#me in this part of the video
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thaliasthunder ¡ 2 years ago
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opikiquu ¡ 5 months ago
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egophiliac ¡ 6 months ago
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we were fucking ROBBED
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arttsuka ¡ 5 months ago
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I've been thinking about this clip a lot
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nipuni ¡ 1 year ago
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Timelock 🕰️
A speedpaint video of this will be available at my Patreon on december 1st!
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yourbuckies ¡ 1 month ago
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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]
[☕ found this post or blog interesting or useful? my ko-fi is here if you feel inclined. thank you 🙏]
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rjshope ¡ 6 months ago
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find something to love in your life as much as namjoon loves music (so much that he makes a heart above his head)
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moralmortal ¡ 1 year ago
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"babe you better not be elijah wood cuntily turning on the tv when i get home"
my goofy ass:
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stoopidstapler ¡ 2 years ago
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27.04.2023 HAPPY 10 YEAR ANNIVERSARY TO MY FAVOURITE SFM VIDEO OF ALL TIME, GENTLEBOT HELL BY MISTERMULLUC ON YOUTUBE
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calkestis ¡ 2 months ago
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Ghost of Yōtei (2025) dev. Sucker Punch Productions
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merry-death ¡ 1 year ago
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on my second watch of the new hbomberguy video (I was not totally sober when I watched it last night) and I just remembered where I know James Somerton from. A few months ago I ended a friendship because she kept talking about how excited she was to play the hp game, and at first she genuinely didn't know how bad r*wling was, but even after I explained and sent tons of resources so she could see for herself, she still eventually said something along the lines of "oh well, I still don't think it's bad enough to stop me from buying the game". Then she sent me James Somerton's video about why he was still going to buy and play the game and said "His thoughts are basically mine". I had never watched his videos, but I was immediately suspicious of him for being able to lay out the clear transphobia and antisemitism but still justify purchasing the game. And now, I guess we know that his thoughts weren't even his. And no wonder he was fine still giving r*wling money, he's also fine misgendering trans people if it means he can be more misogynistic
EDIT: so i decided to fact-check myself since it's been several months since that conversation, but he does say he "probably" won't spend more money on the franchise even though he totally understands and supports people who want to.
And in a turn of events shocking no one, aside from that conclusion that he thinks it's fine to still support hp, the vast majority of that same video was also plagiarized:
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EDIT 2: I've seen some people in the notes saying he even plagiarized the transphobia, so I'm going to clarify this. Most of the video was about all of the transphobic, antisemitic, or otherwise awful shit r*wling has done. That is the content that Somerton seems to have plagiarized from Katelyn Burns.
The only part of the video that doesn't appear to have been stolen is the conclusion, which is where he said it's understandable and fine for people to still financially support the franchise. So he did not plagiarize the transphobia, he plagiarized the proof of transphobia and then added in his opinion that it's still cool to give your money to transphobes if not doing that makes you sad
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answermywearyquery ¡ 5 months ago
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happy vegaspete day!
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yunogf ¡ 4 months ago
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the voice of the people
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tainebot01 ¡ 5 months ago
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I was working on this video when the Investigations Collection Announcement dropped, then proceeded to spiral for the next few days before finally finishing it.
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a-dumb-sarcastic-bisexual ¡ 1 year ago
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More random Nimona headcanons
Bal is one of those people who isn’t allergic to anything except one random medication that no one uses 
Ambrosius calls him a lucky bastard every time it’s brought up because he’s allergic to everything 
His allergy list is at least three pages long and he doesn’t remember a single thing on that list 
Whenever they go out to eat Bal has to remind him “No you can’t eat that it has olives” “Not that either love it’s got lemon” and so on 
Most of his allergic reactions are pretty tame so he’ll eat it anyway
And it gives Bal and Nimona so much fucking anxiety 
One time Bal walked in on Nimona chasing Ambrosius around the kitchen yelling “Spit out the carrots Nemesis you don’t even like them that much!!” 
Whenever he eats alone he refers to it as a game of Russian roulette 
Bal refers to it as the reason he has high blood pressure
Because Bal and Ambrosius grew up in the limelight (for very different reasons) there are a million pictures of them through the years 
And they use those videos to bully the hell out of each other 
Bal can quote the video from the beginning of the movie not because it was an important moment in his childhood 
But because Ambrosius will quote it at the most random times throughout the day
Bal will do something small like kill a bug or chase out an animal that Nimona brought in
And he’ll hear Ambrosius mumble “I’m here to slay monsters and protect our kingdom”
He was a little worried Nimona would react badly to this habit but he started joining in 
One time he killed a spider and Ambrosius asks “Are you slaying monsters moonbeam?” Nimona yells from the other room “I’m so proud of him he’s truly protecting our kingdom” 
There are a million photos of baby Ambrosius on the internet 
And Bal made a PowerPoint presentation ranking their cuteness factor out of 10 (100 was the lowest score he got and it was a picture of him with the ugliest bowl cut you’ve ever seen)
And made Ambrosius sit through it 
That was the most loved and mortified he had felt in a long time
Nimona uses low-quality pictures of them as reaction photos 
There have been times when Nimona asks “Can we eat out tonight” and Bal tells her no and she sends him this 
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He’ll text back “Is that my fucking wanted poster?!” 
She asked Ambrosius if there was any ice cream left and he said no he expected her to call him and complain he didn’t expect this 
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He calls her yelling “When the fuck did that happen?!” 
And she hangs up immediately to let Bal deal with it
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