the 1.0 mod (which I was consulted for as the person who actually played the old versions and resident modding community grandma but did not touch any of the actual mod making). Get an old disk copy for your console. See this game at its strongest. Experience the version of the story that forces you to grapple with the tragedy and doesn't sugarcoat or distract you from the ugly parts.
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Fantastic Mr Fox | Aggie Beever-Jones x reader
Word Count: 2.1k Summary: she's a cute girl and has impeccable movie taste Warnings: injuries, nothing else really. guys i love fantastic mr fox and wes anderson films, i have since i was like 4, so i love this fic. Request for - @realsociadadferminofan
Finally joining a team after being in their academy was something so unnecessarily terrifying. Joining a team after being in their rival’s academy, was possibly 10x worse.
Joining Chelsea from the Arsenal W.F.C. Academy was somewhat of an ultimate act of treason. I got DMs from Arsenal fans insulting me and calling me a traitor, ‘you’re not good enough anyway’. DMs from Chelsea fans were predominantly kinder, but I did receive a few ‘you don’t deserve to be here’ messages.
I had been sent on loan to Chelsea last season, straight out of the academy, which had been more accepted because it was seen as something I didn’t have a choice in. Now that I had officially signed with the Blues? Life was harder than it should be. I’m not particularly close with anyone yet, not thinking I was going to be staying around long enough for them to matter, and I’m having to compete to even play because of the diverse skills and experience of our players.
I met Aggie on the first day of training. I wasn’t expecting the number of new players that had joined me in signing over the summer or after the World Cup, and it was severely intimidating.
The person I could claim to be the closest to, was Niamh, which in turn meant I was some-what friends with Jessie, but the roommates had yet to arrive by the time I walked into the locker room, searching for my locker and number which had now been changed due to the apparent must for Mia Fishel to be 2 if she signed. I think I cried about it the day I found out. I had been number 2 since I was 4, clumsily kicking a ball around on horrid grass under gloomy skies, and I was forced to just give it away.
“You’re not number 2?” an unknown voice perks up beside me as I plonk down at my new cubby, the number ‘32’ looming over my head.
I turn to my left, and see a rather well put together blond, lacing up her boots. A new face, but seemingly kind. I tilt my head to the side as she looks up, having not answered the question.
“Sorry, I’ve followed you for a while. You’re always 2, aren’t you? You were last season.”
“Oh… I had to um, give it up. Mia made it a requirement to be number 2 if she signed. Didn’t even give me an option.”
“That’s pretty unfair, it’s special to you. I’m Agnes by the way. Everyone calls me Aggie.” She reaches out her hand for me to shake, which I gently do.
“Like from Fantastic Mr Fox! I’m Y/N.” I smile softly at her as I lace up my own boots.
“You know Fantastic Mr Fox?”
“It’s the best movie ever!”
“Right?!” she then pauses.
“Hey, so I don’t really know anyone here… could I stick with you?” Aggie rocks back and forth on the balls of her feet as she asks the question.
“For sure! I’m not super close with anyone yet, well I’m sort of close with Niamh and Jessie, but I’d love to stick together.” I hop up from my seat and begin to walk along side Aggie as we approach the field, the meeting room seemingly deserted to instead focus on introduction games that tie to our warmup.
~~~~~
It takes a month for me to realise I have a crush on Aggie. Neither of us having anything to do during the October/November international break except train while ¾ of the squad were out, meant a lot of time pretty much one on one. I tell Niamh straight away, the girl having become somewhat of a big sister to me, and she laughs and tells me most of the team already figured.
“Emma loves pairing you up to watch you stumble and blush.”
“What the fuck?!” the call doesn’t last much longer, as Aggie comes to collect me for our gym session, in which I am a very poor spotter for the girl as I gawk and blush as she rolls up her sleeves and lifts the weights.
~~~~~
Now a month after that, I’m sitting out altogether due to spraining my calcaneal tendon in the Champions League game against Madrid.
“This fucking suucks. Fuck Athenea. We were going to play our first ever game at Stamford Bridge together” Aggie pouts, leaning of the fence as I hobble into the seats behind the subs bench, plopping down next to Millie and Guro.
“I know. You have to score for me pretty please. And do a knee slide and give a heart when you get it.” I gingerly smile at her, and she dramatically rolls her eyes.
“Your wish is my command princess.” She jokingly gives a bow.
My mouth gaps open and closed and I feel my face burn as it’s overcome by a deep shade of red. Aggie chuckles and says goodbye before she heads back to the locker room, getting ready to start the game.
“You are down so fucking bad.” Millie teases and Guro hums in agreement.
“Am not!”
“She called you princess and you malfunctioned. It’s like your brain shuts down. You should ask her out.”
