Dragon Age: The Veilguard info compilation Post 1
Post is under a cut due to length.
There is a lot of information coming out right now about DA:TV from many different sources. This post is just an effort to compile as much as I can in one place, in case that helps anyone. Sources for where the information came from have been included. Where I am linking to a social media user's post, the person is either a dev, a Dragon Age community council member or other person who has had a sneak peek at and played the game. nb, this post is more of a 'info that came out in snippets from articles and social media posts' collection rather than a 'regurgitating the information on the official website or writing out what happened in the trailer/gameplay reveal' post. The post is broken down into headings on various topics. A few points are repeated under multiple headings where relevant. Where I am speculating without a source, I have clearly demarcated this. if you notice any mistakes in this post, please tell me.
as this post hit a kind of character limit, there will probably be at least 1 more post. :)
Character Creation
CC is vast [source] and immensely detailed [source]
We will enter CC straight after Varric's opening narration [source]
You are given 5 categories to work your way through in CC: Lineage, Appearance, Class, Faction, Playstyle. Each of these has a range of subcategories within them. There are 8 subcategories within the "head" subcategory" in "Appearance" alone [source]
Lineage dictates things like race (i.e. human, elf, dwarf, qunari) and backstory [source]
Backstories include things like factions. Factions offer 3 distinct buffs each [source]
There are dozens and dozens of hairstyles [source]
There are separate options for binary and non-binary pronouns and gender [source]
"BioWare's work behind the scenes, meanwhile, goes as deep as not only skin tones but skin undertones, melanin levels, and the way skin reacts differently to light" [source]
CC has a range of lighting options within it so that you can check how the character looks in them [source]
There are a range of full-body customization options such as a triangular slider between body types and individual settings down to everything from shoulder width to glute volume [source]. There are "all the sliders [we] could possibly want". The body morpher option allows us to choose different body sizes [source]
All body options are non-gendered [source]
They/them pronouns are an option [source]
Rook can be played as non-binary [source]
Individual strands of hair were rendered separately and react remarkably to in-game physics [source]
Special, focused attention was paid to ensuring that hairstyles "come across as well-representative, that everyone can see hairstyles that feel authentic to them, even the way they render" [source]
The game uses strand hair technology borrowed in part from the EA Sports games. The hair is "fully-controlled by physics," so it "looks even better in motion than it does here in a standstill" [source]
The ability to import our choices from previous games is fully integrated into CC. This will take the form of tarot cards - "you can go into your past adventures" and this mechanic tells you what the context was and what decision you want to make [source]
In CC we will also be able to customize/remake our Inquisitor [source]
A core tenet of the game is "be who you want to be" [source]
There are presets for all 4 of the game's races (human, elf, dwarf, qunari), in case detailed CCs overwhelm you [source]
Story
The story is set 9 years since Inquisition [source]
The Inquisitor will appear [source]
Other characters refer to the PC as Rook [source]. This article says they are "the Rook" [source]
The ability to import our choices from previous games is fully integrated into CC. This will take the form of tarot cards - "you can go into your past adventures" and this mechanic tells you what the context was and what decision you want to make [source]
The prologue is quite lengthy. A narrated intro from Varric lays the groundwork with some lore and explains about Solas [source]. In this Varric-narrated opening section, the dwarf recaps the events of previous games and explains the motivations of Solas [source] (Fel note/speculation: this sounds like this cinematic that we saw on DA Day 2023)
What happens first off is that Rook, who is working with Varric, is interrogating a bartender about the whereabouts of a contact in Minrathous who can help them stop Solas. The bartender does not play nice and we are presented with our first choice: talk the bartender down or intimidate them aggressively [source]
The first hour of the game is "a luxurious nighttime romp through a crumbling city under a mix of twinkling starlight and lavish midnight blue" (Minrathous) [source]. The game begins with a tavern brawl (depending on dialogue options) and a stroll through Minrathous in search of Neve Gallus, who has a lead on Solas [source]. Minrathous then comes under attack [source] by demons [source] (Fel note/speculation: it sounds like the demo the press played is what we saw in the Gameplay Reveal). Off in the distance is a vibrant, colorful storm where Solas is performing his ritual. [source] Eventually we come upon Harding. [source] and Neve. Rook and co enter a crumbling castle, where ancient elf secrets pop up, "seemingly just for the lore nerds". [source] Then we teleport to Arlathan Forest, have a mini boss fight with a Pride Demon, and there is the climactic confrontation with Solas. After a closing sequence, at this point it is the end of the game's opening mission. [source] (Fel note/speculation: So the Gameplay Reveal showed the game's opening mission)
