#rise of the empire
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thetrashthatsmilesback · 7 months ago
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- Attack of the Clones, 2002
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star-wars-forever · 11 months ago
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firerose · 7 months ago
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Animated Morgan makes me question my sexuality……..in a am bisexual way…………
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ruubesz-draws · 5 months ago
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Showing off the babies
(I watched Ultraman Rising! It was good!)
Bonus:
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From this
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turtledudeextreme16 · 4 months ago
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Literally every ninjago season in a nutshell 💀
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Credit to original poster (not sure who)
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heavenhellandhumanity · 3 months ago
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Honestly, I don't think it even had to be the Jedi really. It was a test of the Senate and they failed. They heard that the Jedi were killed, wiped out completely, and they applauded. If Palpatine had announced that and barely anyone had clapped, and instead had started protesting, that may have been the downfall of the Empire before it even started (then again Palpatine is a sneaky bastard with many plans).
The Jedi had been there since the start of the Republic, and even if the Senators had a negative view of them and their work in the war, they heard they had all been killed and cheered. It doesn't matter how much you dislike someone, or a particular group, it shows something when you cheer to hear they had all been killed right down to the young ones (no guarantees whether random Senator Glup Shitto would know about the Jedi children being killed but they would have definitely known about the padawans).
And because the Senate showed they were more than happy to cheer for a massacre (whether out of glee or fear, it doesn't matter that much when it comes down to it), it let Palpatine know that he could commit a lot more atrocities and the Senate (and so the people) would accept it. After all, you cheer for one massacre, what's to stop you cheering for another? Or enslaving an entire group of people?
The symbolism of the empire being born on the day of the jedi’s slaughter is so raw TT
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kingoffantasy516 · 2 months ago
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Ok you know what, let's spread some positivity. Reblog this if you actually like Star Wars
And I am refering to all of star wars and not just select parts of it. Even if you have issues with parts of it, you still enjoy it.
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startheskelaton · 3 months ago
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Gaming and texting
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thetrashthatsmilesback · 7 months ago
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I'm finally writing my star wars fic. I feel confident in doing so now that I've read 200 of the EU books (and annotated them). I didn't feel comfortable going off of only the few star wars books and comics I had read before doing my massive reading project because I wanted to make sure I do my ROTS fix-it right. I've pinpointed where I want to start to diverge from canon (because the Republic would have fallen whether Anakin fell to the dark side or not by the time ROTS is happening) and I think I'm going to set the fix it right before Yoda Dark Rendezvous, that way the threat of multiple worlds turning against the Jedi is still there BUT there is still enough political stability to reasonably take down Sidious. I know many people think that any changes have to begin before the battle of Geonosis to be able to take down Sidious, but I want Anakin's disability to still be there, so Anakin and Obi-wan need to still fight Dooku. I also Ahsoka because she is one of my favorite characters so it has to take place farther along into the clone wars. Despite Ahsoka being there, I will probably stick more closely to the 2003 clone wars specials as they're my favorite star wars animated media. This has been a year of prep for beginning writing this fic but I'm finally ready. Yes I reread several star wars books I had read previously just so I could annotate them for this fic. Yes I did the same for the comics. Yes all this star wars interaction gave me the urge to replay the old battlefront games and yes they were just as good as I remember them being when I was 5.
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All I want is a scene of Hunter, Wrecker, and Echo trying to get a fairly-out-of-it Crosshair & Omega out of Hemlocke’s facility while being pursued by Stormtroopers. They think they lost the troopers, but suddenly three cut them off from the hall they were going to use to escape. It’s a dead end, Hunter’s carrying Omega while Wrecker & Echo have Crosshair between them, and no one can fight their way out. Then, as the left & right Stormtroopers move forward to apprehend our heroes, the center Stormtrooper kills both of them. The music gets tense, everyone’s confused/apprehensive, and the remaining Stormtrooper removes his helmet and slides on his new pair of goggles because surprise! It’s TECH!!!! And then he says something about how he told them to take the THIRD left, not the SECOND, because this hallway leads to the mess hall and not the abandoned maintenance bay.
Season Three better be sixteen 1-hour episodes, and there better be AT LEAST ONE SHOWER SCENE
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felassan · 3 months ago
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Edge – The Future of Interactive Entertainment magazine, issue #401 (October 2024 issue) – Dragon Age: The Veilguard story
The rest of this post is under a cut for length.
