#mass effect 3 multiplayer
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eponymous-rose · 4 months ago
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The 5th Annual Mass Effect 3 Multiplayer New Year's Eve Extravaganza!
It's that time again! What better way to ring in 2025 than with some co-op sci-fi shenanigans? Starting at 4 PM Pacific (about 40 minutes from when this post goes live), we’re going to keep going for about eight hours, until the clock strikes midnight for me - there will be a fun bunch of folks jumping in and out, old faces and new, and plenty of Happy New Years to be wished!
Both @loquaciousquark and I will be streaming our gameplay, which you can see in one handy-dandy place (complete with both chats) over here: https://www.multitwitch.tv/mesocyclonetvs/quarkier.
Or, individually:
Moi:
twitch_live
Quark: https://www.twitch.tv/quarkier
Since the tragedy of ME3 is that there are only 4 people to a team, feel free to create your own lobbies in honor of the occasion and let everyone know how your game is going!
Activities may include:
Platinum Flailing and/or Two-Handers
Cerberus Baseball
Tech Armor Only Is Fine
Oh God What Does This Button Do Again
And, of course:
ME3 Randomizer
See you there! Don’t hesitate to say hi (or drop an ‘F’, everyone’s out of practice) in the chat.
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valka-arialitan · 2 years ago
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Leana Walker
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My main engineer on ME3MP.
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violasarecool · 6 months ago
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everyone: *Dramatic posing* pyjak: o.o
found some old multiplayer edits I never posted of my OC squad! Shout, mali, and keros are fashionistas of varying degrees and unlikely friends; If I redid this today I would cover shout in stickers just like keros
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withercat22 · 1 year ago
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I attempted to reply to the two comments on the post, but my own comments were never sent, for some reason (or, at least, I cannot see them. Therefore, if they were sent, I apologise to the two users for tagging them so many times hahah).
What I intended to say is that biotic quarians would, indeed, be an incredibly interesting concept that must be included in the next Mass Effect, ideally in the form of a squadmate. Should that game have a multiplayer mode, just like the original ME3, a Quarian Sentinel would be great. A good combination of abilities could be Tech Armour + Sentry Turret + Biotic Sphere, which would be useful for both team and self-defence. However, perhaps TA + Sentry Turret + Stasis could be nice, too.
It's almost criminal we didn't see any quarian biotics. They'd make perfect Sentinels.
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miyku · 6 months ago
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eruscreaminginthedistance · 8 months ago
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I'm not gonna lie it actually depresses me how many people I'm seeing on here who bought into the pre-order for Veilguard. As if everyone just forgot the past 10+ years of Bioware releases...
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imperatoralicia · 1 year ago
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I enjoy running around stabbing my teammates in Helldivers 2.
(Based on this meme.)
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momokotuharumaki · 1 year ago
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The Barbie Dream Geth
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skeleinor · 4 months ago
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youtube
The Mass Effect video is now live! I hope everyone enjoys the video! Part 2 will come out Monday
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feelboss · 2 years ago
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let me state clearly here:
baldur's gate 3 is one of very few RPGs I've beaten. it is the first RPG I have ever, ever in my life replayed. it is one of the few games I've replayed.
this game has fucked with my brain chemistry irreparably
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withercat22 · 1 year ago
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This is how it feels to be the last one standing in a multiplayer match.
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Kal Reegar Is In The House by ~Joazzz2
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eponymous-rose · 1 year ago
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Quick evening stream to celebrate Commander Shepard's birthday!
Come join friends including @loquaciousquark and @jadesabre301 as we celebrate Commander Shepard's birthday in the traditional way: battling for our lives in ME3 Multiplayer!
You can see my stream here and Quark's stream here, or get the full experience (and both streams) here. Should be starting soon!
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schnuron · 1 year ago
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Random game subject #3, The beginning of in-game currency games on consoles (2010-2013)
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When I was thinking of Mass Effect 3's multiplayer in-game currency, I was a little curious if games from consoles has been introduced in-game currency before live-service games has fully established. Even though, you can earn "credits" by playing the game than buying the Bioware Points by real money
I did my research and I found some examples here:
The Sims 3 (PS3/Xbox360) (SimPoints) (2010) Free Realms (Station Cash) (2011/PS3) DC Universe Online (Marketplace Cash on PS3) (2011) Gotham City Impostors (PS3/Xbox 360) (Black Market) (2012) Mass Effect 3's Multiplayer (PS3/Xbox 360) (2012) -2013- Defiance (PS3/Xbox 360) Dust 514 (PS3) Blacklight Retribution (PS3) (PC was released in 2012) GTA Online (PS3/Xbox 360) Warframe (PS4) Injustice: Gods Among Us (PS3/Xbox 360-PS4/Xbox One) (2013) Power Coins
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As for PC, they already have games with in-game currency to pay real money optionally: Battlefield Heroes (2009) The Sims 3 (SimPoints) (2009) Free Realms (Station Cash) (2009) APB: All Points Bulletin (2010) DC Universe Online (Daybreak Cash is on PC) (2011) Super Monday Night Combat (2012) Chivalry: Medieval Warfare (2012) Blacklight Retribution (2012) Defiance (2013) Hawken (2013) Warframe (2013) Injustice: Gods Among Us (2013) Power Coins
or subscription per month like Ultima Online (1997), EverQuest (1999), Motor City Online (2001), World of Warcraft (2004)....well, most of the MMO games.
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There should be more games that I missed in the list. Nonetheless those are the examples.
Then 2 years later, Evolve came out, the in-game currency and microtransaction were baffling and meh.
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And the game didn't work with the low playerbase.
Even they literally shut down the servers this year: Link
And the rest of the upcoming new popular live-service games began to release that lasted in the short-run. Apex Legends, Rainbow Six Siege, Warframe and the few ones are an exception.