The action in the story's opening parts starts off quite quick from the sounds of things: the devs wanted to get the player right in to the story. because, “Especially with an RPG where they can be quite lore-heavy, a lot of exposition at the front and remembering proper nouns, it can be very overwhelming.” [source]
BioWare wanted to make the beginning of Dragon Age: The Veilguard feel like the finale of one of their other games [source]
Rook's Faction will be referenced in dialogue [source]
Minrathous is beautiful, with giant statues, floating palaces, orange lantern glow and magical runes which glow green neon. These act "like electricity" as occasional signs above pubs and stores [source]
The story has a lot of darkness tonally. These dark parts of the game contain the biggest spoilers [source]. However, the team really wanted to build in contrast between the dark and light moments in the game, as if everything is dark, nothing really feels dark [source]
Our hub (like the Normandy in ME or Skyhold in DA:I) is a place called The Lighthouse [source] (Fel note/speculation: I guess this screenshot shows the crew in The Lighthouse? ^^)
Each companion has a very complex backstory, their own problems, and deep motivations. These play out through well-fleshed out character arcs and missions that are unique to them but which are ultimately tied into the larger story [source]
We will make consequential decisions for each character, sometimes affecting who they are in heart-wrenching ways and other times joyously [source]
Decisions from previous DA games will be able to be carried over, it will just work a bit differently this time [source]. The game will not read our previous saves. For stuff pertaining to previous games/choices, players will not have to link their accounts [source]
Characters, companions, romance
Varric is a major character [source]
Every companion is romanceable [source]
BioWare tried to make each character's friendship just as meaningful, regardless of romance [source]
If you don't romance a character, they may end up romancing each other [source]
There will be some great cameos [source]. Some previous characters are woven into the game [source]
Companion sidequests/optional content relating to companions is highly curated when it involves their motivations and experiences [source]
We could permanently lose some companions depending on our choices [source]
Our choices can influence if characters get injured and what they think about us [source]
The bonds Rook forges with companions determine how party members grow and what abilities become available [source]
Each companion has a very complex backstory, their own problems, and deep motivations. These play out through well-fleshed out character arcs and missions that are unique to them but which are ultimately tied into the larger story [source]
We will make consequential decisions for each character, sometimes affecting who they are in heart-wrenching ways and other times joyously [source]
Gameplay, presentation, performance etc
Each class (warrior, rogue, mage) has 3 specializations. The ones for Rogue are duelist, saboteur and Veil ranger [source]. (Fel note/speculation: Veil ranger reminds me of Bellara. Maybe this is her 'spec' too?)
Duelist gameplay involves a sharp combination of dashes, parries, leaps, rapid slashes and combos [source]
Faction-related buffs include being able to hold an extra potion or do extra damage against certain enemies [source]
Individual strands of hair were rendered separately and react remarkably to in-game physics [source]
Playstyle settings include custom, distinct difficulty settings for options as granular as parry windows, meaning "players who might fancy that playstyle but typically struggle with the finer points of combat can give it a go" [source]
Combat mechanics is a mix of real-time action and pause and play. Pausing brings up a radial menu split into 3 sections: companions to the left and right, Rook's skills at the bottom, and a targeting system at the top which helps get in focus on certain enemies. [source]. In the pause system you can queue up your whole party's attacks [source]
Tapping or holding the shoulder button pauses the game, allowing us to stop the action and issue orders to companions [source]
There is a system of specific enemy resistances and weaknesses [source]. Weaknesses and resistances plays a big role in combat and abilities are designed to exploit these accordingly [source]. An example is that "one character might be able to plant a weakening debuff on an enemy, and another enemy might be able to detonate them" [source]
There is a vast skill tree of unlockable options [source]