“What?! No way! She does not like me back.” The captain and the Norwegian stare at me, blinking once as their mouths drop open, scarily in sync.
“Man, if you can’t see how much she likes you, there is no hope.” Guro chuckles and turns back to the game that’s about to start.
Aggie scores in the 23rd minute. A pass from LJ sets her up and she easily puts the ball in the net. And as promised, she smoothly slides on her knees, making a heart with her hands as she glides along. She moves to take her place as they set up to start again but stops briefly and points to me with a toothy grin. It’s a small gesture to show who the goal was for, and I make a little heart in return.
“Okay! I’m fucked! Millie what do I do?” I frantically turn to the girls next to me as the whistle blows, the game continuing.
“You have to sweet talk her and like offer her your jacket or something. Honestly, she already likes you so don’t change your personality. That’s important. You got that? No changing yourself.” Millie pokes my chest.
“Aye aye captain.” I solute her before Guro adds on.
“And when you ask her out on a date, make sure it’s something you’ll both actually enjoy. Like you both love that weird fox movie, so watch that together or something.”
“Fantastic Mr Fox is much more than ‘that weird fox movie’. It’s the pinnacle of film. Wes Anderson is a fucking genius.” Guro raises her hand in fake surrender.
“Sorry.”
“But you’re right, that is a great idea. W- when do I ask her?”
“After the game.” The two older women simultaneously stress that it’s imperative I do it soon.
We win 5-1, and I rush as quickly as one can with crutches, onto the pitch to congratulate the team. I hug Niamh and LJ, talk to Emma, meet pretty much everyone, before I get to Aggie. She stands off to the side, talking to Sam and Guro, the latter spotting me and pulling Sam away to talk to god knows where.
Aggie is conveniently missing a jacket, so as I approach her, I shed my own and hold it out to her.
“You’re going to freeze.” She refuses, but I push it toward her again.
“Aggie, you’re shivering, take the coat.” Her fingers graze gently against mine and my stomach swells, my breath hitches.
“Thanks.”
“Hey… would you, maybe, you can say no, like to, I don’t know-”
“Spit it out.” She nudges me and giggles.
“Do you want to go on a date?” I rush out, avoiding looking her in the eyes, fearful of her rejection.
It’s silent. Well Aggie is silent.
“Forget i-”
“Yes. I really would like to go on a date with you.”
“Yeah?”
“Absolutely. What did you have in mind?”
~~~~~
“Now I've already had too much to drink, and I'm feeling sentimental, but I'm going to say something anyway, which nobody wants to admit, but I think is probably true: we beat 'em.” I glance at Aggie out of the corner of my eye, and I catch her wiping away a tear.
“Are you crying?”
“Nuh uh.”
“I cry 90% of the time during this speech it’s ok.” My hand inches toward Aggie’s that rests between us.
“It’s not even inherently sad Y/n. I’m just a baby.” She pouts at me as a single tear rolls down her cheek.
I take her hand, slotting my fingers between her’s. I wait for her to retract but she squeezes my hand, running her thumb against the back of it. I then turn my head, my eyes meeting her’s. The hazy blue irises bore into my own, drawing me closer. My other hand lifts to hold her cheek.
“Can I kiss you?” Aggie nods once and I lean in, our lips locking in a gentle kiss.
“Will you be my girlfriend?” her warm breath hits my lips, our foreheads pressed together. I respond by kissing her again.
~~~~~
We walk into training together. Not an unusual sight. The only difference is the short kiss we share before I turn on my crutches to head to the physio to have a check-up on my ankle. I’m stopped as I reach the locker-room doorway.
“No fucking way! You did it!” Millie comes barrelling toward me, wrapping an arm loosely around my neck in a headlock and ruffling my hair with the other.
I hear Aggie laugh and I jokingly glare back at her.
“Yes I did. Thanks to you. And Guro giving me the date idea by dissing Fantastic Mr Fox.”
“Guro what?!” Aggie exclaims. I smile and bid her goodbye.
~~~~~
“YOU’RE BACK!” I stumble as I catch Aggie on my back, the girls around us smiling and giggling as Emma sends a playful glare.
“Miss me? I was only gone a week.” Emma quickly separates us into pairs for a training exercise.
“More like forever. Why does your extended family live in Glasgow?” She takes a hold of my hand as we wait to be given a ball.
“My abuelita loves you if that makes you feel any better. And she’s never met you. It took her months to warm up to my sister’s husband.”
“Mmm, that does make me feel better, but a kiss would definitely help.” She perks her lips and I lean on my tippy toes to press my lips to her’s.
“Get a room!” Niamh calls out from across the field and I blush, hiding my face in Aggie’s neck as she wraps an arm around me. Everyone laughs before Emma sternly tells us to focus.