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death-rebirth-senshi · 2 years ago
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Browsing mass effect legendary edition mods like a clown in case I do end up buying that bioware bundle...
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felassan · 8 days ago
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[This recent video] by Mark Darrah on YouTube titled 'How 2017 Changed BioWare 1000 Ways' is worth a watch.
Vid description:
"For me, there have been 4 major moments in BioWare history: BioWare's sale to Elevation Partners, BioWare's sale to EA, Ray and Greg's departure, and 2017."
"Chapters: 0:00 12 Critical Months 0:22 Mass Effect: Andromeda 3:04 BioWare Reports To Someone New 4:35 Dragon Age Support 6:00 Casey Returns 7:10 A Prediction 8:20 A Message To Montreal 11:06 Anthem 12:01 Multiplayer Dragon Age 13:42 The Fallout 15:01 Is This a ME Problem?"
[watchlink]
transcript under cut.
Mark Darrah: "Okay, let’s talk about 2017, which I consider the most impactful twelve months in BioWare’s history. Or at least in recent memory. Actually, I’m lying, I’m gonna back up a little bit and I’m gonna start in late 2016, but I’m gonna stick to twelve months. We’ll just go to the later part of 2017, we won’t go all the way to December. In late 2016 we are reaching the point when Mass Effect: Andromeda is trying to ship. It has been grabbing resources from around BioWare for a while, but in this last push, we reach a decision that is different than anything we have done in BioWare’s history, at least in recent memory. And that is, I actually led this final team that came onto ME:A. If you look in the ME:A credits you’ll see the Dragon Age Finalling Team, DAFT, and I’m on that team. My feeling at the time was, the Dragon Age team was feeling jerked around, they were feeling like we were getting no support from BioWare or from EA, which was basically true, and that by me leading the group onto the project, I could then, when ME:A finished, lead that group as well as the other resources that were supposed to come back to Dragon Age back. That’s not ultimately what ended up happening, and we’ll get into that in a second. But what it was, how it was different, this was the first time where we had this leadership discontinuity where the person in charge of a project left that project to help someone else, some other project, while the project continued to run. In the case of ME:A, I don’t think the impact to Dragon Age was huge, it wasn’t very long. But it did set this precedent as this being a thing that we could do. And it’s not a good thing to do. It is incredibly dangerous to have a project run while it’s missing some of its core leadership. So we move forward, and now ME:A ships, and it doesn’t go well. BioWare had had a pretty good run of games that were pretty well-reviewed, pretty well-received, or if they, like Dragon Age 2, had some challenges, those challenges were easily rationalized away. With ME:A that got shaken. ME:A was shipped in a state that had quality bugs because of relatively small things that subsequently got fixed but really damaged the project at launch."
"In 2016 the part of EA that BioWare reported into changed. We went from, strangely, reporting in through part of the Sports organization, to reporting into someone new, and the result of that was that now, our EA leadership went from being benignly disinterested in us, I would say, not really understanding what we did, and being willing to let us do our best on our own, to someone that was hyper-interested in us, and really wanted to be involved in the day-to-day, in the decision-making, on the project. You can decide for yourself if that’s a good thing or a bad thing. It definitely was a dramatic change in BioWare’s interaction with the rest of the EA organization. One project they weren’t particularly interested in was ME:A, because they had little to gain from the success of ME:A and little to lose from its failure, so I do think one of the reasons why BioWare moved on from ME:A as quickly as it did is because the group that we reported into had very little stake in either the success or the failure of the project, and they had a lot more incentive for BioWare to move onto the next thing, that they could tie themselves to, and show themselves as having influence on the development of. Coming out of ME:A, I was feeling like Dragon Age was still not getting adequate support. We hadn’t gotten the people from Montreal that were supposed to come onto Dragon Age yet. They were still doing stuff with ME:A. And I went to Patrick Söderlund at the time, and said, I don’t feel like I’m getting the support from the organization that Dragon Age deserves. I don’t feel that I’m getting the support from the organization that Dragon Age needs. And from Patrick, as well as from Andrew Wilson, I got lots of assurances that Dragon Age was incredibly important, that we were going to get what we needed, what we wanted. In addition to that, I also got a large amount of stock to try to say, please stay, here are some financial handcuffs, to try to tie you to the organization. Around the same time that I’m getting these assurances from the greater EA org, that Dragon Age is really important, I have a conversation with the person that ran the organization that BioWare used to be a part of. And that interaction basically went like this: ‘I can’t believe you’re still at EA. Dragon Age still isn’t getting people. How can you deal with this?’ And, I guess in retrospect, yeah, that is a really good question."
"In the middle of 2017 Casey Hudson suddenly returns. I say suddenly because I found out that Casey was returning at the same meeting that everyone else at BioWare found out. Because there was worry about leaks, there was a meeting held where both Aaryn Flynn was announced to be leaving and Casey Hudson was announced to come back. And then the press release went out during that meeting. So there was literally zero time between when the people at BioWare knew and when the general public knew. You have to remember, I am the second-most senior person at BioWare. Casey was interviewed, and hired, and prepared to be brought back entirely without me being consulted in any way. Would me having been involved in the process changed the decision? No, I don’t think it would have. But there is an immense amount of disrespect involved in making a hire of this impact, in making a decision of this import, without involving the second-most senior person at your studio in any way. So I actually went from the meeting where it was announced that Casey Hudson was coming back to lead the studio to my desk and sent a couple of emails. And those emails said, essentially, I believe what is going to happen in very short order is that Casey is gonna convince the organization that Anthem needs all-hands on deck. It’s gonna starve Dragon Age out even further, and this goes against what we literally just talked about a few months ago. And the email responses that I got back were, no no no no, Dragon Age is super important, that is not what’s going to happen, we are committed to Dragon Age, we are committed to you leading Dragon Age. And, as we all know, that’s not what happened at all. In very short order, in basically exactly the way that I predicted, Anthem was seen as needing greater support, needing greater leadership support, and myself and some other very senior people, as well as a large percentage of the Dragon Age team, was moved onto Anthem."