Update: this issue of this magazine is now available to buy from UK retailers today. it can be purchased online at [this link]. [Tweet from Edge Online] also, Kala found that a digital version of the magazine can be read at [this link].
This post is a word-for-word transcription of the full article on DA:TV in this issue of this magazine. DA:TV is the cover story of this issue. When transcribing, I tried to preserve as much of the formatting from the magazine as possible. Edge talked to BioWare devs for the creation of this article, so the article contains new quotes from the devs. the article is written by Jeremy Peel. There were no new screenshots or images from the game in the article. I also think that it contains a few lil bits of information that are new, like the bits on companions' availability and stumbling across the companions out and about on their own in the world e.g. finding Neve investigating an abduction case in Docktown.
tysm to @simpforsolas and their friend for kindly telling me about the article!!
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Article introduction segment:
"[anecdote about Edge] We were reminded of this minuscule episode in Edge's history during the creation of this issue's cover story, in which we discuss the inspiration behind Dragon Age: The Veilguard with its creators at BioWare. Notably, director John Epler remembers the studio experimenting with a number of approaches during the early phase of development before eventually locking in to what the game was supposed to be all along, above all else: 'a single-player, story-focused RPG'. As you'd expect from BioWare, though, that was really just a starting point, as we discovered on p54." BioWare draws back the Veil and ushers us into a new Dragon Age
"BEHIND THE CURTAIN BioWare's first true RPG in age age is as streamlined and pacey as a dragon in flight. By Jeremy Peel Game Dragon Age: The Veilguard Developer BioWare Publisher EA Format PC, PS5, Xbox Series Origin Canada Release Autumn
The Dragon Age universe wasn't born from a big bang or the palm of an ancient god. Instead, it was created to solve a problem. BioWare was tired of battling Hasbro during the making of Baldur's Gate and Neverwinter Nights, and wanted a Dungeons & Dragons-like setting of its own. A small team was instructed to invent a new fantasy world in which the studio could continue its groundbreaking work in the field of western RPGs, free of constraints.
Well, almost free. BioWare's leaders mandated that the makers of this new world stick to Eurocentric fantasy, and include a fireball spell - since studio co-founder Ray Muzyka had a weakness for offensive magic.
Beyond that, BioWare’s storytellers were empowered to infuse Dragon Age with their own voices and influences, leaning away from D&D’s alignment chart and towards a moral grayness that left fans of A Song Of Ice And Fire feeling warm and cozy.
In the two decades since, the world of Thedas – rather infamously and amusingly, a shortening of ‘the Dragon Age setting’ that stuck – has taken on a distinct flavor. It’s something director John Epler believes is rooted in characters.
“There’s definitely some standard fantasy stuff in Dragon Age, but everything in the world, every force, is because of someone,” he says. “The idea is that every group and faction needs to be represented by a person – someone you can relate to. Big political forces are fine as background, but they don’t provide you with those interesting story moments.”
Dragon Age: The Veilguard bears out that philosophy. The long-awaited sequel was first announced with the subtitle Dreadwolf, in reference to its antagonist, Solas – an ancient elf who once stripped his people of immortality as punishment for betraying one of their own. In doing so, Solas created the Veil, the thin barrier through which wizards pull spirits and demons invade the waking world. In other words, many of Dragon Age’s defining features, from its downtrodden elves to the uneasy relationship between mages and a fearful church, can be traced right back to one character’s decision.
“The world exists as it does because of Solas,” Epler says. “He shaped the world because of the kind of character he was. That’s, to me, what makes Dragon Age so interesting. Everything can tie back to a person who to some degree thought they were doing the right thing.”
Perhaps BioWare’s greatest achievement in slowburn character development, Solas is a former companion, an unexploded bomb who sat in the starting party of Dragon Age: Inquisition, introverted and useful enough to get by without suspicion. Yet by the time credits rolled around on the Trespasser DLC, players were left in no doubt as to the threat he presented.
Determined to reverse the damage he once caused, the Dreadwolf intends to pull down the Veil, destroying Thedas as we know it in the process. The next Dragon Age game was always intended to be his story.
“We set that up at the end of Trespasser,” Epler says. “There was no world where we were ever going to say, ‘And now let’s go to something completely different.’ We wanted to pay off that promise.”
Yet almost everything else about the fourth Dragon Age appears to have been in flux at one time. In 2019, reporter Jason Schreier revealed that an early version, starring a group of spies pulling off heists in the Tevinter Imperium, had been cancelled two years prior. Most of its staff were apparently moved onto BioWare’s struggling Anthem, while a tiny team rebooted Dragon Age from scratch. That new game was said to experiment with live-service components.
