#solas will be the death of me
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banal-nadas · 5 months ago
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Imagine he’s an advisor and in the cutscene where Lavellan is introduced everyone turns around, his eyes go wide when he sees her, and the first thing out of his mouth is “Vhenan…”
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transparenthologramrebel · 5 months ago
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felassan · 5 months ago
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Dragon Age: The Veilguard info compilation Post 1
Post is under a cut due to length.
There is a lot of information coming out right now about DA:TV from many different sources. This post is just an effort to compile as much as I can in one place, in case that helps anyone. Sources for where the information came from have been included. Where I am linking to a social media user's post, the person is either a dev, a Dragon Age community council member or other person who has had a sneak peek at and played the game. nb, this post is more of a 'info that came out in snippets from articles and social media posts' collection rather than a 'regurgitating the information on the official website or writing out what happened in the trailer/gameplay reveal' post. The post is broken down into headings on various topics. A few points are repeated under multiple headings where relevant. Where I am speculating without a source, I have clearly demarcated this. if you notice any mistakes in this post, please tell me.
as this post hit a kind of character limit, there will probably be at least 1 more post. :)
Character Creation
CC is vast [source] and immensely detailed [source]
We will enter CC straight after Varric's opening narration [source]
You are given 5 categories to work your way through in CC: Lineage, Appearance, Class, Faction, Playstyle. Each of these has a range of subcategories within them. There are 8 subcategories within the "head" subcategory" in "Appearance" alone [source]
Lineage dictates things like race (i.e. human, elf, dwarf, qunari) and backstory [source]
Backstories include things like factions. Factions offer 3 distinct buffs each [source]
There are dozens and dozens of hairstyles [source]
There are separate options for binary and non-binary pronouns and gender [source]
"BioWare's work behind the scenes, meanwhile, goes as deep as not only skin tones but skin undertones, melanin levels, and the way skin reacts differently to light" [source]
CC has a range of lighting options within it so that you can check how the character looks in them [source]
There are a range of full-body customization options such as a triangular slider between body types and individual settings down to everything from shoulder width to glute volume [source]. There are "all the sliders [we] could possibly want". The body morpher option allows us to choose different body sizes [source]
All body options are non-gendered [source]
They/them pronouns are an option [source]
Rook can be played as non-binary [source]
Individual strands of hair were rendered separately and react remarkably to in-game physics [source]
Special, focused attention was paid to ensuring that hairstyles "come across as well-representative, that everyone can see hairstyles that feel authentic to them, even the way they render" [source]
The game uses strand hair technology borrowed in part from the EA Sports games. The hair is "fully-controlled by physics," so it "looks even better in motion than it does here in a standstill" [source]
The ability to import our choices from previous games is fully integrated into CC. This will take the form of tarot cards - "you can go into your past adventures" and this mechanic tells you what the context was and what decision you want to make [source]
In CC we will also be able to customize/remake our Inquisitor [source]
A core tenet of the game is "be who you want to be" [source]
There are presets for all 4 of the game's races (human, elf, dwarf, qunari), in case detailed CCs overwhelm you [source]
Story
The story is set 9 years since Inquisition [source]
The Inquisitor will appear [source]
Other characters refer to the PC as Rook [source]. This article says they are "the Rook" [source]
The ability to import our choices from previous games is fully integrated into CC. This will take the form of tarot cards - "you can go into your past adventures" and this mechanic tells you what the context was and what decision you want to make [source]
The prologue is quite lengthy. A narrated intro from Varric lays the groundwork with some lore and explains about Solas [source]. In this Varric-narrated opening section, the dwarf recaps the events of previous games and explains the motivations of Solas [source] (Fel note/speculation: this sounds like this cinematic that we saw on DA Day 2023)
