#this game makes me miss dragon age 2
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wizardsix · 3 months ago
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it sucks when bad games exist bc usually they'll actually have good foundations for interesting characters/lore but it just. doesn't go anywhere. and it's incredibly frustrating every time. idk what it's gonna take for writers to take their work seriously but I am just so incredibly tired of mediocre writing.
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legionofpotatoes · 3 months ago
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I know the discourse well is poisoned and no one hates bioware games more than bioware fans, but I am just 🫠 having so much fun with veilguard it's unreal. It is selfishly the dragon age game I always wanted. with less emphasis on cRPG, a more focused story, curated mission based design that spotlights the high fantasy stuff, slowburn structure with companions, significantly less sidequest bloat, and a fully real-time action-oriented combat system that isn't riddled with the growing pains of previous titles. when I first played origins I imagined something almost exactly like this as my ideal version of a sequel; and it was one of those dirty, selfish thoughts that I knew was disrespectful to the then-established DNA of the thing, but I can't help but feel giddy about having it here and now. like down to the shift away from the childishly dark tone and to something more inherently flexible with a baseline aspirational quality. I hate aesthetically depressing games so much. am I not alive right here and right now already
When I say "aesthetically" there though I do mean it. I'm fully on the opposite side when it comes to tone and positions expressed in the story itself. I am just not including that in my analysis because I am not done yet - so please no spoilers! I think I am where most people consider to be the second act, and I definitely have my gripes with the narrative framework and some of the optics, but I won't put the cart before the horse and will see how it wraps things up first. Above that level, in terms of how it presents itself, of how it plays, of how it balances its core pillars - it is such a bioware-ass game and I could not be any cozier in it. So grateful it exists
#and thank god for that reboot away from live service horseshit they were pushing. this is the most offline ass game in ages. bless#anyway no one is allowed to reblog this because people here aren't normal and I am afraid of spoilers#but I cant pretend not to adore every second of Beef Hilda Mercar and her adventures as a shadow dragon reaper#I have her fully invested in shield throws. that shit couldnt bounce better if zagreus was tossing it#also everyone is so pretty 🫠 this is the first time for me in a bioware game where like#purely aesthetically. i feel targeted and manipulated. these people feel designed around my tastes it's so embarassing#text#dragon age#okay I gotta mention one more thing. it is a very specific ass peeve I have#their dialogue system has never felt as.. nimble in their frostbite titles. something about the constant fades in and out and click delays#it all feels insecure on the engine-end side to me. maybe I am dumb. but veilguard also has this issue#like the original 2 DAs and the unreal engine mass effects had such snappy and frictionless selection-to-dialogue feel#and their frostbite titles I swear to god some greare is missing in the wheels there. here too. it is a LITTLE annoying since this is like#my favorite part of engaging with their games. it's not a huge issue but I have grown keenly attuned to it#inquisition had horribly bad delays in response selection. andromeda had those godawful delays in starting and ending convos#and those things are still somewhat present here albeit to a lesser degree. it feels like a streaming thing#idk. I do not make games. but I think that shit needs to feel smoother
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ohsweetflips · 13 days ago
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my neutral dragon age trait is that 50% of the time i'm like "the more i critique the games, the more i love them. i can appreciate each game for what they are but my criticism and frustration over what they could be are a sign of love" and the other 50% is like "this is the writing of the dragon age series. sure. why not. this may as well happen."