~~~~~
The time is slowly running out, we’re tied 1-1 and I get subbed on for Sam, joining Aggie on the front line. The 20 or so seconds tick down on the big screen as I run down the pitch, chasing Aggie, calling for the ball. She takes a shot on the goal but I notice the ball veering off course and rush forward. I jump, head making contact with the ball and body making contact with the goalkeeper before I fall to the ground.
I hear the crowd cheer but don’t move. My head aches but pain radiates across my shoulder and down my back. The whistle doesn’t blow even as I cry out, only once the final seconds pass. I feel hands pat my head, assuming I’m just exhausted. I eventually hear Aggie’s distinct voice break through the rest of the noise.
“WHY DIDN’T YOU STOP THE GAME? SHE DIDN’T GET UP SO YOU STOP THE GAME!” there are waves of outraged voices that echo around me, but I can’t do anything but cry and whisper Aggie’s name.
I begin to assess myself as I wait for someone, anyone, to come help. I can feel everything, but it hurts, I can move my fingers and my toes. My breathing is a little rough and my vision is blurred by my tears. I feel someone kneel beside me.
“Hey, hey I’m here are you ok?” I expect to hear my girlfriend’s voice but it’s Ann-Katrin.
“It all hurts. W- where’s Aggie.” I groan out as she strokes my hair out of my face.
“She’s coming. She was having a word with the ref. Asshole tried to card her. The medics and Emma are coming too.”
It takes forever to be assessed, and then I’m carried out on a backboard, Aggie holding my hand as we walk through the halls.
“Are you ok? Are you sure? Do you need anything?” She spits out question after question and I smile up at her.
“I’m okay, I’ve got you.”
“You really are a quote-unquote fantastic fox.” She grins at me and leans down to kiss my forehead.
“I want to quote Fantastic Mr Fox with you all the time.”
“You will. Once you fucking stop getting hurt.”
#woso x reader#woso#womens soccer#wsl#aggie beever jones#aggie beever-jones#aggie beever-jones x reader
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Hockey player au! Simon "Ghost" Riley headcanons. Based on the NHL
Note: suggestive of ghoap and ghoap x reader (she/her used)
Goalie. Starter. Tall, large, and most importantly: weird. Goalies are always weird, idk they just are, it's what happens when you spend half the game hanging out alone I guess
The best part of goalie Ghost is his flexibility. Have you seen how flexible goalies are? These huge, muscular men can do the splits. It's very important to me that you consider flexible Ghost, thank you.
His mask is black and white, matches his tattoos. He's the unshakable goalie, not flashy, never frustrated. Just a brick fuckin wall. If he sees it, he's going to stop it. You cannot snipe on him and score. Also his rebound control is unreal, no second chances.
He never retaliates against opposing players fucking with him because no one fucks with him due to:
His death glare, it's enough to make any and every enforcer or net nuisance shake in his skates
The Incident in the minors where he sent a guy to the hospital with a jab from his blocker and almost got kicked out of the league and banned from the NHL
On the off chance that something untoward does happen on accident, someone else will do that for him. The bond between a goalie and his defensemen cannot be understated. Ok fine. Soap. He's the defenseman, there's the spoiler.
Very superstitious, has his routines and does not deviate. Doesn't ever take his mask off on the ice, except when it breaks. Doesn't even pull it up to squirt water on his face or drink.
The loyalty that his skaters have towards him and vice versa is off the charts. Even if the media and fans don't see it, it's there. Usually guys don't speak poorly of their goalies, but this is on another level. Ferda.
Speaking of, social media people can never catch him. Like seriously where does this guy even walk in the building?? Where does he go during intermission?? Surely he practices at some point right?? He won the Veznia trophy (voted best goalie) and straight up did not show up to the ceremony.
He will go to the children's hospital to do visits with the team and the kids are either terrified or love him. Picturing him giving out the little teddy bears 😭
Caught covid despite his vigilant PPE usage (hockey locker rooms are cesspools like ew), got really sick, and developed myocarditis; ie almost died multiple times, recovered insanely fast and then just showed back up to practice one day at 100% like "put me in coach". No one outside of the trainers and locker room even knew why he was gone to begin with. Wild stuff.
Hockey players tend to tack on an '-y' or sometimes '-er' to a name for funsies but no one gets to call him 'Ghosty'. (Maybe Soap can call him that in private, as a treat 🥺)
Hockey hair status: he shaves his head boooo (not that you'd even be able to tell really with his mask and use of hats and hoods). Won't even grow out facial hair during the playoffs. Maybe if he did then he'd have a cup. Smh.
Roster pic: the meanest mug you've ever seen on a guy
Mic'd up status: everyone thinks he's unmic-able, however he's secretly telling jokes to himself when the puck is in the other zone. But no one needs to know that.