"Between Casey returning and the everyone on Anthem, we lose everyone in Montreal. This happens really shortly after Casey returns. Casey’s return was announced on July 18th and the loss of the Montreal staff was August 1st. So it’s only two weeks between the two different events. The people in Montreal had been told some stories. They’d basically been lied to, and told that Dragon Age didn’t want them, and that they were going onto other parts of the EA organization because BioWare couldn’t keep them anymore. And, from my perspective, that is a complete fabrication. When this started to happen, I spent 100% of my time trying to force Dragon Age through one of its gates. And the reason for this is that going through that gate theoretically would have allowed Dragon Age to get much larger, would have allowed Dragon Age to keep those people. Politically I don’t think there was any way that that was going to happen. I, there were very senior people on the ground in Montreal who wanted those people, and proximity is a powerful tool, and I don’t think there was any way I could make the argument to keep those people. But I tried. So if you are someone who’s been mad at me since 2017 because you feel like I abandoned you in Montreal, know that that’s not what happened. Know that I fought with every tool that I knew how to wield to try to keep you. But the organization had no interest in that occurring. Were there backroom deals happening between BioWare and the rest of EA at that time? If there were, I was not involved in them. I was definitely fighting tooth and nail to keep everyone in Montreal on Dragon Age. Because we were ready to start getting bigger. I certainly hope there were no backroom deals. Given the timing, given how early Casey was in his role, it seems unlikely that he was brokering such a deal, and it seems unlikely that Aaryn would have brokered such a deal in his last days. I suppose it’s possible for either of them to have done so, but I think what’s more likely is that leaders on the ground in Montreal were taking advantage of the relative leadership vacuum at BioWare to take those people away. But, like I predicted, that’s not what EA was interested in. What they wanted to see, is they wanted to see Anthem. That perfectly-crafted story that was told back in 2012, 2013, continued to hold immense sway within the organization. And now that Casey was back, it was stronger than ever."
"You can see in this time, my trust in the EA organization is being constantly hammered, constantly challenged. Additionally, in this time period, Mike Laidlaw leaves, because he sees the same things that I see. And while I end up going on Anthem, he sees a lot of frustration in the future for Dragon Age, and he decides that it is better for him to look for opportunities elsewhere. Which is certainly understandable. So part of the excuse for moving people off of Dragon Age was this pivot from a singleplayer game into a multiplayer live service. I believe that a large part of that pivot was done entirely as rationalization, as a reason to make it make sense that we were taking everyone away from Dragon Age. There’s no reason to have all of these people on the project because they are going back to the drawing board, because we are making a live service game now, right? So we can start over again. I wish that had never happened, I wish that pivot had never occurred. But that’s what happened. EA said, make this a live service. We said, we don’t know how to do that, we should basically start the project over. And thus, Joplin became Morrison, and myself as well as other very senior members of the team, moved on to Anthem. And we enter into a second, much longer leadership discontinuity on Dragon Age. Project runs until Anthem ships without its EP, without its senior development director. This ends up causing massive amounts of changes to the project, to the team structure, to the culture. In this time, Dragon Age is pursuing a goal that ultimately it doesn’t want to be pursuing. But it does its best, and in doing its best, it changes the nature of the project in fundamental ways. So as we come to the end of 2017, we are in a state where almost everyone is on Anthem, but Dragon Age, now Dragon Age Morrison, is running without most of its core leadership. And in the process of this change, EA and BioWare have dramatically damaged their relationship with myself, but also with a lot of other more senior members of BioWare, because they’ve said things are going to happen, that didn’t happen, they’ve made assurances that did not come true. As we come out of 2017, BioWare is a different thing. It is focused on making a live service in Anthem, it has lost one of its studios in Montreal being taken away, and now it moves into the future in this new state."
"I talked a fairly long time ago about how EA buys studios and then consumes them and they start to lose their culture into the overall EA culture. To me it feels like 2017 is when EA finished digesting BioWare, which they had bought nine years earlier in 2008. You may be looking to this and saying, I don’t know if I buy your story, I don’t know if I believe that this twelve months is as impactful as you are making it out to be, it sounds more like these things are things that affected you personally. And I think there is truth to that, I think that a lot of these things are things that hurt me, are things that damaged my trust with the organization. I guess the argument I would make against that is simply that, given my position within the organization, damaging the trust, damaging the relationship between the second-most senior person at a studio and that studio is going to have consequences. Special thanks to my members. They provide the resources that this channel needs to keep running. If you’re interested in becoming a member, there’s a link to that down in the description. We also have a Patreon if you are more comfortable supporting the channel in that way. Both Patrons and channel members get access to our Discord, so if you are looking for a way to interact with me and the community to a deeper level, that’s a great way to do it. This may end up being a little more personal than I meant it to be, but I do think that when you step back from BioWare’s history, really far back, there are some major pivot points in BioWare’s history. There’s when BioWare got sold to Elevation Partners. Then there’s when BioWare got sold to EA. There’s when Ray and Greg left, and then there’s this period in 2017. Do you buy that? Let me know down in the comments. I will see you again soon, thank you."
[source]
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acealistair · 11 months ago
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Dragon Age: The Veilguard GameInformer Article Transcribed
I saw some people lamenting that they had no way to read the GameInformer article, and while MVP dalishious posted screenshots of the article here, I figured that might be a little difficult to read, plus people with screen readers can't read it of course. So I've gone ahead and transcribed it! Full thing below the cut!
