#okay I think the actual reason is that it was one of those 'two factions who hate each other both attack at once' scenarios
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theworldvsyoshiko · 1 year ago
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In the aftermath of the raid of people trying to kill Manny, I discover that one of the enemies had a Doomsday Rocket Launcher and thankfully didn't get to use it.
The colony wealth is like $160k right now. What the fuck Perry.
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felassan · 7 months ago
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June 14th 2024 Developer Q&A (from the official BioWare Discord) - Complete transcript
Under a cut due to length.
Update: This post has now been updated into a word-for-word transcript.
[Link to video recording of Q&A] | [Link to equivalent post for second Q&A (August 30th)] | [Link to video recording for second Q&A]
Update: This post has now been updated into a word-for-word transcript.
If you would like to listen to the Q&A for yourself in video format, or listen to it again, Ghil Dirthalen recorded it and has now uploaded a video of it here. This blog post is linked in the description under the video. ( ˶´ ᵕ `˶ )
Corinne Busche, John Epler, Matt Rhodes and Community Manager Katey were the devs that were there.
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Katey: Hello!
John: Hello.
Katey: Beautiful, your mic sounds beautiful. How's everybody doing?
John: Excellent. I, just as a headsup, I have some folks doing some service, in the next room so, if I, if you hear background noise, that's what that is.
Katey: No worries at all. Well I hope that everybody who's been waiting in here is really excited, because I'm super excited. I'm Katey. I'm the Community Manager. If you don't already know, you can usually see my name at the top of this Discord server. But I'm joined here with some awesome guests that I'll let introduce themselves. Let's start with Corinne.
Corinne: Can you hear me okay?
John: Yep.
Katey: Yep, we can hear you beautifully.
Corinne: Great, perfect. I'm Corinne Busche, Game Director of Dragon Age: The Veilguard.
John: Awesome. I'm John Epler, Creative Director of Dragon Age: The Veilguard.
Corinne: John!
John: Hello.
Katey: And then we've also got Matt Rhodes, who may be struggling to find the unmute button which is at the bottom left.
Corinne: Our, our resident artist-poet, Matt Rhodes.
Katey: I could unmute him, actually, I don't know if I can unmute him, but if he needs help, he can message me on the side.
John: The joys of being a giant nerd is I spend a lot of time on Discord anyway, so.
Corinne: Well there you go, right?
Katey: Fair enough. Alright, well, we have a ton of questions to answer. We probably won't be able to get to all of them today. You all have sent in so many really really great answers, sorry, questions for us to answer. And if we don't get to them today, we're hoping to be able to do things like this in the future. So without further ado, I'll get started. First question's a bit of a soft ball, I feel. If you could belong to any of the main factions shown in the game, which would you choose?
Corinne: I mean, listen Katey, you say softball, but like, this is hard! I’m gonna cheat, and I’m gonna give you two. So for fashion, the Antivan Crows, all day long. Their threads, you’re gonna love it. For vibes, though, like the ones that capture my vibe, Mourn Watch. Gimme those necromancers.
John: Those are good answers. I have, I have one for fashion, and also for, just general faction I’d like to be a part of. Veil Jumpers. Who doesn’t like a nice walk in the forest, y’know? Even if that forest is filled with horrifying monsters and terrifying anomalies, but yeah.
Katey: I love that. I know that Matt has a few technical issues – oh, he’s unmuted. There we go. Or maybe not. That’s okay, I think we can move on.
John: The Fade has taken Matt.
Corinne: That’s right, that’s right.
Katey: Yes. One quick thing, if you check your settings, the cog-wheel in the bottom left, make sure that your voice, like, your audio is all good. If you’re still hearing the music, feel free to maybe, force-quit Discord and rejoin by just joining the stage directly. And mute the music before you come in. Okay. I can move on to the next question for now. I’ve seen, so this question was from Acra. I’ve seen a lot of talk about only having two companions in your party instead of three for this game. What is the reasoning behind this and will we still get the same companion conversations and banter as seen in the previous Dragon Age games?
Corinne: Ooh, this is such a good question. Thankyou, whoever submitted this one. Yeah, I’ll guess I’ll start and then I’ll turn it over to John Epler. So, first of all, as you saw in the gameplay reveal, this is a much more intimate experience. We’ve pulled the camera in. For those that aren’t aware, the reason why is we want you to feel like you actually are in this world, right? Like, you’re walking these city streets of Minrathous, you’re looking up, seeing the buildings all around you, you’re a part of this place. So it’s much more intimate, and we believe as the narrative unfolds this creates a lot more immersion. Now, how that relates to companions is in doing this, we went back and forth on it a lot, but we actually found, with this perspective, having two companions, really allows them more visibility and presence. We’ve talked about the incredible depth and focus we’ve put on fleshing out these companions, they’re very fully-realized. So here, you really get to see them more clearly, you get to see them shine. When you see Lace Harding jump into the air and unleash a volley of arrows, you can only really get that because of that more intimate view. So I love the spotlight that’s been put on them. But, I think, in addition to the banter, one of the things that people are wondering about is, okay, but what about gameplay? So again, this has come about from our testing, working with the internal team, also our lovely Council of players. We just found that when you’re playing in the combat system, when you’re planning your strategies, two really felt like the right number to manage. So keep in mind, Rook has a lot of different types of actions, Abilities, individual attacks that are more fully fleshed-out than ever before. Timing and positioning matter a lot. So this really felt like the right balance to have. The number of inputs and actions we’re asking you as a player to take, including directing your companions, is higher than ever before. And I will also say, I engage with the companions, like I actively control what they’re doing more than I ever have before in any of the other three games. But John, I’ll toss it over to you for the banter. That’s kind of like the, we got a two-for-one there.
John: Yeah, yeah.
Corinne: I think that’s a, a great question.
John: So - it’s a great question, yeah. I mean honestly, I don’t think you could actually stop the writers from writing banter. I will say for myself, it’s, it’s one of the more light but fun things to do. You get to write little stories, little arcs between different characters. And I mean, The Veilguard is no different. Banter is still absolutely core part of it. You know, we’ve got global banter, you know, the general stuff that you get in all spaces, as well as mission-specific stuff. But, yeah, it’s definitely still a big thing. I think it’s, if anything it’s the most we’ve, we’ve ever done for pairings of companions. Beyond that we’ve also made sure, and I mean I’ve been on Dragon Age for a while, and I know there’s been issues, you know, things like, okay, well I don’t wanna miss this banter. So we’ve even added stuff like some interruptible and resumable banter as well, just to make sure that, because again, it’s a core part of the experience. Everyone loves hearing these companions talk to each other, everyone loves hearing these little stories and relationships develop over the course of the game and, as mentioned before, companions are the heart of this experience and banter is a big part of that, so, you still have it, it’s, if anything, like I said, you could not stop the writers from doing it even if we tried, so.
Corinne: That’s right, that’s right. Well, John, you know, listening to you speak, one thing that comes to mind, maybe people are wondering, with two companions in the field do I get less interaction between, that, like do I get to see my companions interacting in a broader group more often.
John: Oh -
Corinne: And, the way you’ll gather them around the kitchen table, there’s just so many of those moments where they’re all interacting with each other.
John: Well, I think –
Corinne: Those are some of my favorite parts.
John: Yeah, and I think, yeah, and actually that’s a, a good call, because I think the other side of it is, we’re not talking too much about your home or anything, but, we also want to make sure that they feel like they have a relationships and a life outside of just, the times you take a certain pair of companions out on the field. So we made sure that, they have those interactions there as well.
Katey: Love that. Let’s see. Um, Matt, are we, are we all set, are we good? Yes? No? Okay. I can continue and we can come back to some of your questions. Alright. So that, I loved the answers to those. How customizable is the backstory of Rook? Will we get to determine their past in the Character Creator? And that was asked by Briar.
John: Yeah, so. Absolutely. So, one of, each, Rook has six different backgrounds that you can choose from. Each of them is tied to one of the major factions in The Veilguard and each one sets out who Rook was before they recruited, were recruited by Varric, and. Well that sets out the broad events. As you go through the game, as you’re gonna have conversations, either with members of your faction, other characters, you can define, not just what those events were, but what they meant to you, what was your motivation, what was the kind of person you are as you build up Rook, because again, we wanna make sure that roleplaying is at the heart of this experience. And taking Rook, giving them, again, giving them background to ground them in the world but then letting you decide what that means and what that says about you is also a big part of it, so. And again, there are six different factions in this game, two which, anyone who’s played Dragon Age for a while will remember. You’ve got the Grey Wardens. You’ve got the Antivan Crows. We also have, in addition to that, we have four new ones, because we’re in northern Thedas. We have the Veil Jumpers. We have the Mourn Watch. We have the Shadow Dragons, and we have the Lords of Fortune, so. Again, a lot of different options, a lot of different background, and a lot of opportunities to really define what your, who your Rook was, and who they are now, so.
Katey: Amazing. Will crafting return? If yes, has it been improved over the system in Inquisition? Asked by Some Dude.
Matt: Testing.
Katey: Oh hey Matt!
Corinne: “Some Dude”, is that, I’m gonna assume “Some Dude” is a username. Great question.
Katey: Yes.
Corinne: Welcome Matt, the lovely Matt Rhodes.
Matt: Testing, testing.
Corinne: Welcome, welcome, hello. Alright, so, will crafting return? You can absolutely improve and customize your gear, yes, that is a big part of RPG progression, so yes you can improve and customize it. I will say, though, it’s different this time around, and it does get into spoiler territory, so I, I’m gonna be a little bit cagey about it, but there might be a mysterious entity that assists you with that that’ll be an important part of the narrative.
Katey: So mysterious.
Corinne: Oooh!
Katey: Matt, I’m gonna actually go back to our first question so that you can answer, so everyone knows.
Matt: Thank you.
Katey: What faction, what faction you would choose if you could choose one for yourself?
Matt: Absolutely, oh, for me it’s definitely the Lords of Fortune. I’ve had a chance to try out a bunch of them, but I think I’ve finally settled on them. And it’s largely just because pirate-barbarian is just such a great combination of elements, so. Treasure-hunting plus beaches and palm trees and all that stuff, it’s a, it’s a really good mix, so that’s kinda my default.
Katey: I think I’m with you there, for sure. How about this one - this one was definitely asked probably amongst the most in Discord. Axolotl asks, can we kiss or romance Manfred the skeleton?
Matt: Uh, I, I would say, not that skeleton, but we’re not saying no skeletons.
Katey: I love that answer.
Corinne: This is my favorite answer so far.
Katey: Alright, so I’m gonna get back on track here. Alright. What, what were some of the development considerations that you had to take into account to ensure that this new game flows and functions with prior games, and Dragon Age Keep, if Keep is being utilized?
Corinne: Ooh, that’s a good one too. So, first of all, I would, I would point everyone to, we did an interview with IGN that goes into some of the details there, so, like, if you want a deeper dive on it, check out that article. But just to summarize, we have taken a different approach on how you import your decisions this time around. It’s now actually been fully-integrated into the Character Creator, and kinda serves a dual purpose, to be honest. I, I playfully, it’s not called this in-game, but I playfully think of it as ‘Last Time On Dragon Age’.
Katey: I love that.
Corinne: Right? Now, when I talk about its dual purpose, it’s been ten years since the last Dragon Age game released, so it serves as a refresher on critical events as well as allowing you to re-make those decisions that are critical to you. The thing I love about it is, it’s very highly visual, it uses the familiar tarot card aesthetic, so it’s actually really visual and playful experience as you go through it. It is very much important to us that it’s built into the client, though. You can play this game entirely offline. No connection. You don’t have to link to your EA accounts, like that’s been a really big request. So, the refresher plus make those decisions in-client, I think we’re all pretty happy about that. I don’t wanna spoil anything by revealing what decisions you can import, like, look, y’all don’t want the spoilers, but I will say, it’s been a really interesting creative intersection for us, because on the one hand, this is a whole new adventure. You’re in northern Thedas, these locations that you’ve literally never been to before. So that affects some of what will matter and what we’re not using this time around, as far as decisions. But obviously there’s some very, very clear connections to existing characters. It’s no secret that the Inquisitor, our dear Inky, is gonna show up, so, that’s, that’s a factor.
Katey: Peachy asks, will this next game be an open-world game, or is it just contained to Tevinter?
John: Yeah, that’s a great question. So, you are in northern Thedas, but the game only begins in Minrathous, it doesn’t stay there. I’m, I think one of the most exciting things for me, honestly, and again, to Corinne’s earlier point about spoilers, I don’t wanna get into too much spoiler detail, but getting to go to, and work with the art team, work with the narrative, work with the design team to build out these locations that we’ve talked about. Places that characters have referred to as where they’ve come from, places that characters, obviously, in previous games, have hailed from, has been absolutely exciting. So, it’s, you do start in Tevinter, you do start in Minrathous, but again, that’s not the entire game by any stretch. So yeah.
Corinne: Yeah, and the first half of it is, is it an open-world game? We’ve gone back to what we believe delivers the best, most curated –
John: Mhm.
Corinne: - intense narratives. So, this is a hand-crafted experience, it’s mission-based. Now, these locations can open up. You can go back, solve mysteries, do some really great side-content. Not fetch-quests, not grind-quests, some really great side content.
John: Mhm.
Corinne: But, I wanna be clear. It’s, it’s a really curated, hand-crafted experience.
John: And just to, just to bounce off of that very quickly. The most important thing for us, to what Corinne was saying about hand-crafted, obviously we’ve talked about how, you know, narrative, story, characters, are the most, are critical to us, and this has allowed us to build these experiences in a way that emphasize that, extremely long, while still, again, tying into the story threads and the story beats, so.
Katey: Awesome. TastefulToxel wants to know - will the companions have unique specializations like Dragon Age II, or will it be the same ones we will have access to as the player in like DA: Origins, or Inquisition?