You can set up specific companions with certain kits, e.g. to tackle specific enemy types, to being more of a support, or as flexible all-rounders [source]
Healing magic returns [source]
Abilities can change together with elaborate results, e.g. one companion using a gravity well attack that sucked enemies together, another using a slowing move to keep them in place, and Rook using a big AOE to catch them all at once [source]
A shortcut system lets you map a few abilities to a smaller pinned menu at the bottom of the screen [source]
There are class-specific resource systems. For example, Rogue has "momentum", which builds up as Rook lands consecutive hits [source]
Each class will always have a ranged option [source]
Rogue Rook can do a sort of 'hip fire' option with a bow, letting you pop off arrows from the waist [source]
Warriors can throw their shield at enemies, and can build an entire playstyle around that using the skill tree [source]
There is light platforming gameplay [source]
The game runs on the latest iteration of the Frostbite engine [source]
The game targets 60 fps
On consoles it will feature performance and quality modes so we can choose our preferred visual fidelity [source]
The game is mission based [source]. Some levels that we go to do open up, some with more exploration than others. "Alternate branching paths, mysteries, secrets, optional content you're going to find and solve." [source]
Everything is hand-touched, hand-crafted and highly curated [source]
Some sidequests and optional content is highly curated, especially when it involves the motivations and experiences of the companions. In others we may be investigating for example a missing family, with an entire open bog environment to search for clues and a way to solve the disappearance [source]
Gameplay, presentation, performance etc continued, after the above bullet list hit a character limit
There is sophisticated animation cancelling and branching. Gameplay is action-like, and the design centers around dodging, countering, and using risk-reward charge attacks designed to break enemy armor layers [source]
The dialogue wheel returns [source]. It gives truncated summaries of the dialogue options rather than the full line that the character is going to say [source]
The bonds Rook forges with companions determine how party members grow and what abilities become available [source]
For stuff pertaining to previous games/choices, players will not have to link their accounts [source]
We can play the game fully offline [source]
There are no microtransactions [source]
The game itself is not as cell-shaded in look as the first trailer looked [source]
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Damian and the Dumpster baby.
Damian was doing patrols, with a bit of a minor rescuing and feeding the strays animals until he heard a noise from a dumpster.
Tonight was going to be a storm coming, and he rather check up on the strays, feed them, fixing any of the secure hiding places he put out for them for rain occasionally, and try to smuggle 1 or 6 into the barn again without Father knowing. Alfred can keep a secret sometimes.
Jumping on the edge of the dumpster to see a plastic bag tied up on the pile of trash with something squirming inside, alive obviously. Oh if this another group of puppies, he going to find the culprit himself and break their kneecaps and arms this time.
Easily untying the plastic bag and opening to reveal.. a little baby.
Not a kitten or a puppy, a living breathing human baby, cut and tied umbilical and a pale with a unique birth mark in a shape of a lichtenberg from his tiny hand fading to his chest.
This..
This was out of Damian's comfort line.
He had dealt with saving animals, people, children, hell even toddlers. He never dealt with a baby before much less a newborn.
He could panic later as he hear the sounds of a storm brewing. Carefully picking up the baby by the back of the head and and by the body, using his cape to as a blanket to cover the obvious nudity of the baby. Climbing onto his Red Robin theme Doom Buggy.
Taking care of a baby is no different then taking care of a baby animal, right?
.....
.....
.....
.....
He got caught after 5 month and a half by Alfred during feeding Danyal time, while scolded him about hiding the baby instead of coming to him.
He had a good reason to though, last time he told Alfred about the last newest addition, Bruce sended the Jafar the Ligor to a sanctuary. He still felt betrayed by that.(even though now Jafar is happily spending his days with the other mixed big cat breed but still)
He done a good enough job taking care of Danyal, even though he had to secretly look up baby stuff, medicine, clothes, a soft bedded cot and diapers.(the smell was much less worse then the sewer) he considered himself a great care-taker.(even though in the back of his mind, he feared that he might had unlocked that genetic adopt-bat bait traits that Dick warned him about)
Damian had gotten.. a bit attached, considering the idea of putting danyal in orphanage or a foster care wasn't ideal afterall the corrupted ones that Father and him had broken through over the years left a bad gut feeling if he had actually gone through with his plan. Danyal was one of his babies, only not covered in fur, scales, or a shell.
