#the crow ;; specific lore
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Every time I think about Lords of Fortune and their cultural sensitivity I have to go 'Don't think about it' like that Portal 2 scene, because I get too invested trying to understand the logic behind it and eventually short circuit.
#like what do you mean you don't steal 'cultural artifacts'? what DO you steal then?#coins? but if they are from old ruins they can be considered an artifact too#do you know how much historical shit we got from coins and what was engraved on them?#do they just hand a couple of coins to the local museum and sell the rest lmao?#jewelry? again it can be considered an artifact if it's old enough#but would people even pay that much for dusty ass jewelry if it was just a generic one with no cultural background or magic in it?#just some loose gems and solid bars of gold? is it even treasure hunting at this point?#like sure you can probably find some scrap or random gold you can sell in ruins but I don't think people usually commission others to do so#my point is what is a non-cultural artifact???#don't get me wrong I can stretch a lot to fit the new lore (you see me do it with crows) but I just can't wrap my head around it#I do like the interpretation of it's just Isabela checking for specifically qunari relics because she's like#'never going through that shit again' but I don't think that's the intended scenario lol#dragon age the veilguard critical#veilguard critical#lords of fortune critical
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" hey. hey, hi wine, uhm. what were you— what were the plans for tonight again,? I. I might not be able to swing it .. again. uhm.. " zyrtec fidgeted, phone held tightly in hand.
” oh, uh, me and lu were just gonna watch a movie and make some snacks after i got off uh. work early. that's pretty much it. it's alright if you can't. genuinely. „ victorious replied, mindlessly kicking at the rocks and dirt of the roof top he was standing on, clad in his black and purple vigilante suit with his cellphone to his ear.
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From tailor and Mourn Watcher to saving the world
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#i need to adjust his backstory to fit more into the canon lore#it's not gonna be 100% in line but i'll fit things in how i see fit#tailor and mourn watcher in nevarra then moving to do mourn watcher things in tevinter (somehow) bc of his late magister husband#he means. so much to me you don't understand i could talk about him forever#the aesthetic pics could be better but i didn't feel like opening the game and taking pics#also i stand by that that specific crow appearance looks best on not skinny characters#wish i could give him some facial hair. but alas#dragon age#dragon age the veilguard#dragon age veilguard#oc shit
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I really do need to buy the Origins and Veilguard art books because I'm just making shit up about the Crow Houses again
#trying to explain the Houses like#some have a specialty but that doesn't matter to the individual assassin#like you go to X House for Y service but you can still generally get that service from any House#just depends if you want someone Known for that thing#and it feels weird and convoluted in the grand scheme#but I highly doubt the Crow Houses were properly fleshed out and developed outside of the 3 Talon Houses we have in DAV#like idk if Arainai was known for honeypotting or not because the only reference I have for it is Zevran#and I think he was just Like That lmao#we really only see like what 2-3 Crows from each House specifically?#it's not a good spread to understand the whole system#and I know from Eight Little Talons the Houses were more known for /how/ they made their fortune#and then specific styles of the Talons (specifically Teia and Viago)#once more rattling the bars of my cage for established Crow Lore that likely just doesn't exist#where does it go from general Crow skills into actual specialty y'know#DAV Posting
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it’s a little silly that bioware designated surnames by faction instead of lineage?
#like sure it fits the countries the factions are from but it means you’re kind of put in a box for oc brainstorming#plenty of these surnames would not fit a qunari rook or a dwarven rook unless you bend around it and find some way to make it work#it’s sort of like how for an elf rook they have them know juuuust enough about dalish culture that you could pretend they’re dalish#while also making rook seem clueless about enough that they could be a city elf#and so it’s unsatisfying no matter how you play it. unless you specifically want an elf rook with partial dalish roots who’s disconnected#from them?? but again. very specific.#making the whole experience feel cheap#i think for one of the factions you’re adopted? which is a decent workaround#and crow rook works okay because crows make up house names#but still. slave lord of fortune rook is crazy insane.#and it feels a little bit disrespectful to the cultural names that are very well established in the lore#‘no you can’t have a dalish surname or play a canon dalish elf because reasons’ is lame when they don’t even use surnames in the game#but whatever. whatever !!#anyways.txt#jasmine plays datv
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That was not the Crow?
Also, recently I was on the ‘discovering things noticed years ago by some other people’ run. For example, I just found out what Eileen’s wounds ACTUALLY look like:
It is from this video ( x ), and like... I always presumed that Crow of Cainhurst was the one who kicked her ass, but her wounds look very obviously like claw marks, that I just had no chance to see in the game’s lighting I suppose??
Basically, one of these things happened:
1) Eileen got into a fight with some oddly powerful beast and got her wounds, however still was still willing to fight Crow
2) Crow was the one who somehow manipulated Eileen to get mauled by a beast, likely she wasn’t prepared? She IS old, but she is still an experienced hunter and a challenge for the player or Henryk to beat, so I’d rather bet that she was not ready. Crow was like ‘hey I want to show you something cool :)’ and then ‘HAHAHA GOTCHA’
3) We find her wounded like this only after Rom is killed, aka after Bloodmoon is revealed. Bloodmoon causes some crazy shit, for example, Gilbet turned into a beast under it... So maybe Eileen was trying to help someone, and they turned into a beast because of the moon right in front of her. Again - was not ready for this, but ‘should have known’ thing.
I think 2 and 3 are moret likely, and depend on whether you think her fallout/betrayal/etc with Crow happened just this night, or it’s been a thing for a while and she just was not able to track him before. Did he stay in the cathedral ward just to mock her, or he actually did not have a grudge against her personally and wanted to help but she never allowed him?
But yeah... Good to find out at last
#bloodborne#eileen the crow#bloodborne observation#i did not knooooooow!#how do i know very very very specific lore bits but not something on the very surface?#bitches be like 'and this is why loran sinned against flora specifically'#*ten minutes later* wait slime scholars are byrgenwerth scholars and not micolash's students??????#<- actually happened xd
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I forgot how much I wanted to make a post about my narrator design and all the inspirations for it and all the fun lil things bout it maybe I’ll write that sometime soon. I think I wrote up a draft but imma have to dive through my drafts to find it. rlly there is just one specific detail I wanna share but I’ll wait till I get on track with work still… safe for now…
#crow thoughts#was just thinking about all my mini lore for the design hehe ^___^#i say lore but it’s rlly just a few fun facts lmao. but allow me to have a bit of fun#and I don’t mean like quirks about the design I’m specifically referring to how I made it + my inspo#so maybe I’ll do a small diagram of what inspired what or something fun x-P#ok. eepy time snork mimimimi
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Why Fenris could Never Cameo in Dragon Age: The Veilguard
In the run up to Dragon age: The Veilguard, I was almost certain that Fenris would be our main legacy character from previous games. Not only has he been central in the comics released between DAI and DATV, he is an escaped Tevinter slave who's plot revolved around magisters, magic and the structural prejudices surrounding elves in Thedas. Not only that, but he's canonically in Tevinter killing slavers currently so he's geographically in the right place for us to meet him.
About halfway through the game though, it was clear to me: Fenris could never cameo in The Veilguard. Because he'd break it.
How the Veilguard treats Thedas is...odd to me, to say the least. I will be writing another post about how much I adored the expanded big lore in this game (the titans, ancient elves were spirits, where the blight came from etc.) and yet while these large lore expansions worked for me, the actual culture of modern Thedas is entirely softened, its sharp edges filed down until it's a sanitised fantasy world devoid of what made the franchise so vibrant and compelling in the first place.
So let's start with Fenris and slavery. In all three games, the reality of slavery is pushing at the corners of the world. In DAO Loghain allows Tevinter Magisters to enslave elves in order to raise money for his war effort. In DA2 Fenris is fighting to be free from slavers who will not leave him be, let alone the reminders that the city was built by slaves which are everywhere. In DAI one of the two possible mini-bosses is Calpurnia who was a slave, and characters such as Gatt and Dorian both show us how much slavery is tied into Tevinters culture and success.
But DATV the first game actually set in Tevinter where we get to see the famed Minrathous...it's like the game purposefully wants to avoid the issue. I can feel it tilting the camera away to not allow me to see. Slavery is mentioned, but never talked about in depth or as a specifically ELVEN problem in Tevinter. This might have been done to be less problematic, it feels ignored.
We are in DOCK TOWN. We are at the DOCKS. You would think that slaves from all over Thedas who are being smuggled and bought by various groups would be everywhere. You would think that the injustice in dock town would be partly built on the back of ships we've seen in the comics crammed with elves in chains. This is the world Dragon age set up for us. And yet...nothing. zilch. A tiny easily skippable side quest where we free a couple of venatori slaves, but only one of whom is an elf.
None of our Tevinter characters seem to have been influenced by their culture even a little bit when it comes to how they view elves; there is no moment when Neve fucks up and says something prejudiced, no moment when Bellara or Davrin are distrustful of her for being a Tevinter mage.
The same goes for Zevran; a character who epitomised the issues with the crows. The crows have consistently been characterised as very morally dubious assassins who kill for the highest bidder and who buy children on the slave market and torture them as they grow in order to assure that they reach maturity able to withstand torture without giving away a client's name. Zevran is very explicit about the fact that if you fail a contract your life is forefit.
Nobody responds particularly to you if you're an elf. Nobody trusts rook less for it in Tevinter. Nobody treats Rook any differently. Even DAI had better mechanics for this; with nobles in Orlais less likely to trust you as an elf.
Considering one of the main plot points of this game and what makes Solas sympathetic is the fact that he was fighting against the slavery of ancient elves...you'd think the game might want to mirror that in modern Thedas. It might want to show us how characters fighting to end slavery in Tevinter are similar to Solas and how the society Solas fought against was similar to the one that characters we love such as Fenris have fought against in modern Thedas. Maybe we'd want to explore how in a world of slavery like this, how could the answer NOT be to tear it all down? Maybe we should have that option at the end of the game so it really can chose whether we agree with Solas and his plans or not.
Adding Fenris to this game would entirely break the game because Fenris refuses to allow you to look away from this horror. He is a sympathetic character who had to learn to trust mages again because of course he didn't trust them. Of course he didn't. Fenris wouldn't allow the camera to shift focus because he's literally covered in the lyrium scars that show how slaves are used as experiments in Tevinter. Fenris WOULD question Neve on how she feels about elves and slaves. Fenris WOULD have things to say about Lucanis and the crows (let alone the fact Lucanis is an abomonation). So he could never be in this game; he'd drop a bomb on it's carefully constructed blinders to the very society its supposed to be set in.
And yet, in DATV, the crows are presented as...a found family of misfits and orphans? The politician who opposes the crows having absolute power in Antiva is framed as a comically evil idiot who doesn't understand that the crows are ontologically good. Yet...they're NOT. Crows in this game act more like a secret rebel group than an assassin organisation. We see no crow taking contracts with the VERY RICH venatori magisters despite being hired killers. We see crows just refuse to kill people despite having a contract because 'its crueler to leave them alive'. The crows don't feel like the crows here, they feel like a softened version of a cool assassin group who are cool because they wear black and purple.
Our pirate group are also sanitised; the Lords of Fortune are good pirates who only steal treasure that's not culturally significant. Theyve clearly read the modern critiques of the British Museum and have decided to explicitly stop anyone levelling similar critiques at them. There is no faction of the Lords of Fortune who aren't like this, no internal arguments about it. Everyone just. Agrees. And is able to accurately tell what a cultural artifact is vs. what treasure that you can have yourself is. Rather than showing us why a pirate stealing cultural artifacts might be bad (like in da2 where such a situation literally causes a coup and a war) it just tells us it's bad. But also pirates are cool so we still want them in our world.
This issue seaps into Thedas and drains it of any of the interesting complexity and ability to SAY anything that this franchise had before this game. It becomes a game about telling and not showing rather than the other way around. The games have ALWAYS asked questions about oppressive structural systems and their interplay with society, religion and culture and how these things can affect even the most well meaning character. Dragon age at its best IS a game about society and how society functions both for and against it's characters and what happens to societies built on cruelty and indifference. The best bad guys dragon age has given us are those who are bad because they embody these systems or have been shaped by them. Our main characters have had to wrestle with questions surrounding how to exist in these systems, fight against them, learn and grow.
Yet every group you come across in DATV is sanitised and cleaned up to the point of being as non problematic as humanly possible. None of our cast of characters have to wrestle with where they came from or the world that shaped them. None of them have to confront their own biases. They start the game perfectly non-problematic and end it that way too.
And this just...isn't what Dragon Age has been in the past. It isn't why I love the franchise. The whole game just felt, in a way, hollow. And this was a CHOICE and it is why the legacy characters are few and far between. Too many dragon age characters are just too...angry and complex for this game. You can feel them pulling their punches on this one. I have to imagine they did this because they didn't want to be criticised or have too much controversy? But I think it honestly goes far too much in the other direction and just makes it bland.