#post inspired by seeing a post where someone was asking a blog like 'hey ive only played veilguard what is a mage circle'#50% biting the bars of my cage over the way lore/plot/priorities have shifted and changed over time#50% along for the ride#but on that first point: looking at the plot of veilguard (stopping solas/elgar'nan and ghilan'nain)#im not surprised the mage/templar shit wasn't a big deal#and honestly any frustration i have with that is more so aimed at dai#bc dai was what first reduced the mage/templar war to 'here are some assholes fighting in the woods'#however.#objectively WILD that someone could play ur whole ass game and not know what mage circles/templars are#and then the confusion over an elven rook's backstory is honestly just laughable to me like akjdsjkdf#theyre dalish but they also lived in a town and if they're a mage they also studied somewhere#like. honestly imo not a big issue but like. a simple dialogue choice could've solved this.#it's so funny to me bc it's ridiculous but also. bring back ambient dialogue choices.#like tldr though#i super enjoyed veilguard and i appreciated it for what it did#and while not perfect. i'm a sucker for a story about friends and bonds.#and i think as an interpersonal story it works really well#and i can at the very least respect the writers/devs making the game not as open world#even though i do miss that a lot (as well as talking to ur companions mechanics)#however. the detachment from previous lore is definitely jarring.#not that i think veilguard needed to be about (for instance) the mages and templars#and honestly im happy we got companions that felt unique#bc i was getting real tired of 'here are the elves who hate each other. here is the one who doesnt trust mages'#etc etc etc#and getting to see all these factions was really nice too (though in a perfect world we'd have a legit origin quest imo)#but even just. some kind of way to bring in prev lore#tldr 2 i have my frustrations with the narrative arc as a whole and find them fun to talk abt#but sometimes im just like. it already happened. it's already written.#i will think abt what could've been while also just having fun w/ what i got#final tldr 3 i think dragon age is just the one series that im not always itching to meta essay on LMAOOO
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minweber · 2 months ago
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I am sorry, Strife, you seem like a good dude and all, but you really, really should have been a backup character.
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As much fun as I'm having doing my alternative run of DA2, one thing I really miss about my mage Hawke is his friendship with Merrill.
Those two are best friends and he's 100% supportive in her goals toward the eluvian. Ed has the humorous/charming personality, too, which bounces off super well with Merrill. He doesn't think any less of her for her usage of blood magic; if anything he's impressed by her level of strength and willpower. He's so ready to defend her from the other companions and the clan, and he's absolutely out here attempting to matchmake her and Carver....at least he is in my heart because the game won't let me, it's fine, I'm not bitter about it or anything-
But then my warrior Hawke? She has the diplomatic personality with quite a bit of direct/aggressive thrown in there and she ends up having the same attitude as that one party banter Aveline and Merrill have: "Merrill, you're clearly talented and meant for great things, but you're stupid," and that's so difficult for me to lean into. I'm trying to play Aris differently so she ends up being so condescending to Merrill, like she's trying to gently tell her to give up on the eluvian but it doesn't come off well.
Also if Carver was around, Aris would be the opposite of Ed, she'd look at the suggestion of her brother and Merrill getting together and be like, "No :) I don't think so :) I like Merrill, she's my friend :) but she's not right for Carver."
But I guess it makes sense; if you told him that Bethany would giggle and kick her feet and twirl her hair around Sebastian, Ed would've thrown him in the ocean as a warning. Meanwhile, Aris is like, "A handsome prince that could take my sister away from all of this? Wonderful, we just need to work on his incorrect views on mages, but that shouldn't be a problem :)"
Anyway I miss playing Hawke as the #1 Merrill stan.
#dragon age 2#da2#da2 merrill#carver hawke#bethany hawke#sebastian vael#da2 hawke#edgar hawke#aris hawke#listen i'm a little weirdo i like comparing the different ways to play the heroes of da games but especially the different hawkes#i like comparing my own hawkes and i like looking at other peoples hawkes and the different relationship dynamics they bring to the table#kicks my little gremlin brain into gear#like ed always rivals aveline and their relationship is strained at best... meanwhile aris and aveline are ride or die best friends#and seeing aveline from both perspectives is....... well it's an experience i'll just say that sksksks#oh also i miss anders so much sksksk i miss his romance and the dynamic he and ed have#aris rejected him right from the start and while it's neat to see her character through an unromantic lens i still miss him and his bullshi#aris romanced isabela and *that* makes me want to bite nom nom so interesting and heartbreaking in its own way like losing leandra like tha#and then dealing with the qunari bullshit only to find out isabela's part in it before she abandons aris with the book#and then aris reunites with bethany who is bitter and pissed off and can't get away from her fast enough like........ the end of act 2 y'al#aris was *ready* for the arishok fight solely because she needed an outlet for her frustration and grief and agony#she couldn't kick his ass fast enough sksksksks and now she's so Done with everything and then isabela admits that she's in love with her#and it's just................. a lot. it's so much. i can't#anders and isabela's respective romances drive me nuts for very different reasons i love them#this has been another 'cj needs to ramble about [blank]' post#stay tuned for next week where she continues to sob about the hawke twins
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thepenguinhbo · 2 months ago
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i have a lot of things to say about the portrayal of qunari and the qun in veilguard, and absolutely none of them are positive
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mythical-mithaps · 1 month ago
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LOL love this.