And he didn't do everything all on his own, Cass was the only who figured it out, kept it a secret and help out.. then steph found out... and Jason, Tim and Duke unfortunately found out after Cass and steph snuck danyal in the manor for a nice bath.
Only reason Dick didn't found out because everyone know he can't keep a secret away from Bruce's ear for long after found out Jason's new girlfriend was the new therapist in Gotham, and telling Bruce would feed his adopt-holic again and he end up having baby fever. (Tim didn't tell him what that word meant but he did look it up in a baby care guide book for new parents. And EW)
They were going to wait it out til Danyal was at least toddler age before sneaking him in the manor to gatekeep gaslight girlboss Father into thinking he already adopted him. (Steph's words, not his)
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Unintelligible chanting echoed in a warehouse. A perfect summoning circle drawn on the ground with one cultist standing before it with a group more standing behind them.
Even thought the chanting was unintelligible, it was perfect. Not a clipped word or uneven tone out of place as they all, in unison, chanted the words to summon an almighty being from beyond.
Even as interlopers broke in the warehouse, they didn't stop chanting, only the cultists who weren't chanting and were previously standing around the room, broke away in an attempt to stall.
The circle glowed a toxic, unnatural green before growing dark yet darker. A black, mist like substance spreading from its focal point and out into the bounds of the circle before twisting and twisting as the temperature rose and grew into a sweltering heat that could be felt all throughout the warehouse.
They did not stop chanting.
Even as the last of their guard fell.
They did not stop chanting.
Even as some of the cultists at the back of the group started to engage in combat.
They did not stop chanting.
Until finally, the black mist twisted into a brilliant, unnatural black flame as the heat soared and shaped itself in the giant form of a bird before larger than large wings snapped themselves open.
Black flame slide off of the being's form like water, small flickers of deceptively harmless looking flame trailed down the bounds of the summoning circle as the phoenix lowered itself.
"So we meet again." The being spoke, its very presence demanding attention and respect. Impossibly red eyes focused all of their intent on the cultist and the helm. "What do you want this time? I am quite busy, as I'm sure you should be aware."
"O'h' great one," The cultist fell to their knees, hands spreading up and out reminiscent of a prayer. "The deepest flame, the guardian of the blackest fire, rival of the-"
"Enough of that nonsense." The being snapped, scoffing as it turned its head in disdain. "I did not answer your pitiful call just to hear you praise me. Make your demand, now. I have an appointment to keep."
The cultist seemed to deflate, for but a mere moment, before lowering their hands and clasping them in front of their chest. "O' great one, I have sowed the seeds and cultivated a cult in your name through the ages, we are might in number and consistent in our worship."
"I do not need a recap." The Pheonix said, blandly. Looking utterly disinterested in the cultist's words. "Your demand."
"After all of this, surely you would not mind parting with but a bit of your power?" The cultist asked and finally, the Pheonix seemed to stare with something more than mere disinterest before snapping its head up. "Do not interfere, mere interlopers." It snapped.
The heroes froze as, suddenly, they felt held down in place.
It then disregarded them, staring back down at the cultist before him with some level of interest and clicked its tongue. "Already blessed with immortality yet you wish for more? How..." Its eyes seemed to smile. Amused. As it purred. "Ambitious."
"Please, O' great one. Just a bit. A mere fraction would be enough."
"Oh all alright," The Pheonix said, holding up a wing as it plucked off a feather with its beak. "I suppose you have done enough to be worthy of a bit of my power."
The feather flew down from its beak, encased within a ball of black flame that, as the cultist spread their arms, fused into their chest.
"Do try not to be consumed by it. As I do expect noteworthy things from you."
With that, the Pheonix disappeared in a puff of mist like fire. The circle instantly losing all vibrancy and the sweltering heat snuffing itself out.
And the heroes were free of whatever magic kept them bound in place.
The cultist slowly stood up, back facing them as something bubbled up under the back of their cloak before large, flaming wings burst through the cloth of their cloak. They slowly turned around, and the movement almost looked serene, and faced the heroes.
The cultist slowly spread their hands. "I would have thought the Justice League would have handled this matter themselves, not send their younglings after me." They spoke, calm and measured and holding no feeling whatsoever. Black flame spilled from their hands as they stretched their wings.
"Come. Young heroes. You would be the perfect steppingstone to test my new abilities."
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