I can't imagine what I say here will be unique, but it is the basis for a LOT of my other thoughts on this game so I wanted to get it out of the way first. The softened Thedas and characters make this game by far the weakest in the franchise.
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things that have happened to me in real life (all with the same person)
went to a little pond thing at the bottom of a waterfall, climbed up waterfall, got ice cream after (she later referred to this as a date)
went to the mall and got boba together (she later also referred to this as a date)
shared a dressing room together while shopping, asked each other for opinions on the clothes we were trying on (one of which was a bra corset thing)
went to the park to hang out together and write stuff and basically have a little picnic thing (she also referred to this one as a date)
snuck out to the pool at 2am (we talked about our relationships)
i used to pretend to be her girlfriend so creeps would leave her alone when she wanted to chat with people on omegle (one of my friends said i was “living in a sapphic fanfic” over this, someone thought i was her boyfriend at one point)
we were talking about cosplaying together and she suggested multiple sets of characters that were either canonically love interests or popular ships or INCREDIBLY queercoded
“we could sleep in the basement again, or we could sleep in my room. i think we could both fit in my bed.” (AND NOTHING CAME OF THIS??)
“i’m gonna shut up now” “no !! i told you, i like your explanations !!” “oh my god, you’re making me blush—“
��so, i still need a mika to my yu” (<- characters that she specifically said she views as incredibly queercoded soulmates) “i mean—“ “i mean—“ “you wanna romantically slay vampires?” *look*
sat outside crocheting while she picked raspberries (she said, during this, “this is so, like, a lesbian date. like, ‘what’s the gayest thing you’ve ever done?’ this.”)
i am absolutely certain that there are more that i’m forgetting . she has specifically said that multiple of these things would be good ideas for romantic fanfiction (of this list, i think it was uhh . 1-5? that she said that about) . we’ve also been best friends since i was 2 . and also we are still best friends . we are not dating . i am screaming
#lore about me and my bestie ig#i feel the need to add: the dressing room one . she specifically wrote down for me as a fic idea . and she wrote#‘they go on a cute date at the mall. they get pretzels’ (WHICH WE DID) ‘and shop around. they enter a lingerie store’ (which we did not do#but we talked about doing) ‘’’platonically’’ and pick out matching corsets.’ (WHICH WE DID) ‘they try them on in the same dressing room#‘’platonically’’.’#another notable mention: ‘they do each others makeup.’ (which we also talked about doing) ‘they sit in each other’s lp as the other does#their makeup’#im SO sure that theres more im forgetting i just felt the need to share#crow talks#crow’s totally platonic bestie#she gets her own tag now i said so
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A semi-comprehensive list of every pre-established lore inaccuracy in Dragon Age: The Veilguard
Please note, this isnt me saying you cannot enjoy the game for what it is. This is not me saying you shouldnt play the game. But as a long time Dragon Age fan (started with Origins, has consumed all extra media including books/shows/novellas/etc..) the way Veilguard has fumbled the lore is, to someone who cares, infuriating. I shall keep the list under a read more to avoid spoilers for Veilguard. This will also be added to with more points that are given for people who wish to add
But without further adieu;
Bioware Kind of Forgot...
Bioware kind of forgot...
That Solas, after you choose to drink from the Well of Mythal (whom in Veilguard is confirmed either a lover/mother figure) is fucking pissed
That Solas was not bringing down the Veil to move the Evenuris and put them somewhere else, but to establish the ancient elves once more
The fucking orbs
That the elves were currently, at the end of inquisition, beginning the elf uprising and following Solas
the Elvhen Language
Solas having an extensive spy network that never gets brought up
That most of the Elves would be on board with Solas's plan
Brialla and how she controls Eluvians too
That in Inquisition, it is stated that barely any working Eluvians exist and that the one in Skyhold and the one in the temple of Mythal are extremely rare
The Valaslin and how if all of what happened is common knowledge, that the elves arent currently freaking the fuck out that they are wearing slave markings
Solas does not abhor the use of Blood Magic
That the Evanuris were trapped/locked in the Black City specifically and not the fade in general, so Solas would have to open the Veil either at the doors of the Black City or travel. The gods would not be wandering around the Fade
Using the lore/logic confirmed in Veilguard, the ancient elves being spirits that, with the help of lyrium, were made into elven form, that Cole should technically be one of the most powerful creatures known to man since they gave themselves a human body without the assistance of Lyrium. Bioware kind of forgot...
Slavery in Tevinter (really now there are no slaves shown in Minrathous?)
Varric hates the deeproads/dwarves so why is he so okay with Harding's magic
Hawke in general
Varric is a world famous author so someone would have mentioned his death at some point?????
how the fucking Blight works (seriously the entire party is infected with the Blight)
How spirits work
Morrigan never wanted to become a vessel for Mythal and despises the thought
The Antivan crows bought/tortured child slaves and children from brothels, to be trained as crows, basically nullifying all of the trauma Zevran had gone through
Fenris freeing slaves, still
In the final battle they refer to the head of the Imperial chantry as the "Divine" when it should be the "Black Divine"
That Thedas has two moons
More shall be added with discovery
#dragon age#dav#dragon age: The Veilguard#da veilguard#da veilguard spoilers#dav dpoilers#veilguard spoilers#dragon age veilguard#solas#solavellan#dread wolf#dragon age lore
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Dragon Age Day 2024 – Developer Reddit AMA (Q&A session) – compilation post
Introduction: “Happy Dragon Age Day! John Epler and Corinne Busche are here to answer your questions for the next ~2 hours. Looking forward to chatting with everyone. We won't be able to get to all questions, but hoping to get to a good mix!”
I gathered the questions and answers from the AMA together in this post, as the AMA has now concluded. The rest of this post is under a cut due to spoilers and length.
Q: "If you could’ve developed DLC, what — and/or where — would you have wanted to explore? Would it have been a new locale with a complementary, self-contained story or something that adds to the main plot and teases the future?"
Corinne Busche: "On the gameplay side, I had a thought about adding a new class option, which is directly related to the environments and story. I've always wanted to revisit the Bard, and I've long felt in the context of Veilguard the best way to handle player-controlled blood magic would have been to build a unique 'Blood Mage' class for it."
Q: "Can we look forward to more lore-supplementary material, for example World of Thedas vol.3?"
John Epler: "With all of the lore reveals in DATV, another World of Thedas is something we'd absolutely love to do. That said, they're complex beasts and require a lot of work from a lot of people, so I can't really promise anything, but it's something we're interested in, at least."
Q: "1. How exactly did Solas's blood magic manipulation of Rook work? Did he only alter Rook's perception to make them think that Varric was still around, or did the blood magic actively prevent Rook from reacting to Varric in a way that would have given up the ruse to the other characters? 2. What is the state of Southern Thedas after the events of DAV?"
John: "Solas' magic caused Rook to see Varric when he wasn't there. Originally, of course, Solas wanted Varric to keep Rook more off-balance - but the thing about the Fade is that things don't always work the way you expect or want them to. As for the state of Southern Thedas - it's been pretty radically altered. The balance of power has shifted, but even those who rode out the storm of the Gods' blight better than others are still reluctant to start anything as the whole place is in rough shape."
Q: "When looking back on DAV, is there any part you wish that you could have spent more time on?"
John: "For me, it's about the Antaam and their split from the rest of the Qunari. There are elements of that story in both the Crows content and in Taash's personal quest, but in a dream world, having the Ben Hassrath as an additional faction (albeit, one you don't know if you can trust) would've been nice."
Corinne: "And for myself, I certainly share some of the desires the community has. Going deeper on romances, and more choices to import. I love our choices and consequences in the game already and maybe we could've added a few more on the scale of the Minrathous/Treviso choice, that significantly alter the remainder of the game. I think we learned how to make that work within our gameflow and content structure, so I look forward to being able to lean in on these beats more heavily. That said, no artist or creator is ever going to be completely content with their work, and even so when I take a step back and look at the game as a whole, I'm extremely proud of what were able to accomplish."
Q: "Can we get confirmation on what happened to the other Evanuris? Will we get any more lore? Shame we didn't hear a whole lot about them besides essentially being behind the previous Blights."
John: "We haven't been SUPER specific about this, but at best the other Evanuris are a shadow of their former selves, and at worst they're dead. The death of their Archdemons, particularly when they were still trapped in the Fade, caused enough magical feedback that it broke their minds and bodies. A couple may have survived as shells, but they aren't in the same state as Ghilan'nain and Elgar'nan."
Q: "Will we get at least anything post launch that via free updates that further expands some story elements? Will rook continue to be the main protagonist going further??"
Corinne: "We've been continuing to improve upon the game post-launch through various bug fixes, balance updates, and quality-of-life improvements. Notably new character creator options and armors for DA Day and N7 Day, and some cool features like Photo Mode filters. Beyond this focus however, we largely view this story as complete and are not planning for further story content. Whether Rook will return in the future, well it's just too early to say :)"
Q: "The marketing for the game claimed that choices not imported from prior games wouldn't be overridden. However, certain dialogue from characters like Harding seemed to establish certain canon events from previous games that were not locked in. Is the intention that a hard canon is being established from DATV forward?"
John: "Ultimately, there's still no intention for there to be a hard canon going forward. These games have been going on for 15 years, though, and with all of the previous games to remember, as well as developing this one, there are absolutely places where we unintentionally suggested there was a hard canon (the one I've seen specifically is that Isabela is always assumed to have joined Hawke's party). I'd say those are oversights and not part of a deliberate strategy. While there are definitely some smaller decisions we will likely never revisit, I want to keep those other choices alive and relevant in the future, and with the state of Thedas the way it is at the end of DATV, I don't really think there's a way forward that DOESN'T involve bringing some of those bigger choices back to the forefront."
Q: "Was there anything at risk of being cut from the game that you fought tooth and nail to keep in?"
Corinne: "Oh, absolutely. There are always those things in game dev that are at risk due to scope and deadlines. There were 3 big ones that immeadiately come to mind: The Transmog feature, the Lords of Fortune Hall of Valor, and Haunts questline. I'll throw in Photo Mode as well, but that was one that we always knew we'd like to do, and had to dig deep to find the time and resources for it."
Q: "Is it set in stone that we will not be getting DLC?"
Corinne: "Correct, our focus was to tell a complete story with the release of Veilguard. Beyond the quality of life improvements and a couple new armor sets we're doing to support the game, we won't have any new story or gameplay content coming to the game."
Q: "Are there any plans to try and increase character saves on console to more than 3?"
Corinne: "This is something we've investigated, but because this touches our save file architecture there are no plans at this time to increase the limit."
Q: "Are you planning to make another Dragon Age after this one ?"
Corinne: "There are so many more stories yet to be told, and threats to defend against, within Thedas, but that's all we can say for now as we don't have anything new to announce."
Q: "With the polarizing nature of this iteration of Dragon Age, how did the media attention affect the team as a whole and the morale leading into and post launch?"
Corinne: "This is a tough one to answer, because it's so personal and specific to each member of the team. So let me say this, we've seen that with each Dragon Age release there has been a passionate, and sometimes polarized, response. When you consider how invested the players are, the nature of reinvention in the franchise, and the commitment to inclusivity, it makes a lot of sense to see the broad array of reactions. What I can say is that the team is really proud of what they have built, and the positive critical reception it's received. Within the team, we've been sharing all of the wonderful letters, fan art, and anecdotes from the players, and listening closely to the constructive criticism. That's really where we focus our attention."
Q: "Could you comment on current logic of Lucanis romance? Him leaving PC because of a certain choice does not make sense, because right after that he picks up the romance arc with Neve, who did exactly same choice. Was it intentional, or are we dealing with a broken plot flag or oversight?"
Corinne: "Lucanis is a deeply passionate individual, and rightly or wrongly, can't overlook that it was Rook's decision as the leader of the Veilguard to support Minrathous, when so many lives were bound to be lost in Treviso. It hasn't dimmed his passions, which is why he ultimately still pursues Neve, but it does come at the cost of the fledgling romance with Rook. As with all people, Lucanis is complex in the way he internalizes his experiences, and this is one he couldn't look past."
Q: "Are there any comics or books planned that are set after the events of DAV?"
John: "Ancilliary media is always tricky but personally I'd love to do more in that space. I think the ending of DATV leaves the world pretty well open to a number of different stories and exploring how the dynamics of Thedas have changed after the events of DATV is, IMO, a really fun path to go down."
Q: "Can we see Sandal in the future Game/DLC?"
Corinne: "That's an interesting possibility to explore. Especially given what we've learned in Harding's quest line and the awakening of her powers through her connection to the Titans. It's a really fascinating side of lore, but like we've mentioned already we don't have any new story content coming to the game or anything further to announce."