Corinne: Oh, cool. Hey TastefulToxel. Yeah, so, cool question. I think the best way for me to describe this is that, yes, our companions will have Abilities that are truly unique to them. But also, the companions do fall into the archetypes of mage, rogue, and warrior. Like, for instance, you might be surprised to hear, because she has a bow, but Bellara is, in fact, a mage, and I, I love that. So, some of the Abilities, the bulk of the Abilities of the companions are based on their own unique personality. Like, Neve is the only mage that is an Ice Mage, so you get distinct Abilities for her. But, because she’s a mage, she does have access to Abilities that all the mages share, like Time Slow. So we really like the balance there. It’s like a good mix of representing their archetype, their class, and also their distinct specialization or personality, whatever you wanna call it.
John: Yeah, actually, I would actually say the word ‘personality’ is a really great one because that’s, again, each of these characters exists, each of these characters have a history, have a story of how they became who they were, and part of that was finding that intersection between narrative and gameplay, and making sure that, again, we, we serve the needs of gameplay but also allow these characters to breathe and exist as their own people, not just in conversation, but out of conversations, as well.
Corinne: I would also say as part of that core mage kit, healing spells are there, so any of your mages, you wanna make ‘em a healer, do that.
Katey: Lunasoul Darkmoon asks, will The Veilguard have tactical combat still?
Corinne: Ooh, such a good one, such a good one. Okay. Yes! Combat gets quite tactical, like, obviously this is an evolution of the combat system, and I talked about immersion, wanting you, to put you in the world, like you’re actually living and existing in it, but it is very tactical. And, I will say, we have a robust difficulty system. The tactics are increasingly important the higher difficulty level you go. So like, look, if you���re showing up for a highly tactical experience, I would crank that difficulty level in particular. But I wanna make clear, I’m, super, I wanna make sure I’m super clear in my answer. You saw the gameplay reveal. Our pause-time tactical mode is not overhead. It stays close to Rook. It does allow you to cycle between targets, both in and out of combat, there’s a reason for that. As the game progresses, and you didn’t see this in that opening hour of the game, but it’ll display strategic information on the enemies, so like, what are their vulnerabilities, what are their elemental weaknesses, their enhancements, what are they resistant to? So your type of Abilities, learning into elemental gameplay, matters a lot. I’d also say, this is a long answer, it’s such a good question – tactical decision-making also takes the form, I would say this is front and center, of coordinating your Ability usage between Rook and your companions to create synergies, or really devastating – we call them – detonation combos. So, let me give you a couple of examples, because it can be a little hard to visualize, so hopefully this helps. So one of the tactics that I personally enjoy in my own builds, I just recently played as a Veil Ranger, I love it, it’s one of my favorites. If I’m fighting Fade-touched enemies in Arlathan, I like to use Bellara’s Galvanized Tear to pull enemies together, it’s like a gravity well. You then Slow Time with Neve and, Slow Time affects the world around you, but it does not affect you, so you clump them up, you Slow Time, and then with Rook, I come in and do, like a devastating AOE or damage over time spell or Ability, and it’s even better if it’s a lightning-based Ability, because the Fade-touched in Arlathan are vulnerable to that. So there’s so many layers of coordination and strategy and tactics. Now we did talk about the devastating, like, detonation combos, honestly, that’s probably one of my favorite features, because that’s when you’re really leaning into explicit teamwork between your companions and Rook, or, the companions together. So when I, when I build out my team and I’m going into a mission, I try to ensure that I have at least a couple of possible synergies, detonation combo synergies within my team. Might be between Harding and Neve, or it might be between Neve and me, or it might be both. So here, I would go into battle, I’d pause time, open the Ability Wheel, get information on the enemy, and the Wheel will actually tell me that there is a synergy combo, you might have seen a screenshot that says “combo available”. It will remind you of those synergies between companions. You can queue both of those Abilities up at the same time, go, close out of the pause-time menu, they’ll both execute, both Abilities will happen, then the detonation AOE happens, applies debuffs to all the enemies in a radius of it, it’s so satisfying, it’s so satisfying, I can’t wait for y’all to see it. But the interesting thing is that too is a tactical choice. I’m choosing to use my companions to do that, and that means, in that moment, I’m not using them to heal me, or to give me that defense bonus, or to knock an enemy off a ledge, so it’s about the opportunity cost. I, I could spend the rest of the session talking about this, I, apologies for being long-winded, but this is just one of my favorite parts of, of the game.
Katey: That was a great answer. Can you choose Rook’s pronouns? If yes, being, is being non-binary an option? And also, how detailed is Character Creation?
Corinne: Hell yeah you can select your pronouns! Absolutely. You can actually select both your pronouns and your gender, because those are related concepts, but they’re not actually the exact same thing, so. It’s really cool. Yeah, you can be non-binary. We have they/them, she/her, he/him. Yes, emphatic yes. How detailed is the Character Creator? Oh my goodness, y’all. Like. Very! I don’t wanna give away too much just yet, but it’s very, very deep. It has been revealed, it’s out there in a couple of articles, about the focus on hair, the focus on skin-tones that are done respectfully, full-body customization, hell yeah, we love to see it. But we’re, we’re gonna, we’re gonna come back, we’re gonna show you a lot more on Character Creator, but we wanna make sure we have the time and space to, to do that.
Katey: Will there be a Photo Mode in-game?
Corinne: So that is something we’re actively looking into. We know there’s a tonne of interest, so stay tuned on that one. But we are very much looking into it.
Matt: I can add to that, is a feature that is, that, we like, we like the idea of, and, and, it’s not just player-facing but internally, it’s a really helpful thing for us as we’re, as we’re building things out to have that so it’s, it’s, we’ll let ya know.
Corinne: Yes, yeah, absolutely. We, we are as geeked on that possibility as you all are.
Katey: A lot of people were asking about Abilities. This one is from Clemmy. Abilities, I don’t think I saw this answered yet, but are we going to be limited in how many Abilities we can pick from the Wheel?
Corinne: Ah! Yes, yes, yes. So, Ability Wheel does have a capacity. You have to choose which three Abilities you wanna bring for Rook, which three for one of your companions, and which three for another companion. And what I, what I like about this is there is, kind of, an emergent gameplay depending on who you and your companions are coming into the mission with. Now the reason for that is, it actually creates really interesting balance of strategizing, having to do that strategy about your kit, your combat kit, before the mission. And then the tactical decisions once you’re in the field in combat, deciding what to do. But, I do wanna clear one thing up, because, while there are three Ability slots for Rook, there’s so much more than that. Other actions that you can perform directly from the Wheel include, you’ll have an Ultimate Ability, associated with your class or your specialization, so there’s variance there. There’s a type of items that you’ll get that function like Abilities, they’re typically like buffs and enhancements in form of Runes. So you’ll control that for Rook and/or the team from the Wheel. You may have also seen that you can direct which targets your companions will focus on, but what you might not know is that a lot of the companion gear really synergizes with that directing your companions. When you issue those commands, that too will proc based on the gear they have equipped. Really interesting and strategic effects. They can be more Ability-like, more, like, procced effects, there’s just so much from the Wheel, that once you get in and see everything working together, becomes more and more apparent.
Katey: We have another question from TastefulToxel which is, will Fireball and Cone of Cold be back as skills, or as spells in Dragon Age: The Veilguard?
Corinne: Ohh, I love, all these combat questions, really good. So Fireball and Cone of Cold aren’t specifically back, however, their successors are. Frost Nova and Meteor. So these serve the exact same combat role and function as those other Abilities. I would also say, it gives ‘em quite the glow-up, so. Meteor in particular, like, so satisfying nuking a group of darkspawn with a well-placed Meteor, it’s really wonderful.
Katey: What accessibility features are available? I would love to know if there’s an arachnophobia mode. Will there be mod support?
Corinne: Oh my goodness, arachnophobia. I am wicked afraid of spiders too, my partner always laughs at me. I’m just terrified of them. That said, that’s one we’re going to save for a little bit closer to launch before we’ll go into full details about accessibility features. But I do wanna assure you, we’ve spent a lot of time thinking about this topic so you can play the game in a way that really works for you. I’m, I’m excited to share that with you when the time is right.
Katey: So this one is from a username named Cookie. How long is the time-skip from Inquisition to The Veilguard? I know we’ll probably get more info on this, but I’m so curious.
John: Yeah, so, anyone who’s paid attention to Dragon Age, and I can say as somebody who’s been on Dragon Age since Origins, timelines are always a little iffy. They change, and they morph over development as we see how long events taking. But, for The Veilguard, we were actually pretty consistent from the start. It’s been about ten years since the events of Trespasser. As you may or may not have noticed, Varric’s become a little bit of a silver fox. I know, I’ve heard, seen, I’ve seen a lot of comments on that on social media, but, yeah, ten years. Solas’ ritual is taken time to set up and you’re kinda coming in at the end of that hunt, so.
Katey: Siddy is asking the hardest-hitting question which is, is Solas still bald?
Matt: Yeah. I mean, if you’ve watched the gameplay thing, we can all confirm, yes, Solas is still bald, Solas is still Solas. We’ve, we’ve, I really, I really like how Solas has turned out this time around. I will say, here’s a comment on this specific question that’s gonna sound like a non-sequitur, but, once you get a chance to play it a little bit more, maybe you’ll see it. In Thedas, ancient elves, they go bald when they’re like millennia old, so. Solas wasn’t always bald. So if you were to end up, end up seeing what Solas looked like in the past, things might be a little different. You’ll have –
John: - Now, now that said, I’m sure some of you are wondering what happened to Solas’ wig from Tevinter Nights. I’m sure he still has it somewhere, so.
Katey: He’s just taking care of it elsewhere.
John: He’s just taking care, it’s, it’s his most important possession.
Corinne: The Pride there, huh?
Katey: I have another one for Matt. This is, will we be able to, will we be able to change companions’ appearances and outfits, or are they fixed, similar to Dragon Age II?
Matt: Yeah we, Dragon Age II was, we loved how the followers turned out in that but it was, it was sad given, given our constraints that we had to keep them with just one, one basic outfit. So we really tried to make some space for them this time around. So they’re, they still have, kind’ve iconic color palettes and things like that, but they do have a wider range of appearances that you can, that you can find for them. Some, some are just cool, but then there are some that are tied directly to their, to their narrative and just kinda what’s happening in their life.
Katey: Another one for ya, which is, will we be seeing or visiting Kal-Sharok? It’s, and, Tyrant says that they’ve been obsessed with it forever.
Matt: Yeah, me too. I, I will say, what’s, what’s been really cool, so in previous games, we’ve kind’ve alluded to this before. It was a lot of fun to hint at the locations that were off the map, the mysterious places that you weren’t gonna go, you weren’t going. And so you could just bring in some props or some characters, a piece of art, things like that, and you know, even Tevinter was only vaguely hinted at and then we would just add drips and bits and pieces, so that stuff was really fun. In The Veilguard, we’re actually getting to visit, most, like a whole lot of those locations that had only been hinted at for real, so you actually do run around Tevinter and a bunch of the other locations that we’ve revealed. But this also means, like, we’re not completely filling out the map, and so that there are actually new things that we can start hinting at, that we can start drip-feeding, and so, it’s, it’s kind’ve fun. I’d say, yeah, for what we can show of Kal-Sharok, and, and other locations, it’s just, there’s, there’s more to do.
Katey: Awesome. MrFightmonster118 asks, will the dialogue wheel slash options be similar to Inquisition and Mass Effect: Andromeda in the sense that it’s more tone-based?
John: Yeah, so, we have a number of different types of wheels in our game. All the dialogue wheels are based off the same principle. Anyone who’s played a Dragon Age game remembers what they look like. In Dragon Age: The Veilguard we have tone wheels which are, you know, again, roleplaying your character, picking consistent tone. We also have emotion wheels where you can pick specific emotional reactions. And choice wheels which are, I don’t have a strong emotional or tone tie here but I do want to make a choice based on what I do. Investigates obviously return as well, but. We do want players to understand as much as possible what it is they’re going to be picking, and understand, and again, choice and consequence is fun, we wanna make sure the choice is clear, even if, again, one of the best parts about consequence is making sure that’s not entirely clear, so.
Katey: How extensive are Rook’s decision trees for dialogue going to be with the companions and also with NPCs throughout the game?
John: Huge. I mean, again, it’s a Dragon Age game, we wanna make sure you have choices, we wanna make sure you can choose both your roleplaying but also choose outcomes of conversations, choose how events unfold, so, I mean, again, it’s a Dragon Age game, we wanna make sure that we also react to decisions you’ve made, so. For example, you may be talking to a follower who is an elf, and if you yourself are an elf, obviously you’re gonna have a different perspective on events than someone who’s not an elf. Sometimes that means different conversation options, sometimes that’s going to mean entirely deep dialogue trees, as well as based off decisions you’ve made throughout the game so, again, making sure that the game feels like it’s noticing what you’re doing is a huge part of how we’ve written out the dialogue wheel, or dialogue trees, in this game.
Corinne: Blueberry has a question for Corinne. It was mentioned that there will be, that we will be able to romance who we like. Does that mean that all companions are romanceable by all player characters regardless of race or gender, as it has been in the past?
Corinne: Yeah, yeah. So, we have talked about this in some of the interviews, I’ve seen a few articles about it, so I’d recommend everyone check out those articles. But let me just give you a quick overview. Each of the seven companions have full romance arcs and they are romanceable by all genders, absolutely. But something that’s really important to, to us on the team, so I wanna make sure that we clarify and just double-down on, that doesn’t mean playersexual. And if anyone’s unaware of what we mean by that, it doesn’t mean that they can form or twist their identities to who you the player are, like they, they won’t suddenly have a preference for men or women based on what you’re playing, right? Instead, they have their own fully fleshed-out identities, they are true and authentic to that. So in this game, they are all pansexual, with their own histories of romance. Sometimes you’ll hear about preferences, or things of that nature. And what I really love is, if you don’t pursue a romance with them, they’ll actually build their own romances with each other. So, in one of the interviews I talked about Lace Harding and Taash getting together. I give that example because honestly, it’s one of my favorites. I’m gonna put a question back to the community, though. I’ve heard we’re going with “Laash” for that ship-name? You tell me, like, what is that ship-name?
