#mass effect posting
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the-teddy-bear-butch · 8 months ago
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I don’t think I have any Mass Effect mutuals so I’m just screaming into the void but do you guys ever think about how much Miranda and Jack fucking despise each other despite being parallels. Despite being two sides of the same coin. Women who didn’t ask to get made. Experiments, lab rats, weapons before they were ever seen as human. Man.
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tekehu · 9 months ago
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legion romance should have been possible for me specifically
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writers-dilemma · 5 days ago
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Matriarch Aethyta walking around in sweatpants that say DILF on the ass in rhinestones. Benezia doing her best to pretend she doesn’t love it.
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daisywalletchains · 1 year ago
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I love turians. I just think they're neat.
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thefloatingstone · 1 year ago
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What if they had to do paperwork?
(Unlike the other comics this doesn't actually happen in any of the games I'm just a fan of how dumb they all are)
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felassan · 5 months ago
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Dragon Age: The Veilguard - Game Informer pages from issue 367 (the cover story from June 18th) [source, two]
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Text reads: "Spotlight - Cover Story - Dragon Age: The Veilguard. It's been ten years since the last full-fledged game in the franchise, but BioWare is finally ready to pull back the curtain on what's next for the fantasy world of Thedas. We visited the studio, spoke to the game's creators, and discovered what's changed in the highly anticipated new installment."
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evilmiku · 1 year ago
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need more dialogue options in games to be "okay"
like thats all
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princeofpaths · 2 years ago
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the vi was saying help :(
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mostmagical · 23 days ago
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there are a lot of things that endear garrus to me, but easily it’s the way that he tells shepard about a sexual conquest with full confidence, only to get up to her room and act like he’s never touched a woman a day in his life that really sells it for me
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milkywayes · 6 months ago
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GARRUS VAKARIAN: DATABASE IMAGE ACCESS. > PT. 1 : 2160, 2166, 2170. > all files backdated according to user preferences: (terran_coordinated.calendar).
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the-teddy-bear-butch · 8 months ago
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It’s thinking about Jack Mass Effect hours again
Do you ever just. Do you ever just think about everything she went through. The physical and psychological torture to make her this perfect biotic, such awful things to make her the way she is, to make her aggressive and avoidant and so fucking angry—only to find out she didn’t even have it the worst? Because every other experiment was expendable to make her better? God the guilt of being the only one that “mattered”…
AND THEN becoming a teacher at a biotic academy, going against her violent streak to teach kids biotics the right way with kindness* (*and only playful bullying), with kids that admire her instead of fear her?
Because I do.
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tekehu · 9 months ago
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it's actually an endless cycle where the above image is a direct result of playing it
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tarysande · 1 month ago
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The best part about coming back to the source material after a looooong time is you sorta get a fresh look at canon in comparison to whatever the dominant strains of fanon have become. Or, in fact, whatever your own dominant strains of headcanon have become.
I mean, yes, Garrus “I’m not a good turian” Vakarian gets infinitely cooler (and more competent!) by pretty much every metric as the storyline progresses. He does. But fresh out of ME1 and into ME2 through his recruitment, I find myself genuinely amused by how thin the veneer of badass is over a pretty dominant core of straight-up nerd sprinkled with idealism mixed with self-doubt.
When you have Garrus in the squad all the time (and thus get all his ambient dialogue and remarks), you really pick up on the number of times he calls out bad behavior, unethical actions, cruelty, and rule-breaking, especially in ME1.
He’s not actually a hothead who can’t abide rules of any kind. In fact, most of the time he’s pretty pro-law-and-order, and he gets amusingly hall-monitorish when people are breaking rules he considers important and worth following.
Fundamentally, Garrus chafes when his sense of what is just is at odds with what the authorities do about that injustice (or what they stop him from doing). And I would hazard a guess that the reason his actions seem so intense or harsh or "of course we should have shot down that ship in the middle of the Citadel" is indicative not of his impatience but of the degree to which he thinks the authorities have failed to uphold that justice. We know he can be patient. He's a sniper. His whole modus operandi on Omega is precision kills without civilian casualty. But when that long fuse finally burns down, he goes from zero to shooting down ships in the middle of the Citadel in what looks (from the outside) like a heartbeat.