Q: "I want to give a shout out to John, Corinne, and Trick in particular. What a great group of people who clearly love this series! Would love to know about their canon Rooks/romances and their playthroughs"
Corinne: "At this point I've done so many playthroughs it's difficult to keep them all straight! If there was one that I'd say is my "canon" however, I'd say it would be my Shadow Dragon Qunari Rogue, named 'Rin'. She was a Veil Ranger who was always a bit quick on the draw, chose to save Minrathous, selected Maevaris for Archon, and romanced her one true love: Taash! Ultimately Rin and Taash agreed that Taash should honor their life as a Rivani, before we defeated the gods, redeemed Solas, and sent him off into the fade to be with his own true love: The Inquisitor. <3"
John: "Qunari mage Rook who's romancing Harding. He's the handsomest Qunari in Thedas, and that's a burden he bears every day. I'd also just add that while I appreciate the kind words, a game like this couldn't come together without a tremendous number of people, far more than are active on social media. So shout out to the whole team for the hard work they've done."
Q: "Can we hope to see something related to Awakened Darkspawn in the future that the franchise has? (As in prequels or new instalments.)"
Corinne: "Difficult to say. I've always been a fan of the rare cases of Awakened Darkspawn, but if they were to turn up, it would need to be because they were right for the story."
Q: "My question is - what are your plans for upcoming patches? Do you expect that they'll mainly be bug fixes, or is there a possibility that there could be content patches? And if so, any chance for more interaction between Rook and the companions, since that's top of many of our wishlists for the game right now? (Lucanis in particular for me :) but every one of us has their own favorites!)"
Corinne: "I'm so glad you enjoyed it!! I believe we've responded to another question about the post launch plans, but let me include some of that information here as well. We're currently focused on various bug fixes, balance updates, and quality-of-life improvements. Notably new character creator options and armors for DA Day and N7 Day, and some cool features like Photo Mode filters. Beyond this focus however, we largely view this story as complete and are not planning for further story content."
Q: "Where does Andraste and the Maker fit into the world of Thedas given all that was revealed during Trespasser and Veilguard. We obviously know the whole story about the Evanuris and their role in shaping the world as it is, the Black City, the Blight, etc. Is The Maker just a human mythology that sprang up to explain this? Does The Maker still exist?"
John: "That's a weighty question. I do think there are some questions we should never (and likely will never) answer completely - I think the moment you reveal everything there is to know about a fantasy universe, you start to lose some of the mystery that brought people into it in the first place."
Q: "Are you going to add new armor or skins as you added the Mass Effect one?"
Corinne: "We actually just dropped the new Hawke-inspired armor, face paint, and body paint, as of today in celebration of Dragon Age Day!! Really hope you enjoy! I know for me personally, it's going to be my go-to transmog armor from now on."
Q: "What features/storylines were left on the cutting room floor? Followup if you're feeling generous: How was the development of Veilguard viewed internally, and was the majority of the studio satisfied with the time given to develop the game?"
Corinne: "Tightening up content and making cuts is a tough but typical part of game development. A few of the biggest cuts we had to make were trimming down the Faction story arcs, and letting go of a few explorable spaces. There were also a few areas, like blighted Weisshaupt that we could've returned to and explore. In both cases however, I believe we rightly opted to let go of these quests and areas in favor of increased focus on the quality of the existing Faction quests and exploration areas and shipping a high quality performing experience."
Q: "After reading the Dragon Age: The Veilguard book I noticed the jurassic tortoises didn't make the cut into the game, they were also teased in the initial teaser trailer from a few years ago. Any particular reason they were cut?"
John: "It's less about them getting cut and more that they just never moved far enough ahead to be a part of the game with full animation sets (combat, locomotion, etc)"
Q: "Is there any hope that you'll be announcing official mod tools, or a toolset like Dragon Age: Origins?"
Corinne: "No, we don't have any plans for official mod support."
Q: "My question is >! where does Solas/where do Solas and the Inquisitor go off to at the end if he’s redeemed? Back into the prison he made or just the fade in general?"
John: "We're leaving that ambiguous on purpose, but given that the Fade is shaped by dreams and thoughts, I think it's fair to say that the section of the Fade that Solas and the Inquisitor end up in is a lot nicer than the Fade that Solas gets trapped in with the other two endings."
Q: "How do you think Veilguard sets up the future of the franchise? Where would you like to take it from here?"
Corinne: "I'm sure it won't surprise you when I say we riff on this topic a lot! What really captures my imagination now that we've resolved some of the mysteries pertaining to the blight and the Elven gods, is exploring the aftermath of this crisis in a deeply destabilized Thedas. As you can imagine, given a blight of this magnitude, and the revelations of the Elven gods, it's going to have long lasting geo-political implications, and there will be those eager to take advantage of the situation. Not to mention, there is so much yet to explore in the nature of the the Dwarves and Qunari, and their relationship to the Titans and Dragons respectively."
John: "To riff on what Corinne is saying - I think, for myself, I'd love to look at taking it down from 'end of the world' to 'the world is changing, how do you adapt and react'. The balance of power has changed, and the Sword of Damocles that is the Evanuris and the Blight is no longer hanging over the world. What does that look like? Who's on top now? And with all the revelations brought up in DATV, what does that look like for the Dwarves, or the Qunari?"
Q: "1) I've seen people that they believe Andraste was a vessel for Mythal because of a comment Morrigan makes about a previous vessel falling in love with an Almarri Chieftain. Is this the case or was she talking about Flemeth? 2. About the Executors, is their manipulation more on the level of leaking information to select people to guide events, or is it more along the lines of "Loghain suspects that Cailan wants to ally with Orlais, let's stoke his hatred by having him see/hear events that remind him of what they did." 3. Lastly, are there any plans to let us visit Kal Sharok proper in any future games? It was great getting a small glimpse of the Dwarves from there and see an outpost but would love to see the actual city!"
John: "I think I'm going to have to keep the first question a mystery for everyone. :) For the second, it varies. The Executors are very mysterious and, more importantly, incredibly risk averse. They attempt to manipulate events in the most subtle way they can manage. Sometimes that means leaving a particularly inflammatory document on the right desk. Sometimes it means stoking existing fears and doubts. Not everything they try is successful, in part because of how unwilling they are to put themselves at risk. For Loghain, it would have been incredibly subtle. He's smart, strong willed and, in his own way, loyal to Ferelden to a fault. For others, it would've been different. I'd love to do more with Kal Sharok as there are some interesting stories still to tell that involve them, but we don't have anything to announce as it relates to future games."
Q: "If you could make one of the faction leaders a party member in the next game, who would you choose?"
Corinne: "For me, it would absolutely be Evka and Antoine (you have to bring them as a couple, right???). They've come to have place in my heart, and I would love to know what the future of the Wardens looks like. That said, a couple of runners up: Maevaris Tilani, and a reprised companion role for Isabela, would make me very excited!"
Q: "Did you expect so many players to be so thirsty over Emmrich? He is the best player in the game for me, thank you for his lovely presence."
Corinne: "I mean, we definitely had our suspicions. Within the dev team, we are also fans of the game, and what we found was that some of us were very drawn to, and quite vocal about, our resident necromancer. There's something so endearing about his gentle demeanor and that juxtaposition of necromancy as a force for good and reverence, that makes him really compelling."
Q: "I wanted to start out by saying I love this game, but one of my major questions is: What happened with the Lords of Fortune? They have significantly less content and reactivity than the other factions with Rook not even commenting on things that they would already know like Isabela explaining what "Pulling a Barv" is. Similarly, the Lords don't have a theme for the Lighthouse OR colorways or even a real faction quest line like the others have. Were they intended to be a different faction (a qunari/tal vashoth one maybe) and it got swapped late? Where they just added late when time/budget was already running low? Was it determined that fewer players would pick that faction so less resources were allocated? I feel like there's a reason as to why since the difference between playing as a Lord and playing as any other faction feels really extreme."
Corinne: "We always knew that some of the factions needed to have a larger presence in the overall story than others, so when we approached our content planning, we took that into account. They are inherently assymetrical. That said, I think there is a lot of interesting material to now work with in regards to the Lords of Fortune and the Rivain Coast if that's right for another story."
Q: "What was the motivation behind writing the Inquisitior's missives and the ultimate fate of southern Thedas? Is that an area you are likely to revisit in future games? T his question is the result of a lot of discussion that's been had in the fandom as of late and one to which there's no definite answer, but I'm curious: as developers and writers, what features and qualities do you believe make up Dragon Age's core identity?"
Corinne: "Around the time we approached Alpha, we realized that this blight, and the impact of the gods on all of Thedas was so much bigger than what the player would see in the north. We felt this was a natural opportunity to have the Inquisitor serve as that connection to the events happening in the South, to show that the entirety of Thedas was impacted, and the Inquisitor was not one to stand idly by. Sometimes I daydream about exploring the parallel adventures of the Inquisitor in the south while these events are unfolding in the north. That could be a really fascinating tale and perspective. Regarding Dragon Age's core identity. Well, that's a big question and one that will mean different things to different people. I can tell you that internally we've always stood-by the mantra that 'Dragon Age is an experience about people'. That is to say, the setting serves as an opportunity to really explore the depths and motivations of characters during times of crisis, joy, and companionship. Another that I reflect on frequently is how Dragon Age has become a franchise where each game has been different in its approach, and while it can make these titles challenging to develop, it also creates an opportunity to keep the franchise fresh."
Q: "What was the reasoning behind only making Dock Town an explorable area in Minrathous, rather than a combination of areas of the city, such as where the upper class lives?" [I think this comment was edited at some point after posting hence some of the answer below seeming unrelated]
John: "Given the state of Thedas at the end of DATV, Minrathous has become the diplomatic hub for the entire continent. While we could, to some degree, avoid references to the Divine and Ferelden's leader by virtue of this game taking place in Northern Thedas, I don't think that would be possible (or satisfying) going forward. There will, as always, be some choices that we won't reference, but others are, I think, going to be required to tell a coherent story in the future. Focus, more than anything. We originally had a few areas in Minrathous but rather than spread our resources thinly across multiple areas, we chose to focus on Dock Town and make sure it felt coherent and cohesive, as well as doing our best to stamp out any bugs we found. If we ever revisit Minrathous (which I'd love to do), I think we'd spend more time in the other districts. Both Harding and Davrin have specific, non-quantum reasons for being willing to sacrifice everything to stop the gods. For Davrin, he saw Weisshaupt fall - and he had his own opportunity to heroically sacrifice himself taken away. For Harding, she's been on this quest for nearly a decade, and she saw Varric, her friend and mentor, fall. Neve/Lucanis could have worked in either slot but that multiplies the complexity even further - and Neve already was earmarked for the wards."
Q: "During development, did you plan for a cameo of any companion from previous games that ultimately got scrapped? If so, may I ask who? And on this topic, has an appearance of the Hero of Ferelden on the table at any point? Is there a reason they haven't appeared since Origins?"
Corinne: "Thank you so much for the kind words! Glad you enjoyed! While not a companion, for a long while Charter had a role in the game. Ultimately we felt this wasn't the best fit and decided to move away from her appearance. In some cases, the opposite was true, where we added former Companions. Bringing back Isabela was a relatively late call, but we did feel we had the right role for her to fill within the Lords of Fortune. I often think about the role the Hero of Ferelden might play. It's a challenging one due to the choices the player may have made, not to mention how we handle giving them a voice that matches player expectation given they were a silent protaganist. But I do think there is something there, and I would like to explore it, if we can find the right story to tell."
Q: "If an elf were to, say, exist in the Fade for an extended period of time, would they regain the elven magic (if not already a mage) and immortality? 👀 And if, hypothetically, they one day returned to the physical realm, would those qualities persist? (Tried to be as unspoil-y as possible!)"
John: "I think, at this point, no one really knows what's going to happen to an elf who spends an extended time in the Fade. In part because the Elves of today and the Elves of Solas' past are not really the same at all. But also, the Fade has changed since Solas was a spirit. So while he may have theories, he can't say anything for certain."
Q: "Throughout the game there are many hints at a new storyline involving the past of the Qun, The Devouring Storm, and the involvement of The Executors. In what capacity can we expect this new narrative thread to be explored (novels, comics, next game)?"
John: "I think that if these story elements aren't at the core of any new material, they're at the very least going to exist on the periphery. The story of the Evanuris is done - the gods are dead (or imprisoned) and Thedas is in a state of flux and uncertainty. I imagine that whatever happens next is going to be a surprise to everyone, including the people of Thedas."
Q: "I was wondering what happened to the forgotten one and why was he scared of the eye does that mean something or is it just him say that he is scared of going back into the fade"
John: "When Anaris is defeated, he's sent back to the Void. What's there isn't something anyone really knows, but if you read the other Codex entries scattered around Arlathan, it's clear that Anaris has touched something far darker and more dangerous than he expected, and now it has his scent, so to speak."
Q: "Compared to previous installments, Dragon Age: The Veilguard makes an effort to de-centralize the moral complexities of Thedas (i.e. the softening of the Antivan Crows, the lack of slavery seen in Tevinter, etc), instead focusing on choices based on character arcs instead of politics and/or morals. Is this shift an intentional one? If so, should we expect these kinds of character choices to be the new standard for Dragon Age games?"