Katey: That one just rolls off the tongue, I feel like that works. This next question is from FallenArtesia. What are the markings on the faces of the elven Warden and Veil hopper?
Matt: So there’s a, quite a few, probably, I think, easily more than we’ve done before, tattoos from various, various cultures. We’re bringing the vallaslin back, of course. But there’s, yeah, ton of different options, especially when we’re, again, going into all these new regions. Each, each area has its own kind’ve visual language for that. But yeah, we are bringing the vallaslin back and then a couple of the characters have them, but we’ve kind’ve customized them a little bit, they’re a bit more specific to their personality.
Katey: And this is a question for all of you. What are you, what are you as a developer most proud of about the game, and what are you most excited for players to experience when it’s out?
John: Ooh, that’s a good question.
Corinne: Isn’t it?
John: Corinne, you wanna go first?
Corinne: Yeah, sure. Gosh. So I suspect for most of us, myself included, it is really gonna be the depth and authenticity of the companions, journeying along with them on their arcs, learning about their hardships, what they care about, being by their side, that, that authenticity is just so good. They all feel like my dear friends. But, I have to say, the closest runner-up for me, has to be the Character Creator, has to be. That Character Creator, the makeup options, the range of sliders. I’m a qunari fan, so even just the, the way you customize the horns and combine that with the really great-looking hair. Character Creator has to be my, my, like very close runner up.
Matt: Oh yeah. For me, I would say, as far as, what, what I can say I’m most proud of on this one, the, I can speak for the art team. We worked incredibly hard to make the story more visible than ever. Games are a visual medium, but, you know, it’s, sometimes it’s easier to do things in text format or written in a Codex somewhere or alluded to off-screen. But we really leaned in to trying to make sure that every design, prop, character, environment, the VFX we’re choosing, everything, all, all these choices, were putting the story on-screen so that you can really see it unfold. And I think, having worked on all of the Dragon Age games, I would say Veilguard represents one of the best attempts at that we’ve made yet.
John: I’m gonna cheat, because I’m going last and I get to do that when I go last, and kinda combine both Corinne’s and Matt’s answer. Honestly, the companions are, for me, the absolute highlight of, just, being able to work across all the disciplines, building characters who look and sound and behave in very specific and characterful ways. These are the deepest companion arcs we’ve ever done. Not just on Dragon Age, but at BioWare in general. Each, each companion has their own story arc, you can go through decisions you can make, they really do take center-stage, and I think, as you play through with them you see the care and love that the team has put into each and every one. I mean there’s, there’s moments in each arc that make you cry, make you angry, make you excited and, and the way that they integrate into the story as a whole is just, for me, something that’s been really fun. Finding ways to bring these characters together, finding ways to make this, this narrative, this story of, you know, you need to put together a team and stop the end of the world, it’s just been absolutely exciting and thrilling. And again, you see the team’s love in every single piece of it. As for what I’m most excited? For me, I’ve been, I mean Dragon Age has been part of my career, part of my life for literally the last decade and a half. I’ve worked on it since Origins and there’s something about The Veilguard that feels like a amazing mix of, novelty but also familiarity. It’s like coming home in a way that I think is going to be very exciting for people who are existing Dragon Age players, but there’s also so much here that’s just new and exciting for people, new players and old players alike. And going to parts of the word, seeing things we’ve never seen before, and just getting to take this amazing world, this amazing series and expand on it and build on it in ways that have just been, honestly, an absolute thrill, the best part of my career. And I’ve been in games for seventeen years now, this has been the absolute highlight for me, so. That’s what I’m excited about.
Corinne: John, that was, that was such a good answer, and I just, I just wanna “yes, and -” that. It, I so completely agree with you. There’ve been times in the companion arcs where even, knowing exactly what’s going to happen, we work on the game, with some of these decisions, I, I’ve had to set down the controller, let out a heavy sigh and go “oh my god, what am I gonna do here?” Yeah, the depth of them is wonderful. And, I do wanna say, I, I’d be, I wanna put this out there, when we talked about as a developer, what are we most proud of, can we just give a big shout-out to the dev team? I am so proud of them. This team has poured their heart and soul into this.
John: Absolutely.
Corinne: Anyone from BioWare who’s listening in, thank you so much, y’all are just the best.
John: Hear, hear.
Katey: I absolutely love that. I knew that question was going to have some of my best, some of my favorite answers, and it delivered, so thank you three. This one’s a fun one. Why does Varric have dark hair now? I feel like John mentioned this a little bit earlier, but.
John: Just for [inaudible].
Matt: He’s been, he’s been adventuring for a while now. His hair is, is more gray, but he’s been in very dark scenes so far, so. We’ll see him in some more contexts.
Katey: In this question, we actually took from Tumblr, because there were a few really good ones in our ask box. Will the Inquisitor be appearing in the flesh, or are we just choosing their major Dragon Age: Inquisition decisions?
Corinne: Alright! Yeah, yes! They will. The Inky does appear. We know how attached y’all are to the Inquisitor, I’ve seen the love for your OC. Yes, the Inquisitor shows up. Now, we, we’d already confirmed that in a few places, so, let me just say, you can also customize them, includes some of our new customization options, yeah, they’re gonna show up and they’re gonna be your Inquisitor.
John: And I think, I think beyond that, I mean, the story of Solas and the story of the Inquisitor, obviously are tied, they’re tied together as much as any story, so. It would have been strange for us not to bring them in for this one. They have, they’re gonna be a part of the story, so.
Katey: Will there be any planned DLC? Just curious, as I always love the DLCs. Oh, and transmog armor. This one came from Lavell.
Corinne: Oh, heck yeah, good question. So, right now, our focus is entirely on the quality of the game. Like, it’s so important at this stage for us to be all-in, all attention on, just, finishing this game and delivering on the quality, the promise of it. So honestly, like, that’s all I can really say about it. We’re 100% focused on this being the most complete game we can make it. I will say, kind’ve related to that though, and I just wanna underscore this, I wanna emphasize it. There’s not gonna be any microtransactions, there’s not gonna be any battle passes, you don’t have to connect online, our focus is making this the most complete singleplayer game we possibly can. Now, this was kind’ve a two-for question, I love when we do that. Will there be transmog? Hell yeah. I’m the kind’ve player that, that believes fashion is the real end-game. Yeah, there’s a transmog system, absolutely, it’s sick.
Katey: And then this next question is from Scott. I was asking if any of the characters will be explicitly asexual, or on the ace spectrum?
Corinne: So good. Such a good question. So, look, I’m just, I’m gonna be really forthcoming with y’all and a little bit vulnerable here. I’m ace, I’m a gray-ace, I don’t mind sharing that, I’m kind’ve public with it. I will say though, that none of our companions this time around are explicitly ace. When we look at the characters, their motivations, who they are, we always assess, like is, is this the right time? This time it wasn’t. But what I will say for everyone on the ace spectrum out there, I would love to represent an ace relationship sometime in the future when it feels like the most authentic fit for a companion, when we can do it best. Oh, and I do see some questions, you know, some questions, what do we mean by ace? Asexuality. We often refer to it as the ace spectrum.
Katey: Can mage Rook do blood magic? Will blood magic be a skill tree separate from regular magic?
Corinne: Okay. Um, this gets a little spoilery, so let me just say, Rook has some pretty good reasons to avoid blood magic. Rook is not gonna want to be interested in that. But I will say, the mage skill tree is packed with all kinds of spells, traits and perks to give you a ton of flexibility in your magic. Gonna go off-script just a little bit, because –
John: Oh no.
Corinne: I’ve seen, like, can you tell us about the specializations for mage? I’m not gonna tell you the deets, but there is a necromancer one, there is an elemental one, and there is one that’s actually more of like a combat mage, it’s my favorite.
Katey: Can we name the griffon? We also have a griffon emoji now in this Discord server.
John: Excellent. So, someone on your, in your party, again, spoilers, may have already named the griffon, but, don’t worry, Assan is a very good boy, so.
Corinne: All these griffon emojis are, y’all are killing me.
Katey: Yeah, I love that, griffons in the chat. Let's see. Will we have a camp/home/headquarters that we’ll be able to customize?
Matt: Well this time around, in Inquisition you had Skyhold. In this case you have a headquarters called the Lighthouse. More to be seen on that. But, it’s, it, narratively it, it serves kind’ve a different purpose but also the same purpose. As far as customization goes, there are elements of it that change over time, and some things that you can adjust. I, I don’t know how much we’re really going into that at the moment.
Katey: This one is –
Matt: But yeah, I would say, it’s like, there’s some, it, one thing I like about it is it definitely does start to feel very much like a home over time.
Katey: Sorry for almost cutting you off there Matt. We have another very hard-hitting question, if I'm, if I do say so myself.
John: I love this one.
Katey: We need to - Same. We need to know, does pasta and noodles exist in Thedas? Thank you.
Matt: Well, and I’ll take it as a chance just to geek out about worldbuilding, because, again, we’re, The Veilguard for us is a really kinda dream opportunity to go to places that we’ve only ever heard reference to, or we’ve seen hints at. And so, in going through the worldbuilding process and trying to, trying to build these places out, not just as neat things from the IP but also as, you know, if you’ve, if you've read about this stuff, if you’ve been following along, you’ve got your own version of it in your head. You’ve imagined what it might be like, you’re, and probably hoping for something spectacular. And our brains are always far better at creating this stuff than any game developer, any artist, or anyone can really do justice to, so you really have to swing for the fences to make something very satisfying and exciting. You know, is, that can be everything as big as architecture and landscape and biomes and ecosystems, but it does get into things like art and culture, costume design, and also food, and this time around we did, you know, that was one of the many things that we, that we did, looking to, just to try to catch the character and the feel of a place to make it feel believable and lived in, so. That’s my really long answer for, yeah, I’m sure, I've, at least one place does have pasta.
Katey: I loved that. This next question is from Spectre Karro. Are we getting a mabari?
John: Ooh, that’s a good question. I will say, you’re spending most of the game in the north of Thedas. Mabari are not nearly as big of a thing up there, so. In this particular instance, no, you will not get a mabari, sadly.
Katey: Honestly, I should’ve pulled this one up to where we answered the first question about the griffon, but, can we pet the griffon?
Matt: You, I’m really sorry to have to be the one to tell you – nah, I’m kidding, yes you can. But it’s not even just petting the griffon. I’ve, this isn’t a spoiler, I think you can actually, I’ve actually hugged the griffon, so, that feels like, even there, a step up. Yeah.
John: There’s lots of opportunities to interact with the griffon.
Corinne: Can we see, can we see Assan in chat if we wanna see him in the Lighthouse hanging out?
Katey: Assan in chat everybody.
Corinne: Assan in chat, alright!
Katey: I love it.
Corinne: Okay, y’all this was so important to the team too. Like, this is the team’s like, just such huge support for this feature, so props to them.
Katey: This one is from Coriander. Will we get to see any of the Character Creator before the game releases?
Corinne: Yes, yes you will. We’ve got a, you’ve probably seen, we’re laying out a roadmap for, you know, what we’re gonna show and when we’re gonna talk about, so, yes you will see it as we get a little bit closer to launch.
Katey: And then we’ve got this question which is, will we be able to play as a qunari, dwarf, elf, or human?
Corinne: Hell yeah, hell yeah you will. All four, and all four have that full-body customization. I already talked a little bit about, I mean listen, I’ve always loved the qunari. I will say in Dragon Age: Inquisition it was hard to get a good-looking qunari hairstyle, so yes you can play as them, you can customize them, the horn options are rad, the hair options are rad. And also, I guess related to this, your lineage gives you a lot of really unique dialogue options, so that’s a really lovely aspect of choosing your lineage as well.
John: Yeah, I would, so to actually just to bounce off that, to an earlier question about backgrounds, each lineage, there, depending on the lineage you choose and the background you choose there are some specifics call-outs to, for example, if it’s the Mourn Watch, the Mourn Watch being a faction from Nevarra of mages, you play as a dwarf, obviously your experience in that faction is going to be different than, say, a human or an elf, so. There are also specific call-outs tailored to those combinations and, with again, giving, the intention of giving each lineage their own little flavor as to how they're, they fit into that faction as a whole.
Katey: Okay, John, I’ve got a question from someone named Joe for you. Where is Barkspawn and is he okay?
John: That’s a Great question. Barkspawn is safely gnawing on a bone next to a fireplace somewhere in Ferelden, don’t worry, he’s fine. You may question, ask yourself, but John, it’s been so long, in which I say, mabari live exactly as long as they need to.
Corinne: Getting into the deep-cut questions now.
John: Deep-cut questions, yeah.
Katey: Yeah. We are really speedin’ through these. Let’s see. Will Rook have a set of default name?
John: Yeah so, Rook’s last name is defined based on their faction, again, we wanted to tie that into your backstory, but also, there’s a, that’s a name generator that can give you a selection of first names. Obviously if you want to make your own first name, that’s definitely something we support as well. If you’re somebody who maybe has a little bit more difficulty coming up with a name, so for example you name every single character “Bob” because that’s the only name you can think of, we also give that opportunity for that generation, so.
Katey: I definitely always have trouble coming up with what I wanna name my characters, so that’s great. This next question is, when will the voice acting cast be announced?
John: So, we worked with a lot of very talented actors on this one. I am super excited to talk about the voice acting cast. We’ll be talking a bit more over the summer, we’re not quite ready to announce names yet.
Katey: And I think we have a similar answer to this next question, which was, will there be a Collector’s Edition? When can I pre-order?
John: Yeah, same answer, we have, we’ll talk more about the different editions of the game soon.
Katey: Are there any special musical guests writing the sound-track? Will tavern songs return.
Corinne: Oh my goodness, yeah. There are tavern songs. And huge credit to the audio team and performance teams because they’re pretty great. There’s one in a little tavern in Minrathous called The Swan, and the song you hear there might just, it might be, it’s up there, it might just be my favorite of the tavern songs.