WAG status: if he had one we would never know... Right? He's always in the background of photos that Soap's girlfriend takes and posts of her and Soap? Much speculation.
...
I do NOT consent for my works, part of my works, or my ideas to be used for ANY form of AI.
Note: WAG stands for wife and girlfriend or the plural, used to refer to sports guys significant others. Yes it is heteronormative.
A/N: I'll never actually write fics for this, but I have headcanons. I know a moderate amount about hockey and next to nothing about cod so apologies. Completely unserious. Just some silly little thoughts :) plus letterkenny reference!
Edit for typo
More hockey au: Soap | Gaz | Price
#simon ghost riley#john soap mactavish#purposely suggestive of:#ghoap#ghoap x reader#my writing#hockey au#whats up 1am posting is back baby#1am posting is in fact not good!
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No but when I say that the problem isn't that Veilguard is bad (when it is IMO) I'm specifically saying that I would have forgiven so much about this game in a vacuum.
In a vacuum, Veilguard feels like a genuine attempt to release a AAA game that isn't preying on its consumers with live service models, overpaid DLC that should have been in the main game, and obvious gamebreaking glitches that turn average players into unpaid beta-testers. And when I was playing it, in a lot of ways it felt like the most technically finished dragon age game of the series. It's the first dragon age game since Origins that doesn't need to be launched by the actually broken EA App! It actually has accessibility options!
But is it really less predatory to misrepresent the tone and content of the game to longtime fans? To not give so much as a warning that it, at the very least, would not be more in line with the writing and depth-of-lore of previous entries? To baldfacedly and repeatedly lie about the development cycle which shrewd players knew by heart already? Is it really okay, is it really acceptable, to wave our hands and go "well the devs probably signed an NDA that makes it so they can't openly address critique" for a game that is 70+ dollars USD and pushes merch that costs upwards of 150 dollars and is (in my understanding) even more expensive overseas? Should I, an average player, have been expected to research the ins and outs of game development language to read between the lines?
Like there's so many... greedy? decisions in this game. I have such a hard time believing that they redesigned the complex and terrifying red lyrium idol into a generic blue fantasy dagger (a redesign so half-assed they had to include a beat in the game where a character "recognizes it" for players to even know it was the same thing) for any reason other than making it easier to replicate as cosplay merch they can sell in their Rook's Coffers bundle which doesn't even include the game.
I mean the fact that they claimed, in the marketing, that the character designs in Inquisition and Veilguard were both made with cosplayers in mind should have been another red flag to me tbh.
Is this really okay?
Like,
I was (briefly) in the Bioware server, you know? I was surrounded by people who were so excited for this game and how it would follow up on previous installments. And every time someone had misgivings because of what they were seeing in the marketing, the general attitude was "everyone who worked on the game is so excited about releasing it, the writers and the devs and even the voice actors, so I will trust them that it is good." People pre-ordered the game even knowing it might not be good because "It's Dragon Age", to say nothing of people who pre-emptively bought that merch bundle.
I was one of those people. I thought "why would they bring attention to this stuff if it wasn't good? Why would they go on about how deep and rich the lore and characters are, how the story balances grim and light-hearted moments, how good the banter is, how much you can shape your Rook and their feelings on their own backstory in roleplay, how Veilguard is better written than all of the prior games, why would they say that this is the best DA game they've ever worked on, if they, at least, don't believe it? Even if in the end I'll find my tastes are different in regards to the narrative choices, it can't be worse than DA2--very flawed but which I loved--or even Inquisition--which I hated (or thought I did until now) but still get a lot of mileage out of. It will still feel like Dragon Age. So yeah, it'll be worth it to me to spend this money."
My sister dfkgkdfkgfdsk begged me to wait until the game was on sale before buying it, but the thought of waiting months and months for that made me feel depressed and again--I took the developers at their word that it would be good.
This is a joke I know the developers are not literally as bad as Gortash.
Now, though, I feel sick and embarrassed that I spent so much money on this game in a time of my life when money is increasingly becoming an issue. When I actively wish I hadn't played this game at all and had its lore and narrative decisions burned into my brain.
And it's taking me days and days to even unpack and articulate this, every time I think I'm done venting the worst of my grief I realize I have more to say.
I've seen that Jenny Nicholson quote going around lately and it's very poignant, but you know what Jenny Nicholson video reminds me of Veilguard the most?
The Star Wars Galactic Cruise video. If you haven't watched it yet, you really should click the link and check it out because it's a fantastic video, the best example of niche journalism I've personally ever seen.
I think about the ways that every point she makes in her video talking about this atrocious money-sucking Disney attraction reminds me of Veilguard. Right up to the very end where we see what we COULD have gotten and didn't because of corporate greed.