John: "What worked for DATV isn't necessarily what's going to work for the future. Particularly with Thedas left in the state it's in - the balance of power has shifted dramatically. The South is suffering and the North isn't doing much better. Even those who may have forgotten past prejudices and put aside their differences in the name of stopping the gods are now being faced with a very different world than when they began this fight."
Q: "What other player choices from Inquisition and/or Origins & DA2 would you have liked to have implemented if you had more time and resources? Also, what characters would you have wanted to bring back?"
John: "Well of Sorrows. I think that's the biggest one - and we had some ideas for what we wanted to do with it. Unfortunately, making games is rarely a straight line endeavour, and some of the challenges we ran into required us to scrap that choice. I'd have liked to do more with the Divine as well, though with how little we touched on Andrasteism in this game I think it would've been a bigger challenge than expected. I think Fenris is the easy answer, but it's also the real one. Given his history, his relationship with Dorian and Mae could've been fun to explore, particularly depending on how you left him in DA2. That said, the challenge always does come down to 'quantum' - if a character could be dead, you can't make them load bearing, so they end up relegated to a cameo."
Q: "Is there a canon reason (maybe in some supplemental stories) that explains what happened to Fen'Harel's agents? Are some of the Dalish clans still working for Solas? What are the Arishok and the rest of the Qunari doing while the Antaam are conquering parts of Thedas? Does their absence in veilguard imply that they secretly approve of their actions or are planning on using them to their benefit? The faction of crows we interact with is very heroic and often puts aside their role as assassins in order to protect Treviso's citizens. Does their altruism create fiction between them and the other factions, who might see them as weaker or idealistic? What are some of the other factions like?"
John: "Solas' experience leading the rebellion against the Evanuris turned him against the idea of being a leader. You see it in the memories - the entire experience of being in charge ate at him and, ultimately, convinced him he needed to do this on his own. And his own motivations were very different from the motivations of those who wanted to follow him - he had no real regard for their lives or their goals. So at some point between Trespasser and DATV, he severed that connection with his 'followers' and went back to being a lone wolf. There are Dalish clans who are sympathetic to his goals, but even there, there's an understanding that he's too dangerous to have a more formal connection with, and that he will, ultimately, sacrifice them to his own ends if necessary. The Antaam no longer recognize the authority of the Arishok. Part of why they've split into warring factions of warlords is that they felt his adherence to the Qun (which he still adheres to, even now) was holding them back, so they organized what I'd describe as less of a coup and more of a 'choosing to ignore his orders' and launched their own attack on the mainland. Absolutely. I don't recall if this exchange made it into the final game, so apologies if not, but it's very clear that the faction of Crows you interact with is the 'idealists' of the bunch. The rest of the Crows, on the other hand, are far more pragmatic and willing to work with whoever emerges on top of the pile. Illario's far more representative of the average Antivan Crow than either Teia or Viago, and it's only Caterina that kept him in check this long."
Q: "What led to the player Quanari appearance compared to the Antaam, who look like Quanari from the previous game. Was it an armor modeling issue or just a design choice?"
Corinne: "To be honest, it's both. First let me say that when you have a character creator with the breadth of sliders and options for both head and body, that does create some constraints that you need to work within. We felt this was ultimately a good trade-off for the player, to ensure they could get the full range of face and body sliders that the other lineages were afforded. Also, we viewed the player-created Qunari as a continuation of the style of player-created Qunari in Dragon Age: Inquisition, which in both games, differ from some of the other forms of Qunari we've seen."
Q: "Having reviewed some of the game files, I'm curious about what the "dreamer" mechanics would've looked like? Would there have been dreamers on every map? Would it have just been a dialogue or would we have been able to see/experience the memories/dreams the dreamers are stuck in?"
Corinne: "We explored the idea of Dreamers at several points in developement. I believe the instance you're referring to was a mechanic in which you could encouter a Dreamer in the world, and then also encounter their corresponding consiousness in the Crossroads. We would have used this as a way to encourage a "back-and-forth" set of optional quests and mysteries to encourage exploration and discovery. Ultimately we abandoned the concept because mechanically the Crossroads Gates and corresponding Champions were providing a similar experience in driving the player from the Crossroads, out into the world, and then back to the Crossroads again."
Q: "The hair physics in the game are incredible. When did the studio commit to improving the hair options/physics, and was there any conversation/debate over that? Bad hair has been a staple of the franchise, so this was a delightful change to see."
Corinne: "Thank you so much! We heard the fans loud and clear, when it comes to character customization, that we needed to step up our hair game. This tech was something our engineers, character artists, and technical animators were all deeply passionate about (as you can tell!). So all of that combined it was a relatively early decision to invest in."
Q: "Some of the companions’ questlines left me craving more lore! For example, how did Valta end up as the Oracle and how does her gift differ from Harding’s? How did Zara manage to get Lucanis possessed as a rogue? Are there any other Forgotten Ones like Anaris actively trying to make their way back to the world? In short, might these questions be answered in the next Dragon Age game or additional media, or are they purposefully left open?"
Corinne: "I'm so glad these stories have their hooks in you! We have to leave some threads to tug on for future stories. ;-)"
Q: "(Spoilery question) Do elves or dwarves exist beyond Thedas?"
John: "That's a great question - and it's actually one that Bellara herself asks. I think 'what lies beyond the sea' is one of the most interesting spaces to explore in Dragon Age and whether the same people exist there is something that... well, I have some ideas, but I don't want to get into spoilers."
Q: "What happened to red lyrium? It feels like it was all but forgotten after DAI, even though it is blighted lyrium, and it felt like it would have made perfect sense to dig into its lore and workings a bit more since Ghilan'nain is the mother of the blight, and now knowing what the ancient elves did to the titans for lyrium.Red lyrium caused a lot of grief over the games that feels is just up in the air now, I'm curious if it was written out for the sake of a different narrative. Sortof connected to my previous question, if red lyrium is now not so significant in the lore/missing from it, why did the two gods need a specifically red lyrium dagger after losing Solas' purified red lyrium idol one? How does one purify something/someone of the blight itself?"
John: "Red lyrium is still present in DATV - it's how Ghilan'nain and Elgar'nan are able to craft their dagger, after all, and it ties directly into Harding's personal quest - but at a certain point it felt like it wasn't serving much of a purpose 'out in the world', so to speak, that the Blight wasn't already serving. It made a lot more sense in DAI, where you had the Red Templars who were directly using it to gain power, but without them in the picture, we chose to lighten the emphasis on it for DATV. Particularly in a game where the connection and threat of the Blight is so much more immediate, with the gods out in the world."
Q: "How did you get the hair physics to do all that?"
John: "A lot of tremendous work from character art, programming, tech art and tech animation. I'm sure I'm missing some groups but, yeah, the hair really is incredible. I've been on DA since DAO and I recall the (fair) critiques we got of our hair post-DAI. It was incredible to see it come together."
Q: "Where does Emmrich sleep? He’s the only one without a bed in his room lol"
John: "He sleeps standing up, like a horse."
Q: "which of the three/four endings do you find the most thematically satisfying? in regard to solas and/or rook (because i’m not sure the answer is the same for both!) & why isn’t rook invited to the book club?? sorry this is my villain origin story, why is my beloved emmrich enabling this social ostracism. does rook canonically hate to read?"
Corinne: "As a Solavellan, I personally love the Redeem ending with the Inquisitor/Solas romance variant. I cried my eyes out at the end of Trespasser, and now that they can finally be together to know the joys of their love makes me so happy."
John: "I'm a big fan of Outsmart, largely because I think there's something deeply satisfying in outsmarting someone who is very confident about their cleverness and spends a lot of the game reminding you of it. That said, I will admit that the Solavellan ending is deeply moving, even for someone who, at one point, wanted to fight Solas like a Yakuza boss. As for why Rook's not invited - it's entirely an attempt to avoid forcing roleplay on a character that may not fit your idea of Rook. Some people's Rooks may not have the connection to the team that would let the book club make complete sense. That said, I totally get why people wish their Rook could be involved."
Q: "TLDR: ll some classes be buffed? Iirc in an interview corinne (i think? I dont remember where or who), said shield toss got nerfed cuz it was waaaay too strong. Having playing the game now with pretty much all classes, will there be some balancing changes? I definetely dont want shield toss to be nerfed again, i love it soooo much, but its definetely waaaaaay above everything else i managed to build so far."
Corinne: "We're definitely monitoring class balance, and have generally taken the stance of "buff not nerf". That said, we're finding pretty good viability for all of the specializations, with the right supporting skills, gear, and companion builds. So in terms of priority that's lead us to largely focus on addressing properties on skills and gear that were not functioning as intended. I don't want to dismiss your feedback here though - I'll take a moment to dig deeper into our Veil Ranger data and see how those builds are comparing specifically. Glad you're enjoying the shield toss builds. That playstyle was definitely one that we were very excited about supporting!"
Q: "Why did Assan have to die with Davrin in the Ghilan'nain choice?"
Corinne: "Turlum is a powerful bond. There was simply no way Assan would have given up on Davrin so easily. Hope is a powerful force when it comes to the people you love, and sometimes we risk everything for it."
Q: "Something that has me confused. When Bellara/Neve are blighted but help use the blight to stop Elgarnan and at the end when all the blight in the area died and they were cured of the blight. How did they get cured? Is the blight itself now curable? Also, how did Solas manage to cure the red lyrium idol of the blight so he could have it back to it being the normal lyroum dagger?"
John: "When Solas bound himself (or, depending on your ending, was forcibly bound) to the Veil, it severed the connection that the Blight had to the waking world. The reality is that the Veil has been leaking ever since the Magisters first entered the Black City, and the dreams of the Titans gave it its terrible and awesome power. Now that the Veil is fully repaired, the Blight lacks that motive force, and being so close to the epicenter of that change has stripped the Blight in Minrathous of its vitality. It's calcified now - dead - and Bellara/Neve no longer suffer its effects. If they'd been anywhere else, further from that epicenter, it would've likely been different and they still would be looking for a cure. But without that power behind it, it's less dangerous and deadly than it's ever been before. So while it isn't generally 'curable', it's less of a short-term death sentence than it has been previously. As for how Solas cleansed the idol - another ritual. This one was much smaller scale, but a lot more dangerous."
Q: "What lead you to the decision to step away from active conversations with the companions as in previous Bioware games, where you can initiate them at any moment and ask exhaustive questions?"
John: "For us, because of tech limitations, it became a choice between exhaustive investigate conversations, or letting the companions move more freely around the Lighthouse. With the kind of experience we were going for, one where seeing the team grow around you is paramount, we felt that seeing them interact in common spaces (and in each other's rooms) made more sense."
Q: "I have just one very important question: what are your thoughts on Solas and Rook as a pairing? Their chemistry and interactions were a highlight in the game for me personally and I need to be able to sass and then kiss that egghead."
Corinne: "Oh gosh, you and me both! I'm not sure any of us could have anticipated how notable that chemistry turned out. And what excites me is how this relationship is something that could be developed even further."
Q: "I was wondering if it would be possible to see Cassandra in Nevarra interacting with Emmerich or Zevran in Antiva interacting with Lucanis? I understand that there a danger of turning any game into a cameo fest that would only appeal to old school fans but I did miss them. Especially as we had Isabella and Dorian in Rivain and Tevinter. To make the question a little more general what are the chances of seeing pre veilguard companions in any future iteration of dragonage?"
John: "I think the joy of the kind of 'fresh start' that the end of The Veilguard gives us is that, if we do make another game, we're no longer spending so much of the early game not only onboarding players into a new story, but also onboarding some of them (namely, those who didn't play DAI or don't remember it) into the story that leads up to this story. And part of what that allows you is more opportunity for returning characters who are meaningful, because their past is less likely to be narratively load bearing to the story. People who recognize them will have a moment of recollection, and people who don't won't be any more confused by the experience."
Q: "How did Jowin achieve the rank of First Warden? Was he ever deserving of the kind of respect Davrin seemed to have for him?"
John: "By the time you meet Jowin in DATV, he's become a political creature more than anything else. Which makes sense - after what happened to the Order in Origins, I think there was an internal realization that they had to spend more time making nice with the leaders of the various countries so no one would ever do to them again what Loghain did back then. But he didn't get that position entirely due to his connections. He was a fearsome warrior and a brave Warden in his own right, saving people and winning against impossible odds time and time again. He's older, though, and is still fighting the last war in his mind. Internally, we always described him as the general who was a brilliant tactician back in his time, but war has changed so dramatically and he refuses to keep up. I think he was deserving of that respect, though - and if you choose to talk him down (which very few of you seem to have done) you'll get a glimpse of the man he used to be."