Katey: Let’s see, are there any – ope, I have just asked that one. What are the required PC specs?
John: Much like the other two, we will have more information on required PC specs soon.
Katey: Saph from the Discord server noticed that two, Dragon Age II’s main theme from the soundtrack brought back much of the iconic thematic material of Origins’ main theme, but I heard less of it in Inquisition’s. Can we expect The Veilguard’s main theme to recall more or less of that original thematic material than Inquisition?
John: So we’re not, we’re not quite ready to talk about music yet in specifics, but in broad strokes I can say the process for us is always the same. Working with the composer, working, figuring out themes, figuring out what kinds of elements we want to keep, tying specific elements to, maybe specific characters. It’s a really in-depth process and a really collaborative process. We have some fantastic audio people on our team that have done an amazing work, amazing job, working with composers, and, with the team as a whole to make sure that, again, we said earlier about cohesiveness. Making sure that the music feels like a cohesive part of the experience.
Katey: And this one, I see is also for John, but I think anyone can answer this. When writing the overall story of this game, what themes did you want to have as the prominent focus?
John: I mean again, it’s interesting, so it’s interesting, because when we were writing these games, and this has been true on every Dragon Age I’ve been part of, what you start with and where you end up aren’t always necessarily the same. Sometimes you start writing out a theme, you realize actually it’s more interesting if we attack from this angle, or maybe if we twist it a little bit. I will say for Dragon Age: The Veilguard, from the beginning one of the biggest themes has been regret. How regret’s shaped peoples’ lives, how people deal with their regrets, how people maybe move past their regrets and, each of the characters, you know, the stories as a whole, have elements of this tied throughout. We really wanted to have that thematic, that cohesiveness to the game’s story and the game’s writing so.
Katey: And I know that, you know, we’ve, we've kind’ve already answered this a few times, but can we play as dwarves and does the world react to your race and backstory? Probably be good to just directly answer that one.
John: Yes you can play as a dwarf. Yes the world does react to your race and backstory. And, again, you’ll have unique dialogues or unique conversation options based on that, on that backstory and as well as that race.
Corinne: I’ll give you a little nugget here, because I saw it scrolling through real quickly. Do you have beards, like. So when I think about can I play as dwarves I think about, do we have glorious fantastic beards? Hell yeah, we do.
John: Yeah, I can say, as somebody who plays a lot of games with character creator, the beards on, I don’t know what magic the character art team did for the beards, but they feel like a beard should feel like, it’s great. They look awesome.
Corinne: Just saw somebody say “it’s beard time”, I love it. It’s beard time!
Katey: Will our heroes and companions leave us if we go against their wishes?
Corinne: Oh my good – do y’all just love pain? Do you want us to make you cry? If you go against their wishes, if you make decisions they don’t like, I will tell you, you can piss them off, you can, they might not agree with you and they, they will take some time away. That said, this is the biggest threat to Thedas we’ve ever seen, so they’re, they are always gonna be willing to show up to defend Thedas but, yeah, you can piss them off and they’ll leave for a minute. As it relates to them showing up to defend Thedas, well yeah, they will, unless…
John: No spoilers Corinne!
Corinne: Aughhh, I’ll leave it there, I’ll leave it there.
John: No spoilers.
Corinne: Okay, alright, alright. But they want it!
John: Yep.
Matt: Don’t try to stop me, Smee!
Katey: This one’s a fun one about some inspirations for the game. Dracanmo would like to know if any songs, books, movies or anything have had inspired any of the writing for the characters?
John: I mean, honestly, the thing about art is, art is always a synthesis of your own experiences both in the real world but also the art you consume, the art you pay attention to. I don’t think that any characters have what I would describe as, this character was a direct reference or direct inspiration but, I mean, yeah, they’re all inspired by the things that we do, the things, both, again, in the real world, and also in the media we consume. And you’re gonna see elements of characters that, yeah, the things that we’ve enjoyed, the things that’ve shaped us, show up in these characters. I think, for me, it’s, it comes down to, and I, I, writing is a deeply, can be a deeply personal experience, so even if you don’t intend for it to be the case, things, parts of you are going to show up in your character, I think that’s true for all the characters in The Veilguard. And, you know, sometimes it’s, exploring, exploring the, y’know, things that, about yourself that you may like or may not like, and it’s also about exploring things about characters that you like or don’t like, so. That’s kinda my long-winded way of saying yes, it’s impossible to not have that happen when you’re creating art. But I wouldn’t say that there’s one where you can say, oh this is this character, this is this character.
Katey: What was the thinking process behind making Harding a companion this time around? Was she always going to be one or did it evolve into one because she was such a lovable character?
John: Ohh, yeah. So Harding, I mean. When we released Inquisition, it was impossible not to see the love that people had for our murderous girl next door dwarf. She’s always been a fan favorite obviously, but I think beyond that, it’s something that there, that Harding’s writer wanted to explore. There was more of a story to tell there, more perspective, and beyond that, Harding obviously has a strong connection to Solas, and to the, to Varric, and to the events of the past ten years, so. I wouldn’t say it’s always been, but I’d say Harding’s probably one of the first ones we settled on as like, yes, this is a character we want and the writer had a story that they wanted to tell with her, so, it just made sense.
Matt: You know, I think actually, to piggyback on that, that’s something I hadn’t really even thought about that much, but, and it’s not a huge part of her character, but, she tends to be one of the people that have the most insight into he was.
John: Yeah, that’s exactly it, that’s exactly, and yeah, that’s a great way of looking at it too. It also provides you with a little bit of that, that perspective. For players who’ve been around, you know, who played with previous Dragon Age games, but also for new ones, who was Solas? What kind of character was, was he?
Matt: Yeah.
John: Yeah, it’s a great, it’s a great, using characters to provide windows onto the world is honestly one of my favorite things.
Matt: And, and when I say was, I just mean, in Inquisition.
John: Yes, that’s, that’s exactly it, yes. Thank you for correcting that.
Matt: Yeah.
Katey: And what approach are you taking to quest and world design in The Veilguard?
John: I think for us it just comes down to relevance and narrative heft. We want to make sure that each quest provides either a perspective on the world or perspective on the characters, or feels immediately and obviously relevant to what you’re, what you’re doing here. You’re here to save the world and, again, at the end of the day, one of the things that we heard, we heard loud and clear, was some feedback about how relevant, or in this, in our case, not relevant, previous quests have felt, so for Veilguard, we really wanted to make sure that these quests felt like something that you, somebody faced with the end of the world would believe was necessary and important. So, again, there’s quests of all sorts and sizes, but all of them share that same feeling of, this is the kind of thing that The Veilguard would do. This is the kind’ve thing that my hero would do, especially faced with the end of the world.
Corinne: Yeah, that’s, that’s really good John. That’s so right. I would just, again, double-down on how hand-crafted all the quests are, and whether, whether you’re doing, like, the main story, or you’re journeying with your companions, or you’re out exploring and you encounter a mystery. Everything’s handcrafted, intentional. We spent a lot of time listening to what y’all said, and of course everyone has slightly different tastes, but, you know, you’re not gonna be gathering shards in the Hinterlands. Everything is built with intention, and, you know, a dev there lovingly handcrafting the experience.
Katey: Are there any locations in the game that can only be accessed by making specific story choices?
John: So I don’t wanna get too much into spoilers here because this does start getting into spoiler detail, but I will say that locations can fundamentally change based on decisions you make. Some of the parts of the world that you go to, you can have, the decision, the choices you make have an impact on how these spaces exist and develop, so, yeah, and again, don’t wanna too many into, into story spoilers, but, your decisions do impact how the world shows up.
Katey: And will we be able to control our companions in combat through tactical mode, or if the PC, or player character, gets KO’d, like in previous games?
Corinne: Right, so. If Rook gets KO’d, your player character gets knocked out, this time around it is time to re-load your save, or better yet, the companions have really interesting progression, you can spec them out to be able to revive you, but that’s, that’s if you’ve invested in their own progression and what they can do. And that said, I, I mentioned this earlier but I, I personally spend more time in the nature of this combat system when everything comes together, interacting and directing the companions than I have in any of the other games, so, like, like that, that interactivity between them, once you play it you’ll see how, just engaged the team is.
Katey: A user named It’s Sarah said, my real most important Dragon Age question is, will Solas still occasionally or dramatically speak in iambic pentameter?
John: You know, I was, I actually spent a little bit of time trying to figure out if I wanted to answer this question in iambic pentameter and then I very quickly gave up. Massive kudos to Patrick who, who always writes Solas so well. Again, Solas is a returning character, it’s the same Solas you know and love, or hate, depending on who you are. Same writer, so, I think, this has been, the answer is, well of, yeah, it’s Solas.
Katey: Will our decision of who in particular was left behind in the Fade be important?
John: So, while that decision does not show up, that – sorry, let me, restart. Not for The Veilguard. That decision doesn’t show up here. Now, that said, that doesn’t mean that’s that’s not a decision that will ever be important in the future, so. Again, not for this one, though.
Matt: I’m glad to hear you say that, John, because one of my favorite stories was Bob getting stuck in the web in reboot and it just feels like -
John: That’s a, that’s a deep cut!
Corinne: Very, that’s a deep cut.
John: Holy smokes.
Corinne: My goodness.
John: The sound of my childhood.
Katey: Will we have mounts again? If so, any hints to what types we’ll have?
Matt: So no, no, mounts, excuse me. Mounts were, they were, they addressed a need in Inquisition that we don’t have in Veilguard, and you’ll see why, when you get to play.
Katey: LightningStar asks, how is the side quest design? Will they be mostly story-based, or will there be a lot of radiant quests or resources or Power, like in Inquisition?
John: We talked about it a little bit earlier, but, no, they are all hand-crafted and story-focused. Again, narrative, the companions, not just the companions but the characters in the world as a whole are so much at the core of The Veilguard that, anything other than hand-crafted quests just felt like it would be a disservice to the game we were building.
Corinne: Yeah. And maybe, we can clarify as well, because, like Power was such a divisive mechanic in Inquisition. There’s no mechanic like that that blocks your progression until you fill a bar, right, like that’s just not a thing in this. You have the autonomy to engage in these, these quests as you like. There’s no, like, y'know, grind-out gates before you can progress.
John: That’s right, yeah. Again, we wanna make sure that, again, that doing this content feels as natural and part of the logical flow of the story as possible.
Katey: So, it looks like we only have time for three more questions, so I’m going to get through those. With this next one, is from someone named Jason. Will there be a similar system to the War Table missions?
Corinne: Ooh, interesting. So, we haven’t talked much about the player’s base, the Lighthouse. And we’re gonna save that for a beat, but what I will say is that the Lighthouse, your headquarters so to speak, it has its own unique purposes and functions this time. So that’s an area that we’ll, we’ll leave for you when we talk more about the Lighthouse, and then when you have a chance to hop in, you’ll be able to see what those unique purposes and functions are.
Katey: If there is dual-wield for warriors, will it rely on dexterity or strength?
Corinne: Ah, okay, yeah, yeah. So we did wanna bring dual-wielding back. It is part of the rogue kit this time. So warriors are really focused on mighty two-handed weapons, can’t wait til you see, when you swing and connect with those weapons, there’s, there’s a real heft to it. And then of course sword and shield, so. We’re leaving the dual-wielding to the rogues, but you, you can see just, the amount of hits you can get in in rapid succession dual-wielding as a rogue is really satisfying.
Katey: And the last question that we’re able to get to today, is, what have been some of the challenges and advantages of working on a single, on a single game for so many years? How did you sustain the work in yourselves and the process?
John: That is a fantastic question. I will say for myself, I’ve often joked, and I don’t know how much of a joke it actually is, that when this game is out and I suddenly don’t have to keep all these pieces of game and lore and story and everything straight in my head, I’m suddenly gonna be able to speak Latin or something because there’s gonna be a ton of brainpower freed up. But for me it’s just, you know, it's, the thing that keeps me sustained is just knowing the game that we’re building is the right one. Knowing that the beats are coming together, and knowing just how much people care about this franchise, care about these games, and how excited people are going to be when they get to see the fantastic work that the team has, has been doing. And that really is, I can say, I’ve been on this project since the start, and even today, I see things on a daily basis, I’m like holy – smokes, sorry, I almost swore, I can’t believe what the team is doing, I can’t believe the, how good this looks, I can’t believe. Because it’s a huge game. There’s pieces that I, I don’t see every piece of the game every day so, I get pleasantly surprised on a daily basis and that, I will say, you know, confession, sometimes if I’m having a particularly long day, I’ll spend about an hour late at night just watching cutscenes coming in, watching the work coming together and just, sitting back and being like, holy smokes, I cannot wait for someone who hasn’t seen this every day for so long as I have to experience this and just be blown away by the work, so.
Corinne: It's, it’s been very real, hasn’t it? And, and I will just say, speaking on behalf of the dev team, everyone’s working so hard, they’re putting so much passion, so much of themselves into it. Like this is a franchise they truly love, and seeing your support, cheering us on, it’s just meant a lot to them, so, let me just say thank you to all of you.
Katey: And I wanna say thank you to you three for taking the time to do this. I know that it matters a lot to the community to be able to, you know, get some time with you guys and, you know, make sure that some of their dying questions are, are answered, so thank you so much for taking the time out of your day to do this. For anyone who’s still listening I promise that I’m that I’m working on a way for these questions to be immortalized somewhere. Stay tuned for that so that you don’t have to worry about this, just, you know, disappearing into the ether. So, stay tuned, thank you all for your time. Anything else we wanna say before we jump off?
Matt: Thanks everyone.
John: Thank you. Yeah, I’m super excited to show more of this and, yeah, this is gonna be, hopefully this is the first of many of these opportunities to talk to you all directly. Again, it’s been a while, and getting to talk about this game has been absolutely exciting. I know for myself, as well for the rest of the team, so thank you all.
Corinne: Just thank you, it’s, the Dragon Age community, how much it means to you, how much it means to us, it’s just wonderful to see you all so invested and excited to come here and talk to us. Thank you again, truly.