As well as the fact that there is a significant crowd of people who not only enjoy Veilguard (which again, is not an issue and I'm genuinely glad if the decisions the devs made made this a better experience for you than previous games because I would not wish this sheer level of buyer's remorse on anyone) but are claiming that the fans sitting here feeling scammed out of unreasonable amounts of money because of the misleading marketing just had "too high expectations" and "you get what you put into it" as if we don't have previous dragon age games with their shitty development cycles to point to in what we wanted out of this one and what the devs were capable of putting into it.
Exactly the same crowd claiming that people paying for an upwards $6,000 USD LARP experience are being "too nitpicky" when they point out various problems like the game breaks for some people and they didn't even make sure everyone can see the stage at the dinner show.
#bioware critical#veilguard critical#this is a bit of a vent I guess#like yes 'its just a game' absolutely#but on the other hand it's a game that you charged so much money for??
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Honestly I would love a Splatoon game geared at a 13+ / older audience- or even one still aimed at the same audience that really addresses the topics it brings up.
Splatoon covers darker / more mature topics. Child soldiers shooting each other, invading the land of another species for profit, suppressing another species for over a literal century, how extreme fame affects people, being ostracized / “found out” for being different, being terrified of change, etc. but it never really covers them.
They are there: especially when you look into things like the sunken scrolls or resources outside of the game, but that’s kind of it. And that’s fine!! You don’t have to address them more obviously if you don’t want to. It’s a kids game first and foremost (and even if that isn’t really a great excuse, whatever).
But I would love a game that delves more into these topics, or just getting into these characters heads more. Using outside information and reasoning stuff, we can analyze basically every character well, but we never really see any confirmation in the game for most of it. We know from the relationship chart and the squid sisters stories and whatnot that Callie willingly went to the Octarians, likely due to the pressure of fame and being on her own, but this is never really explored in the game which sucks because there’s so much potential there! Comments on how fame affects people, escapism, and Callie’s, essentially inability, to be alone (since she’s able to step back into the spotlight again once she has Marie with her, both with the squid sisters performances obv but also the news/map announcement thing). And I get that that’s not the story they were trying to tell, but it would be so nice to have a game that delves into this stuff rather than leaving it off to the side where most of the playerbase probably doesn’t know about it.
Splatoon has a really big problem with exploring character’s darker parts of them / adding complexity to characters. Take Callie again: hypnosis cannot make you do anything that you don’t want to do, so hypno Callie’s personality was still Callie, just those darker parts. And that’s just- kind of ignored, past a few one liners (deep cut’s introduction scene.) Then the same exact thing happens with Marina, except we don’t even get to delve into it as much because it is literal brainwashing or mind control or something where she very obviously has her free will taken away. Which sucks!! Because it would have been so interesting to delve into that desperation that comes with wanting things to stay the same, unintentionally hurting the people you’re trying to help / protect, all of that kind of stuff, and then it’s just shrugged off for the rest of the DLC. Which, again, it’s fine that they didn’t want to tell that story: but it’s still missed potential regarding Marina.
This even affects antagonists, too: mainly Octavio. This is kind of remedied by him helping us in Splatoon 3, but it’s never really explored. He does what he does to help his people because they are literally dying from a lack of resources + power. I like the fact that the Splatoon 1 story doesn’t address this, but it could have been really interesting to see- even just a bit of this- in Splatoon 2, especially since it’s the introduction of giving the player that mentality shift from “Inklings good Octolings bad” to “Well, it’s more complicated than that.” This one is explored in the sunken scrolls a bit, but it would be nice to get a little something more regarding Octavio’s motivations (beyond just steal the Zapfish to help his people)
I really hope that, come Splatoon 4, whichever characters it focuses on (since the inkling / octoling conflict is over at this point), it really focuses on: give us more of their flaws, that complexity, and do it in game instead of through easily ignorable twitter posts.
#Splatoon#text post#ramblings#dj octavio#callie cuttlefish#callie splatoon#marina ida#marina splatoon#this got much longer than I was expecting tbh#i’m bad at words i’m sorry#so sorry if this doesn’t make any sense lmao
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I just finished my first run of DA4 and let me say- I probably got my money's worth. If one wants to view the experience via a purely mercantile lens. I found many bits of cheese and touched the insides of many angry creatures. But if one wishes to frame the thing as Art- Hell, if one wants to solely discuss it as the Fourth in a series of lore-dense, narrative RPGs, then, Cousin, We've Got Problems. Three interconnected niggling ideas that kinda all lead to the conclusion- for me, at least- that modern design practices simply do not trust the player. News flash, right?
Anyways, I think I'm going to have some thoughts on this subject to avoid other thoughts, thank you.
Full-Throated Spoilers Beyond. And a lot of them. It's long.