“We tried a bunch of different ideas early on,” Epler says. “But the form The Veilguard has taken is, in a lot of ways, the form that we were always pushing towards. We were just trying different ways to get there. There was that moment where we really settled on, ‘This is a singleplayer, story-focused RPG – and that’s all it needs to be’”.
Epler imagines a block of marble, from which BioWare was attempting to carve an elephant – a character- and story-driven game. “We were chipping away, and sometimes it looked more like an elephant and sometimes it didn’t”, he says. “And then we eventually realized: ‘Just make an elephant’. When we got to that, it almost just took shape by itself.”
2014’s Dragon Age: Inquisition was an open-world game commonly criticized for a slow-paced starting area which distracted players from the thrust of the plot. The Veilguard, in contrast, is mission-based, constructed with tighter, bespoke environments designed around its main story and cast. “We wanted to build a crafted, curated experience for the player,” Epler says. “Pacing is important to us, and making sure that the story stays front and center.”
Epler is very proud of Inquisition, the game on which he graduated from cinematic designer to a lead role (for its DLC). “But one of the things that we ran into on that project was an absentee antagonist,” he says. “Corypheus showed up and then disappeared. You spent ten hours in the Hinterland doing sidequests, and there wasn’t that sense of urgency.”
This time, The Veilguard team wants you to constantly feel the sword of Damocles dangling above your head as you play – a sense that the end of the world is coming if you don’t act. “There’s still exploration – there’s still the ability to go into some of these larger spaces and go off the beaten path to do sidequests,” Epler says. “But there’s always something in the story propelling you and the action forward, and allowing you to make decisions with these characters where the stakes feel a lot more immediate and present. And also, honestly, more real.”
No sooner have you finished character creation than Dragon Age: The Veilguard thrusts you into a choice. As your protagonist, Rook, steps into focus on the doorstep of the seediest bar in town, you decide whether to threaten the owner for information or make a deal. Brawl or no, you’ll walk out minutes later with a lead: the location of a private investigator named Neve Gallus, who can help you track down Solas.
You proceed into Minrathous, the largest city in Thedas and capital of the Tevinter Imperium – a region only alluded to in other Dragon Age games. It’s a place built on the backs of slaves and great mages, resulting in tiered palaces and floating spires – a kind of architecture unimaginable to those in the southern nations.
“When your Dragon Age: Inquisition companion Dorian joins you in Orlais, in one of the biggest cities in Thedas, he mentions that it’s quaint and cute compared to Minrathous,” Corinne Busche, game director on The Veilguard, says. “That one bit of dialogue was our guiding principle on how to realize this city. It is sprawling. It is lived-in. Sometimes it’s grimy, sometimes it’s bougie. But it is expansive.”
Immediately, you can see the impact of BioWare’s decision to tighten its focus. Around every other corner in Minrathous is an exquisitely framed view, a level of spectacle you would never see in Inquisition, where resources were spread much more thinly. “When you know that you’re gonna be heading down a canyon or into this plaza where the buildings open up, you have those perfect spots to put a nice big temple of Andraste or a mage tower,” art director Matthew Rhodes says. “You get those opportunities to really hit that hard.”
BioWare’s intention is to make strong visual statements that deliver on decades of worldbuilding. “People who have a history with Dragon Age have thought about what Minrathous might be like,” Rhodes says. “We can never compete with their imagination, but we can aim for it like we’re shooting for the Moon.”
The people of Tevinter use magic as it if were electricity, as evidenced by the glowing sigils that adorn the dark buildings – street signs evoking Osaka’s riverfront or the LA of Blade Runner. They’re just one of the tricks BioWare’s art team uses to invite you to stop and take in the scene. “A lot of what you start to notice when you’re the artist who’s been working on these big, beautiful vistas and neat murals on the walls is how few players look up,” Rhodes says. “We design props and architecture that help lead the eyes.”
For the really dedicated shoegazers, BioWare has invested in ray-traced reflections, so that the neon signage can be appreciated in the puddles. There are also metal grates through which you can see the storm drains below. “The idea behind that is purely just to remind the player often of how stacked the city is,” Rhodes says. “Wherever you’re standing, there’s guaranteed to be more below you and above you.”
One of BioWare’s core creative principles for The Veilguard is to create a world that’s actually worth saving – somewhere you can imagine wanting to stick around in, once the crises of the main quest are over. To that end, the team has looked to ground its outlandish environments with elements of mundanity.