Katey: We'll hopefully do something like this again soon. Okay, cool, have a great day everybody! Talk soon!
John: Bye y’all!
Matt: Bye.
[source: The dev BioWare Discord Q&A on June 14th]
Update: If you would like to listen to the Q&A for yourself in video format, or listen to it again, Ghil Dirthalen recorded it and has now uploaded a video of it here.
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burr-ell · 2 months ago
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What do you mean by 'trying to mighty nein-ify vm instead of having actual character moments'? Not intending to be hostile or aggressive, I just saw those tags and got curious.
That's okay! Mighty Nein-ification is a bit of a misnomer (especially because it's unnecessarily hostile to the Nein). The problem isn't so much making Vox Machina like the Mighty Nein (all indications are that VM was just as rough around the edges as the Nein were when they were starting out), it's that I think they retreated to old shorthands they were familiar with that work well with the Nein and don't work with VM in the time they had.
So when we first meet Vox Machina in the stream, they're already established and respected adventurers at level 9 sent on a quest by a member of the Council of Tal'dorei. They've already killed Brimscythe and the Dread Emperor and saved the Sovereign and his family; while we see their scrappier beginnings in the Origins comics, it's purely backstory in the campaign. With the Nein it's the opposite, where we actually follow them through their low-level adventures as they get to know each other, watching them argue and mistrust each other and slowly build up both their friendships and their clout within the political factions of Wildemount. We watch them go from a gang of slapdicks who no one likes or respects and are constantly fighting to a strong and cohesive team of movers and shakers.
Here's the problem: the cast is now producing an animated adaptation of Vox Machina's campaign, which is almost universally agreed to really pick up around episode 24, the beginning of the Briarwood arc. Between the slower-paced first 20 episodes and the red dragonborn in the room, the Briarwood arc makes the most sense as the starter story. We can't just jump right into that without taking some time to establish VM as a party, right? That's what the opening two-parter of season 1 is for: they need to establish who Vox Machina are as individuals and a party so we have a baseline understanding of them before following them through an iconic storyline. There are different ways they could do this!
And the way they chose to do it was "gang of slapdicks who no one likes or respects and are constantly fighting".
This would have been fine if they weren't starting with the Briarwood arc and leading into the Conclave arcs, which both require VM to have some rapport with each other and the Tal'Dorei Council to work. Instead VM are still on thin ice with the council and honestly don't give anyone a reason not to think of them that way even before everything goes wrong at the feast. (Like, I don't think Scanlan's antics in 1x03 are funny; I think they make him look like a dumbass and they make VM look like dumbasses by association.) Allura and Kima barely tolerate them and Allura is reluctant to speak in their defense when the Sovereign puts them under arrest. I can understand that they thought this kind of conflict would be more interesting, but this is the lead-in to the Briarwood arc. There's PLENTY of conflict here to be interesting! Why not try to build up Vox Machina as a competent party with friendly allies who struggle with but still overcome a difficult challenge, maybe straight-up open on them killing Brimscythe and then lead into a truncated Kraghammer arc?
Because this doesn't just make for a lackluster opening two-parter. Emon being so hostile to the party means they have very little investment in or connection to the city, and then for the Briarwood arc they spend the rest of their time in Whitestone. As a result, when the Conclave attacks, it lacks emotional weight. Keyleth has a line in season 2 about their home being destroyed that falls flat because Emon wasn't their home; they were kicked out of every tavern and multiple people pointed out how bad their reputation was. The lack of friendship with Kima and Allura makes their meeting in Season 2 Episode 5 very jarring, because they greet each other like old friends when they're not. (I think Seasons 2 and 3 did a good job developing Allura and Kima's friendship with VM, but this is work that should have had its foundation laid sooner.) When Keyleth asks the question of "why are we even together", it's never really answered in the emotional sense in which it's asked. Why are they together? Because at the eleventh hour they finally started acting competent, I guess. Don't get too attached to the idea of that theme, because it's not gonna come up again all season.
You see what I'm saying here? They didn't go for what would most efficiently tell the story in a way that made sense; they went for tropes—archetypal stories of scrappy underdogs pulling together for a common goal. And while it seems like a quick fix that solves the problem of distilling the first twelve levels of Vox Machina's campaign into a 12-episode season, in the long term it undercuts what the show intends to do later because the groundwork they laid was too focused on using familiar adventure story imagery to try to push audience reaction buttons. That's a problem that has hung over this show for three seasons now, and I think the metapigeons have come home to roost.
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quibbs126 · 2 months ago
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So I’m still going back and forth on that Transformers concept I mentioned yesterday, whether or not I like it
Tbh I might at least just try it out at least for a few characters, just to see where it goes, but I still need to figure out how to draw Transformers. I’ve been neglecting doing more practice
But anyways, I’m mostly just making this post to say that I have at least thought up a concept for Starscream in this story. Should I probably pair it with a design so that it’s more substantive? Yeah, but I don’t have one, nor would I know where to start, so eh
Context for those who don’t know what I’m talking about: basically Optimus and Megatron are both not the leaders of their factions, rather just commanders, and also the Autobots and Decepticons are supposed to be more grey, but I haven’t figured out how
Okay, so on to Starscream ideas I had last night
Basically, he’s a much older bot than Megatron, one with a lot of military experience, but who was assigned to Megatron’s squadron as his subordinate. This is mostly because I like the concept of an older Starscream that TF One has now introduced
Starscream’s kind of pissed about this assigning, thinking he should be the one leading the squadron instead of this much younger, more inexperienced and hotheaded bot. There might also be the idea he considers himself superior due to being able to fly while this Megatron doesn’t have a flight alt mode
But unfortunately, Megatron has him beat in a one on one fight, the majority of the squadron prefers Megatron over Starscream, and their superiors probably wouldn’t take kindly to him usurping command, so he mostly just grumbles and tries to undermine Megatron’s authority
Megatron doesn’t really like him either, seeing him as this old geezer (okay he might not be that old but he’s definitely notably older than Megatron) that keeps thinking he’s better than him because he’s older and complaining about how he can do better, and yet is of a much weaker character, being self centered and cowardly. How self centered and cowardly Starscream actually is might not be accurate, or he has reasons as to why he’s like this, but it’s exacerbated in Megatron’s mind. But he also can’t deny that Starscream is quite experienced in military strategy and tactics and is objectively quite the capable fighter, so he keeps him around as his second in command
Potentially later down the line, these two could grow to tolerate each other more and maybe even respect one another
And yeah, I think those are my ideas for Starscream in this potential story. I just thought it sounded neat and wanted to share
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shkika · 1 year ago
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Got any Headcanon backstory of how each iterator was named? Like, how did No Significant Harassment get his name? How did Five Pebbles get his name? Etc, etc. I'm curious what you think!
OHH what a fun ask to make up stuff on actually. Sure I have some headcanons. Iterator names are so so fun, because there's a lot you can do with them.
Different local groups could have themes perhaps on their names. Or perhaps their names are phrases or sayings or derive from them. I will go with each colony having their individual meaning for the iterator name.
Sliver of Straw- I've talked about her name extensively here! (x) Please check it out, because I LOVE her name. Basically means needle in a haystack + shortening it to SOS is genius. Just the best.
Looks To The Moon- I don't know if this is the most original take, but I do think her name has a lot of meaning especially if you take into account that she's one of the first or at least an extremely old iterator. I compare it to the landing on the Moon in a way even if it sounds silly. This impossible to reach place is now something well withing reach. Her name is to represent looking at opportunity at the impossible and striving to achieve it. Which can connect to.. well answering the impossible ascension question.
Five Pebbles- This is such a hard one for me. But since the game makes such strong parallels between those two. Making them opposites and such it makes sense to see that in their names. While Looks to the Moon's name is grand and aiming for high achievements. Five Pebbles' name could perhaps be about the smaller mundane things. Finding the solution in a little nook or cranny somewhere close to you. A place where you'd least expect it.
One name is to aim hight and strive for the impossible. The other is about staying low and finding the answer in the small things in life. Which is hilarious if you look at their actual characters. With FP making the bold dangerous decisions and experiments and LTTM vibing like a much more grounded character than him. I love those two.
No Significant Harassment- People find his name really weird which is amusing, because it's really not! To me at least. It can very simply mean "No real harm done". Which I think is probably the intention and it suits his funny guy personality quite a lot. In a way his name could mean peace! A fun hc I discussed with @creeket is that perhaps before NSH was built the colony was divided into four factions/houses that hated each other. The iterator was a reason for them to unite and work on something together which is what the four connected diamonds on his forehead represent.
Seven Red Suns- Okay this is one of the names I struggle the most with. My headcanons about SRS which I've mentioned before is that their colony is very religious and made them as an actual god, treating him as an actual all knowing god much muuch more than the other iterators are treated to the point Seven Red Suns has actual political power (which they really don't want to have). So I think their name is supposed to express how grand and impressive they are. Seven as in complete, perfect. Red is a royal, regal color and of course Suns further cementing their godhood. It makes me think of how the sun is often personified or given a deity to represent it. It can be a cruel leader that dries the land, but also give life and light.
Of course there's many ways to take it in completely different ways. Red stars if I'm not mistaken are the coldest.
Chasing Wind- I also really really like this iterator name. I like to imagine it as either one of two things or both. Chasing after something that is right in front of you yet just barely out of grasp. Like y'know the wind! Or your head is Chasing wind. Having an abundance of thoughts or ideas. Your imagination and creativity running wild and free like the wind!
Unparalleled Innocence- It's so on the nose haha. There is no buts or anything that is a direct opposite to her name in my headcanons. She's a very well meaning innocent person. She was the last iterator to be ever made and lacks a lot more context than the other. She was based of the concept of a child. Which of course children are known for their innocence and unique approach to the world.
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kiisaes · 7 months ago
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yes THANK YOU for saying it i hate those specific fanon nicknames as well. my other pet peeve are the terms 'bakusquad' and 'dekusquad' used in fanfic because i feel like those are okay to use in fandom discussion but the actual characters would NOT come up with those names much less use them unironically c'monn
SAMEEE these terms used in fics make my eyes roll fr. and I think the longer I've enjoyed mha the less bakusquad and dekusquad make sense to me anymore, even in fandom discussion
in the early days of mha fandom it was pretty normal to split up deku and bakugou bc 1.) not a super cool awesome amazing relationship at the moment and 2.) both of them were becoming friends with other members of the class (thank you season 2!!!). so if they were befriending different ppl then making two fanon friend groups seemed like the right fandom thing to do.
but fandom has always flanderized relationships pretty badly and mha, imo, is one of the most egregious examples. the loud majority of early fandomgoers were too scared of bkdk being connected in any possible way. they were abusive, toxic, evil, etc.etc.etc. and if you liked them then you fetishized bully/victim relationships. hence, in order to be a Good Fan, you had to separate them.
I fell for this belief back in 2019-2020 so I get it but like. it's crazy now. thinking about it. because horikoshi has Never meaningfully separated bkdk. they have always been joined at the hip regardless of how bad their dynamic was at any point in the narrative. in fact, this has been a core reason why bkg hated dk at the start. it's bc they literally could not distance themselves from each other 😭 idk. do you ever just think about how dissonant the popular fandom bible was to the Legitimate Canon Word Of Mouth.
there is no "dekusquad". there is no "bakusquad". it was a fundamental misunderstanding of the story to assume there are. bakugou has always been a part of deku's "squad" he just refused to admit it until recently. (he is also conveniently drawn in a lot of group illustrations with characters that are stereotypically a part of the dekusquad.) likewise some characters in these groups straight up don't interact anymore. anyway as of late mha has been prioritizing the Entire Class Of 1A as a singular entity instead of splitting it up into distinct factions.
I don't think the dekusquad and the bakusquad should be abolished, after all they're just typical fandom creations that get widely adopted because they're digestible and charming. if you like them then you like them! I don't dictate how you digest mha. but if you think bakusquad and dekusquad are still established friend groups that mean anything to the narrative and you navigate fandom discourse with this particular mindset I WILL look at you funny
ANYWAY THANK U ANON U GET MEEE
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cosmicmordecai · 6 months ago
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I don’t know what is about witch covens and the inherent idea any complications they have with a well-known religious faction of any sort is an allusion they’re getting persecuted ala the Salem Witch Trials but thinking the Acolyte shows the the Jedi actively engaging it and its inherent to them is not only incorrect in terms of Lucas’s “intended vision” of them but the High Republic quite LITERALLY introduced/re-introduces other force sensitive groups.
The Jedi aren’t alone & those groups made it known
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The High Republic comics explore other force sensitive groups and in one of the very first issues, it is made clear various force sensitive groups don’t hesitate to remind Jedi that they don’t rule. Now you might think the sentiment means at one point, they’re perceived as that and it may come from SOMETHING but the same is later accused of all those within the Covocation of the Force, a group based on Jedha established to promote dialogue & understanding between different cultures.
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The Chairman is a representative of the Church of the Force, notably mentioned in The Force Awakens movie, whom is non-Force sensitive but believes in the Force nevertheless. The Convocation is also joined by other factions including the: Disciples of Whillis, the Lonto, Matukai, Fallanssi, Sorcerers of Tund, Guardians of the Whillis, and of course the Jedi Order. That is nine Force Sensitive groups and a few of them have complex histories.
The Jedi have aren't actually THAT judgmental
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In the same second story in the High Republic comic that introduces the Convocation, we see a Yacombre representative apply to join the Convocation and while two of the representatives of both the Fallansai and the Matukai were quick to regard them as a dangerous threat due to their alignment with the dark side, both a Jedi representative's aide and a Lonto representative physically and verbally vouched for them while the Church of the Force and Disciple of Whillis representatives also vouched for them, revealing that the Yacombre have rejected the dark side generations ago and strive to be both neutral and balance and spoke through proxies because that's how they are. We don't learn a whole lot but we see the (then) Jedi representative's aide be among the voice of reason and at no point, does their dark side affiliations, former or current, has her involved in the "oppress the dark side".