As a note, I transcribed it without correcting any typos, capitalization errors, etc. that the article itself had (as much as it pained me, omg the author capitalizes so many things that shouldn't be and vice versa). There may be some typos on my part as I did this as quickly as I could, so apologies in advance for any you might encounter.
I have also created a plot-spoiler-free version of the article for those who would like to learn more about the mechanics of the game without learning more plot info than they want!
Throughout my research and preparation for a trip to BioWare’s Edmonton, Canada, office for this cover story, I kept returning to the idea that its next game, Dragon Age: The Veilguard (formerly subtitled Dreadwolf) is releasing at a critical moment for the storied developer. The previous installment, Dragon Age: Inquisition, hit PlayStation, Xbox, and PC a decade ago. It was the win BioWare needed, following the 2012 release of Mass Effect 3 with its highly controversial and (for many) disappointing ending. Inquisition launched two years later, in 2014, to rave reviews and, eventually, various Gameo the Year awards, almost as if a reminder of what the studio was capable of.
Now, in 2024, coincidentally, the next Dragon Age finds itself in a similar position. BioWare attempted a soft reboot of Mass Effect with Andromeda in 2017, largely seen as a letdown among the community, and saw its first live-service multiplayer attempt in 2019’s Anthem flounder in the tricky waters of the genre; it aimed for a No Man’s Sky-like turnaround with Anthem Next, but that rework was canceled in 2021. Like its predecessor, BioWare’s next Dragon Age installment is not only a new release in a beloved franchise, but is another launch with the pressure of BioWare’s prior misses; a game fans hope will remind them the old BioWare is still alive today.
“Having been in this industry for 25 years, you see hits and misses, and it’s all about building off of those hits and learning from those misses,” BioWare general manager Gary McKay, who’s been with the studio since January 2020, tells me.
As McKay gives me a tour of the office, I can’t help but notice how much Anthem is scattered around it. More than Mass Effect, more than Dragon Age, there’s a lot of Anthem - posters, real-life replicas of its various Javelins, wallpaper, and more. Recent BioWare news stories tell of leads and longtime studio veterans laid off and others departing voluntarily. Veilguard’s development practically began with the COVID-19 pandemic in 2020. When I ask McKay about the tumultuousness of BioWare and how he, as the studio manager, makes the team feel safe in the product it’s developing, he says it’s about centering on the creative vision. “[When] we have that relentless pursuit for quality, and we have passion and people in the right roles, a lot of the other stuff you’re talking about just fades into the background.”
That’s a sentiment echoed throughout the team I speak to: Focus on what makes a BioWare game great and let Veilguard speak for itself. Though I had no expectations going in - it’s been 10 years since the last Drag Age, after all, and BioWare has been cagey about showing this game publicly - my expectations have been surpassed. This return to Thedas, the singular continent of the franchise, feels like both a warm welcome for returning fans and an impressive entry point for first-time players.
New Age, New Name
At the start of each interview, I address a dragon-sized elephant in the room with the game’s leads. What was Dragon Age: Dreadwolf is now Dragon Age: The Veilguard. Why?
“These games are reflections of the teams that make them, and as part of that, it means we learn a lot about what the heart and soul of the game really is as we’re developing it,” Veilguard game director Corinne Busche tells me. “We quickly learned and realized that the absolute beating heart of this game is these authentic, diverse companions. And when we took a step back, as we always do, we always check our decisions and make sure they still represent the game we’re trying to build.”
Dreadwolf no longer did that, but each member of BioWare I speak to tells me The Veilguard does. And while I was initially abrasive to the change - lore aside, Dreadwolf is simply a cool name - I warmed up to The Veilguard.
Solas, a Loki-esque trickster member of the Elven pantheon of gods known as the Dread Wolf, created the Veil long ago while attempting to free the elves from their slave-like status in Thedas. This Veil is a barrier between the magical Fade and Thedas, banishing Elven gods and removing Elven immortality from the world. But players didn’t know that in Inquisition, where he is introduced as a mage ally and companion. However, at the end of Inquisition’s Trespasser DLC, which sets the stage for Veilguard, we learn in a shocking twist that Solas wants to destroy the Veil and restore Elves to their former glory. However, doing so would bring chaos to Thedas, and those who call it home, the people who eventually become The Veilguard, want to stop him.
“There’s an analogy I like to use, which is, ‘If you want to carve an elephant out of marble, you just take a piece of marble and remove everything that doesn’t look like an elephant,’” Veilguard creative director John Epler says. “As we were building this game, it became really clear that it was less that we were trying to make The Veilguard and more like The Veilguard was taking shape as we built the game. Solas is still a central figure in it. He’s still a significant character. But really, the focus shifts to the team.
“[We] realized Dreadwolf suggests a title focused on a specific individual, whereas The Veilguard, much like Inquisition, focuses more on the team.”
Creating Your Rook
Veilguard’s character creator is staggeringly rich, with a dizzying number of customizable options. Busche tells me that inclusivity is at the heart of it, noting that she believes everyone can create someone who represents them on-screen.
There are four races to choose from when customizing Rook, the new playable lead - Elves, Qunari, Humans, and Dwarves - and hundreds of options to customize your character beyond that. You can select pronouns separately from gender and adjust physical characteristics like height, shoulder width, chest size, glute and bulge size, hip width, how bloodshot your eyes are, how crooked your nose is, and so much more. There must be hundreds of sliders to customize these body proportions and features like skin hue, tone, melanin, and just about anything else you might adjust on a character. Oh, and there’s nudity in Veilguard, too, which I learn firsthand while customizing my Rook.
“The technology has finally caught up to our ambition,” Dragon Age series art director Matt Rhodes tells me as we decide on my warrior-class Qunari’s backstory, which affects faction allegiance, in-game dialogue, and reputation standing - we choose the pirate-themed Lords of Fortune.