What happens first off is that Rook, who is working with Varric, is interrogating a bartender about the whereabouts of a contact in Minrathous who can help them stop Solas. The bartender does not play nice and we are presented with our first choice: talk the bartender down or intimidate them aggressively [source]
The first hour of the game is "a luxurious nighttime romp through a crumbling city under a mix of twinkling starlight and lavish midnight blue" (Minrathous) [source]. The game begins with a tavern brawl (depending on dialogue options) and a stroll through Minrathous in search of Neve Gallus, who has a lead on Solas [source]. Minrathous then comes under attack [source] by demons [source] (Fel note/speculation: it sounds like the demo the press played is what we saw in the Gameplay Reveal). Off in the distance is a vibrant, colorful storm where Solas is performing his ritual. [source] Eventually we come upon Harding. [source] and Neve. Rook and co enter a crumbling castle, where ancient elf secrets pop up, "seemingly just for the lore nerds". [source] Then we teleport to Arlathan Forest, have a mini boss fight with a Pride Demon, and there is the climactic confrontation with Solas. After a closing sequence, at this point it is the end of the game's opening mission. [source] (Fel note/speculation: So the Gameplay Reveal showed the game's opening mission)
The action in the story's opening parts starts off quite quick from the sounds of things: the devs wanted to get the player right in to the story. because, “Especially with an RPG where they can be quite lore-heavy, a lot of exposition at the front and remembering proper nouns, it can be very overwhelming.” [source]
BioWare wanted to make the beginning of Dragon Age: The Veilguard feel like the finale of one of their other games [source]
Rook's Faction will be referenced in dialogue [source]
Minrathous is beautiful, with giant statues, floating palaces, orange lantern glow and magical runes which glow green neon. These act "like electricity" as occasional signs above pubs and stores [source]
The story has a lot of darkness tonally. These dark parts of the game contain the biggest spoilers [source]. However, the team really wanted to build in contrast between the dark and light moments in the game, as if everything is dark, nothing really feels dark [source]
Our hub (like the Normandy in ME or Skyhold in DA:I) is a place called The Lighthouse [source] (Fel note/speculation: I guess this screenshot shows the crew in The Lighthouse? ^^)
Each companion has a very complex backstory, their own problems, and deep motivations. These play out through well-fleshed out character arcs and missions that are unique to them but which are ultimately tied into the larger story [source]
We will make consequential decisions for each character, sometimes affecting who they are in heart-wrenching ways and other times joyously [source]
Decisions from previous DA games will be able to be carried over, it will just work a bit differently this time [source]. The game will not read our previous saves. For stuff pertaining to previous games/choices, players will not have to link their accounts [source]
Characters, companions, romance
Varric is a major character [source]
Every companion is romanceable [source]
BioWare tried to make each character's friendship just as meaningful, regardless of romance [source]
If you don't romance a character, they may end up romancing each other [source]
There will be some great cameos [source]. Some previous characters are woven into the game [source]
Companion sidequests/optional content relating to companions is highly curated when it involves their motivations and experiences [source]
We could permanently lose some companions depending on our choices [source]
Our choices can influence if characters get injured and what they think about us [source]
The bonds Rook forges with companions determine how party members grow and what abilities become available [source]
Each companion has a very complex backstory, their own problems, and deep motivations. These play out through well-fleshed out character arcs and missions that are unique to them but which are ultimately tied into the larger story [source]
We will make consequential decisions for each character, sometimes affecting who they are in heart-wrenching ways and other times joyously [source]
Gameplay, presentation, performance etc
Each class (warrior, rogue, mage) has 3 specializations. The ones for Rogue are duelist, saboteur and Veil ranger [source]. (Fel note/speculation: Veil ranger reminds me of Bellara. Maybe this is her 'spec' too?)