And yes, injured pride hastens the burning of that fuse; he doesn’t like losing. Or admitting defeat. Or failing.
Having just replayed his recruitment mission, a few things really stood out to me this time.
The merc bands really hate him--and they also reluctantly admire him (he's described as smart, resourceful, dangerous, idealistic, brave, slippery; they all agree they only way they managed to get this far is by isolating him and employing dirty tactics). I mean, there's literally a station-wide announcement that Omega can return to "business as usual" once Archangel is out of the picture because he was disrupting things so completely.
The way Garrus blames himself for the deaths of his squad is so freaking turian. Failure reflects on the leader who places his people in danger they can't handle, not the individual who fails. Heavy is the head that wears the crown. Yes, Sidonis betrayed him, but the person Garrus blames the most? Is himself. For trusting Sidonis in the first place. For raising Sidonis to a position where he had the means and opportunity to harm others--and the weakness of character to turn coat, to save his own hide, instead of dying to protect the others.
Garrus mentions more than once that he was trying to emulate Shepard. And his tone always implies that he knows he failed because Shepard would never have let a Sidonis into the fold. Again, he's blaming himself. Like a good turian. Yes, he wanted to avoid the red tape and bureaucracy of C-Sec, but his code--Archangel's code--certainly aligns with Paragon Shepard's morality (with a Garrus Vakarian twist).
And since it wouldn't be meta without adding a Tara's Headcanon Twist ... I've always wondered why "Archangel" when it's such a ... human concept. But this time, when I noticed how he spoke about Shepard's influence, and how quickly he brushes aside the name when she asks him about it, I wondered if it wasn't actually his way of honoring the mythology of the dead woman whose example he was trying to follow. Not that Shepard is a God he's worshiping, but ... there is something about the way he talks about her. Garrus doesn't make himself over in the image of a God, though; he's the soldier, the right hand, the avenging angel responsible for carrying out divine punishments suited and proportional to the crimes committed, the rules broken, the selfishness or cruelty of the perpetrator.
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daisywalletchains · 1 year ago
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blighted-elf · 6 months ago
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Mass Effect Legendary Edition - Mass Effect 1 - 2024 Replay
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felassan · 5 months ago
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Dragon Age: The Veilguard info compilation Post 1
Post is under a cut due to length.
There is a lot of information coming out right now about DA:TV from many different sources. This post is just an effort to compile as much as I can in one place, in case that helps anyone. Sources for where the information came from have been included. Where I am linking to a social media user's post, the person is either a dev, a Dragon Age community council member or other person who has had a sneak peek at and played the game. nb, this post is more of a 'info that came out in snippets from articles and social media posts' collection rather than a 'regurgitating the information on the official website or writing out what happened in the trailer/gameplay reveal' post. The post is broken down into headings on various topics. A few points are repeated under multiple headings where relevant. Where I am speculating without a source, I have clearly demarcated this. if you notice any mistakes in this post, please tell me.