Notably, instead of a warrior class, we could have chosen mage or rogue. All three classes have unique specializations, bespoke skill trees, and special armors, too. And though our Rook is aligned with the Lords of Fortune faction, there are others to choose from including the Grey Wardens, Shadow Dragons, The Mourn Watch, and more. There is some flexibility in playstyle thanks to specializations, but your class largely determines the kind of actions you can perform in combat.
“Rook ascends because of competency, not because of a magical McGuffin,” BioWare core lead and Mass effect executive producer Michael Gamble tells me in contrast to Inquisition’s destiny-has-chosen-you-characterization.
“Rook is here because they choose to be, and that speaks to the kind of character that we’ve built.” Busche adds, “Someone needs to stop this, and Rook says, ‘I guess that’s me.’”
Beyond the on-paper greatness of this character creator, its customizability speaks to something repeated throughout my BioWare visit: Veilguard is a single-player, story-driven RPG. Or in other words, the type of game that made BioWare as storied as it is. McKay tells me the team explored a multiplayer concept early in development before scratching it to get back to BioWare basics. The final game will feature zero multiplayer and no microtransactions.
Happy to hear that, I pick our first and last name, then one of four voices, with a pitch shifter for each, too, and we’re off to Minrathous.
Exploring Tevinter For The First Time
Throughout the Dragon Age series, parts of Thedas are discussed by characters and referenced by lore material but left to the imagination of players as they can’t visit them. Veilguard immediately eschews this, setting its opening prologue mission in Minrathous, the capital of the  Tevinter Empire. Frankly, I’m blown away by how good it looks. It’s my first time seeing Veilguard in action and my first look at a Dragon Age game in nearly a decade. Time has treated this series well, and so has technology.
Epler, who’s coming up on 17 years at BioWare, acknowledges that the franchise has always been at the will of its engine. Dragon Age: Origins and II’s Eclipse Engine worked well for the time, but today, they show their age. Inquisition was BioWare’s first go at Ea’s proprietary Frostbite engine - mind you, an engine designed for first-person shooters and decidedly not multi-character RPGs - and the team struggled there, too. Epler and Busche agree Veilguard is the first RPG where BioWare feels fully in command of Frostbite and, more generally, its vision for this world.
We begin inside a bar. Rook and Varric are looking for Neve Gallus, a detective mage somewhere in Minrathous. The first thing players will do once Veilguard begins is select a dialogue option, something the team says speaks to their vision of a story-forward, choice-driven adventure. After a quick bar brawl cutscene that demonstrates Rook’s capabilities, there’s another dialogue choice, and different symbols here indicate the type of tone you can roll with. There’s a friendly, snarky, and rough-and-tough direct choice, and I later learn of a more romantically inclined “emotional” response. These are the replies that will build relationships with characters, romantic and platonic alike, but you’re welcome to ignore this option. However, your companions can romance each other, so giving someone the cold shoulder might nudge them into the warm embrace of another. We learn Neve is in Dumat Plaza and head into the heart of Minrathous.
Rhodes explains BioWare’s philosophy for designing this city harkens back to a quick dialogue from Inquisition’s Dorian Pavus. Upon entering Halamshiral’s Winter Palace, the largest venue in Dragon Age history at that point, Dorian notes that it’s cute, adorable even, alluding to his Tevinter heritage. If Dorian thinks the largest venue in Dragon Age history is cute and adorable, what must the place he’s from be like? “It’s like this,” Rhodes says as we enter Minrathous proper in-game.
Minrathous is huge, painted in magical insignia that looks like cyberpunk-inspired neon city signs and brimming with detail. Knowing it’s a city run by mages and built entirely upon magic, Rhodes says the team let its imagination run wild. The result is the most stunning and unique city in the series. Down a wide, winding pathway, there’s a pub with a dozen NPCs - Busche says BioWare used Veilguard’s character creator to make each in-world NPC except for specific characters like recruitable companions - and a smart use of verticality, scaling, and wayfinding to push us toward the main attraction: Solas, attempting to tear down the Veil.
All hell is breaking loose. Pride Demons are rampaging through the city. Considering Pride Demons were bosses in prior games, seeing them roaming freely in the prologue of Veilguard speaks to the stakes of this opener. Something I appreciate throughout our short journey through Minrathous to its center below is the cinematography at play. As a Qunari, my character stands tall, and Rhodes says the camera adjusts to ensure larger characters loom over those below. On the flip side, the camera adjusts for dwarves to demonstrate their smaller stature compared to those around them.
This, coupled with movie-liked movement through the city as BioWare showcases the chaos happening at the hands of Solas’ Veil-break ritual, creates a cinematic start that excited me, and I’m not even hands-on with the game.
Eventually, we reach Neve, who has angered some murderous blood mages, and rescue her from danger. Or rather, help… barely. Neve is quite capable, and her well-acted dialogue highlights that. Together, Varric, returning character Lace Harding, who is helping us stop Solas and is now a companion, Rook, and Neve defeat some demons. They then take on some Venatori Cultists seizing this chaotic opportunity to take over the city and other enemies before making it to Solas’ hideout. As we traverse deeper and deeper into this hideout, more of Solas’ murals appear on the walls, and things get more Elven. Rhodes says this is because you’re symbolically going back in time, as Minrathous is a city built by mages on the bones of what was originally the home of Elves.
At the heart of his hideout, we discover Solas’ personal Eluvian. This magical mirror-like structure allows the gang to teleport (and mechanically fast-travel) to Arlathan Forest, where Solas is secretly performing the ritual (while its effects pour out into Minrathous).
Here, we encounter a dozen or so demons, which BioWare has fully redesigned on the original premise of these monstrous creatures. Rhodes says they’re creatures of feeling and live and die off the emotions around them. As such, they are just a floating nervous system, push into this world from the Fade, rapidly assembled into bodies out of whatever scraps they find.