Idea 1: DA2 is my favorite of the series. That's not the problem; it's the setup. I know what I'm about and it's interesting characters interacting over time. Flawed characters. Abrasive, opinionated, STUPID ASS ANDERS characters. The story was scaled well for a handful of total losers and it was political. The most humanly political of all the games, I think. That's a very low bar, particularly for AAA, but it felt better to stand in a street, to be personally effected by events, than to look at a literal map of icons and notes and distant decisions as in DA3. It's important, I think, for DA to be about Being, Getting Dirty. You aren't a king. You shouldn't be.
Side Note 1: DA2 is a fucking miracle. The old gag that FO New Vegas, blessed be, was made in 18 months is trotted out to display Can-Do Attitude and DEEPLY unethical labor practices. DA2 got less time, fewer reusable assets (due to a different art style), and had to rebuild most of the engine. A. Miracle.
DA4, on the other hand, has a series of supportive, well-adapted people who have all worked very hard on themselves in therapy and know all the fucking right words to say. They chat with one another with kindness and sober fondness. In the One Instance of interpersonal friction, it is resolved with grace and speed. I find this Horrid. They fucking forgot to give these people negative traits. It's likability slurry. They experience no hard growth, hold no horseshit ideas, suffer no lingering doubts. It's not only unnatural but it's lifeless. It becomes Written. I can see the fucking author waving at me. I've got a note from my run that reads 'Rook told the man who is forcibly living inside his head "Thank you sharing that" and I want to scream.'
And that would be bad enough except the ideas are there. You've got a reluctant father story. Someone trapped between two cultures. A older man, already terrified of aging, of death, taking a Much Younger lover. That's Fucking Meat. I can see the writers straining against something but what they deliver is still person-shaped missed opportunities that repeat, that repeat, that repeat. It's So Frustrating. There's flashes of Good Writing. Of good character beats. But Also- from my notes, a character had just held her brother as he died, inexplicably for a second time, and Rook gives her a little pep talk that ends with him asking "You good?"
And the fucking woman says "I'm good" in response. She seemed to mean it.
How does one- react to that as a viewer? I told a man who wanted to be a lich more than anything to Not and he was cool with it. He never brought up being a lich again. He wasn't even upset. I let a man's city die and he's like I Get It, Bro. No Harsh Vibes. It rings hollow.
Talking over Solas' memories, collectively pulling out the meaning behind them- that was some of the best characters-interacting writing in the whole thing. And it's HOURS into the game. A shame.
Side Note 2: A lot of a loved-one death as motivation in this old refrigerator. If you get a name and one line, Oh Boy Brother, you are prolly gonna die bad. Lazy.
If I'm going to talk about Emmrich, let's talk about his romance. I honestly thought it was bugged. I Am playing through another run as a comparative but Wow. Larian and BG3 absolutely reconfigured what's acceptable in these types of story beats. This particular romance felt regressive, in a sense. Like a last minute addition. The very definition of love coins. No charisma or honest affection between the characters. Nothing allowed to percolate (more on that in a second). Just- now you are ROMANCED. Which means on the Blue Moon instance he has anything to say regarding being in a relationship, the best you can get is a 'dearest' at the end of a sentence. I was Excited by the idea of Emmrich really struggling with a May/December situation but he Doesn't. He has a few lines implying that he Could but it leads nowhere.
And they fuck in a coffin (???) and it's not even hot (!!!). Unforgivable. Double Unforgivable. I heard there was spice in this game? This is baking soda.
Related, a few lines awkwardly dodged the question of Emmrich's previous relationships and I have an inkling, without experiencing the other romances, that this is the world's largest case of gun-shy after the backlash with DA3's non-playersexual romances. This man can not be confirmed to be Anything but Into Rook, whatever they might be. There was also a throwaway line with Taash how she prefers women and that's as much as I saw of explicit preferences. I don't envy anyone trying to address the rabidity of fandom but it feels like unnecessary acrobatics.
Side Oh No: It's so bad that I'm honestly thinking of doing a fixit fic regarding the romance/character writing. And God, I can't right now. I have to finish my other project first.
Idea 2: The pacing. That's what ruins so much. There was a scene of a gnarled, fucked-up gate, torn from its hinges. And my guy says "Something Big must have torn apart that gate" all ominous, building a sense of- Nope. The very big darkspawn is standing ten feet away on the other side. I hadn't even swung the camera around the hall to see it before my guy goes "That big darkspawn must have torn apart the gate!"
Yes, I know there's an issue in open world games these days wherein devs are allergic to a player's millisecond of not knowing where to go but this feels applicable across the whole game. A problem isn't allowed to fester. It is brought to attention and then swiftly dealt with. If there's a locked door, a difficult decision, a feeling beyond Protestant determination, it will be dealt with, Post Fucking Haste. It's like the game doesn't trust the player to hold tension.