“A guy’s normal everyday life walking down the streets of this city is more spectacular than what the queen of Orlais is seeing, at least in terms of sheer scale," Rhodes says. “One of the things we’ve tried to strike a balance with is that this is actually still a place where people have to go to the market and buy bread, raise their kids, and try to make it. It’s a grand and magical city, but how do you get your horses from one place to the next? Where do you load the barrels for the tavern? It’s really fun to think of those things simultaneously.”
Normal life in Minrathous is not yours to behold for long, however. Within a couple of minutes of your arrival, the very air is ripped open like cheap drapes, and flaming demons clatter through the merchant carts that line the city streets. A terrible magical ritual, through which Solas intends to stitch together a new reality, has begun.
“We wanted the prologue to feel like the finale of any other game we’ve done,” Busche explains. “Where it puts you right into this media-res attack on a city and gets you really invested in the action and the story right away. When I think back to Inquisition, how the sky was literally tearing open – the impact of this ritual really makes that look like a minor inconvenience.”
Our hero is confronted by a Pride demon, imposing and armored as in previous games, yet accented by exposed, bright lines that seem to burst from its ribcage. “They are a creature of raw negative emotion,” Busche says. “So we wanted to actually incorporate that into their visual design with this glowing nervous system.”
When a pack of smaller demons blocks Rook’s route to the plaza where Neve was last seen, battle breaks out, and The Veilguard’s greatest divergence from previous Dragon Age games becomes apparent. Our rogue protagonist flits between targets up close and evades individual sword swings with precision. In the chaos, he swaps back and forth between blades and a bow. He blends light and heavy attacks, and takes advantage of any gap in the melee to charge up even bigger blows.
“Responsiveness was our first-and-foremost goal with this baseline layer of the combat system,” Busche says. Unless you’re activating a high-risk, high-reward ability such as a charged attack, any action can be animation-cancelled, allowing you to abort a sword swing and dive away if an enemy lunges too close. “We very much wanted you to feel like you exist in this space, as you’re going through these really crafted, hand-touched worlds,” Busche says. “That you’re on the ground in control of every action, every block, every dodge.” Anyone who’s ever bounced off a Soulslike needn’t worry: The Veilguard’s highly customizable difficulty settings enable you to loosen up parry windows if they prove too demanding.
Gone is the overhead tactical camera which, for some players, was a crucial point of connection between Dragon Age and the Baldur’s Gate games that came before, tapping into a lineage of thoughtful, tabletop-inspired combat. Epler points out that the camera’s prior inclusion had an enormous impact on where the game’s battles took place. “We actually had a mandate on Inquisition, which was, ‘Don’t fight inside,’” he says. “The amount of extra work on getting that tactical camera to work in a lot of those internal environments, it was very challenging.”
Gone, too, is the ability to steer your comrades directly. “On the experiential side, we wanted you to feel like you are Rook – you’re in this world, you’re really focused on your actions,” Busche says. “We very much wanted the companions to feel like they, as fully realized characters, are in control of their own actions. They make their own decisions. You, as the leader of this crew, can influence and direct and command them, but they are their own people.”
It's an idea with merit, albeit one that could be read as spin. “It’s not lost on me,” Busche says. “I will admit that, on paper, if you just read that you have no ability to control your companions, it might feel like something was taken away. But in our testing and validating with players, what we find is they’re more engaged than ever.”
There may be a couple of reasons for that. One is that Dragon Age’s newly dynamic action leaves little room for seconds spent swapping between perspectives. “This is a much higher actions-per-minute game,” Busche says. “It is more technically demanding on the player. So when we tried allowing you full control of your companions as well, what we’ve found is it wasn’t actually adding to the experience. In fact, in some ways it was detrimental, given the demanding nature of just controlling your own character.”
Then there’s The Veilguard’s own tactical layer, as described by BioWare. Though the fighting might be faster and lower, like a mana-fuelled sports scar, the studio is keen to stress that the pause button remains as important to the action as ever. This is, according to Busche, where the RPG depth shines through, as you evaluate the targets you’re facing and take their buffs into account: “Matching elemental types against weaknesses and resistances is a big key to success in this game.”
You pick between rogue, warrior and mage – each role later splitting again into deeper specialisms – and draw from a class-specific resource during fights. A rogue relies on Momentum, which is built up by avoiding damage and being highly aggressive, whereas a warrior is rewarded for blocking, parrying, and mitigating damage.