I won’t spoil the sequence of events here, but we stop Solas’ ritual and seemingly save the world… for now. Rook passes out moments later and wakes up in a dream-like landscape to the voice of none  other than Solas. He explains a few drops of Rook’s blood interacted with the ritual, connecting them to the Fade forever. He also says he was attempting to move the Elgar’nan and Ghilan’nain, part of the Evanuris or Elven gods of ancient times, to a new prison because the one he had previously constructed was failing. Unfortunately, Solas is trapped in the Fade by our doing, and these gods are now free. It’s up to Rook to stop them; thus, the stage for our adventure is set.
The Veilguard Who’s Who
While we learned a lot about returning character but first-time companion Lace Harding, ice mage private detective Neve Gallus, and veil jumper Bellara Lutara, BioWare shared some additional details about other companions Rook will meet later in the game. Davrin is a charming Grey Warden who is also an excellent monster hunter; Emmrich is a member of Nevarra’s Mourn Watch and a necromancer with a skeleton assistant named Manfred; Lucanis is a pragmatic assassin whose bloodline descends from the criminal House of Crows organization; And Taash is a dragon hunter allied with the piratic Lords of Fortune. All seven of these characters adorn this Game Informer issue, with Bellara up front and center in the spotlight.
The Lighthouse
After their encounter with Solas, Rook wakes up with Harding and Neve in the lair of the Dread Wolf himself, a special magical realm in the Fade called the Lighthouse. It’s a towering structure centered amongst various floating islands. Epler says, much like Skyhold in Inquisition, the Lighthouse is where your team bonds, grows, and prepares for its adventures throughout the campaign. It also becomes more functional and homier as you do. Already, though, it’s a beautifully distraught headquarters for the Veilguard, although they aren’t quite referring to themselves as that just yet.
Because it was Solas’ home base of operations, it’s gaudy, with his fresco murals adorning various walls, greenery hanging from above, and hues of purple and touches of gold everywhere. Since it’s in the Fade, a realm of dreams that responds to your world state and emotion, the Lighthouse reflects the chaos and disrepair of the Thedas you were in moments ago. I see a clock symbol over a dialogue icon in the distance, which signals an optional dialogue option. We head there, talk to Neve, select a response to try our hand at flirting, and then head to the dining hall.
A plate, a fork and knife, and a drinking chalice are at the end of a massive table. Rhodes says this is both a funny (and sad) look at Solas’ isolated existence and an example of the detail BioWare’s art team has put into Veilguard. “It’s a case of letting you see the story,” he says. “It’s like when you go to a friend's house and see their bedroom for the first time; you get to learn more about them.” From the dining hall, we gather the not-quite-Veilguard in the library, which Busche says in the central area of the Lighthouse and where your party will often regroup and prepare for what’s next. The team decides it must reach the ritual site back in Arlathan Forest, and Busche says I’m missing unique dialogue options here because I’m Qunari; an Elf would have more to say about the Fade due to their connection to it. The same goes for my backstory earlier in Minrathous. If I had picked the Shadow Dragons background, Neve would have recognized me immediately, with unique dialogue.
With our next move decided, we head to Solas’ Eluvian to return to Arlathan Forest and the ritual site. However, it’s not fully functional without Solas, and while it returns us to Arlathan Forest, it’s not exactly where we want to go. A few moments later, we’re back in the Arlathan Forest, and just before a demon-infested suit of mechanized armor known as a Sentinel can attack, two new NPCs appear to save us: Strife and Irelin. Harding recognizes them, something Dragon Age comic readers might know about. They’re experts in ancient elven magic and part of the new Veil Jumpers faction. The ensuing cutscene, where we learn Strife and Irelin need help finding someone named Bellara Lutara, is long, with multiple dialogue options. That’s something I’m noticing with Veilguard, too - there’s a heavy emphasis on storytelling and dialogue, and it feels deep and meaty, like a good fantasy novel. BioWare doesn’t shy away from minutes-long cutscenes.
Busche says that’s intentional, too. “For Rook, [this story’s about] what does it meant to be a leader,” she says. “You’re defining their leadership style with your choices.” Knowing that Rook is the leader of the Veilguard, I’m excited to see how far this goes. From the sound of it, my team will react to my chosen leadership style in how my relationships play out. That’s demonstrated within the game’s dialogue and a special relationship meter on each companion’s character screen.
Redefining Combat Once More
Bellara is deep within Arlathan Forest, and following the prolgoue’s events, something is up here. Three rings of massive rocks fly through the air, protecting what appears to be a central fortress. Demon Sentinels plague the surrounding lands, and after loading up a new save, we’re in control of a human mage.
Following the trend of prior Dragon Age games, Veilguard has completed the series’ shift from tactical strategy to real-time action, but fret not: a tactical pause-and-play mechanic returns to satiate fans who remember the series’ origins (pun intended). Though I got a taste of combat in the prologue, Veilguard’s drastic departure from all that came before it is even more apparent here.
Busche says player complete every swing in real-time, with special care taken to animation swing-through and canceling. There's a dash, a parry, the ability to charge moves, and a completely revamped healing system that allows you to use potions at your discretion by hitting right on the d-pad. You can combo attacks and even “bookmark” combos with a quick dash, which means you can pause a combo’s status with a dash to safety and continue the rest of the combo afterward. It looks even cooler than it sounds.
Like any good action game, there is a handful of abilities to customize your kit. And, if you want to maintain that real-time action feel, you can use them on the fly, so long as you take cooldowns into effect. But Veilguard’s pause-and-play gameplay mechanic, similar to Inquisition’s without the floating camera view, lets you bring things to halt for a healthy but optional dose of strategy.