This happens not just in barks or small set pieces. Whole arcs work this way. Like Harding's longterm personal quest. She gets a handful of lines about feeling vaguely angry or perhaps thinking she Should be More angry about Lore Dump Retcon and then at her culmination, she's fighting her own anger. A vicious, hot, searing thing- and it wasn't earned. At all. There was room to telegraph this theme, bury it in the dirt to let grow roots. They didn't. One Line was given about her people pleasing tendencies And she's not really shown to be people pleasing to her own detriment. This is Chekhov's Gun in running shoes. It doesn't work. It feels like it comes out of left field.
Hell, there was a mission that was like SURVIVE IF YOU CAN and it was like- literally a long hallway. The Pacing is all Off.
Idea 3: I don't like that I must do this but DA4 doesn't understand its own flavor. The One Thing you Cannot Do is have Minrathous, the city of slaves and blood mages, seem nice. Particularly in the poor parts of town. You Cannot have the Crows be a lovely dovey band of scamps. You Cannot have the Blight be reversible. You Cannot CANNOT say "elves have it pretty good" as my Elvish Rook said with his face flaps. No. NO. You Cannot side-step the politics of this setting. These are the bones on which these characters are hung. To lessen the world is to lessen, to decomplexify them.
You know what my elf didn't hear in the town that canonically trades in bodies that look his? Knife ear. Eh to fantasy slurs but my point is no one said a cross word to my guy. The Qunari living in the town that had been warring with the Qunari for Centuries seemed totes fine. There were no alienages. There were no proper templars- even from other regions. No Mage Circles. No mage issues at all. Hardly anything whatsoever regarding the Chantry or Andrastianism, even as the game takes place in the Super Anti-Pope town. I had a literal demon-possessed man in my party and the world did not react.
I had a friend describe this Thedas as feeling smoothed out and Yeah. It feels like all the nasty bumps have been deemed undesirable. I don't know what to make of it. Is this simply taking the world in a different direction? Is it a mandate to tone down the unpleasantness, for sales? A shift in design ethos? Is this a sign of a very troubled project as it was with Andromeda?
I don't know. Is this still a Dragon Age game without its politics? There's enough here for me to wonder if Bioware is even Bioware anymore. There's a TREMENDOUS amount of work, of skill in DA4. Just Absurd. The environments are thick, Thicc. But work alone is not a virtue. Have we ship of Theseus'd so far that the people- the real people, not the logos- who have interests aligned with what made DA1 special are no longer there? Something went wrong with this project, narratively. Something I don't know how to fix without addressing basement level assumptions I'm clearly not privy to. I hope they can.
Final Thoughts: Game development is a fucking hole into which one pours one's relationships, time, and health, physical, mental both. It gives satisfaction very rarely. They shipped. In that way, huge success. It's not even, fundamentally, a 'bad game'. But it is a victim of a modern philosophy of pre-chewed ideas and player distrust. VGs are ultimately a business and, in these last few years, there's been a unimaginable devastation to the workers in the industry- even as the money flows ever upward. The desire to sell well has morphed into a NEED to sell well, even among the 'kept' studios. Big studios, Grand Dame Studios sitting on top of past critical and financial successes, been killed by their overlords recently. No one is safe. It's suddenly quite dangerous for large studios to make anything remotely niche, remotely unclear and Bioware has both Andromeda And Anthem under its belt. They're probably feeling the pinch. They needed a hit and hits, these days, are increasingly smooth. And DA4 is very smooth.
That's just my feeling on the matter. I'll see what a second run yields.
Smaller thoughts:
I don't care about the combat but that was- odd. The illusion of depth with all the skill trees and types of damage and subsystems of attack- all boiling down to a one button push. It's odd. I played rogue on PC so perhaps it's different for other classes, on console. But I pressed the button at the man and when I got a halo, I pressed another button and then pressed the first button again. No matter where I was on the skill tree, it never changed, never felt different. I don't know. It felt. Odd?
There was a Honest To God "It's quiet- Too quiet" and it just Happened. I would have pulled out every one of my teeth to avoid that. I get the jokey-okey but fuck, man.
Where's the chest hair? WHERE? Body hair? ANYTHING? Davrin has plastic chest. It's freaky.
Gloom Howler Gloom Howler Gloom Howler. Frankly, that whole storyline had a large gulg of the farcical. I laughed my ass entirely off when, upon her defeat, the Gloom Howler said "I'm sorry" and took a nap so hard that the scene wiped to 'some time later'. That was insane editing. PACING. And- naming. Gloom Howler. Gloom. Howler.
Teeth. Dear God, the teeth.