Those resources are then used on the ability wheel, which pauses the game and allows you to consider your options. The bottom quadrant of the wheel belongs to your character, and is where three primary abilities will be housed. “Rook will also have access to runes, which function as an ability, and a special ultimate ability,” Busche says. “So you’re bringing five distinct abilities with you into combat.”
The sections to the left and right of the wheel, meanwhile, are dedicated to your companions. Busche points to Lace Harding, the returning rogue from Inquisition, who is currently frozen mid-jump. “She is her own realized individual in this game. She’s got her own behaviors: how she prioritizes targets, whether she gets up close and draws aggro or stays farther back at range. But you’ll be able to direct her in combat by activating her abilities from the wheel.”
These abilities are complemented by positional options at the top of the wheel, where you can instruct your companions to focus their efforts on specific targets, either together or individually. Doing so will activate the various buffs, debuffs and damage enhancements inherent in their weapons and gear. “So,” Busche explains, “as you progress through the first two hours of the game, this full ability wheel is completely populated with a variety of options and different tactics that you can then string together.”
BioWare has leaned into combos. You might tell one companion to unleash a gravity-well effect that gathers enemies together, then have another slow time. Finally, you could drop an AOE attack on your clustered and slowed opponents, dealing maximum damage. The interface will let you know when an opportunity to blend two companion abilities emerges – moments BioWare has dubbed ‘combo detonations’.
“I like to think about this strategic layer to combat as a huddle,” Busche says, “where you’re figuring out how you want to handle the situation, based on the information you have on the encounter, and how you and your companions synergize together.”
Deeper into the game, as encounters get more challenging, Epler says we’ll be spending a lot of time making “very specific and very focused tactical decisions”. The proof will be in eating the Fereldan fluffy mackerel pudding, of course, but Busche insists this shift to fast action isn’t a simplification. “What really makes the combat system and indeed the extension into the progression system work is that pause-and-play tactical element that we know our players expect.”
The autonomy of The Veilguard’s companions doesn’t end with combat. BioWare’s data shows that in previous games players tended to stick with the same two or three beloved comrades during a playthrough. This time, however, you’ll be forced to mix your squad up at regular intervals.
“We do expect that players will have favorites they typically want to adventure with,” Busche says, “but sometimes certain companions will be mandatory.” Others may not always be available – part of the studio’s effort to convince with three-dimensional characters. “They do have a life outside of Rook, the main character,” Busche says.
"They'll fall in love with people in this world. They’ve had past experiences they’ll share with you if you allow them in and get close to them.”
Being separated from your companions, rather than collecting them all in a kind of stasis at camp, allows you to stumble across them unexpectedly. Busche describes an instance in which, while exploring the Docktown section of Minrathous, you might bump into Neve as she investigates an abduction case. “If I go and interact with her, I can actually stop what I’m doing, pick up her arc and adventure with her throughout her part of the story,” Busche says. “What’s interesting is that all of the companion arcs do ultimately tie back to the themes of the main critical path, but they also have their own unique challenges and villains, and take place over the course of many different intimate moments.”
Some parts of a companion’s quest arc involve combat, while others don’t. Some are made up of large and meaningful missions – as lavish and involved as those along the critical path. “While they are optional, I would be hesitant to call them side content in this game,” Busche says. If you choose not to engage with some of these companion-centered events, they’ll resolve on their own. “And it might have interesting implications.”
The Veilguard promises plenty of change, then, even as it picks up the threads of fan-favorite characters and deepens them, honoring the decades of worldbuilding that came before it. This is perhaps the enduring and alluring paradox of Dragon Age: a beloved series which has never had a direct and immediate sequel, nor a recurring protagonist. Instead, it’s been reinvented with each new entry.
“It’s a mixed blessing to some degree,” Epler says. “The upside is always that it gives us more room to experiment and to try new things. There are parts of the series that are common to every game: it’s always an RPG, it’s always about characters, and we always want to have that strategic tactical combat where you’re forced to make challenging decisions. But at the end of the day, I think what makes Dragon Age Dragon Age is that each one feels a little bit different.”"
Q&A Matthew Rhodes Art director
Q. Early BioWare RPGs were literary, with the emotions and detail mostly happening in dialogue boxes. How have you seen the studio's approach to visual storytelling evolve? A. This has been my entire career. When I first showed up at BioWare, it was at the tail end of Jade Empire, and then I was working on Dragon Age: Origins and early Mass Effect. The games had taken that next step out of sprites and 2D models, and it was like: 'How do we say more? How do we communicate more clearly?' During those early days, a lot of games depended on words to fix everything for you. As long as your character was talking bombastically, you could lend them everything that they needed. But as time went on it also became a visual medium, and it's been this long journey of trying to establish art's seat at the table. I've worked with some great writers over the years, and art is also an essential part of the storytelling. From Dragon Age: Inquisition on, I've been trying to stress with my teams that we are a story department.