In this screen, which essentially pauses the camera and pulls up a flashy combat wheel that highlights you and your companions’ skills, you can choose abilities, queue them up, and strategize with synergies and combos, all while targeting specific enemies. Do what you need to here, let go of the combat wheel, and watch your selections play out. Busche says she uses the combat wheel to dole out her companions’ attacks and abilities while sticking to the real-time action for her player-controlled Rook. On the other hand, Epler says he almost exclusively uses the combat wheel to dish out every ability and combo.
Busche says each character will play the same, in that you execute light and heavy attacks with hte same buttons, use abilities with the same buttons, and interact with the combo wheel in the same way, regardless of which class you select. But a sword-and-shield warrior, like we used in the prolgoue, can hip-fire or aim their shield to throw it like Captain America, whereas our human mage uses that same button to throw out magical ranged attacks. The warrior can parry incoming attacks, which can stagger enemies. The rogue gets a larger parry window. Our mage, however, can’t parry at all. Instead, they throw up a shield that blocks incoming attacks automatically so long as you have the mana to sustain it.
“What I see from Veilguard is a game that finally bridges the gap,” former Dragon Age executive producer Mark Darrah, who left BioWare in 2021 before joining the Veilguard team last year as a consultant, tells me. “Uncharitably, previous Dragon Age games got to the realm of ‘combat wasn’t too bad.’ In this game, the combat’s actually fun, but it does keep that thread that’s always been there. You have the focus on Rook, on your character, but still have that control and character coming into the combat experience from the other people in the party.”
“This is really the best Dragon Age game that I’ve ever played,” he adds, noting his bias. “This is the one where we get back to our roots of character-driven storytelling, have really fun combat, and aren’t making compromises.”
Watching Busche take down sentinels and legions of darkspawn on-screen, I can already sense Veilguard’s combat will likely end up my favorite in the series, although admittedly, as a fan of action games, I’m an easy sell here. It’s flashy, quick, and thanks to different types of health bars, like a greenish-blue one that represents barrier and is taken down most effectively with ranged attacks, a decent amount of strategy, even if you don’t use the pause-and-play combo wheel. Like the rest of the game, too, it’s gorgeous, with sprinkles, droplets, and splashes of magic in each attack our mage unleashes. Though I’m seeing the game run on a powerful PC, which is sure to be the best showcase of Veilguard, Epler tells me the game looks amazing on consoles - he’s been playing it on PlayStation 5 and enjoying it in both its fidelity and performance modes, but I’ll have to take his word for it.
Pressing Start
The start or pause screen is as important to a good RPG as the game outside the menus. Veilguard’s contains your map, journal, character sheets, skill tree, and a library for lore information. You can cross-compare equipment and equip new gear here for Rook and your companions, build weapon loadouts for quick change-ups mid-combat, and customize you and your party’s abilities and builds via an easy-to-understand skill tree. You won’t find minutiae here, “just real numbers,” Busche says. That means a new unlocked trait might increase damage by 25 percent against armor, but that’s as in-depth as the numbers get. Passive abilities unlock jump attacks and guarantee critical hit opportunities, while abilities add moves like a Wall of Fire to your arsenal (if you’re a mage). As you spec out this skill tree, which is 100 percent bespoke to each class, you’ll work closer to unlocking a specialization, of which there are three for each class, complete with a unique ultimate ability. Busche says BioWare’s philosophy here is “about changing the way you play, not statistical minutiae.”
Companion Customization
You can advance your bonds by helping companions on their own personal quests and by including them in your party for main quests. Every Relationship Level you rank up, shown on their character sheet, nets you a skill point to spend on them. Busche says the choices you make, what you say to companions, how you help them, and more all matter to their development as characters and party members. And with seven companions, there’s plenty to customize, from bespoke gear to abilities and more. Though each companion has access to five abilities, you can only take three into combat, so it’s important to strategize different combos and synergies within your party. Rhodes says beyond  this kind of customizable characterization, each companion has issues, problems, and personal quests to complete. “Bellara has her own story arc that runs parallel to and informs the story path you’re on,” Rhodes says.
In Entropy’s Grasp
As we progress through the forest and the current “In Entropy’s Grasp” mission, we finally find Bellara. She’s a veil jumper, the first companion you meet and recruit in-game (unlike Neve, who automatically joins), and the centerpiece of this issue’s cover image. Because our mage’s background is Veil Jumper, we get some unique dialogue. Bellara explains we’re all trapped in a Veil Bubble, and there’s no way out once you pass through it. Despite the dire situation, Bellara is bubbly, witty, and charming.
“When designing companions, they’re the load-bearing pillars for everything,” Rhodes says. “They’re the face of their faction, and in this case [with Bellara], their entire area of the world. She’s your window into Arlathan Forest.” Rhodes describes her as a sweetheart and nerd for ancient elven artifacts. As such ,she’s dressed more like an academic than a combat expert, although her special arm gauntlet is useful both for tinkering with her environment and taking down enemies.
Unlike Neve, who uses ice magic like our Rook and can slow down time with a special ability, Bellara specializes in electricity, and she can also use magic to heal you, something Busche says Dragon Age fans have been desperate to have in a game. Busche says if you don’t direct Neve and Bellara, they’re fully independent and will attack on their own. But synergizing your team will add to the fun and strategy of combat. Bellara’s electric magic is effective against Sentinels, which is great because we currently only have access to ice. However, without Bellara, we could also equip a rune that converts my ice magic, for a brief duration, into electricity to counter the Sentinels.
As we progress through Arlathan Forest, we encounter more and more darkspawn. Bellara mentions the darkspawn have never been this far before because the underground Deep Roads, where they usually escape from, aren’t nearby. However, with blighted Elven gods roaming the world, and thanks to Blight’s radiation-like spread, it’s a much bigger threat in Veilguard than in any Dragon Age before it.