Duelist gameplay involves a sharp combination of dashes, parries, leaps, rapid slashes and combos [source]
Faction-related buffs include being able to hold an extra potion or do extra damage against certain enemies [source]
Individual strands of hair were rendered separately and react remarkably to in-game physics [source]
Playstyle settings include custom, distinct difficulty settings for options as granular as parry windows, meaning "players who might fancy that playstyle but typically struggle with the finer points of combat can give it a go" [source]
Combat mechanics is a mix of real-time action and pause and play. Pausing brings up a radial menu split into 3 sections: companions to the left and right, Rook's skills at the bottom, and a targeting system at the top which helps get in focus on certain enemies. [source]. In the pause system you can queue up your whole party's attacks [source]
Tapping or holding the shoulder button pauses the game, allowing us to stop the action and issue orders to companions [source]
There is a system of specific enemy resistances and weaknesses [source]. Weaknesses and resistances plays a big role in combat and abilities are designed to exploit these accordingly [source]. An example is that "one character might be able to plant a weakening debuff on an enemy, and another enemy might be able to detonate them" [source]
There is a vast skill tree of unlockable options [source]
You can set up specific companions with certain kits, e.g. to tackle specific enemy types, to being more of a support, or as flexible all-rounders [source]
Healing magic returns [source]
Abilities can change together with elaborate results, e.g. one companion using a gravity well attack that sucked enemies together, another using a slowing move to keep them in place, and Rook using a big AOE to catch them all at once [source]
A shortcut system lets you map a few abilities to a smaller pinned menu at the bottom of the screen [source]
There are class-specific resource systems. For example, Rogue has "momentum", which builds up as Rook lands consecutive hits [source]
Each class will always have a ranged option [source]
Rogue Rook can do a sort of 'hip fire' option with a bow, letting you pop off arrows from the waist [source]
Warriors can throw their shield at enemies, and can build an entire playstyle around that using the skill tree [source]
There is light platforming gameplay [source]
The game runs on the latest iteration of the Frostbite engine [source]
The game targets 60 fps
On consoles it will feature performance and quality modes so we can choose our preferred visual fidelity [source]
The game is mission based [source]. Some levels that we go to do open up, some with more exploration than others. "Alternate branching paths, mysteries, secrets, optional content you're going to find and solve." [source]
Everything is hand-touched, hand-crafted and highly curated [source]
Some sidequests and optional content is highly curated, especially when it involves the motivations and experiences of the companions. In others we may be investigating for example a missing family, with an entire open bog environment to search for clues and a way to solve the disappearance [source]
Gameplay, presentation, performance etc continued, after the above bullet list hit a character limit
There is sophisticated animation cancelling and branching. Gameplay is action-like, and the design centers around dodging, countering, and using risk-reward charge attacks designed to break enemy armor layers [source]
The dialogue wheel returns [source]. It gives truncated summaries of the dialogue options rather than the full line that the character is going to say [source]
The bonds Rook forges with companions determine how party members grow and what abilities become available [source]
For stuff pertaining to previous games/choices, players will not have to link their accounts [source]
We can play the game fully offline [source]
There are no microtransactions [source]
The game itself is not as cell-shaded in look as the first trailer looked [source]
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hejee · 1 year ago
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stop staring and help him 😭
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dragon--sage · 3 months ago
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to all the people complaining about solas, solavellan, solas fans, etc, please know your ire only fuels me ❤️
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robotslenderman · 5 months ago
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Sudden thought: If Solas is playing an advisory role (as opposed to losing his shit at Rook for fucking shit up so epicly and having a tantrum) then he's basically going from being in a position of Pride to being in a position of Wisdom.
If Solas really is a spirit like Cole then that has interesting implications.
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greypetrel · 9 days ago
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Death Becomes Them 💅
Happy Halloween! I wanted to make something for my favourite holiday, and here you go! It can double as new game celebration post, since it's them. uwu
I also wrote a chapter here, featuring some Cullavellan, Dorian third-wheeling, and Felassan hopefully living to see one day more.
(thank you @shivunin @dungeons-and-dragon-age and @ndostairlyrium for the ideas and moral support. And @raflesia65 right back at you!)
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pinacoladamatata · 4 months ago
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Man like. I really hope the theories about 'redeeming Solas' ending being to die/mirror his friend wisdom where he dies but will eventually get respawned as a 'new' him, aren't true. Because ngl that's. A very unappealing ending imo. Like that isn't worth the 10 year wait at all.