Q. Is part of that also letting writers know that your storytelling assistance is available, to help them show rather than tell? A. On The Veilguard, that principle has been operating the best I've seen it. Where you would need a paragraph of dialogue in one of those exposition moments where a character just talks to you, we could sell that with a broken statue or a skeleton overgrown with vines. We've had more opportunities to do that on The Veilguard than most of the projects I've ever worked on combined.
To a hammer, every problem looks like a nail, and so in every department, writing will try to solve it with more words, and art will try to solve it with more art. I've bumped up against moments where it's like, 'As much as we could keep hammering on this design, I think this is actually an audio solution.' And then you take it to audio, and you don't get that overcooked feeling where each team is just trying to solve it in their silo. It's a really creatively charged kind of environment.
[main body of article ends here]
Additional from throughout the article --
Image caption: “Spotlights shine down from the city guards’ base as they pursue you through the streets of Minrathous.”
Image caption: “While most of your companions can be sorted into comfortingly familiar RPG classes, The Veilguard introduces two new varieties: a Veil Jumper and a private investigator.”"
Image caption [on this Solas ritual concept art specifically]: “The name previously given to the game – Dreadwolf – was a direct reference to Solas. Your former companion, now on his own destructive mission, still features, despite the name change.”
Text in a side box:
"RATIONAL ANTHEM The hard lesson BioWare drew from Anthem was to play to its strengths. “We’re a studio that has always been built around digging deep on storytelling and roleplaying,” Epler says. “I’m proud of a lot of things on Anthem – I was on that project for a year and a half. But at the end of the day we were building a game focused on something we were not necessarily as proficient at. For me and for the team, the biggest lesson was to know what you’re good at and then double down on it. Don’t spread yourselves too thin. Don’t try to do a bunch of different things you don’t have the expertise to do. A lot of the people on this team came here to build a story-focused, singleplayer RPG."
Image caption: “In combat you no longer control your companions directly – this is a faster-paced form of fighting – but you are able to direct them in combat, and can even blend their abilities in ‘combo detonations’.”
Image caption: “You’ll be exploring new regions across Tevinter and beyond – Rivain is a certainty, and that’s only accessible via Antiva travelling overland.”
Image caption: “There are three specializations per character class; on the way to unlocking them you’ll acquire a range of abilities.”
Text in a side box:
"MEET YOUR MAKER “Full disclosure: Dragon Age has traditionally not done skin tones well, especially for people of color,” Busche says. “We wanted to do a make-good here.” In The Veilguard’s character creator, you can adjust the amount of melanin that comes through in the skin, as well as test various lighting scenarios to ensure your protagonist looks exactly as you intend in cutscenes. “Speaking of our first creative principle – be who you want to be – we really feel these are the kinds of features that unlock that for our players,” Busche says. “We want everyone to be able to see themselves in this game.” For the first time in the series, your body type is fully customizable too, with animations, armor and even romantic scenes reflecting your choices."
Image caption: “Your companions are a mix of old and new – Lace Harding is a familiar face. Veil Jumper Bellara is new, with a new occupation, while Davrin is a new face with a familiar profession – he’s a Warden.”
Image caption: "Arlathan Forest is home to the ruined city of the elves, now a place of wild magic, Veil Jumpers and (allegedly) spirits".
Image caption: "Bellara is driven by a desire to learn more about the elves, rediscovering the shattered history and magic of her people."
[source: Edge – The Future of Interactive Entertainment magazine, issue #401 (October 2024 issue) - it can be purchased online at [this link].]
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galaxyhanart · 6 months ago
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JAY NINJAGO LIVING RENT FREE IN MY SKULL FOREVER
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nikinikori · 2 months ago
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PLANET OF THE APES
Ape & Human + Relationship Aspects
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thetrashthatsmilesback · 1 year ago
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The common argument is that Anakin is mad that he got hurt, but the deception arc actually was more malicious than is often discussed.