I continue to soak in the visuals of Veilguard with Arlathan Forest’s elven ruins, dense greenery, and disgusting Blight tentacles and pustules; it’s perhaps the most impressive aspect of my time seeing the game, although everything else is making a strong impression, too. I am frustrated about having to watch the game rather than play it, to be honest. I’m in love with the art style, which is more high fantasy than anything in the series thus far and almost reminiscent of the whimsy of Fable, a welcome reprieve from the recent gritty Game of Thrones trend in fantasy games. Rhodes says that’s the result of the game’s newfound dose of magic.
“The use of magic has been an evolution as the series has gone on,” he says. “It’s something we’ve been planning for a while because Solas has been planning all this for a while. In the past, you could hint at cooler magical things in the corner because you couldn’t actually go there, but now we actually can, and it’s fun to showcase that.”
Busche, Epler, and Rhodes warn me that Arlathan Forest’s whimsy will starkly contrast to other areas. They promise some grim locations and even grimmer story moments because, without that contrast, everything falls flat. Busche likens it to a “thread of optimism” pulled through otherworldly chaos ravaging Thedas. For now, the spunky and effervescent Bellara is that thread.
As we progress deeper into the forest, Bellara spots a floating fortress and thinks the artifact needed to destroy the Veil Bubble is in there. To reach it, though, wem ust remove the floating rock rings, and Bellara’s unique ability, Tinker, can do just that by interacting with a piece of ancient elven technology nearby. Busche says Rook can acquire abilities like Tinker later to complete such tasks in instances where Bellara, for example, isn’t in the party.
Bellara must activate three of these in Arlathan Forest to reach the floating castle, and each one we activate brings forth a slew of sentinels, demons, and darkspawn to defeat. Busche does so with ease, showcasing high-level gameplay by adding three stacks of arcane build-up to create an Arcane Bomb on an enemy, which does devastating damage after being hit by a heavy attack. Now, she begins charging a heavy attack on her magical staff, then switches to magical daggers in a second loadout accessed with a quick tap of down on the d-pad to unleash some quick attacks, then back to the staff to charge it some more and unleash a heavy attack.
After a few more combat encounters, including one against a sentinel that’s “Frenzied,” which means it hits harder, moves faster, and has more health, we finally reach the center of the temple. Within is a particular artifact known as the Nadas Dirthalen, which Bellara says means “the inevitability of knowledge.” Before we can advance with it, a darkspawn Ogre boss attacks. It hits hard, has plenty of unblockable, red-coded attacks, and a massive shield we must take down first. However, it’s weak to fire, and our new fire staff is perfect for the situation.
After taking down this boss in a climactic arena fight, Bellara uses a special crystal to power the artifact and remove it from a pedestal, destroying the Veil Bubble. Then, the Nadas Dirthalen comes alive as an Archive Spirit, but because the crystal used to power it breaks, we learn little about this spirit before it disappears. Fortunately, Bellara thinks she can fix it - fixing broken stuff is kind of her thing, Epler says - so the group heads back to the Veil Jumper camp and, as interested as I am in learning what happens next, the demo ends. It’s clear that even after a few hours with the game’s opening, I’ve seen a nigh negligible amount of game; frustrating but equally as exciting.
Don’t Call It An Open World
Veilguard is not an open world, even if some of its explorable areas might fee like one. Gamble describes Veilguard’s Thedas as a hub-and-spoke design where “the needs of the story are served by the level design.” A version of Inquisition’s Crossroads, a network of teleporting Eluvians, returns, and it’s how players will traverse across northern Thedas. Instead of a connected open world, players will travel from Eluvian to Eluvian to different stretches of this part of the continent. This allows BioWare to go from places like Minrathous to tropical beaches to Arlathan Forest to grim and gothic areas and elsewhere. Some of these areas are larger and full of secrets and treasures. Others are smaller and more focused on linear storytelling. Arlathan Forest is an example of this, but there are still optional paths and offshoots to explore for loot, healing potion refreshes, and other things. There’s a minimap in each location, though linear levels like “In Entropy’s Grasp” won’t have the fog of war that disappears as you explore like some of Veilguard’s bigger locations. Regardless, BioWare says Veilguard has the largest number of diverse biomes in series history.
Dragon’s Delight
With a 10-hour day at BioWare behind me after hours of demo gameplay and interviews with the leads, I’m acutely aware of my favorite part of video games: the surprises. I dabbled with Origins and II and put nearly 50 hours into Inquisition, but any familiarity with the series the latter gave me had long since subsided over the past decade. I wanted to be excited about the next Dragon Age as I viewed each teaser and trailer, but other than seeing the words “Dragon Age,” I felt little. Without gameplay, without a proper look at the actual game we’ll all be playing this fall, I struggled to remember why Inquisition sucked me in 10 years ago.
This trip reminded me.
Dragon Age, much like the Thedas of Veilguard, lives in the uncertainty: The turbulence of BioWare’s recent release history and the lessons learned from it, the drastic changes to each Dragon Age’s combat, the mystery of its narrative, and the implications of its lore. It’s all a part of the wider Dragon Age story and why this studio keeps returning to this world. It’s been a fertile franchise for experimentation. While Veilguard is attempting to branch out in unique ways, it feels less like new soil and more like the harvest BioWare has been trying to cultivate since 2009, and I’m surprised by that.
I’m additionally surprised, in retrospect, how numb I’ve been to the game before this. I’m surprised by BioWare’s command over EA’s notoriously difficult Frostbite engine to create its prettiest game yet. I’m surprised by this series’ 15-year transition from tactical strategy to action-forward combat. I’m surprised by how much narrative thought the team has poured into these characters, even for BioWare. Perhaps having no expectations will do that to you. But most of all, with proper acknowledgement that I reserve additional judgment until I actually play the game, I’m surprised that Veilguard might just be the RPG I’m looking forward to most this year.
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