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americankimchi · 5 months ago
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im still SO annoyed that we couldn't kill off our inquisitors at the end of trespasser. it would've been the perfect tragic end to my trevelyan's story. i mean i could always ignore canon and just have it so that he DID die at the end of trespasser but augh. AUGH. i feel like i was CHEATED.
origins would never and has never treated me like this. killing off your main character was baked into the story. you had to go through HOOPS to avoid that fate. shaking dav LET ME KILL OFF MY MAIN CHARACTERS. ADD PERMADEATH. PUT YOUR WHOLE CHEST INTO OUR ACTIONS HAVING CONSEQUENCES. IF I'M NOT AT RISK OF LOSING A COMPANION OR EVEN BETTER MYSELF AT THE END OF THE GAME THEN WHERE ARE THE STAKES!!!
dragon age inquisition did it... questionably with the fade quest but at least they DID IT. at least it's IN THERE. dav please im begging u....... give me the option for a PC permadeath at the end of the game........
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flattery-suplex · 5 months ago
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Okay but can we talk about the fact that in the game play trailer Solas destroyed Bianca rather than actually hurt Varric?
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lavellane · 4 months ago
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im a eurydice = solas truther btw and ill die for my beliefs
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be so serious........ and lavellan as orpheus......
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#I NEED TO BE LOBOTOMIZED. TRULY.#i dont even know where to start i feel like i cant even post abt this bc theres no way all my thoughts can fit coherently lol#like the 2nd act/hadestown soul-selling business is just solas committing to his goals....#who would win eurydice/solas ''i walk the dinan'shiral - there is only death on this journey'' or orpheus/lavellan walking it anyway lol#to find them and bring them home again#also if the solas-is-a-spirit-that-mythal-bound theory turns out true then the hades = mythal parallels well. they are parelleling <3#''And the choice is yours / if you're willing to choose / Seeing as you've got nothing to lose / And I could use a canary'' HELLO????#ik the other popular interpretation is solas as orpheus but idk solas/eurydice just makes me crazy . it works so well#like theres that one interaction thats like#eurydice: “i havent seen a spring or fall since.... i cant recall”#orpheus "thats what im working on / a song to fix what's wrong / take whats broken#make it whole / a song so beautiful / it brings the world back into tune''#and thats very solas coded. BUT its also such a good parellel to high approval lavellan's fixing the world thru the inquisition/anchor#and thru their kindness and curiosity and all the things he thought were lost in arlathan. the things that make him think maybe shes Real#and it could all be real and worthwhile.#solas recognising the depth and personhood of lavellan thru their [from his pov endearingly naive] actions and spirit#''i havent seen a spring or fall since...i cant recall'' / ''you show a wisdom i have not seen since.... since my deepest journeys into the#ancient memories of the fade'' what if i lost my entire goddamn mind. what if i just completely lost it lol#ok im done im so sorry i feel like harrassing every single person ive ever met with this information like idek what to do with myself lol
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banal-nadas · 5 months ago
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I am unwell
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autisticcole · 4 months ago
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Heheheheheho I have gotten some of the Dragon Age books (🏴‍☠️) and this is gonna really let me dig into some stuff, especially my favorite guy Cole, cause now I can read his OG appearance, I want to see how much stuff Cole says, especially during his quest actually makes sense, and how much is in-universe "both sides are right"ing about not listening to what Cole wants to do.