Q: "If Solas ritual succeeded, what would have happened to the elves? And to the human? The art book make it look like they just drop dead but solas dialogs don't seems to go in that direction"
John: "I think the reality is that even Solas couldn't properly answer that question. In his mind, there would be some pain and suffering, for sure, as everyone adjusted to the raw magic now pouring into the world and the demons everywhere, but eventually everyone would live surrounded by magic and possibility. Immortality would be possible as well, and you can't make a world saving omelette without breaking a few eggs. I also think Solas is a gifted liar to everyone, including himself. Deep down he knew that the ritual was going to result in large scale casualties, but he saw it as an acceptable price to pay to fix what he saw as his mistake."
Q: "Unlike the last game, there were 2 fewer Companions, a rouge, and a warrior less, if it was up to you what sort of characters would fill up those two spots? and also if you could have a character from earlier games temporarily join you for a single quest who would you choose? with the exception of Bioware games which RPG game is your favorite"
Corinne: "Oh gosh, well I'll answer some of questions 1 & 2 together... I would have loved to bring back Fenris, either as a cameo or to fill that Warrior slot. As for the Rogue role, I do think something akin to the Saboteur Specialization would have been an interesting style for a Companion. Favorite RPG outside of BioWare games, well I'll give you three in order: Baldur's Gate 3, then Xenogears, followed by FFXII."
Q: "What happens to the lighthouse and the crossroads after the end of the game? Do the Veiljumpers claim it?"
Corinne: "Good question! I actually daydream about this one a lot! Does Rook, assuming they survived, continue to reside there given what they'd been through with Solas? Is stewardship returned to the Elven people? One thing has always been true for me: The Lighthouse existing as it does is intrinsically linked to the Caretaker, and I doubt we've seen the last of them."
Q: "My questions are mainly centered around the game's lore. Dragon Age Veilguard seems to have established a very elf centric past for the world as well as the races populating the world. Current state of the Titans, the Blight, the Old Gods, and some other things I may be forgetting, they all have links and origins to the Evanuris and the rest of the elves. In future installments, can we hope for other races to get more attention with respect to this? Because right now, it feels that most of the biggest mysteries of the universe as well as circumstances leading to the present state of the world, are a result of the elves... T o me, the magic system in Veilguard felt very different from the other games in the series. When Bellara mentioned stuff like 'recalibrate the matrices', 'readjusting energy flow', etc., it felt more scifi than fantasy. None of the past Dragon Age games had this kind of talk and it felt too big a leap for going from Southern Thedas to the North, especially considering none of the Northern characters in past Dragon Age games spoke like this either. This was one of the few instances in the game that felt immersion breaking to me. Can you guys help reconcile Veilguard's magic system with the magic of the past games?"
John: "I do agree that the elves have had their place in the sun at this point. We're never going to stop telling stories about the elves, but I think there are plenty of interesting stories to tell in Thedas where the Evanuris are tertiary characters at most. I think that's a fair reaction, but I'll answer the question in two parts. First - Bellara assumes she knows everything about magic. She probably knows more about the way ELVEN magic works better than anyone else in the world who isn't an Evanuris - but that doesn't mean she actually knows how magic itself works. The thing about the Evanuris is that, ultimately, they were able to take a very specific type of magic and shape it into doing what they wanted. But even their understanding of magic was only skin deep. Bellara and Emmrich get into this a little bit in their banter, but so much of the rest of the world - the magic of death that the Mourn Watch wield, for example, or the magic of the deep Fade that Bellara feels when she does some of her experiments in the lighthouse - is not the same as Elven magic. Even the magic that Tevinter wields, the magic of the Southern mages, is different from what the Evanuris used. The magic of the Evanuris is powerful but it's sterile, and it's constrained. So while the Evanuris have made magic work in a way that's more predictable and understandable, it's not the only kind of magic out there, and even then, I'd say they understood it at a very surface level. People were confidently describing how the natural world worked back in the 16th century. Very few of them were right."
Q: "I need to know about companion approval! I understand how companion bond rank works as it is well explained and visible in-game, but I cannot seem to find a good explanation for approval. Are the two linked? What effect does approval/disapproval have in the game? Is there something I'm missing in-game where current approval level is visible and I just haven't found it yet? PS: Spellblade Supremacy"
Corinne: "Yes! They are linked! Approval does contribute a small-to-moderate amount of progress towards your Bond. Disapproval is a small negative, but it's important to note that your Bond cannot de-level. Overall however, the surest way to advance your Bond is by helping the Companions with their personal quests. Also, really glad you enjoyed Spellblade as much as we did! The gameplay team really outdid themselves with that Specialization."
Q: "I'm mostly wondering if/how the griffons can be saved as a species since there's only one surviving clutch. It seems like a lack of genetic diversity would doom them to re-extinction, but I'm hoping there's a lore-friendly way to overcome that."
John: "It's funny you say that because I keep thinking the exact same thing. I can't remember exactly how much genetic diversity you need to have to make a species viable but I am sure it's more than just the clutch of eggs you saved from the Gloom Howler. But in a setting with as much magic and mystery as Dragon Age, I think that's probably the least of the problems the Griffons are going to face going forward."
Q: "With the ending showing a cured Neve/Bellara is that implying that the Blight outside of the Fade has been cured? If so, do Wardens no longer hear the calling, and what does that mean for the Kal-Sharok dwarves? Especially curious about this since DA:I implied the HoF was searching for a cure to the calling. In the concept art book it seemed like there were plans to show us more of Minrathous/Tevinter than just Dock Town. Curious to know what changed and if we will ever have an opportunity to return to other areas of the city?"
John: "The Blight is forever changed. It's less perilous and less virulent than it was before, and whatever motive force was coming through the Veil to empower it at the end of the game has been severed. That said, it still exists in some form, and not everyone is going to be cured in the same way. Beyond that - the Wardens no longer hear the whisper of the Calling, but right at the edges of perception, they're hearing something. What is it? Great question. With how long this game's been in development, there are things that have come and gone over time as we shift the project's scope and direction from one type of game to another. Originally we did have more of Minrathous built out for the player, but we chose to focus on making Dock Town feel meaningfully full of content instead of creating more areas just to put nothing in them. I will say that, for me, I want to revisit Minrathous in the future. I don't think we gave it enough time and there are multiple other stories that can be told both in it and with it. Particularly with the way the game ends, its importance in the world has only gone up, as it's become the diplomatic hub of Thedas, and thus a place of even greater importance in the world."
Q: "Maybe someone else can answer this question but why does Mythal’s essence relieve Solas of his guilt in the romanced Inquisitor ending when in his memories, she’s objecting to what he’s doing? Since winged dragons are female, does that mean the Archdemons/Old Gods are female? I noticed they’re labeled as male on the wiki and was unsure if it’s not updated or Old God followers assumed or were told they were male. I understand if this might pose as a logistical nightmare but would the devs consider polyamorous and/or open relationships instead of monogamy if they haven’t already? Given how diverse sexuality is in Thedas, I’m surprised there aren’t more instances of poly/open relationships. I miss going to brothels too"
John: "People grow and change over time. Mythal's essence - and in particular, the fragment of her spirit that Morrigan carries, that she got from Flemeth - is not the same Mythal who he knew millennia ago. Centuries of living in this world and being around the kinds of people Flemeth found herself around - the Hero of Ferelden, Hawke, the Inquisitor - changed her views, and made her realize her own culpability in turning Solas into the kind of person he is now. Correct, all Archdemons are female. Elgar'nan, of course, doesn't really care what reality is, only what HIS reality is, and so he's quite happy to see Lusacan as simply being an extension of himself and, thus, male. Something about Elgar'nan that we only really show in the ending is that he is, in truth, just as scarred and blighted as Ghilan'nain, but he uses a portion of his magic to always look handsome and regal, because his ego really is that big. Polyamory is something we've talked about doing before, and it's something that I know the writing team was into, but rather than simply turning it into a 'you can have multiple romances' toggle we wanted to be sure we did it respectfully and properly."
Q: "Does Solas know about the Executors and will he ever appear again in future games (similar to Morrigan)? Was there ever a point that the Inquisitor was considered as the main or secondary protagonist for this game? It was interesting to have a person with no knowledge about Solas–a cunning, ancient elven god–try to track him down especially when that anonymity did not work in their favor anyway (Solas knew about Rook for a year prior to meeting). Was 'rook' initially an alias for the Inquisitor, which they'd utilize to stay under the radar in the north, away from Solas' agents eyes and able to track him down because they knew him well (ex-companion/friend/lover)? Like was this idea ever discussed at the table or suggested by writers but trunked for xyz reasons? Idon't know if Trick Weekes will see this but I just wanted to tell them thank you for writing Solas-- in a HEA ending, what do you think they're upto in the prison? (besides the obvious)"
John: "Solas knows more about the Executors than he's let on - in fact, he knows more about the Executors than any other living being, including the other Evanuris (though I suppose they're not technically living beings anymore). But even he isn't entirely sure what they're up to or who they actually are. Their paths have crossed before, though - beyond the Tevinter Nights story that they briefly show up in. As to whether he appears again - I think it's fair to say Solas' story is done, at least for now. Even back in early development, the protagonist for this game was always going to be someone other than the Inquisitor. I don't recall if, in those early days, we ever discussed the possibility of bringing them back - the struggle with having the same protagonist game after game is that you really do paint yourself into a corner. Either it becomes prohibitively expensive to account for branching, or you ultimately underserve the very people you're bringing them back for. Rook was always the protagonist, though in very early days Rook had a number of other potential monikers including Shrike and a number of other bird names that I do not remember."
Q: "Why aren’t the Tranquil ever mentioned or depicted in the game? Correct me if I’m wrong but I’m pretty sure the word tranquil isn’t used even once. Have they been retconned? During development was there ever a conversation about potentially including a Solas wins ending? Where he succeeds in tearing down the Veil either because you let him or because you fail to stop him? I know I’d be curious to see what Thedas would look like afterward."
John: "Tranquility still exists. While not unheard of in Tevinter, the reality is that it's a far more common punishment in Southern Thedas than it ever was in Tevinter. In Tevinter, in particular, it's used more of a tool of political vengeance - but generally, only against a mage who is utterly without allies or political power. All the Tevinter mages you encounter in DATV, including Maevaris, still have some clout and subjecting them to the rite would be a huge expenditure of political capital for very little gain. Better to leave them alive and stripped of their formal authority. We had a few conversations about some non-standard game over endings, actually - anywhere from 'player takes too long in the Prologue' to an out-and-out 'yeah you know what I think I'll help Solas' conversation choice early on. What we released in the game I'm happy with though, as there are already multiple different endings you can get depending on your choices in the game."
Q: "Any chance we're going to get any behind-the-scenes content? I CRAVE a high-quality video clip of Zach doing mocap for Assan."
Corinne: "You never know! We do enjoy sharing new content from the game on our social channels so follow along in case something pops up."
Q: "What was your favourite region/area to work on (whether that be writing quests, level design, or any aspect)?"
Corinne: "For me, it was definitely Arlathan Forest. The team had so much fun with the exploration, the environmental storytelling, and the strange magic manifesting in the area. In particular I remember the first time I saw people that had been twisted into trees showing up in the area, I was taken back by the inventiveness of the team in capturing that beauty in horror. I must say, I also found the sightlines in the area absolutely gorgeous. It was really fun to watch it develop."
Q: "What are these called? [link]"
John: "Tadpoles is the name we use internally."
Q: "are telemetry surprising you in any regard?"
Corinne: "The biggest surprise for me in the telemetry is that the Save Minrathous/Treviso choice is basically split 50/50. We were all anticipating that saving Treviso would be the clear winner, but I'm happy to see it's not so cut and dry."
Q: "Did you ever thought that players would be addicted to having Rook barrel through crates and chests? There should be an Achievement for non stop barrel rolls lol."
Corinne: "Oh 100% yes! In fact, originally wide-spread destructibles weren't really planned for as a part of the game. We found with our particular take on combat that it just felt reaaaally good to smash the few destructibles that we did have. I think I spent the better part of a year putting in constant requests to make more and more things smash and break apart - not to mention the ability to roll through them! I'm glad to see I'm not alone in my obsession. Let's go break things!!"
Q: "1) Was there any plan with Radonis during concept period? 2) What more about Neve's family can you share? 3) Is there a parallel in the way Solas sacrificed the world to restore the elven world and Celene burned Halamshiral to save Orlais from a civil war? (Trick Weekes p l e a s e)"
Corinne: "At one point we did toy with having Radonis make an actual appearance in the game. In fact, if Minrathous falls to the Venatori, we had discussed having his execution on display, but we ultimately chose not to pursue this."
John: "For Neve, I'll have to ask Neve's writer, as I don't recall off the top of my head. For the question about Solas - I think it's less a direct parallel and more that Dragon Age is a series where major players sometimes have to make incredibly difficult decisions that may NOT necessarily be the best decision, but it's the best for them at the time - true for both Solas and Celene."
Q: "I just want to know... do the other companions also think Davrin's a hunk? Do you think there are companions who were rooting for a Rook x Companion romance as it was happening?"