See we don't see much of drunk Fenris but this is probably why Anders is so bitter lol.
missing her (dragon age 2) so I made a stupid meme
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nadas-dirthalen · 2 months ago
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Dragon Age: the Veilguard Was Packed with Lore — But Many of Us Overlooked It
— PART TWO —
[ 1 ]
Welcome back, friends and travellers. If you've been here a while, you'll know that I wrote 30,000 words of predictions in the week and a half before DA:tV released. But here's the most surprising thing—I was right, for the most part.
I spent my first Veilguard playthrough grinning (and then sobbing) at all the lore reveals. And here's the thing: I think most of us missed a lot of them, including even me.
So let's unpack some more.
Titans and Spirits: Dark and Light, Abyss and Fade, the Eternal Hymn and its Endless Listeners (2/2)
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This is your warning: This post will contain spoilers for the entirety of Dragon Age: the Veilguard, and all Dragon Age content made before Veilguard.
I've spoken a lot about the titans before. In fact, they make up the bedrock (lol) of many of my pre-Veilguard theories. While a lot of what I said a month ago has since become canon in Veilguard, there's a lot that remains as speculation.
Today, I'm going to talk about why I still stand by my theory from October: that the titans and the spirits have far, far more in common than we think, and that this is of vital importance for the next game(s).
Today's Discussion:
What Solas' Creation and Harding's Personal Quest Have in Common
Not Only Do Titans Behave as Spirits... Spirits Behave as Titans
The Dark and the Light, Sundered
Atonement Solas' Promise: He (Still) Seeks Regeneration
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What Solas' Creation and Harding's Personal Quest Have in Common
Thanks to Veilguard (and the hints that came before it, if you're coming here from my previous posts), we know that Solas and Harding have far more in common than they think. Both are inexorably connected to the titans: Solas because his body was crafted from lyrium, and Harding because of how her Stone magic awoke after touching Solas' lyrium dagger.
I've theorized before that I think Solas is still connected to Isatunoll, but that the creation of the Veil altered or harmed this connection somehow. Veilguard touches on this with its implications: Solas says the blight senses his presence during the Minrathous portion of the endgame, and says during his Atonement ending that he is able to soothe the titans' anger. It also asserts, during Solas' Memory #3, that the ritual to create the Veil went wrong, wounding Solas in the process.
Both Solas and Harding, then, have to do with both the titans' past and their future. The Temple of Solasan is referenced when this codex in Trespasser mentions the titans needing to be forgotten, and we know now that Mythal and Solas would come to sunder the titans with the lyrium dagger. Solas is the reason the titans were forgotten, and is likely the source of the song "I am the One."
Harding, by contrast, is one of few dwarves whose magic has awoken. The Titan Shade in her personal quest demands that the world remember the anger and pain it has forgotten: the titans' sundering (as well as her own anger). The titans have no future without acknowledgement of their past, and so both Solas and Harding have instrumental roles to play going forward (assuming both are alive and have agreed to this).
It is evident, also, that the pain of being forgotten is traumatic to the titans. Cole mentions this several times in Inquisition, as referenced in the last post. Songs that once sang the same; titans stuck asleep, forgetting how to wake.
And here is where Solas and Harding's parallels really come to light.
This trauma forces Harding to make a choice with her Titan Shade. In every scenario, she acknowledges the Shade's pain. Her choice, then, is to embrace that pain and carry it in Compassion... or embrace the titans' anger, as well as her own. In other words, as is referenced by Stalgard...
I drew close, and the sound became something more. I could feel it, Lace Harding…. Rage, sorrow, and a vast loneliness. — Codex: Letter for Lace Harding
Rage. Harding must choose between Compassion and Rage. We've seen this before. It comes up in Down Among the Dead Men, a story in the Tevinter Nights anthology:
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Following a trauma, spirits are pushed toward changing. For so long in this franchise, we called these changes "demons," and still do. But the creature itself is not different—it just exists in a different state.