Later in the comic series, after dealing with a openly bigot group aiming to cause trouble for them and accuse them of misusing the Force before unleashing a monster that preyed and feeds off Force sensitives, the new Jedi representative (who had a initial bias against Sorcerrs of Tund for a traumatic event as a child, which he works through in the same comic) also advocates for a a independent member who was a former Guardian disgraced for a crime later proven he didn't commit.
Given people are complex and nuanced, it's hard to say NO JEDI EVER could be a bit more judgmental or hold inherent biases or notions because the character development for the eventual new Jedi representative included him working through trauma and learning to disassociate the evil acolyte he encountered as a child from the rest of the Sorcerers of Tund, as it both made him act strange around a simple member of them and later impeded his full connection to the Force in a situation that was life and death for him and others BUT the order, as a whole, is clearly for supporting the allowing, understanding, and respecting fir other force sensitive groups.
This stayed until the very end
What's more, the Prequels Jedi showcased they kept this idea intact: they were okay with the Nightsisters enough, they respected the Bardottans and the Dagoyan Order, and they held high regard for the Guardians and Disciples of Whillis as well as the Church of the Force. This isn’t even addressing the cultures that held the Force highly like the Chalactans, the Miralians, the Lasats, and more, which has influences on both Jedi culture & some of the characters in LEADERSHIP.
Many forget that despite being accused of kidnapping Bardottan children, they left them alone for a millennia and it was MACE WINDU himself whose selfless actions with Jar Jar Binks at his side led Julia to consider the Jedi Order and the Dagoyan Order to interact once again. People were quick to pick out the accusation but not the fact that Mace Windu’s actions rectified that after a milennia & they found themselves wrong about them.
I’ll see posts every week about how so called pro Jedi blogs can’t accept Jedi being “deeply flawed” but blaming a religious minority for shit perpetrated by elected officials of a government, implicitly thinking they simply enabled the behavior, and accusing them of things like child kidnapping & persecution of other religious groups like that’s a flaw when that’s a actual crime is a bit too crazy.
Then it’s done when discussing events in the literal period they were restraining others from jumping down other people’s throats for having connections to the dark side.
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simpforchuchu · 2 years ago
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Tsukasa x reader with Oya Boys
a/n: Actually if you like, im planning to write a second part jxkelxl i have a few ideas for HnL these days...
Sorry for the grammer or spelling mistakes.English is not my main language so...
Thank you and love you 🥰
Warnings: angst ig, and a little oya high violence
Part2
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"Huh?! Are you serious? Is that possible?"
Jamuo shouted at the news he heard. Everyone who heard the news had the same reaction anyway. Tsukasa nodded his head.
"Everyone is talking about it. A girl transferred to Oya High School. And she will start very soon."
Jamuo was still staring at the blond boy in surprise. Tsukasa was also surprised. But it was possible. Anyone who paid could enter this school unconditionally.
Like Jamuo and Tsukasa, the Todoroki faction, Nakagoshi faction, and YasuKiyo faction were also puzzled. No female students had been seen in Oya High for years.
Moreover, with the arrival of new freshmen, the leadership race was inflamed even more. As the friction between YasuKiyo and Nakagoshi continued, Todoroki and Tsuji - Shibaman duo at first chose not to response the challengs. Todoroki wanted to take Murayama's place, these things were simple and stupid for him.
Tsukasa, on the other hand, did not even want to participate in this useless war in Fujio's absence.
Although everyone was surprised by the news of the new student, no one cared that a girl coming to school. Oya was not one of those high schools in the youth TV series.
***
Todoroki was walking down the hallway with the Tsuji-Shibaman duo. Todoroki glanced sideways at them when he saw a short, hooded figure walking silently past them, but couldn't tell who they were as the hoodie was covering their face and they were walking looking down at the ground. But when the short person bumped into Tsuji, Shibaman yelled.
"Oi!"
The hooded one stopped their steps. Todoroki was watching from a little distance as Shibaman and Tsuji approached them.
"You just bumped to me."
Shibaman also shouted when Tsuji said in a harsh tone
"Are you going to apologize?"
The mysterious person slowly bowed respectfully. Tsuji shouted as the trio looked at them in surprise.
"Oi! Apologize properly! Besides, who are you, I haven't seen you here before!"
The hooded one didn't look up. Todoroki was suspicious. He examined the body in front of him. They were slim, quite thin. They were short, wearing a baggy hoodie and jeans. But their body didn't look manly at all.
He wanted to try his luck and stood in front of the mysterious person without saying anything. He opened their hood and he saw the long hair of the person in front of him falling over their shoulders.
Y/n slowly raised her head and looked at Todoroki. Tsuji and Shibaman were surprised to see a girl, while Todoroki was proud that his guess was right.
The young girl looked at the trio with a rather sharp and reactionary look.
"You want me to apologize? Okay, I'm sorry. Now get out of my way."
Todoroki did not withdraw and looked at the young girl
"Are you the new student?"
Young girl smiled
"You are smart"
Todoroki rolled his eyes
"Why are you hiding your identity? Everyone already knows that a girl is coming."
The young girl straightened herself and looked at Todoroki again.
"I don't think I have to answer you, Todoroki-san."
Todoroki was taken aback. The young girl knew who he was. Maybe she hadn't just arrived, maybe she had been with them for a day or two already. Y/n was keeping quiet.
"I'll graduate without fighting anyone and joining no one's faction. I don't care about your stupid leadership fights or your silly race. I have my own reasons, just that."
Before Todoroki could say anything, he saw the Yasu-Kiyo duo and the faction coming towards them behind the young girl.
"Oi! Todoroki!"
When Yasushi shouted, Tsuji and Shibaman also approached Todoroki. The young girl did not turn her back. She knew very well who was coming.
"Wait! Is that that girl?"
When Yasushi moved forward and stopped right next to the young girl, Todoroki looked at him too. Yasushi opened his eyes wide as Y/n turned her head and looked at the crazy boy.
"You..."
Y/n gave a small smile
"Hi... it's been a long time."
Kiyoshi realized that there was something strange from his friend's bewildered gaze and came over to them. He was also quite surprised when he saw the familiar face.
"You... do you know each other?"
Y/n turned to him with the question Todoroki asked.
"We grew up in the same neighborhood. We also went to the same middle school. But it had been a long time, I was surprised they recognized me."
Todoroki shook his head
"So why don't the others know?"
Y/n laughed
"I wasn't a popular person. They know me because of my friends."
Yasushi's face took on an angry expression at what Y/n said. And he smiled.
"You were a troublemaker back then, y/n-chan. But there's no Fujio to protect you anymore. Don't think we'll be nice to you because you're a girl. You're also a student at Oya High School now. You have to choose your side."
Y/n smiled and nodded
"I won't pick a side, but if you come for me, I'll be ready."
Y/n put on her hoodie and walked towards the stairs. She actually didn't want to be seen by anyone, but it had happened. Now she had to see the person she was looking for.
***
Tsukasa was sitting on the rooftop sofa watching the sky. Hearing footsteps behind him, he got up from the sofa and looked at the person coming to him. He froze for a few seconds with the face he saw.
"Long time huh?"
Y/n smiled and approached him.
"Y/n... you... was that student you that they mentioned?"
Smiling, the young girl walked towards the boy standing in front of her and stopped. Tsukasa just stared in surprise. He didn't really expect that.
Y/n was from the same neighborhood and school as Tsukasa and Fujio. She also became friends with Tsukasa, especially thanks to her closeness with Fujio.  The young girl was quiet and sweet.  She was kind, helpful and friendly.
She wanted to keep in touch when her family moved from that area a few years ago. Although she spoke to Fujio occasionally, Tsukasa never reached out to her.
"Yeah it was me. I've been around for a day or two actually. Almost everyone I know is here too. Even Jamuo"
Tsukasa nodded at the young girl's smile.
"Since you've seen everyone, you know what they're trying to do."
Y/n nodded
"I don't intend to pick a side. I'm not interested in the leadership race."
Tsukasa remained serious
"Y/n... what are you doing here? Don't you realize that Oya High School is not the place for you? It's dangerous here-"
Y/n smiled and replied in a stern tone.
"And you? Don't you think this place is not for you?"
Tsukasa looked at her in surprise.
"Come on. I know you better than you. We're childhood friends. In just two days, I can tell you hate being here."
Tsukasa remained silent
"Because of Fujio not here-"
"You don't know anything y/n!"
Although Y/n was stunned by the boy yelling at her, she knew him well. She knew very well that he wasnt mad at her, he was mad at himself.
"I guess you didn't like being told the truth to your face. But there are people who trust you, Tsukasa. Even you don't trust yourself. You think you can't compete with them, but I know how strong you are."
Tsukasa laughed
"This is none of your business y/n. You don't know me."
Y/n let out a loud laugh and approached the young boy and stood in front of him.
"I know you even better than you, Tsukasa. Do you know why?"
The young boy felt what was coming and gulped nervously
"Because I've liked you for years. And you know it very well. But you never said anything. I've always been angry with myself for being a coward, but you were an even bigger coward. You're too coward to stand behind even your friends who trust you."
Tsukasa saw the fire in the young girl's eyes.He always knew how reckless Y/n was, but this was different.She acted as if she had nothing left to lose.
The young boy didn't say anything. He knew she was right.  In fact, he had feelings too, but he could not admit it to himself or to the girl in front of him.
When Tsukasa didn't say anything, she shook her head and headed for the door. When she about got off the roof, she turned around and smiled.
"If you're wondering, yes I'm here for you. I know you don't love me but... anyway... See you."
After the young girl opened the door, Tsukasa let out the breath even he hadn't realized he had been holding for a while, and nervously ran his hand through his hair.
He had always cared about y/n. And here he was afraid of she getting hurt. But he knew very well that the young girl was back to take revenge and she was determined...
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sunriseverse · 2 months ago
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@krownest thank you for handing me the bat my liege let us get down and dirty
okay so disclaimer before we start this is my opinion and i’m not calling people bad or saying they should stop writing yada yada yada etc etc (also wow this got long oops. readmore on ye)
i think the reason there’s such a deluge of “bad” fanfic comes down to a couple different reasons, some of them interconnected and some of them symptoms of larger issues.
i wrote and rewrote my definition of what “bad fanfic” is like, seven times, but in the end i think the characteristics of it are essentially: fanfic which makes you stop reading or become disappointed due to any number of issues, especially those which, if they were changed, would render the fanfic itself fundamentally a different piece of art (so, MOSTLY not cosmetic).
some of the most common issues i, personally, have, when trying to find new fanfic to read are ones that i’m sure you’re fairly familiar with: characterisation issues, dynamics which feel “off”, direct contradiction to the canonical themes without any seeming understanding that it is, in fact, contradictory, and prose. that last one is the trickiest, so we’ll set it aside for the moment being.
i think the first three tie together fairly neatly, and have simple to answer causes: one, people are writing not based off canon, but off fanon; two, people are not, generally, trained in media and literature comprehension and analysis as anything but a basic set of tools to pass their primary/secondary school exams; and three, tied in with one and two, people aren’t writing concepts as they would happen if they were applied to x character(s), they’re writing what THEY would want to happen in x scenario, and slapping the characters’ names over them.
obviously, we could sit here and argue for days about what “characterisation” is, what “canon dynamics” are, hell, what “canon” is, but for our intents and purposes: let us define these as the range of plausible interpretations one can draw from a canon, and find sources or references to argue the validity of (and make no mistake, this doesn’t mean there’s “one true [characterisation/dynamic/canon]”—there is, let us say, a dialectical continuum of possibilities, and the extremes, in any direction, are entirely unsupported, or outright denied by, canon). (i could tack on a rant here about why i think disagreement and different interpretations in fandom is not only healthy, but NECESSARY, as long as no singular faction dominates and forces the others to feel as if they will be ostracised if they suggest otherwise, but i digress.)
these aren’t problems that can be fixed overnight. media analysis is a tool that takes time and effort to grow, and when it comes to the average fan, in 2024, participating in an averagely-sized fandom: there is no external force driving them to stretch that muscle. fandom has, for better or worse, moved past what it once was: no longer gated communities with high bars of entry, which necessitate skill and effort and passion to enter, but more open and free for all. make no mistake, this isn’t necessarily bad—there are many, MANY problems with old fandom, not the least being cults of personality, actual cults, harassing commenters, etc, etc. my point is simply that new age fandom, by design, doesn’t require you to put in as much work—the barriers to reading fic, to POSTING fic, are far lower than they, perhaps, have ever been. open ao3, send an invite request, and bam: a week or so and change later, you, too, can post your very own writing for thousands of people to see, should they simply look.
this ties, i think, into prose; all of these things are, by nature, hard to do. some people have a bit more instinctive knack for them—but even if they do, they’ll never be able to improve if they don’t push themselves, if they don’t practice, if they don’t try and engage with canon and think critically about said canon and try, really try, to put just as much into writing as an athlete would put into running, or javelin, or swimming—but unlike physical sports, writing is not something with immediate, tangible results. it takes TIME. and in the end, it’s much easier for people to write the same fifteen tropes, the same variations on ship themes, follow fanon. i’m not here to be a prescriptivist and tell you how you MUST write fanfic—i really don’t care that much, honestly. if you want to do that, fine, be my guest; but i’m allowed to complain about it on my blog.
to end this post on a lighter note, if you do feel your fanfic isn’t very good, and you want to improve: i have suggestions! you should read as much as you can (published works, especially experimental styles, are good for for this), get your hands on as much meta (for characters, dynamics, themes, what have you), or if you can’t find any, practise writing your own the way you’d write an essay, and most keyly: don’t do things in your writing just because they’re popular in the fandom.
okay, cut! that’s all, for now, i think
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bewaretheidesofmarchyall · 11 months ago
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what the fuck is the Wire Mother book. Sociology has lore now?
oh boy okay
so you remember the Divergent books? the YA boom of the early 2010's? The Wire Mother was one of those series. they turned the Harlow's monkey experiments into dystopia factions.
yeah. i know. bear with me
The first book, The Wire Mother (2010) is pretty standard YA dystopia fare. There's this girl named Leo Groves (the Leo's short for Leonore) who lives in the court of the Cloth Mother, a city where people live in comfort and camaraderie and a general vibe of hold hands around the campfire and sing, except for the people who die at random. This is accepted with unsettling what-can-you-do calm from the main characters. (Eventually, it's revealed that's happening because only a 1/5th of the food served in the city is real, so most of the people are dropping dead of starvation but their bodies are quickly hurried away as to not kill the vibe, so no one worries all that much about it).