John: "I think the different companions have different relationships with Davrin. Bellara, for example, sees him as almost a big brother - someone who she has a unique connection that she doesn't share with the other companions. Neve sees him as a fellow professional, who hunts monsters in much the same way as she does, just that his monsters are a lot more literal. As for who's rooting for a romance - I think Bellara is just excited whenever people get together. She's a huge romantic and a believer in happy ever after, so she's going to fully support whoever of her friends get together."
Q: "Please humor my newfound Nevarran cuisine obsession - it seems, based on the menu at the Lords of Fortune bar, that Nevarra is majority vegetarian ("want it Nevarran-style? Ask to leave off the meat!" or something like that), and we know Emmrich is a vegetarian. But Emmrich also reveals his father was a poor butcher. So, my questions - Who is eating the meat produced by Nevarran butchers if Nevarra is vegetarian enough that other countries equate Nevarran = veggie? Do butchers largely cater to non-Nevarran immigrants or visitors? Are the Mortalitasi/Mourn Watch entirely vegetarian (would make sense, just because of being put off by being around corpses all day, and their reverence for said corpses)"
John: "While Nevarra is a primarily vegetarian country, that doesn't mean everyone who lives there is a vegetarian. Nevarra attracts plenty of students and scholars from around the world, given its unique connection to the Necropolis and the specific magic tutelage that the Mourn Watch offers. With that in mind, its cuisine is going to be pretty broad across a number of different cultures and regions - and for some of those cuisines, meat is absolutely a very big part of it."
Q: "My biggest question is this: if Solas had been released by Mythal before Inquisition started, would he have let go of his plan? Was service to her all that was motivating him? Or would he have decided to continue with his plan until the inquisition showed him that the modern world mattered?"
John: "The latter, I think. It took the confluence of everything that's happened to him in the time since he woke back up to get him to where he needed to be for the Redeem ending. Guilt and regret motivate Solas."
Q: "When I’m writing, I tend to listen to music that goes along with it. Did any of the Devs have songs they listened to that they felt tied into the game or the characters?"
John: "I can't speak to the other writers necessarily, but for Bellara I listened to a LOT of Aphex Twin. There's something about the ambient weirdness that really worked for me as I was writing her character (to the point that one of their songs is my most listened song in 2024)."
Q: "Are rivalry paths abandoned for Bioware games? What made you design approval/bond in a way that only goes up?"
Corinne: "Oh definitely not! Rivalry will continue to have a role when the story calls for it. In the case of Veilguard, we conceived of this threat being so large, that your companions would commit no matter the cost. This afforded us some unique opportunities, like being able to tie the progression of the Companions to your relationship with them."
Q: "What are you as a team most proud of and are there any plans for a NG+ Update ?"
Corinne: "Gosh, there are so many ways I could answer this. And I think the answer would differ depending on who on the team you were to ask. So let me just say this: The creation of any game of this scope, with a team this large, is kind of miraculous when you consider all the knowledge, coordination, discussion, and expertise required. So broadly speaking, what I'm most proud of is the way the team came together to pivot and be true to BioWare's roots of creating great single-player party-based RPGs, and delivered such quality and stablity. I'm also quite proud of how player-first the effort was; Everything from being Steam native, to no Denuvo, to no micro transactions. We mustn't take for granted what monumental task it was to make this happen. There are individual features and experiences that I know we are all proud of as well. The character creator, for example, was a really big one for us. We've long sought to put the control over player-characters in the hands of the fans, and this is the game where the team believes we've best done that. In fact, it was central to one of our creative pillars "Be who you want to be". As for NG+, that's something we discussed, but at this point we don't have any plans to support it."
Q: "Can you go into more detail of Spite’s role in Rook and Lucanis’s romance? Did you expect everyone to want to romance Vorgoth?"
John: "Spite gives Lucanis and Rook privacy whenever they're being intimate. This was, I'm sure you'll be surprised to hear, a consistent topic of discussion as we planned out some of our romance scenes - is Spite watching? But no, he wanders off and reads a book (or whatever demons do for fun). At this point I am not surprised about anyone y'all want to romance. Sentient fog bank? Sure"
Q: "Looking further, what parts of Thedas you personally want to explore more (regardless if that will or will not be implemented in the future games)? Maybe specific time periods?"
John: "I don't think it's any secret that I find the idea of 'what lies across the sea' to be fascinating. It shows up a lot in Bellara's content - what happened in the parts of the world that weren't Thedas? But Kal-Sharok is another place I'd love to spend more time in. It has a very unique relationship to dwarven culture, and particularly in a post-DATV world, it feels like it'd be super interesting to get more time with them."
Q: "What made you decide to remove greatswords as an option? It's one of The fantasy weapons. Why did you choose to have a "convergent" design, gameplay wise, of classes? What i mean is that all classes have a melee option, a "parry" of sorts, amd a ranged option, with warriors throwing a nonexistent shield when 2h. Usually, in an rpg, different classes have different capabilities and limits, to make them feel more diverse. What made you choose otherwise?"
Corinne: "Originally when we concieved the 2-handed weapon stance for Warrior we did want to include Greatswords. We moved away from it largely because the movement set when swinging a large blade diverges quite a bit from what you'd see with an axe or a hammer. Ultimately we felt, given the number of bespoke animations and transitions it would take, that the time is better invested in other areas of the experience. Regarding the classes, we opted for a unified control scheme and baseline set of actions each could take (e.g. every class having a ranged attack for example) for several reasons: 1. In knowing that each class has a similar core set of actions, it allowed to better design the encounters, levels, and missions with a greater level of variety. If Warrior, for example, had no ranged attack, a large number of the missions would have much more egregious constraints on what we expect the player to do. 2. It allowed us significantly more space to play with the types of builds and breath of the skill tree. We're all very proud of how this played out in practice, and in our view created a high degree of divergence. 3. Given the real-time nature of the gameplay, it's a benefit to lean into the muscle memory the players have already established on prior playthroughs"
Q: "Hi I'm non-binary and the ability to be non-binary in this game was really special and made me feel seen in a way no game has before. In addition---TAASH! "NUFF SAID. Love em! My question is: how did you get so much past censors in 2024? How did you deal with localization? Was EA supportive of the push for more representation? Do you think we can see more diverse companions like Taash and our own player character in the future in Bioware games? I am a little worried about the backlash to Taash and the player character, especially right now. It is scary to think about going backwards after you've just achieved this amazing thing for video games. Thank you so much for making me feel so loved playing a video game, this game gives me so much hope and joy for being a trans gamer and nerd and person. I know there's a lot of hate but for me it means the world."
Corinne: "I'm so glad Taash meant so much to you, and so many others! There are two mantras we often refer to within the team: 1. We believe stories are better when they reflect a large variety of relatable experiences. 2. Games can be a reflection of the teams that make them. Taash's journey and support we had in bringing it to life, was something everyone on the team wanted to do and was invested in. It was a story and experience we wanted to tell that made sense in this time and place. I wont lie, it wasn't easy. This is a delicate subject, deserving of respect, that is deeply personal to so many. We didn't want to mess it up, especially for those it would mean the most to. We were fortunate to have a lot of support through internal and external partners to ensure we were handling this story with care, and of course the talented writing and experience of Trick Weekes. It lead to a lot of edits, localization challenges, and some rewrites. But as the old adage goes, nothing worth having comes easy."
Q: "If Solas is bald because the ancient elves just go bald during their immortal lifespans, then why does Elgar’nan have hair?"
John: "I think maybe it's more accurate to say that Solas lost hair because of stress. Elgar'nan, on the other hand, doesn't feel stress - he makes other people feel stress. And, honestly, Elgar'nan is incredibly vain. Something that doesn't show up until the end game is that he's also very vain. The reason he doesn't look blighted and corrupted throughout the game is he uses a portion of his magic to remain looking the way he does."
Q: "In the DAI trespasser DLC elves saw the crossroads different from the other races. Why was that not the case in this game?"
John: "The Caretaker gets into it a little bit, but while the Crossroads in Trespasser were 'peaceful', the Crossroads in DATV are under assault by the gods."
Q: "If you could start DAI or DATV again, what would you change/add/remove? Could you share with us the most emotionally difficult moment to achieve in DATV? And the easiest? Favorite moment?"
Corinne: "One of the most difficult moments to land was actually the prologue. It sets up a lot of context for the player, and evokes a lot of big feelings. We did many revisions on it before we found the right balance of pacing, information, and tension. In my experience, prologues always are among your most reworked content"
John: "Absolutely the Varric twist. There's always a balance of trying to leave hints for the players while not having them guess the ultimate end game of it, and it's INCREDIBLY hard to make that judgment yourself, because you KNOW what's coming, and all you can see is 'how could anyone NOT get that this is coming?' But I'm happy with how it was received and how it landed. The actual conversation with Varric at the end, though - that one was a gut punch."
Q: "So… does Bianca know?"
John: "Yeah. Harding would have gotten word to her."
Q: "I'm curious to know two things, both Solas related: -What happened to his followers? Presumably they weren't /just/ following him and were on board with the revolution that he represented. -What was his plan past making a new prison and transferring the two Evanuris? It sounds like still an eventual tearing down of the Veil but how was he actually mitigating the risks across Thedas? (Presumably with that network of followers)"
John: "Essentially that. Keep the Evanuris imprisoned, tear down the Veil, and then Solas was CERTAIN everything would get better, even if some people had to, tragically, die. One of Solas' defining characteristics, of course, is that he overestimates how successful his plans are going to be (if you listen carefully to the argument between Solas and Varric in the prologue, Varric makes this exact point - everything Solas has tried ended in disaster, so why wouldn't this as well?) As to mitigating the risks - he had a few things going on, but as to how effective they would've been, I think it's safe to say that it wouldn't have worked as well as he'd hoped."
Conclusion: "We've answered everything we can for now, thank you all so much for your questions and the love for Dragon Age!"
[source]
#dragon age: the veilguard#dragon age the veilguard spoilers#dragon age: dreadwolf#dragon age 4#the dread wolf rises#da4#dragon age#dragon age 5#bioware#solas#video games#long post#longpost#mass effect#lgbtq#morrigan#queen of my heart#fenris#the fenaissance#dragon age: tevinter nights#note: if you find i have missed one or made a weird mistake with formatting or anything pls lmk and i will fix :)
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with incessant rattling and soft grunts of pain, someone walked up to the school's entryway. shoving over a license and state ID as proof of identification, and plugging who they needed to meet in the schools office. so of course, while walking down the halls to the principals office, all jingling, clinking, rattling, even a few curses being muttered under one's breath. soon, someone - despite the obnoxious squealing in tow — came a call over the schools speaker
"VICTORIOUS CHASE, YOUR PRESENCE IS REQUIRED AT THE PRINCIPALS OFFICE IMMEDIATELY. PLEASE FOLLOW INSTRUCTIONS BY TEACHER AND ARRIVE."
and there. standing and already picking fights with the rich old white dude behind a desk, was the one — the only — zyrtec. the only registered guardian on this kids file for the past how many fucking years, already making suing threats because that was just how they worked. probably scared the fucking principal, but oh well. it was pulling their younger sibling out for the day and that was that.
→ @rotting-rotation (I forgot the url.... )
victorious grimaced slightly as he heard his name accompanied by many whispers and giggles from his fellow classmates. he stood, grabbed his things, and followed a teacher out of the classroom and to the principals office. he could feel the tense energy seeping out of the office.
the teen took a deep breath before knocking and opening the office door. both zyrtec and the principal were staring at him as he entered and shut the door behind him. he could immediately tell his older sibling said something to make his stuck-up, corrupt principle to look like he was about to piss himself. he sat on one of the benches, crossing one leg over the other. now he had to wait to see if he was getting out early not.
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okay i've played a bit more and i have a lot of thoughts about Taash and the way gender is being handled overall in this game...
first i will say the positives which is that i do really appreciate the attempt at incorporating trans characters both in the world as companions and allowing us to make those options in the cc. and as someone who also writes dark fantasy stories with trans characters i do understand how difficult it can be to incorporate these identities into a world that doesn't necessarily have the same language as we do; but overall the way they've approached this feels very... i've seen some people call it unpolished but i actually feel the opposite. it's almost clinical (therapy-speak in general has been a main criticism of this game) and it's way too polished, in my opinion, which is what makes it so jarring to see.
there has been a trans character established in game previously, there is already a precedent for these identities to exist in this world, and they have never used this language before. the way Iron Bull talked about Krem felt far more realistic and integrated into the world of Thedas comparatively. was it perfect? no, of course not, but i chafe at the idea that it needs to be perfect, anyways. this is another problem the game has; past characters have had their flaws completely ironed out (Isabela is now a paragon of friendship and returns cultural artifacts instead of looting them, Dorian has multiple codex entries wallowing about how he used to defend slavery, the Crows have suddenly become a big found family-- on and on and on) and while i have my criticisms of some of these flaws (Dorian's pro-slavery rant in inqusition still makes my eyes roll) i dislike the way they're handling these changes and just expecting us to ignore all of the lore and worldbuilding from previous games. and all of this "political correctness" only for the game to still be so racist.
which brings me back to Taash.... Taash is very strange character, lacking agency around both their gender and their culture. they are simply a mouthpiece for the writer. while yes, it should always be made undeniable that your character is trans or gay or xyz, Taash really does only exist to be nonbinary. and to be clear, a nonbinary character like them could be very interesting, if their writing wasnt so... white. we know that the Qun has different ideas about gender than Rivain (and elsewhere) and this could have been a very interesting exploration of that; however, it is obvious that the Qun (and Taash's mother) are meant to be depicted negatively, and ultimately it ends with the player (not Taash) choosing between their two cultures. their gender is clearly far more important to the writer and the only facet of their identity they seemed willing to explore, which makes me question why even make this character qunari to begin with...