This is the script of the episode from the website subs as scripts. Explicitly, Anakin's reaction to Obi-wan's death was used to sell the deceit. That goes further than just doing what must be done. In context, the Jedi know that Anakin is attached, and have decided to exploit that attachment. Whatever one's opinion on the attachment situation, that is why the deception arc was done the way it was - to exploit Anakin's attachment.
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I have seen people discuss why using obi-wan makes no sense when characters such as Quinlan exist and specialize in special ops, but I'm going to give the show the benefit of the doubt that there were probably some copyright issues with attempting to use Quinlan for this arc. Unfortunately, the show would have been beholden to any outsourcing contracts and their limitations for EU characters. For this reason, I won't go into why I think Obi-wan wasn't the best choice of character for this arc from a logical standpoint. It's a point I see brought up a lot, and it is fair that the choice to use obi-wan specifically is a bit confusing in universe, but I realize that the show had limitations legally that they had to work around. That's not an issue.
What I do find to be an issue is that the deception arc plays into a wider pattern that appears as if the Jedi are punishing Anakin for his attachments. I don't mean that they are angry he is breaking the code, that is fine. They have a code for their religious order, as a member he is expected to follow it. Rather, I mean the way they go about attempting to help him with his problem with attachments appears to almost always come in traumatic ways which come across as punishment.
With this, we come to Ahsoka. The decision to make Ahsoka Anakin's Padawan was to help him overcome his tendency to form attachments. In theory this could make sense - have him raise a child and then learn to let her go upon her knighting. It is said that Padawans teach their masters just as much as the other way around. Under normal circumstances, this is fine and could be a way to teach him healthy ways of letting go.
Unfortunately, the clone wars were never going to facilitate natural process ending with Ahsoka's knighting. While others might learn healthy ways of letting go upon their padawan's knighting, as a general on the front lines it was always more likely that Anakin's Padawan would be separated from him through more extreme circumstances. Most probably through death. Sending a 14 year old girl to the front lines of a war is, in any universe, incredibly irresponsible - doing so with the express intention that it would teach her primary caretaker to let go displays that one is aware of the danger she was facing. There is no way to read this other than the council hoping that danger coming to Ahsoka would lead to Anakin detaching from her. Her assignment to him reads as punishment for his tendency to form close attachments which affect his thinking and actions.
This is a screenshot which proves Ahsoka was assigned to Anakin with the intention that he would learn to let go from starwars.com.
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This, particularly, is where many people get hung up about the deception arc. It is the question of if the ends justified the means - in this case was the use of someone else's emotional attachment justifiable. For this, a brief discussion of the psychology is important.
I'm going to draw from multiple sources, the first of which being sudden.org. You can read the article I am referencing here x.
There are three main factors regarding how heavily witnessing a death will affect a person:
Whether they knew the person intimately.
If they were also injured or at risk of injury at the time of witnessing the death.
Whether or not they were unconscious at the time of the death
If the person who witnesses the death is close to the person, was at risk of injury themselves, and were conscious for the time of the death, then it increases the likelihood of PTSD symptoms developing. Anakin and Ahsoka both fit all three of these criteria.
The likelihood of witnessing a death affecting someone strongly is increased by the following factors:
If there have been long term stressors leading up to witnessing the death
If someone has a strong support system after witnessing the death
Factors which crop up after the death such as bereavement, a perceived lack of justice, personal injury, the scale of the event, litigation, etc.
Once again, we see that Anakin and Ahsoka both fit into several of these factors. They are active participants of the war, often on the war front and deployed. Their support system is lessened due to the stressors of the war. There aren't many other Jedi around as they are all on the war front, meaning their primary support systems are each other. The plan hinged on Obi-wan escaping with the other conspirators, meaning a sense of lacking justice is also present.
These factors alone mean that the plan was likely to cause personal psychological damage to both Anakin and Ahsoka, who, again, were chosen to witness Obi-wan's death because their reactions, especially Anakin's reaction, would sell the ploy.
The next source is about the affects of witnessing a death on the brain. This is primarily in concern of Ahsoka, who at this point would have been about 15. It reporting on a long term study discussing the effects of witnessing a parental figure's death on a child x.
Following children ages 7-17 who have lost a parent and comparing them to children of the same age who did not, those who had lost a parent, even when accounting for outside mental health issues in the children or parents, showed higher rates of PTSD and depression. They also showed academic difficulties, emotional control difficulties, and difficulties in natural development.
Ahsoka's age puts her right at the prime age for these disturbances, and since in the show Obi-wan acts as a fatherly figure towards her, she fits the demographic of the study.
So the means were emotionally traumatizing a young adult and a teenager, possibly to the detriment of their future neurological and psychological development.