as this post hit a kind of character limit, there will probably be at least 1 more post. :)
Character Creation
CC is vast [source] and immensely detailed [source]
We will enter CC straight after Varric's opening narration [source]
You are given 5 categories to work your way through in CC: Lineage, Appearance, Class, Faction, Playstyle. Each of these has a range of subcategories within them. There are 8 subcategories within the "head" subcategory" in "Appearance" alone [source]
Lineage dictates things like race (i.e. human, elf, dwarf, qunari) and backstory [source]
Backstories include things like factions. Factions offer 3 distinct buffs each [source]
There are dozens and dozens of hairstyles [source]
There are separate options for binary and non-binary pronouns and gender [source]
"BioWare's work behind the scenes, meanwhile, goes as deep as not only skin tones but skin undertones, melanin levels, and the way skin reacts differently to light" [source]
CC has a range of lighting options within it so that you can check how the character looks in them [source]
There are a range of full-body customization options such as a triangular slider between body types and individual settings down to everything from shoulder width to glute volume [source]. There are "all the sliders [we] could possibly want". The body morpher option allows us to choose different body sizes [source]
All body options are non-gendered [source]
They/them pronouns are an option [source]
Rook can be played as non-binary [source]
Individual strands of hair were rendered separately and react remarkably to in-game physics [source]
Special, focused attention was paid to ensuring that hairstyles "come across as well-representative, that everyone can see hairstyles that feel authentic to them, even the way they render" [source]
The game uses strand hair technology borrowed in part from the EA Sports games. The hair is "fully-controlled by physics," so it "looks even better in motion than it does here in a standstill" [source]
The ability to import our choices from previous games is fully integrated into CC. This will take the form of tarot cards - "you can go into your past adventures" and this mechanic tells you what the context was and what decision you want to make [source]
In CC we will also be able to customize/remake our Inquisitor [source]
A core tenet of the game is "be who you want to be" [source]
There are presets for all 4 of the game's races (human, elf, dwarf, qunari), in case detailed CCs overwhelm you [source]
Story
The story is set 9 years since Inquisition [source]
The Inquisitor will appear [source]
Other characters refer to the PC as Rook [source]. This article says they are "the Rook" [source]
The ability to import our choices from previous games is fully integrated into CC. This will take the form of tarot cards - "you can go into your past adventures" and this mechanic tells you what the context was and what decision you want to make [source]
The prologue is quite lengthy. A narrated intro from Varric lays the groundwork with some lore and explains about Solas [source]. In this Varric-narrated opening section, the dwarf recaps the events of previous games and explains the motivations of Solas [source] (Fel note/speculation: this sounds like this cinematic that we saw on DA Day 2023)
What happens first off is that Rook, who is working with Varric, is interrogating a bartender about the whereabouts of a contact in Minrathous who can help them stop Solas. The bartender does not play nice and we are presented with our first choice: talk the bartender down or intimidate them aggressively [source]
The first hour of the game is "a luxurious nighttime romp through a crumbling city under a mix of twinkling starlight and lavish midnight blue" (Minrathous) [source]. The game begins with a tavern brawl (depending on dialogue options) and a stroll through Minrathous in search of Neve Gallus, who has a lead on Solas [source]. Minrathous then comes under attack [source] by demons [source] (Fel note/speculation: it sounds like the demo the press played is what we saw in the Gameplay Reveal). Off in the distance is a vibrant, colorful storm where Solas is performing his ritual. [source] Eventually we come upon Harding. [source] and Neve. Rook and co enter a crumbling castle, where ancient elf secrets pop up, "seemingly just for the lore nerds". [source] Then we teleport to Arlathan Forest, have a mini boss fight with a Pride Demon, and there is the climactic confrontation with Solas. After a closing sequence, at this point it is the end of the game's opening mission. [source] (Fel note/speculation: So the Gameplay Reveal showed the game's opening mission)
The action in the story's opening parts starts off quite quick from the sounds of things: the devs wanted to get the player right in to the story. because, “Especially with an RPG where they can be quite lore-heavy, a lot of exposition at the front and remembering proper nouns, it can be very overwhelming.” [source]
BioWare wanted to make the beginning of Dragon Age: The Veilguard feel like the finale of one of their other games [source]
Rook's Faction will be referenced in dialogue [source]
Minrathous is beautiful, with giant statues, floating palaces, orange lantern glow and magical runes which glow green neon. These act "like electricity" as occasional signs above pubs and stores [source]
The story has a lot of darkness tonally. These dark parts of the game contain the biggest spoilers [source]. However, the team really wanted to build in contrast between the dark and light moments in the game, as if everything is dark, nothing really feels dark [source]
Our hub (like the Normandy in ME or Skyhold in DA:I) is a place called The Lighthouse [source] (Fel note/speculation: I guess this screenshot shows the crew in The Lighthouse? ^^)
Each companion has a very complex backstory, their own problems, and deep motivations. These play out through well-fleshed out character arcs and missions that are unique to them but which are ultimately tied into the larger story [source]
We will make consequential decisions for each character, sometimes affecting who they are in heart-wrenching ways and other times joyously [source]
Decisions from previous DA games will be able to be carried over, it will just work a bit differently this time [source]. The game will not read our previous saves. For stuff pertaining to previous games/choices, players will not have to link their accounts [source]
Characters, companions, romance
Varric is a major character [source]
Every companion is romanceable [source]
BioWare tried to make each character's friendship just as meaningful, regardless of romance [source]
If you don't romance a character, they may end up romancing each other [source]
There will be some great cameos [source]. Some previous characters are woven into the game [source]
Companion sidequests/optional content relating to companions is highly curated when it involves their motivations and experiences [source]
We could permanently lose some companions depending on our choices [source]
Our choices can influence if characters get injured and what they think about us [source]
The bonds Rook forges with companions determine how party members grow and what abilities become available [source]
Each companion has a very complex backstory, their own problems, and deep motivations. These play out through well-fleshed out character arcs and missions that are unique to them but which are ultimately tied into the larger story [source]
We will make consequential decisions for each character, sometimes affecting who they are in heart-wrenching ways and other times joyously [source]
Gameplay, presentation, performance etc
Each class (warrior, rogue, mage) has 3 specializations. The ones for Rogue are duelist, saboteur and Veil ranger [source]. (Fel note/speculation: Veil ranger reminds me of Bellara. Maybe this is her 'spec' too?)