Neve and Rook are also the two that spur Taash into exploring their gender. this, on the surface, is not a problem for me. i'm playing as a trans Rook and while the dialogue was again very overpolished and clunky i found it kind of endearing. but the way Neve is used as this "foil" for Taash really rubbed me the wrong way. this assumption that Neve has no complicated feelings about her gender or being a woman (which i highly doubt considering the world she lives in & how misogynistic it is) and the implication from Taash that she only dresses the way she does for her mother/other people (which Neve doesn't even get to challenge) is extremely narrow-minded. Taash is the Only character that acknowledges gender; so far, even when flirting with other characters, it's only been Taash that i've been allowed to specify with that my rook is trans, despite Taash already knowing that from our previous conversation (i hope that this changes once i lock in with a specific character so feel free to correct me if it does).
but no one else really seems to have an opinion except that Neve drags Taash around to meet Maevaris, and we get the very goofy note that's just a list of modern gender identities and their definitions. i do partly sympathize with the writers here; again i've had to find a way to incorporate lgbt identities in my own writing and it can be difficult depending on your audience. i understand wanting to be very clear and concise. but this is... just goofy. and this desperation to be so correct around gender while simultaneously writing such an offensively racist narrative is really frustrating.
there's also an inconsistency that comes from this with Taash's character-- they are portrayed as this rough but awkward character that is bossed around by their mother, they are bashful with flirting early on and are almost child-like in comparison to the other characters. and then suddenly you get a scene with them where they very directly ask if you want to have sex and suddenly pin you against the wall. this scene was so jarring to me i referred to it as a jumpscare because WHERE has this character been this entire time? i want to see more of this, more of this character who takes what they want and knows exactly who they are (which they even say multiple times when you first meet them... but then need Neve and Rook to hold their hand about it?)
i do really like Taash, i like the idea of them, of this very self-assured and almost cocky character who is also a little silly, this person who is so sure of who they are but has to deal with their mother undermining them while also navigating a culture they feel disconnected from, and i also like that the player can help them through it... but the execution is awful, shallow, and racist. the idea that someone can only choose One culture is so offensive and also a laughable conclusion when compared to their coming out as nonbinary. the writer clearly understands that people don't exist within these little boxes when it comes to gender, but can't wrap their head around it when it comes to someone's culture-- which is also a very important part of a person's identity and often contributes directly to their gender and how they feel about it. all of these different characters have different experiences, come from different places, Davrin and Bellara are Dalish and even have differing opinions on what that means for themselves, but the game doesn't touch on any of it. all we get is a lecture from the writer that is completely removed from the world it's presented in.
i wish i could understand what it was this character was meant to convey. i stand by saying that it doesn't need to be perfect; i know there are people that had problems with Krem in inquisition, but at least Krem was his own person. Taash doesn't even get that here... i harp a lot about character agency when i give writing advice on my other blog but it really is so so so important for marginalized characters-- both gay, trans, and especially characters of color-- to have their own agency around their identities that is completely separate from the player & player choice, that allows them to exist as their own person within the world you've created, and i think Taash's character and story is an unfortunate example of exactly what not to do.
#honestly i should be making these posts over on that blog but im scared of dragon age fans#and this blog is much smaller and not connected to rpg/IF fandoms lmao#datv spoilers#datv critical#taash#long post#da posting
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Creative Lineage - Dracula, Orlok, and the others
Here's the thing: the relationship between Nosferatu and Dracula is incredibly interesting - especially considering that Nosferatu (1922) was based on Dracula the book (1897), and most subsequent visual adaptations of Dracula for some reason used aspects of that film as inspiration, instead of adapting the original novel directly. As a result, there have always been endless comparisons between the two; but, in light of our most recent Nosferatu (2024), I must expand on what I personally think is their most significant (in regards to both plot development and analysis) difference.
TL;DR: it's characters. The main source of divergences between Dracula and Nosferatu is that these stories consist of vastly dissimilar characters, stuck in relatively similar situations.
I could go into heavy detail, and I will - under the cut, for the sake of all our dashboards.
At first glance, the stories of Dracula and Nosferatu are almost identical. The beginning sections follow the same essential plot beats - a young, newlywed solicitor travels to a creepy castle in Eastern Europe to assist a reclusive Count in his immigration to the West. This Count is, in fact, a vampire (otherwise known as a nosferatu), and terrorizes the young man for weeks, before departing and leaving him imprisoned; the solicitor escapes, is rescued from the wilderness by a nunnery, and returns home - where the Count has already begun his murderous process of settling in.
Here, in my opinion, is where the similarities end.
The key to understanding Nosferatu is remembering that Orlok is not Dracula; Thomas is not Jonathan; Ellen is not Mina, and so forth; and despite the mutual inspirations that affect each film adaptation of either story, the characters never react to the plot as a viewer would expect, if their precursory experience has been limited to only one or the other version.
Naturally, there are reasons for the continued addition of Nosferatu elements to Dracula adaptations. The most prominent of them is that, quite simply, audiences enjoy a fated, dangerous, inadvisable monster romance. By and large, we are titillated by the taboo; and - without adapting Le Fanu's Carmilla (1872), or adding a vampiric element to an adaptation of Leroux's The Phantom of the Opera (1910), or expanding on the queer elements of Jonathan Harker's sojourn in Transylvania - the easiest piece of classic media to sample for this sort of theme is Nosferatu (1922).
The 1922 film was, in a sense, an adaptation of Bram Stoker's Dracula (at least, enough to get the creators sued by his estate). In its efforts to circumvent copyright laws, it plays fast and loose with Stoker's lore and characters, renaming the Harkers, the Count, and everyone else - and, crucially, adding an element of erotic fixation that the vampire develops upon seeing a portrait of his solicitor's young wife. While still overseas, he builds a psychic connection with the melancholy and sensitive Ellen; it is both horrifying and sensual, and ultimately what she uses to destroy him - sacrificing her own blood and life to keep him out of his coffin until cock-crow. Ellen dies, but the sunlight annihilates Count Orlok, and the ending is a bittersweet new dawn.
This fixated, possessive, murderous eroticism (first displayed in its currently recognizable form by Carmilla) has become a cornerstone of the vampire genre. Elements of it are recognizable even in relatively modern media like Interview with the Vampire, Buffy the Vampire Slayer, Twilight, as well as numerous Dracula adaptations (of which the 1992 Coppola film might be the most well-known); it is even present in other, indirect offshoots like NBC's Hannibal TV series. It is, therefore, essential to note that these overtones did not exist in the same way in Dracula the novel; and the reason for that is, specifically, a difference in character.
Count Dracula, while dangerous, vampiric, and psychic, does not possess that same singular fascination with any given character in Stoker's book (save perhaps for Jonathan Harker, temporarily). He does drain Lucy night after night, and his method of killing, like with all vampires of his type, is allegorically sexual; but it isn't personal. She keeps receiving blood transfusions - effectively, refills!.. Other than her blood, he has little interest in her. He has companionship enough already - after all, he lives with three female vampires, who may be courtesans or wives, but are colloquially referred to as Vampire Brides; and, additionally, he maintains ongoing communication with some of the people and animals that live on his land. As such, when he does bite Jonathan's wife Mina, it is a practical decision - made in order to establish a potential spy in a group of people who appear to be intent on hunting him down.
Similarly, Mina herself - despite the usual characterization of her film portrayals, which are in many ways epitomized by Coppola's 1992 version - was not originally a vulnerable maiden. She is confident and educated, she has worked for a living as an educator prior to her marriage, and she knows how to use a typewriter as well as shorthand. She has no emotional connection to Dracula whatsoever beyond pure incandescent hatred; and, frankly, forcing her into any sort of romance with him is deeply inaccurate to her character - because Mina Harker is endlessly in love with her husband Jonathan.
They may be on the lower end of middle-class, but relatively stable and planning a life together - not only as husband and wife, but as solicitor and secretary, as well. It's as close to a power couple as a novel from the 1890s will approach.
This is not the case for Ellen Hutter, largely because her social circumstances are far more precarious.
Unlike Mina, she has been forcibly isolated for the majority of her life. In that, she is yet another in the line of tragic madwomen of the gothic genre - mostly due to her eccentricities and her psychic gift, which (as the Eggers version specifies) manifested early in her childhood and became socially inexcusable during her teenage years, much like any real-world form of neurodivergence. It is implied that she has been institutionalized at some point as a result; and even prior to that, her father kept her confined indoors and away from other people in efforts to control her.
This isolation is what originally leads to her connection with Orlok - who was woken from his centuries-long deathlike sleep when he heard her reaching out into the ether, begging for a friend. Then, later in her life, the same circumstances unfortunately have a direct effect on her relationship with her husband Thomas, too; while she is attached to him, she cannot ignore that she is also utterly dependent on him as her ticket to a stable life, as well as out from under her father's thumb. Again, unlike Mina, she has no marketable skills or opportunities outside of this marriage; and while Thomas never shames her for her past, he still pressures her to ignore and repress it. The manifestations of her psychic ability concern, then unsettle, then frighten him - and, ultimately, there is a transactional aspect to their union. Thomas expects himself to move ahead in the world, like his friend Friedrich; and Ellen is expected to eventually become normal. She is expected to become a happy, pretty wife and mother like Anna Harding - because, while Thomas cares for her and fully intends to provide for her, he refuses to actually understand her.
Furthermore, it must be noted that leaving her father's estate for her husband's house did not entirely save Ellen from her isolation. Unlike Mina, she has no real friends of her own. Her only friend in the 2024 film is Anna, her husband's best friend's wife; and in the 1922 original, even that tentative affection is unclear. As such, Orlok remains the only character that truly knows and accepts her as she is - which inevitably complicates their dynamic.
While Orlok is, by his own admission, incapable of a human love, he is overwhelmingly and exclusively obsessed with Ellen. Unlike Dracula, who even in death keeps the company of his women and his people, Orlok exists in utter solitude. Prior to his death, he was also heavily avoided due to his being in "covenant with the devil." The 2024 film especially makes it clear that Ellen's call, which woke him from his slumber, is exceptional; their connection is intensely personal, and it is as close to love as he can ever feel.
This aspect of the vampire's characterization fundamentally alters the context of his behaviour throughout the film. While Dracula moved to England in search of new hunting grounds and little else, Orlok goes to Germany specifically to find Ellen. By marrying Thomas Hutter, she broke the covenant she made with Orlok in her youth; thus, knowing that his claim has been infringed upon, the Count makes contact with Hutter's real estate law firm, summons him to the Carpathians, crosses the sea, and arrives to Wisborg as a physical manifestation of every dark urge and ability she has been attempting to repress. He torments her husband, tricks him into signing a marriage annulment, plagues the city, and murders the Hardings - all of it for her. She is his unique and all-consuming motivation. Again and again, he insists upon their covenant, reminding her that she has never truly belonged to the human world, and he is not incorrect in his assessment. Ellen's surrounding society infantilizes and binds her, often literally. She has nothing to lose by leaving it, except for her own sense of morality; and that is why Orlok, who represents her own abnormality, remains a beautiful, nightmarish temptation.
The other characters diverge from Stoker's just as much.
Thomas Hutter has little in common with Jonathan Harker beyond his choice in career and his time at a vampire's castle. Despite his careful attachment to his wife, he does not actually take her opinions into consideration when he plans their life - he prioritizes his social and financial advancements, which are of no interest to her, and which he sees as his duties to her and to himself; and, when she exhibits any of her unusual or melancholic traits, he does his best to try and move past them as quickly as possible. He does not experience the same attraction to the horror that she does; he cannot bring himself to understand it; and both in 1922 and in 2024, he is also largely oblivious to her eccentricities, gifting her flowers despite the fact that she does not like to see them picked and dying in a vase. That is a far cry from Jonathan - who knows his wife's love of train schedules, who is practicing shorthand with her, and who is willing to join her in cursed, godforsaken undeath when faced with the possibility of her turning. Ultimately, Thomas exists too firmly within the same societal constraints that Ellen abhors, and their relationship has none of the foundation that is unshakably shared by Jonathan and Mina.