Which could have been cool speculative fiction! A handy story about desensitization to violence or complacency or something. Unfortunately, this was 2010 YA, so the concept is quickly kicked under the bed in favor of. yeah. A love triangle. Leo, being a special little narratively significant thing, finds her way to the mysterious other city on the other side of her hometown, the court of the Wire Mother. And when she's there, she meets a boy. Coil 54810.
Coil goddamn 54810.
That brooding son of a bitch. His last name is 54810 because the concept of last names and family doesn't exist in the court of the Wire Mother, only functionality, so 54810 is just the number of Coils there's been in the city. He's not a clone or anything, it's just the amount of people who've had that name. It's like being named Jeremy 54810. Killer of plot pacing. Swoopy of hair. He would have deserved to be named Jeremy.
God, anyway, I'm talking a lot about this. Anyway: The Wire Mother is exactly as good as the average YA dystopia book from the time period. It has some high points (the Cloth and Wire mother are cool ominously looming entities, and the main antagonist Jane-Mary has a level of batshit mad science energy to her that makes her the most fun villain in the series) and some low points (the forced Romeo and Juliet references. the forced romance. It is so clear that Benjamin St. Jobs, the other guy in the love triangle, doesn't stand a chance, but we have to keep who-will-it-be-ing for so long anyway. And Coil's a dick), but it mostly just balances out.
There were three more books in the series. There was supposed to be four, but. Well
Anyway. Book Two, The Wire Mother: Hounds' Toll (2012), actually kind of slapped. It went to more tragic and horror-influenced places than the original book. One thing I'll give Angela Lee (the author) credit for: I don't think this was a sequel for the sake of having a sequel. I think that the series was always supposed to be a pentalogy.
Some of the stuff in this book has still stuck with me to this day- I have to hold myself back from adding ominously ringing church bells in so many of my projects. Also, it really filled out Leo Groves as a protagonist- I could take or leave her in the first book, but I started to genuinely like her by the second. And the stuff they do with Stellarose Ardent, her best friend turned rival... God, I could make a whole post about Stellarose Ardent.
this book series is good, readers thought. surely the third book will be as good if not better
THE THIRD BOOK WAS HELL. The Wire Mother: Ordained Voltage (2013)...I think it did everything wrong. There was a reason that there was a two year break between the first two books, and book three being out only a year after Hounds' Toll really shows.
It's incredibly rushed. Leo barely gets to do anything. Stellarose is killed off in the most unsatisfying way possible. And while it seemed like Book Two had neatly put the love triangle to bed, no! It claws its way out of its grave!! To torment me specifically!
The only good thing we got out of this car wreck is Anesthesia 3, lab rat girl and apocalypse maiden extraordinaire. I adore her. She's got real Fish Inside A Birdcage vibes. Everything else, though? Horrors.
But readers held out hope. At least the characters ended up trapped in an interesting setting at the end of book three. The merciless, multi-layered prison of Tithonus, the central antagonist of the series. It seemed like that was a good set-up for a prison escape storyline. Those have to be entertaining, right?
Somehow, some way, no. Book Four, The Wire Mother: Endless Sentence (2014) is not just bad. I could forgive bad. But it is bad, and it is boring.
so boring that I'm not even going to waste my words on it. It's a school night. I'm not staying up to describe that thing. The only interesting thing about it is how it could manage to be boring while being an homage to the fucking Stanford Prison experiments.
And that was the end of a lot of people's hopes for the Wire Mother series. Only one good book out of four isn't a great track record, you know? A lot of readers were willing to put Hounds' Toll down as a one-off.
Then, in November of 2014, the preview for Book Five, The Wire Mother: Quantum Claws came out. It was three chapters long. And people lost their shit.
First of all, it was good. Maybe as good as Hounds' Toll. Maybe better.
But more than that, it was a break from the relatively grounded, safe, company standard dystopia of the series. Because this bad boy was going to be about time travel. Tithonus, in his evil plans to live forever, had built a time machine and activated it just at the right moment when the plucky heroes were about to kill him once and for all.
Which seems like something that would be a train wreck, right? If this author can't handle the easy-to-please tropes of prison breaks and romance, what business does she have trying to handle a time travel story without completely fucking up the series?
And maybe that would have been true. But the first three chapters were insanely promising. They were refreshing, original- they got time travel. We were able to get characters like Stellarose and Jane-Mary and Turpentine back after the story cast them aside so soon. And it promised to really examine what Leo Groves meant for the book's world. So, hopes rose again.
Unfortunately, we'll never know if it would have been good or bad. The fifth book was never published. We don't know why. It was just promised, for months and months, and then. Poof. The updates stopped. It was gone.
And it haunts me. If you haven't stopped reading by now, you can probably tell that. The fandom was like a fraction of the size of the Divergent fandom, and I don't know anyone IRL who's read these things. I don't even know if I can or should recommend them.
But sometimes something doesn't have to be a literary masterpiece to burrow into your brain and not let go, I guess ASJSJS
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palant1r · 4 months ago
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i know nothing about fallout 4. i still demand the essay
OKAY SO
Basically the central conflict of Fallout 4 revolves around synths. They're synthetic humans that look and act exactly like humans, to the point that some synths themselves don't even know that they're synths. The synths themselves are not inherently evil, but they're associated with their masters and creators, the shadowy Institute. So you've got a society aesthetically based on the 1950s, dealing with the spectre of people who Look Like Them but Aren't, who are fundamentally different, and who "Work" for a boogeyman entity. It's just BEGGING for a red scare analogy, but can also carry a potent queer reading. And instead Bethesda made the synths an analogue for...slavery.
Fallout 4 is a game where the romanceable companions are playersexual. However, as far as I know, they don't actually...reference having any queer relationships or leanings. We got some deadwife manpain characters sprinkled in, women flirt with men and men flirt with women when it comes to interactions between NPCs. You the player are in a heterosexual traditional marriage at the start of the game and there's nothing you can do to change that.
(here's some good further reading on the topic: https://swarthmorephoenix.com/2016/01/22/flirt-flirt-romance-fallout-4s-problems-with-queer-relationships/)
There is a lesbian couple in Sanctuary Hills (who get quickly annihilated by the nukes lol), so this suggests that pre-war society was to some degree accepting of queerness. Gay people get to slot into the jingoistic paradigm of cold war paranoia! So the message of Fallout 4 seems to be that queerness is accepted post-apocalypse just as it was pre-apocalypse, with no unique queer culture or way of seeing the world, and no discrimination, except for the things raiders yell at you to make you not feel bad about killing them. Female characters yell out taunts like "how do you feel about being beat up by a girl?" but without any suggestion of widespread misogyny in the game's main factions. You can romance any romanceable character as any gender with no change in how things proceed.
Which...is simply not interesting, for two reasons. One: it makes the worldbuilding feel flat. Two: it makes every run feel the same.
Let's take a look at Fallout: New Vegas. One of the companions, Veronica Santangelo, is a canon lesbian belonging to the Brotherhood of Steel. She considers the Brotherhood her family, but the previous elder forced her and her girlfriend apart from each other, justifying their homophobia by saying reproduction was necessary to keep their insular, isolationist chapter alive. This gets a payoff in the DLC, when you meet her girlfriend who is hunting that elder down.
Fallout: New Vegas has a lot of little nods like this to queerness and how it's treated by various factions. It makes the world feel richer, because you gain insight into how these factions have not just different ideologies and goals, but different social norms. And it's delivered in an organic way.
Also, you can pick perks that allow you to enter into this world. (Fallout 4, despite its "progressiveness," only has options for the Straight Perk). As a confirmed bachelor, you can skip a whole quest by flirting with Manny, recruit Arcade without having to get in good with the Followers, and get more exposition from Major Knight about how the NCR views homosexuality. Because of that, your playthroughs are made unique based on your courier's sexuality. It feels like an actual character trait that affects how you interact with the world. You know, like how queer people are.
Fast forward to Fallout 4, where you can play as a man and dick down Paladin Danse right in the Prydwen a door away from the rest of the Brotherhood, and no one says shit about the gay sex those two brotherhood members just had. Is the East Coast brotherhood just less homophobic than the Mojave chapter? No, Bethesda just chose not to think about queerness as an actual aspect of how people and factions can interact with the world.
And Paladin Danse's storyline in particular is begging for that kind of storytelling! He's actually a synth, unknowingly belonging to the same group his faction hates and wants to exterminate, and when he finds out this information, it takes a LOT of rizz to keep him from killing himself. Can you imagine the sauce if Bethesda incorporated themes into that about homophobia during the Cold War? It would go SO HARD if romancing Paladin Danse as a man actually involved engaging with the Brotherhood's flaws! And that's just one example!
It also just makes the romances feel even flatter than they already are. You can get into anyone's pants by just, like, lockpicking enough, or crafting a ton of weapon mods. It doesn't feel like they're actual people with preferences, likes and dislikes, or a type of person they like. They just feel like skill checks. Like challenges you can check off by doing things on a list.
Anyway. This isn't super well thought out, fellow Fallout enjoyers please help me out on this
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immobiliter · 1 month ago
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VEILGUARD ARCS: VARRIC
ALL of this is going under a cut because it includes big spoilers for the endgame, so click at your own risk !
okay so for those who didn't read my angry, rant-y thoughts after finishing the game ( here, and even after two weeks i stand by them, i'm still not a huge fan of the end part of the game ), when it comes to varric and veilguard i want to keep the essence of what bioware intended — namely that varric's death remains intact and, outside of very specific plotted threads/verses, i do not intend to really write varric as being still alive post-veilguard — however, i have big, big issues with how it was executed in the game and will be changing that as i see fit.
after much consideration, i've decided to give varric two veilguard arcs for the most flexibility in terms of interactions, because bioware making him dead from the start severely limits me as far as interactions go during veilguard lmao. the first is this one, which is the easier one to figure out, where varric does survive the ritual ( as most of us believed at the time ) and then dies later on in the lighthouse during the course of the game ( the specifics of which can be plotted with the relevant writing partner/muse, as well as the impact that this has on solas' plans to use rook's regret over varric's death to escape his prison which??? i still don't understand how this was ever actually meant to make sense but y'know. whatever. the point is, nothing is fixed aside from the fact that varric dies from the effects of solas' lyrium dagger at some point before the endgame ). this allows at least some interaction between varric and the companions during the veilguard timeline while still allowing his death to have the impact in the narrative that it does
the second is one that is more canon compliant in the sense that varric did perish at the ritual site and has been dead all along, but that this isn't something that rook only discovers at the very end of the game ( since i feel like that's an insult to rook's grief, to all of the companions and faction leaders who purport to care about them, an insult to varric's own impact on so many other characters aside from rook and solas and an insult to solas that he thought he could keep up the illusion for that long, blood magic or no ). again, this is not fixed and i am open to plotting depending on the partner and muse in question, but i do think the revelation regarding varric's death should come no later than late act 2, pre-endgame mission. varric has had too much of an impact on too many other characters in this game series for rook's illusion to reasonably hold after that point imo, especially as rook is supposed to have a support network of companions around them that would have been witness to their denial and grief for weeks, if not months, by then.
i am also toying with a veilguard arc for varric based on a lot of fan speculation prior to the game's release that would yeet varric into the second fade prison alongside solas so it's the two of them advising rook during the game ( and... honestly? at this point i would have preferred that for varric than what we got ). he's still dying though, apologies but i am still here to inflict varric-related grief on everyone :))
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userarmand · 2 months ago
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so since you watched Portofino and I'm currently going through season 2 (I'm on episode 3) (please don't ask why, the pull that man has on me is truly unfathomable, my dick has led me places etc etc ANYWAY) and I need to talk to someone about it bc I feel like I'm going a bit insane, so I thought I could ask your thoughts on this.
so like, season 1 wasn't like... good... right? like we're all aware of that and I'm fully aware the entire series is built on what I'm gonna call at best shoddily constructed narrative cohesion and probably can't be watched without a huge amount of suspension of disbelief, but I simply can't believe they let this insane mess of a storyline just go to production like that. WHY are these people letting a pacifist doctor join in on the assassination??? WHY is Gianluca suddenly so gungho about Nish either joining in his resistance fight OR straight up leaving him for Lucian??? WHAT IS HAPPENING in that goddamn group of resistance fighters??? IS it a group or are those just four guys who don't have anything better to do??? WHY IS THE WEAPON OF CHOICE A HAND GRENADE?? again WHY ARE WE LETTING THE PACIFIST BE PART OF THIS EXTREMELY DANGEROUS, VIOLENT SITUATION?? you don't bring someone to the shooting range unless you KNOW he can pull the trigger!! he's a DOCTOR, he's the guy that stays behind so that when you guys come back from trying to beat up fascist there is someone there who knows how to patch you up!!!
and worse than all of that!!! is that I can't believe they couldn't come up with something better to put Nish out of commission than this bullshit bit of conflict that they literally fabricated out of thin air!!!
also, there is one glaring continuity error during the first scene in Turin where Nish and Gian have their 'fight' about the letter, when Nish comes in from the balcony where he wears his glasses on the balcony and then three seconds later they're nowhere to be seen. which isn't the worst thing in the world, but MAN if that doesn't summarize how invested they were in this goddamn storyline, I don't know what does.
okay, sorry for that, I'm a bit tipsy, anyway: man this shit sucks, but the worst part of all of it is truly that there are like... TRACES of a reasonably interesting story scattered across the show, but every time I think they're getting close to actually properly engaging with one of them they do a hard left and someone commits a micro aggression.
jesus fuck, this show is awful. that said I AM writing a fix it fic, which is less fix-it and more 'let's try and make this less stupid'-fic
anyway sorry for this, I... am going back to watching...
gianluca definitely didn't know what he was doing but idk if that was intentional on the writer’s part or not. his little anarchist faction was very much in its infancy considering it was literally just him, his two mates, and his extremely reluctant boyfriend. gian knew that nish's heart wasn't it, knew he didn't like conflict, literally said that's why he loved him, but basically pouted about it until nish agreed to join, at no point acknowledging the added danger nish was in as an indian national. neat.
so here we are with gian and his merry band of mugs who instead of digesting any actual communist or socialist theory, decide that blowing up some rando fascist would make any sort of difference in mussolini’s italy. nish had to be directly involved in the grenade shit so he'd get injured which would put him back in lucian’s orbit and reconnect him to the 'main' plot in portofino. the show wasn't wiling to delve fully into what exactly gian and the resistance movement were trying to achieve outside of individual terrorism so that storyline didn't really result in anything beyond establishing that fascism = bad, which, yeah we know :/
also i don't disagree that they were half-assing things but regarding the continuity of nish's glasses: he takes them off when the camera's on gian lol u can see them in his hand
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betterbemeta · 10 months ago
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One of the funniest things about warhammer 40k is that so much of its worldbuilding relies on an idea of 'the human psyche, its desires, fears, drives, insecurities, triumphs, dysfunctions.'