The devs were in a real pickle here, no doubt. My great sympathies. There's an Overwhelming abundance of world states that DA3 could have left on the board and I understand the balancing act between acknowledging the events of older games and staying generic enough DA4 could apply to All of them. Is Cassandra the White Divine? Or is Leliana? It's a nightmare of choices. Any of the people that Could be Divine can not be mentioned without lore issues. Who's on the throne in Orlais? Ferelden? Where's beloved so-and-so? Dorian canonically did return to Minrathous so he can 'safely' appear in game- but he fucking can't talk about Iron Bull, who may or may not be alive. Isabela canonically goes back to piracy but she can't talk about events in Kirkwall because she may not have been there for them. Oof. That's not a lot you are Allowed to acknowledge. The Poor Bastards.
Watched a braid slip off a person's shoulder, organically, as they were talking. Started at the bottom and look where we're at, technologically. And speaking on the technical, a lot of textures didn't load right. For the entire game, my guy's left shoulder armour thing had a much lower rez texture than the rest. Three hard crashes, which isn't the worst. One Wonderful mission wherein Lucanis' hair and his knives were the only bits of him to render.
I'm not touching the non-binary storyline. It was clunky, for sure, but the greatest sin was using Our words. There is canonical words for NGC/NB people in fiction and to not use them shows a fundamental distrust towards the source material and the players both. It's the linguistic version of the quest marker or the barks telling you where to go.
I still don't know how I feel about the dead Varric twist. Feels goofball but he got to hang out in his little pajamas. I wish I was in little pajamas.
Solas was pretty fucking tight but I think a lot of that was due to his VA. Something about the voice direction, in general, felt- flat? But old Solas was doing it good.
Ending. God, I get it. People are tired and satisfying endings are hard. And DLC exists, more cynically. But Hells Bells, I'm getting to the point wherein even the slideshow is annoying. Give me a fucking Ending to the Choice Game. Don't you fucking 'Spider-Man Will Return' at me, you bastard. I'm a child of fucking god.
Yes, I got the secret ending. I know. That was Also bullshit.
I feel better getting that all out of my system. Thank you for sharing that.
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blue blue you cant just drop the "its a metaphor guys" and then not elaborate. help my smooth brain. what is the metephor for the gloom hands
i know ive talked about this before because i literally wrote a whole comic about it but i can't find it sooo lol. anyway it's failure. the metaphor is failure. Consider where link is mentally during totk--he's regained much of his memories about his life pre-calamity, in particular he remembers the kind of pressure he was under to succeed at sealing the calamity, and arguably his experiences in botw only served to reinforce that mindset--he was shown exactly what happens when he fails or falters even a tiny bit. Hyrule is destroyed and zelda is trapped in a battle to the death with ganon for a hundred years. he likely carries a TON of guilt from that, and he hasn't quite been able to break away from the mindset that was instilled in him pre-calamity--that he is singlehandedly responsible for the well-being of the entire kingdom and any tiny slip-up or mistake could spell the end for everything he knows and loves. even the early events of totk reinforce this mindset--link makes one tiny mistake and loses zelda AGAIN, with seemingly no way to ever recover her.
All of this is to say that when totk opens, link is in a bad mental state, specifically, he's very much ruled by his fear of failure. after that mistake below hyrule castle costs him zelda, especially, it's likely he regresses back into a bit more of that pre-calamity hypervigilance and perfectionism, having been reminded exactly what is at stake.
As for where the gloom hands come in, I think the imagery itself makes it pretty clear what they're supposed to represent. The hands themselves make a constant reaching motion as they chase link, a motion which is VERY reminiscent of the reaching motion link made for zelda in the opening segment; a reminder of that specific moment where he failed and what it cost him. the "midday blood moon" effect present when the hands are giving chase is another visual element reminiscent of link's failures--specifically, it's harkening back to botw's calamity ganon, which had a similar effect on the environment the closer you got to it in the sanctum of hyrule castle. the blood moon effect is another visual memory of a specific instance where link failed to do his duty and lost everything because of it. these elements in tandem with the way the hands move mean that this entity is essentially link's failures CHASING HIM DOWN.
another element of this that I think is important is the fact that the hands are a cloak for another enemy--phantom ganon. to me, this is symbolic of the fact that although LINK may blame himself completely for the effects of the calamity and what happened in the opening segment of totk, the REAL enemy, the true cause behind all those events, is GANON, not link. but link is incapable of seeing this until he's willing to confront his fear of failure head-on and get it to drop the veil, revealing the true enemy underneath. because the hands are so viscerally terrifying to players, most early-game encounters with them will just end with you running for your fucking life, regardless of how obviously ineffective that strategy is--the hands are faster than you and don't consume stamina in their chase, unlike link, so they're almost always going to catch him in the end. the easiest way to defeat them is to get far away and fire off arrows, metaphorically forcing link to look his fears in the face instead of running away.
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