I am mainly talking about Spirit!Cole thanking Inky for not making him change... Despite the fact that thoughout Cole's quest Solas ignores what Cole wants (Like being binded) & wants to do (Kill the guy who beat beyond beating a 12 (at most) year old (most likely, it isn't outright stated (to my memory) the Templar who fucked up the paperwork was also one of the ones who physically abused him, but I feel it's a pretty safe assumption) & got that child killed due to neglect & faced no consequences) but ultimately the choice that causes Cole to thank the player for not changing him is the one where you listen to Solas over Cole (Or well Varric, who also doesn't let Cole do what he wants but is closer to what Cole would have done if he had went alone for the confrontation) & in this route I would say Cole's character changes a lot more, especially as he forgets the original Cole, which... Rubs me wrong, but I'll save my more detailed thoughts for 1. After I fully read Asunder & 2. Either a full Cole analysis or a detailed post about my thoughts on his quest & routes (& maybe how I'd rewrite them, as a Autistic person & a ally to the aroace community)
Anyways my point is that I want to see how true it is characters rejected or wanted to change Cole, I want to see what leads him to feel that having two men argue & tell him who he is supposed to be & do only to have a third person decide out of those two's options for what he should do is remotely a situation where he's been accepted.
#talk tag#my meta#cole meta#da cole#dai cole#dragon age cole#anti Solas#anti varric#just a lil like I love them but also holy hell you can tell they are in a sense in Cole's quest meant to#repesent ''parents who *have to deal with* Autistic children & make their choices for them#which ultimately comes down to how Cole is infantlized despite being around the same age as the intended age for the HoF during DAO#but since he's a Autistic-coded man he is treated by the narrative & thusly by characters like he is far younger & can't make his own choice#& only by losing parts of that coding is he treated a little more like a adult either losing touches of ''humanity''#or having to start having relationships like how a allo nurotypcial would#anyways I am curious if the book has some of these issues or if it is mainly a DAI thing since tbh it has a Ableism issue#I do know that Cole in the book is allowed to be a lot more threatening which I am excited to see for myself#let him be fucked up he is a spooky ghost serial killer with messy morals & messed up ideas on how to help#also I should make my meta/thoery/hc about how the spirit vs demon dycomity is BS & is more based on if#a spirit fights back/has desires that aren't convinent for the mortals around it#''oh it isn't a sprit of justice who wants me dead for killing those mages... it's a demon of vengeance yeah''#''this spirit wants things & isn't just doing what I tell it to... Demon of desire''#anyways thoughts for a different day when I have done more research but it ties into Cole#because how actually different is it to mercy kill mages in hopes of being seen vs kill countless people some of whom are very much-#just acting with survival or protection of their people#in like the grand scheme of the system that decides when something is a spirit & it's a demon#why is it fine for Cole to kill to end others pain but if he does it for himself he is a Demon?#anyways ty for reading#child abuse#child death
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iniziare · 5 months ago
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Inquisitor: The Evanuris were elven mages? How did they come to be remembered as gods? Solas: Slowly. It started with a war. War breeds fear. Fear breeds a desire for simplicity. Good and evil. Right and wrong. Chains of command. After the war ended, generals became respected elders, then kings, and finally gods. The Evanuris. Inquisitor: You said that the elven gods went too far. What did they do that made you move against them? Solas: They killed Mythal. (Chuckles.) A crime for which an eternity of torment is the only fitting punishment. Inquisitor: I thought Mythal was one of the Evanuris? Solas: She was the best of them. She cared for her people. She protected them. She was a voice of reason. And in their lust for power, they killed her.
You know, sometimes I wonder about him in regards to Mythal. Not only over how intensely he struck down those who slayed her (and the severe repercussions thereof, even if he didn't realize they'd occur as they did), but the sheer conviction he holds in regards to the future. He banished the Evanuris, and in doing so, single-handedly brought devastation to his people, and Mythal's, leaving their descendants scarred and 'weak', shadows of their former selves. But it's the 'and Mythal's' that gets me. He 'avenged' her and in turn, became the 'undoing' of the elven civilization she'd loved and protected above all?
Inquisitor: That's the past. What about the future? Solas: (...) My people fell for what I did to strike the Evanuris down, but still some hope remains for restoration. I will save the Elven people, even if it means this world must die.
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usagimen · 3 months ago
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I'm like a sleeper agent you say dragon age && something primal awakens
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midnightwind · 4 days ago
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why is everyone so pissy at me after the Fade!! the Inquisitor just physically fought through hell and all I hear is whining afterwards
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