The ends however, also need discussion. Because the plan didn't actually work. Dooku figured out that Rako Hardeen was a spy before they even made it to the final show down - many argue he figured it out in the episode The Box. The plan of having Anakin's reaction sell Obi-wans death was unsuccessful by the time the plot to kidnap the chancellor was engaged. Further, the Jedi still almost didn't succeed. The chancellor was still almost taken later that night.
While military plans can fail, the context that this one almost did several times does affect the argument of if it was all worth it. I think it's fair for people to point out that the plan very nearly wasn't worth it, and possibly wasn't worth it to begin with.
Maybe Anakin is just mad he was affected by the plan, but in context the plan was emotionally disruptive to himself and Ahsoka, and in the broader context could be viewed as a vindictive way of teaching Anakin a lesson about attachment which could be taught in less traumatic ways. Trauma tends to cause more unstable attachment, not less, meaning this event could have, and did have, the opposite effect of what was intended. I don't particularly care if Obi-Wan should have apologized or not, but leaving Anakin out of this plan was not simply military necessity. Obi-wan was the general Anakin worked most closely with, if anything it weakens both the 501st and 212th to have obi-wan die - in the books it is explained that the 501st is taken from the 212th when Anakin is knighted. This plan has wider military implications than just Anakin's bereavement that are difficult to parse in any way that makes sense. Anakin might have been upset because he was personally wronged, but the withholding of information that from a military standpoint could affect his own command of his troops and strategy is also dangerous, wreckless, and the affects are left largely unexplored by the show and spinoff comics.
Rako Hardeen You know, one of the worst parts of that arc is that Obi-Wan never actually apologized to Anakin. All he did say was, "I know I did some questionable things BUT, I did what I had to do. I hope you can understand that." That's not enough, especially if he thought that that was okay on ANY level.
could anakin maybe be considered selfish in this moment, valuing his feelings and interpersonal relationships over his obligations to society at large? what if duty to the republic is difficult and requires sacrifices that anakin is simply unable and unwilling to make? have you considered that the tv show is trying to show a fracture point in their relationship that will be exacerbated until they fall apart in revenge of the sith because of opposing ideologies, anakin to his selfish, greedy, possessive clinging on, and obi-wan to subordinating his feelings to do what he must, as best he can?
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ruubesz-draws · 4 months ago
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Minus One meets Emi
Emi is fine... just shooked
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gffa · 4 months ago
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I'm about a fifth of the way through Star Wars: The Rise and Fall of the Galactic Empire and I am chewing so hard on this book. It's my favorite genre of "fictional history told through an in-universe lens" (sort of along the lines of the Propaganda book or the Scum & Villainy book) and so far it is working so hard to pull everything together and put it into one coherent narrative and doing a surprisingly good job of it so far. There's so much going on that all has to be woven together--not just the events of any given novel/comic/game/show, but the unreliable nature of Star Wars as a universe, that the Empire didn't just erase knowledge of the Jedi, they were erasing anything they didn't want people to know about, so how can you parse out the truth of things? You can't, not fully, but you can make your best guesses, based on the evidence you do manage to dig up. It starts off by looking at Palpatine as a man (and has a really great take on him that I feel fits with what it means to be a dark sider, where you can see the cackling villain that Ian McDiarmid clearly had a blast with, but also the dissatisfaction and desperate dark hunger for something more and how he seemed to have a surprisingly thin skin on certain things, like you see how this guy was a brilliant villain, but also how he was not living a satisfying, happy life), as well as an Emperor, it theorizes about how he wanted to rule the galaxy and yet seemed completely uninterested in actually ruling it, and tied it together really well with the sequels. I'm now getting into the minutiae of how the various Moffs and Admirals and Governors ran the Empire, how it was set up to make them compete against each other, and showing how it sucked even good people in (by forcing them into impossible to choose circumstances, so that they would be complicit in the actions of the Empire) and I continue to want to chew on every single page of it. It's written by a historian--and you can tell, there's so much affection for the process of trying to understand the shape of the history of the galaxy--and really shows Star Wars as one big continuous narrative, from the prequels to the originals and to the sequels, and does some deep fucking diving, like I recognized characters from the Titans Rebels comics even! Like, goddamn, Dr. Kempshall, did you actually read all of this stuff or did you lean hard on the story group? Because, either way, this book is trying to pull in absolutely everything of the story of how the Empire rose, how it operated, and how it fell, and why that's important as a story.
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