Duelist gameplay involves a sharp combination of dashes, parries, leaps, rapid slashes and combos [source]
Faction-related buffs include being able to hold an extra potion or do extra damage against certain enemies [source]
Individual strands of hair were rendered separately and react remarkably to in-game physics [source]
Playstyle settings include custom, distinct difficulty settings for options as granular as parry windows, meaning "players who might fancy that playstyle but typically struggle with the finer points of combat can give it a go" [source]
Combat mechanics is a mix of real-time action and pause and play. Pausing brings up a radial menu split into 3 sections: companions to the left and right, Rook's skills at the bottom, and a targeting system at the top which helps get in focus on certain enemies. [source]. In the pause system you can queue up your whole party's attacks [source]
Tapping or holding the shoulder button pauses the game, allowing us to stop the action and issue orders to companions [source]
There is a system of specific enemy resistances and weaknesses [source]. Weaknesses and resistances plays a big role in combat and abilities are designed to exploit these accordingly [source]. An example is that "one character might be able to plant a weakening debuff on an enemy, and another enemy might be able to detonate them" [source]
There is a vast skill tree of unlockable options [source]
You can set up specific companions with certain kits, e.g. to tackle specific enemy types, to being more of a support, or as flexible all-rounders [source]
Healing magic returns [source]
Abilities can change together with elaborate results, e.g. one companion using a gravity well attack that sucked enemies together, another using a slowing move to keep them in place, and Rook using a big AOE to catch them all at once [source]
A shortcut system lets you map a few abilities to a smaller pinned menu at the bottom of the screen [source]
There are class-specific resource systems. For example, Rogue has "momentum", which builds up as Rook lands consecutive hits [source]
Each class will always have a ranged option [source]
Rogue Rook can do a sort of 'hip fire' option with a bow, letting you pop off arrows from the waist [source]
Warriors can throw their shield at enemies, and can build an entire playstyle around that using the skill tree [source]
There is light platforming gameplay [source]
The game runs on the latest iteration of the Frostbite engine [source]
The game targets 60 fps
On consoles it will feature performance and quality modes so we can choose our preferred visual fidelity [source]
The game is mission based [source]. Some levels that we go to do open up, some with more exploration than others. "Alternate branching paths, mysteries, secrets, optional content you're going to find and solve." [source]
Everything is hand-touched, hand-crafted and highly curated [source]
Some sidequests and optional content is highly curated, especially when it involves the motivations and experiences of the companions. In others we may be investigating for example a missing family, with an entire open bog environment to search for clues and a way to solve the disappearance [source]
Gameplay, presentation, performance etc continued, after the above bullet list hit a character limit
There is sophisticated animation cancelling and branching. Gameplay is action-like, and the design centers around dodging, countering, and using risk-reward charge attacks designed to break enemy armor layers [source]
The dialogue wheel returns [source]. It gives truncated summaries of the dialogue options rather than the full line that the character is going to say [source]
The bonds Rook forges with companions determine how party members grow and what abilities become available [source]
For stuff pertaining to previous games/choices, players will not have to link their accounts [source]
We can play the game fully offline [source]
There are no microtransactions [source]
The game itself is not as cell-shaded in look as the first trailer looked [source]
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