At the same time, while the Anna is a parallel to Lucy, and her husband is a corresponding Arthur, the Hardings (once again) have no particular commonality with them. Their characterization remains undeveloped in the original 1922 film - and while Eggers does grant them some definition, it is still in no way similar to Stoker's.
Stoker's Lucy is a charming, cheerful, flirty, and a little coquettish young girl; she exists on the cusp of womanhood and marriage, and her pre-vampire arc revolves around her choice between three almost-equally delightful suitors. She adores and idolizes Mina, she is childishly excited about her future; and in these things, she is very different from Anna, who is already married, a mother of two with one on the way - and who does care for Ellen, but in a motherly, rather than girlish, fashion.
Her husband, too, is quite different from Arthur Holmwood.
In 2024, Friedrich Harding is - above all else - the film's personification of the trap that is patriarchy. He is the epitome of what a man is expected to be: a successful business owner with a pretty blonde wife and 2.5 kids (I thought Anna's pregnancy was very much on the nose. Quite literally, 2.5 kids!). He is generous, he cares for his family, and he is firmly Rational. On the surface, Harding appears to be an ideal made flesh; and as the film progresses, it becomes evident that this ideal is designed to crumble.
Much of Harding's rationality is heavily hypocritical. While he claims to be making all his decisions based on pure logic, Ellen's - an outsider's - perspective exposes the truth behind his motivations. He ignores her warnings because he does not like her and considers her impudent; he kicks his own sick best friend out of his house with only his similarly sick wife to care for him, because he is annoyed and unsettled by their references to the supernatural; he refuses to listen to Von Franz and ignores the danger his family is in, because he is frightened of losing them to something he cannot comprehend, rather than a mundane, potentially treatable illness. All of these decisions are emotional, rooted in his misogyny and closed-mindedness - and so, Harding loses his daughters, his wife, his unborn son, as well as the unflappable, rational facade he had been so carefully maintaining. He ends the film a wreckage of himself, having committed necrophilia with the corpse of his wife because he was emotionally, irrationally unable to let go of her even in death; he dies of the plague that came to Wisborg through his own ship yard, holding her in his arms. Even under the guise of benevolence, his patriarchal worldview undermines and fails him entirely. It is a terrible thrill to watch him fall apart, and the ruin that is left in his place is one of the most obvious illustrations of the story's principal themes.
The other characterizations follow a similar sort of pattern. Sievers, unlike Seward, has no romantic rivalry with Harding; and beyond a professional connection, they are not really friends. Von Franz is far less knowledgeable about vampires than Van Helsing - for the majority of the film, he is stumbling in the dark with the rest of the cast, only finding a way of destroying Orlok in Herr Knock's codex. Knock, too, is far less noble than Renfield - even though he is just as insane as his counterpart, he sees Ellen as an object to be traded for money and power, rather than a kind soul that he would die to protect.
(Quincey Morris, unfortunately, does not exist in Nosferatu. Murnau hadn't found a place for a cowboy in his production; consequently, Eggers could not, either.)
The point is, really, that while Dracula and Nosferatu share a common premise, a comparison between them cannot be made without acknowledging the glaring differences between their characters. For instance, even though Orlok's relationship with Ellen is toxic in the usual vampiric way - part sex, part horror, part possession, part liberation - Thomas is by no means a perfect partner for her, either, because he is not Jonathan Harker, and Ellen is not Mina. Similarly, Von Franz, Sievers, and Harding are not a brave vampire hunting team - they are all blind, each in their own specific way (Von Franz, lacking straightforward knowledge; Sievers, trusting Von Franz without question; Harding, unable to think outside of societal rules). Expecting them to react to their situation the same way as the cast of Dracula is an exercise in futility.
As such, if you do get the chance to see the film again, or if it merely plays in the darkness of your skull when you close your eyes - instead of fixating on the few surface-level similarities between two different vampires and the people they haunt, allow the story of Nosferatu to seduce you on its own terms. Whether it is 1922 or 2024, we, as viewers, deserve its living blood - rather than the shadow of its predecessor.
#nosferatu#nosferatu 2024#robert eggers#lily rose depp#bill skarsgård#nicholas hoult#aaron taylor johnson#willem dafoe#ralph ineson#dracula#bram stoker#count orlok#count dracula#ellen hutter#mina harker#thomas hutter#jonathan harker#jonmina#orlok#nosferatu analysis#nosferatu meta#horror#gothic horror#horror analysis#film analysis#nosferatu spoilers#nosferatu 1922
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veilguard, i hated it.
So i finally finished veilguard, and guys, what. a. shitshow.
So apart from the fact that it feels like a half-finished game (which it probably is), I mostly hated it on two accounts: 1) the overall lore implications (we knew this from this reddit q&a, but I'm still angry, and I won't stop talking about it) BOTH in regards to previous games and this one and 2) how this was not at all a roleplaying game. (sorry, english is not my first language and I'm tired and enraged)
Let's look a little closer, shall we.
One: The Lore Implications. This pisses me off in two ways:
First, the amateurish attempt at a "clean slate". This is just so insulting. If they wanted to make a game without any of that icky baggage, then the should have chosen a new ip for this. I get that it's complicated after three games with a lot of moving parts, I get that the decision to move away from southern thedas was an attempt to curtail a lot of this, but COME ON. Walls of nonsensical (seriously, they read ai created) text from the inquisitor, that mainly tell you that everything you fought for, all the people, all the places, is gone? And not for effect, not for the story, entirely offscreen and nonsensical, just so the writers don't have to care for this anymore? This does NOT get me invested into the story. No mention of who your Divine is; no mention of who sits on the orleasian throne - and it should matter, shouldn't it, whether or not your EXILED the grey wardens, whether or not you have an elf with a SPY NETWORK close to the orleasian throne, whether or not you DISBANDED the inquisition. All of that does influence what happens on the world state, or at least it should. (And if you want to ignore it, why not do in a way that's less obvious, less bad, why not have your protagonist be someone with no ties to the inquisition, who genuinely does not know whats going on in the south? Why have a world state when you don't want anything to do with it?)
Second, and that's even worse: you cannot take a fully established world, and then alter it to your weird specifications. THE FUCK you mean, there are no slaves in Minrathous, the goddamn slave capital of the world?? Why THE HELL is there a whole questline where we try to find disappeared people, snatched from the street for the ritual, when it should be perfectly possible to buy a few batches of slaves and have them express delivered to your ritual site. (So we can show up and fuck up your slave operation.) But no - I get shamed when I don't save Minrathous?? Well, fuck you, Fenris sends his regards, I hope you all burn.
To this ties the overall simplificaton of the world: Nobody is really bad, just the few super bad guys, but they are so evil as to have no real motiviation, they are basically Thanos or otherwise racist cartoons (totally believable that the Qunari, or a sect thereof, would be on board with mad sorcery). They rest, they are good guys! The pirates are very mindful of cultural heriatages! The crows are just your friendly neighborhood assassins (I remember the stories Zevran told slightly differently), and, as assassins, they naturally wear uniforms, so you see them coming (as do the "secret" "underground" "rebels" from Tevinter). I'm not saying that everyone should be evil, but the fact that whole organisations are presented to us as benefical is so insulting, ESPECIALLY when it was always a point of pride for the Dragon Age franchise that it was morally complicated. There is slavery and poverty and darkspawn. NOPE, you can stand knee deep in blight, not a problem anymore. (if only Carver had known) There is racism against elfs. (well, as the elfs seem to be respnsible for EVERY problem thedas faces, from the veil to the darkspawn, maybe that was precient? - also, always nice to have everything tied in such a neat bow, everything tied to one ONE causality, that makes things really believable and realistic) The Templars are fascists, sure, but abominations are a problem that does not get solved easily. NOPE, not anymore! When before, even a spirit of JUSTICE got corrupted in this world (therby making the valiant and sublte point that abstract concepts rarely hold up well when coming in contact with messy reality), now you can be possessed by a demon of SPITE and HE DOES NOT DO ONE SPITEFUL THING AT ALL. Nice, if only the mages knew that, you just have to accecpt feelings or whatever and then everything's well. SO NEAT!
This brings me to point number two: Why do we play this game? The complex and previously established word is gone; what's left are cartoons thereof. And then, there's not even a hint of role-playing left. Why can't I be mean to Harding?? I loved her in Inquisition, now her overly-girly manner grates on my nerves and I want to be mean to her. I can't, i have to be everyone's friend. In the end, I cannot decide anything, except the slight configuration of the final companion armour (why would I care, I don't know these people, I could not ask them a single question), and some slight cosmetic change regarding Solas - there is not even talk about tearing down the Veil. We've come full circle back to Mass Effect 3 and the groundbreaking decision we get to make is what colour the magic space beam is gonna have. Except, Mass Effect 3 was still a much better game, because you knew your crew - in this game, I have acutally no idea why Rook should lead anybody, why anybody would follow them, and why the literal fate of the world should be in the hands of this bunch of (after 100 hours of gameplay) near strangers. There ARE narrative work-arounds for this kind of shit; the writers just didn't care enough.
There are a hundred more small things I could say about this, about the story (Solas' prison was made of regret and he wanted to put Elgarnan there?? Who feels very good about everything he does?? Is he stupid? And then everyone is so impressed about Rook getting out to quickly, but seriously, what the fuck did Rook have to feel regretful about? They did not get to make a single decision. They did not order anyone to sacrifice themselves; they did not use people, or cities, as pawns in a war or whatever, BECAUSE THIS GAME HAS THE EMOTIONAL DEPTH OF A SMALLISH PUDDLE) and the in-game approach to the player (how often do i have to be told that i need to take care of my companions business?? This got so repetitive and made them seem like imcompetent children. Why wasn't there a better way to make me care, or better yet, trust the player to want to play this game), but I stop now. Fuck Bioware and EA.
#dragon age: the veilguard#veilguard spoilers#da: the veilguard#veilguard critical#bioware critical#long post#sorry
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About that Dragon Age: The Veilguard audio web series
Thinking back about the marketing for DATV I now realize it was kind of deceptive.
No, it was not literal fraud. They did not make specific promises and then broke them, not explicitely and in a way you could hold them liable in court over. And I get when you are advertising your product you will of course highlight its most favorable aspects while not shoving its negative sides into everyone's noses.
However I do think that EA/Bioware did stretch out the boundaries between regular endorsement and fraud.
It started with the web series Vows and Vengeance they uploaded weekly on Youtube right before release. At that time I was still hopeful and excited for the game. And Vows and Vengeance all but encouraged that excitement.
You know why? Because, and this surprised me, it was genuinely good.
Vows and Vengeance functioned as an early introduction to the companions. While they were not the main characters they did play a key role in each episode. The plot was what could be typically expected from a regular DA installment. It had a dark, gripping story. The dialogue was well written. It dealt with mature themes, it actually discussed the classism of Tevinter.
Lucanis was a proper crow who killed a good man because he was hired to do so. He was positively morally grey. Davrin had actually strong opinions when the main character dropped the Dread Wolf's name. Bellara was interesting in that it became clear how she struggled with her ADHD without using infantile language, Scout Harding acted smart, mature and competent, Taash was a morally grey bad ass, fitting for a freelance treasure hunter and with smart and witty dialogue to go with it.
It was amazing, I found myself excited every week for a new episode. It got me interested in the companions. I already contemplated to romance Taash because they were so cool and charismatic in that series. I thought, if a FREE webseries that was made for advertisement was already this great then the game had to be nothing short of phenomenal.
And then it just...wasn't. There was nothing of the depth that came through in the web series. It was as if I was presented with a sample of a multilayered chocolate cake but got a dry brownie after I actually paid the full price for it.
The sheer audacity behind this course of action is still so inconcievable to me, I sometimes still wonder why they put effort into writing the free thing and not the product they demand payment for. I still don't get it. The only explanation is they purposefully put out a misleading sample to lure in the customers in the beginning to spend money, right?
This fraud adjacent behavior does not stop there.
Remember when we thought we would be importing our worldstates from our previous games? There wasn't even a question about it in the beginning because this is such an intrinsic Bioware feature. But then the info about the three choices in the character creator leaked.
Leaked!
Meaning they never intended for this information to be known pre-release. They fully intended to keep it secret until it would be too late. They also never said they wanted a soft reboot.
This is the conclusion the fandom has drawn after they destroyed their own lore and went scorched earth on the entire south of Thedas.
And the biggesr lie was when they said this was their best work. After all this!
This is the reason why DATV's shortcomings are so devastating. This is why so many feel like the game was a slap to their faces. EA/Bioware gaslit and manipulated us from the very beginning. We have been cheated and betrayed.
The last bit of trust I and many others had in Bioware, they mercilessly crushed.
I personally will never take even one thing they say at face value again. You can only trust their actions from now on.
#dragon age#dragon age inquisition#dragon age 2#dragon age origins#dragon age the veilguard#vows and vengeance#taash#lucanis dellamorte#scout harding#bellara lutare#davrin#datv critical#bioware critical
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