And on one level, the grim darkness of the setting is due to IN-UNIVERSE complete misunderstanding of that thing. Like the way that religious fundamentalism, fascism, reactionary politics, mistake the structures that enfranchise wealth and power for natural law. And then mistake observing how different classes react to living under such brutal conditions as 'human nature.'
But on another level, the misunderstanding ALSO comes from OUTSIDE the fictional universe. Like, OKAY, I'm not some kind of all-knowing superbrain that knows exactly how all people think and why. But even I can see that:
the archetypes baked into the Chaos Forces,
the paranoia of the Imperium,
the genres of power fantasies represented by different space marine chapters,
the repression of the Aeldari,
Drukhari hyperviolence,
etc. etc.
they have nothing to do with deep memes in the human psyche. They have everything to do with the projection of some specific British guys in 1987... underneath layers of collectable/toy marketing and the hangups of licensed paperback authors.
(I still don't know what the fuck is up with Bill King. Why is he like this???)
BUT, I think this element of shallow unreality actually works to Game Workshop's benefit a little because there is this... unspoken smugness that follows Warhammmer 40k around. A little self-superiority transcends what faction you prefer or if you care about books or games or the tabletop or whatever. There are two expressions and it exists in both:
you kind of know that this fictional universe's emotional core is based on silly bogus grounds. you feel better than its characters, more hinged, with a more realistic relationship with desire and self-actualization. You're on the outside looking in and it's preposterous, or,
you are a silly person who thinks the universe IS accurate to the thoughts and feelings of human people and this gives you CONFIDENCE because whatever you believe you also FEEL you are 'built different' because you ARE built differently than its model.
It's almost unbearably easy to roll your eyes and be like, how eldritch can the warp be??? if its just some thatcher era people being weird about gender and self-security???? Especially when much of the media outside tabletop battles you could 'win' styles that the universe's hazards are basically a calvinball heads-I-win-tails-you-lose situation. We're told that scary feelings and a bad relationship with self-esteem are as unconditionally deadly as machine gun fire, like 'you just explode, don't pass go, no argument, you're done.'
But to me, that frustration is also part of its charm. And part of its potential to connect to our real world despite being so goofily misfit. because every day political interests that have no true objective but making sure you stay put and perpetuate the conditions that benefit them, to your own destruction... they are gonna try to mow you down with your feelings. They ARE going to take advantage of the insecurities you feel and abstract them until they're such an unrecognizable shape that pursuing their goals is synonymous with what you think your desires are, to your eternal dissatisfaction. And not for the normal reason that desires can never be satisfied without fading away into emptiness. In real life too, powerful and stagnant structures leave futile placebo actions as the only option in dilemmas they themselves create: ones that will frustrate you and cause you to escalate your efforts that in the end reproduce those structures themselves. We have a relationship with phantasmic catnip. We're attracted to round hole square peg when our reality is difficult to reconcile and 40k is the universe of square pegs sold at ludicrous prices to ineffectively jam through the hole of your heart
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Okay alright part 2 ive seen now. I think i can start to scribble down some rambly thoughts. Spoilers for Oceanic Magica against the volcanic witches part 1 and 2.
So this is going in a very different direction than I was expecting. First chapter, I wasn’t a big fan of this whole oceanic and volcanic witches segregation thing. Thought it was quite silly and that it made the witch part of the universe feel less diverse. Now my stupid ass is realizing that’s exactly the point.
So world of ice is currently more of a fantasy political drama. The world of the witches is divided between two parties that already don’t get along well which each other. They try their best to cooperate and make the magic world inhabitable and not destroy their entire system, but as we saw in the court of law in chapter one, it’s difficult. Both sides are screaming at each other during a legal session, can you imagine how their political debates are??
Their legal system is in shambles, as we saw when they tried to prosecute Magica and Grilla. The judges are 2 people, both incredibly biased to their own side, trying to make every session come out in their own favor. Magica literally gets a lighter sentence because she personally knows one of the judges.
The tensions between sea and volcanic witches are pretty high throughout their entire society (it seems they just get out more in court. Kinda like with football in our world), as we see in the second chapter as well. When the 7-2 volcanic witches arrive at Roberta’s (LETS GOOO BTW ROBERTA GOATED why is she so tall though) house and a bunch of sea witches arrive to help her, they immediately grab the chance to insinuate negative assumptions about them. And to make it even more clear, we have our villain proclaiming everything is going according to plan. Like it wasn’t obvious enough.
So let me lay it down ever more obviously. Basically it’s: witch society= two party system that doesn’t work. Bad guy is trying to stir up as much polarization as possible by framing two people from both factions as having committed a terrible crime. Those two people are Magica and Grilla fugitive lovers running away together trying to bring justice to the table and fix society. The whole ice world thing is just a metaphor for problems that we refuse to solve because we’d rather make the other look bad than working together.
So thats the basic gist of it for now. Im especially curious to see how Enna will handle it at the end. Now lets talk about the other fun stuff.
Grilla and Magica are still gay
Some nice character moments that are probably set ups for later (like how magica completely changes character the moment she sees the number one dime. Great scene now that i looked at it again)
Of course it’s not all politics. We also have a lot of great action sequences. And its still a MAGIC society in which this stuff is happening, and its all delightful.
AND ROBERTA KSKSBEKSKSM For some reason Facciotto made her like twice Magica’s height. Look at this.
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They used to be the same height now magica has to stand on a stone WHAT DID THEY FEED HER
But I like Roberta she’s a sea witch which eh we’ll see how that turns out. Interesting that she has a whole island for herself. I thought she was more of a traveler. But nothing actually matters except for the fact that shes here and i love her.
Irma is in the magic equivalent of Coral Island. (OR IS SHE??? Oooooohh mysterious who is the figure walkinga round in her house then?) She looks like Juniper from pkna. I guess prison just makes you look younger. I’m gonna sit in a cell for a few weeks and see if my skin has gotten nicer.
The prison looks cool. I wouldn’t mind if it’s gonna be the main setpiece for next week. It honestly looks more interesting than Coral Island already but that could also be recensy bias.
Scrooge is a huge dick which is fun. Feels very Barks. Magica’s line to him: “I’m not a good person, but I would never want to get rich by profiting off a dying world”(very loose translation but thats the general vibe) is great. I’m not expecting anything special with him (he’a just a side character here after all), and you already know when he comes back he will have realized what is right and use what he got for good, but it’s still a nice classic Scrooge thing. It’s at least not DT17 or Rosa Scrooge. I’m sorry I love Gervasio but I’ve just seen too much Rosa Scrooge lately, so this is nice.
Have we talked about Facciotto yet? I feel like I have but I forgot. Doesnt matter because Facciotto deserves all the praise he can get. This is 100% his best work yet. Every single panel looks absolutely stunning. Feels like a completely different art style compared to like 10 years ago. New Facciotto begins here guys.
His designs for the new ocean witches are great too. Character wise i don’t really care that much, same with the volcanic witches. They kind of all blend together except for obvs Grilla.
So that was weekly rambly magica thoughts from me. Remember to ocean your witches okay love you bye
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foulfirerebel · 1 year ago
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True Weiss has tried to figure out “what comes next” but she can only even ask that question now that Salem got rid of Jacques, had Salem not targeted atlas he’d still be in charge,
As for the white fang, they haven’t actually progressed,
They stopped Adam and put ghira in charge again, basically resetting things back to how they where before sienna took over as in, the times Blake expressly told us weren’t working
Okay. I suppose this won't convince you of anything, but I'll take this one step at a time.
"True Weiss has tried to figure out “what comes next” but she can only even ask that question now that Salem got rid of Jacques, had Salem not targeted atlas he’d still be in charge."
Salem was going to target Atlas regardless, so that point is moot. Secondly, Ironwood already threatened Jacques that if he stepped out of line or got on his bad side he'd depose him in Volume 4. And to round things out, Salem's faction only gave Jacques enough rope to hang himself with given that his abusive behavior would've come to light eventually.
How do we know this? Willow planted cameras all over the mansion in case she ever needed to leave or bring things to the authorities, she only gets the courage to do so because WEISS came back and HELPED start the investigation AND also figured something was up.
The idea that Salem somehow helped things along is ridiculous, given that her motive and strategy is always divide and conquer WHICH WAS WORKING had Team RWBY not investigated into things further circa V7.
In short, Jacques already had plenty of enemies, Salem doesn't deserve any credit for his takedown, as he would've been brought down eventually.
~
"They stopped Adam and put Ghira in charge again, basically resetting things back to how they where before sienna took over as in, the times Blake expressly told us weren’t working."
As for the White Fang, yes they have progressed. They aren't at a "back to square one" situation just because Ghira took charge. Ghira himself says as much in V5, that Blake taught him the value of forgiveness with Illia and something that he should've realized regarding Sienna. Plus, Sienna and Ghira weren't enemies. Ghira even calls Sienna reasonable in V4 and respects that she's fighting for the Faunus, even if they disagree on methods.
Plus, the Faunus KNOW they cannot stay out of the literal fight for the world's sake otherwise things will stay stagnant and get WORSE for the Faunus. That's why they stopped Adam's militant group from literally ATTACKING ANOTHER SCHOOL.
You really think that letting Adam run rampant was going to change anything? That's letting a violent terrorist basically be the only face of resistance against oppression, and guess what? Normal people don't like that. There's propaganda at play when it comes to fighting oppression, sure, but there NEEDS to be a pushback when things go too far from within the movement before said extremism becomes its face.
Also, I'm sorry but where did Ghira say they were going to go back to square one? All they said was there was work to be done, and they all fought off Adam's White Fang when they tried to literally assassinate the Belladonna's and blow Haven up. Tell me, truly, how were either of those two actions Adam's faction took going to help Faunus at all?
Adam needed to be stopped before he further went rampant and tarnished people's legacies and names. Because when all you have is a violent extremist representing you, that's all people see. You need to have a variety of tactics and people to encourage betterness in society and people.
And standing on the sidelines wasn't working, clearly. Also, the reason why progress is slow on that front is because comms are still down. They stopped the White Fang and saved Haven from destruction, sure, but that's one Kingdom. There is work to be done across the world and that's going to take time.
Time they won't have if Salem isn't defeated.
~
And before you try me with the whole "Well, why didn't our heroes try anything against Ironwood or Atlas or Jacques?" Because:
They have no authority to make any moves. Blake has pull in the Faunus circles, sure, but outside Menagerie she's effectively nobody. With the communications still down, they can't effectively organize. Likewise, our heroes aren't in any position of power and don't have any real sway over people that Atlas or Mantle would recognize.
To add to the above, Weiss had her inheritence to the Schnee fortune and name stripped in V4. There goes any kind of pull over anyone in Atlas that they may recognize.
Also. People may not know Weiss has changed. They may still associate her with Jacques and her pompous attitude.
When our heroes DO have pull over people, they are refugees abandoned by Atlas who have nowhere to go now and require aid from the Faunus in the Crater. That's working alongside Robyn Hill's Happy Huntresses, who people are far more willing to hear out.
They barely got into Mantle before being arrested. They were forced into stealing an airship in V6 due to Cordo not listening to them. They stopped a whole pack of Sabyrs when they first came in, and got arrested afterward.
They need to work WITH Ironwood in order to figure out what to do about the oncoming threat of Salem. Had they refused, as Ironwood cleanly demonstrated at the end of V7, he can trump charges up and have them all placed under arrest as he attemped to black bag Robyn Hill too.
In the meantime, they do try to sway his opinion. They do push him away from martial law, they adamantly suggest working with Robyn Hill and the Happy Huntresses, and they're the ones that oust Jacques and get the evidence he's working with Watts.
Further, their plan actually works. It's only a stroke of bad luck in V8 that prevented everyone from evacuating safely and Ironwood's continued insistence on fascist bullshit.
To tie that back to point 1 as a final comment: Jacques is a businessman whom holds a lot of cards in Atlas. Taking him down isn't as simple as killing him, because then the assassin looks the part of the villain unless they bring proof of villainy to people that are willing to properly assess the evidence.
Which they did in V7.
Salem isn't an agent of change, she's a force of destruction and domination that seeks only the world's end. As people like @matrixdragon, @citadelofmythoughts, and others have said: our heroes have multitasked on this front, hence why they repeatedly tried brokering peace between Mantle and Atlas, stopping Adam's attack, etc.
Just because they are trying to focus on the literal end of the world doesn't mean they don't keep things like this in mind.
If they didn't, then maybe you'd be correct. But they did. So you're not.
Good day to you.
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