Emmrich says exactly this, equating spirits and the Titan Shade.
I once communed with a soul who shared a tale of deep sorrow from his youth. "So that the truth wouldn't be lost," he said. Interestingly enough, he could only bear to recall the event after death, when the memory had lost its sting. (l cannot share the tale. A Watcher must keep the confidences of the dead.) Your experience with what you call "the Titan's Shade" brought this anecdote to mind. As you say, in the first moments of your transformation, you were unable or unwilling to confront the depth of the Titans' sorrow. But unlike my friend, this pain was never quite your own. Instead of being trapped within, it fled elsewhere. — Codex: From Emmrich, on Sorrow Denied
We see, now, that the titans do the same thing. The only difference is that Harding is connected to the titan through Isatunoll; her spirit is not, itself, inside the titan. Put through a trauma, though, the titans turn. This is something I theorized as happening to Solas' titan upon his creation, because the trauma of the elves making bodies from its lyrium caused the titan to lash out and fight back, just like Cole says in DAI.
This is why both Solas and Harding are capable of soothing the titans' anger. It doesn't matter that Harding is a dwarf and Solas is one of the elvhen: both are still connected to their titan.
But as much as Veilguard tells us about the Titans being more similar to spirits than previously thought, it does not stop there. No: if you listen closely, Veilguard whispers to you that this similarity goes both ways. Spirits are more similar to titans than we ever could have imagined.
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Not Only Do Titans Behave as Spirits... Spirits Behave as Titans
Something caught my eye during my very first Veilguard playthrough, super early on. Of course, I played the whole game through the lens of my own theories, wondering if there could be a connection between titans and spirits.
Immediately I saw, on the floor of a cell in the Ossuary:
I am Nyrys I was Nyrys I we were we are Nyrys — Note: Inmate Scribbling
Immediately, I was reminded of Harding's description of Isatunoll: "It means 'I am here.' But no, not 'I.' 'I' is singular. But it isn't 'we,' either. 'We' is multiple, but also separate... Isatunoll is the eternal hymn that encompasses all time. All spaces. I am. We are. This. That. Here. There. Now. And forever."
That seems to suggest that Nyrys, an inmate who was probably turned into an abomination, might be connected to Isatunoll. The note is written almost the exact same way that Harding is speaking. "But Lore," I hear you saying, "Couldn't that just be an abomination thing, a spirit struggling to share a body?"
I thought so, too. Right up until this.
Late after— (the handwriting abruptly alters:) a PEACE cut from the ALL golden stranded weaves PROTECTION CAGE keep them OUT keep me IN (Drawn below is a decagonal diagram of perfectly even, intersecting geometric lines.) — Codex: Lucanis' Logbook, 2
Understanding that Spite is likely writing with a phonetic understanding of the common tongue, we can interpret his words as 'a PIECE, cut from the ALL.' While I cannot say for certain what the rest describes (it could be Spite's opinion on the Ossuary, a reference to the titan's sundered dreams, or anything in between)... I know that these two first lines clearly talk about a spirit who has been cut away from something larger and grander than itself. The "all."
Now that sounds like Isatunoll, to me.
If you've been here since my October posts, you know where this is going. I've got to find a way to check this idea against other sources. And the first place I go, usually? The Chant of Light, for all the Chantry's evident faults.
I'm reminded of the creation of the Maker's first and second children.
Then the Voice of the Maker rang out, The first Word, And His Word became all that might be: Dream and idea, hope and fear, Endless possibilities. And from it made his firstborn. — Threnodies 5:1
That exact phrasing—"dream and idea, hope and fear, endless possibilities"—is used both in the creation of the Maker's first and second children. The spirits and the second children's souls. It is not used anywhere else in the Chant of Light.
At last did the Maker From the living world Make men. Immutable, as the substance of the earth, With souls made of dream and idea, hope and fear, Endless possibilities. — Threnodies 5:5
I've said before that I believe that all spirits originate as thoughts—namely, the thoughts of one or more of the titans. I think that even the souls of living people apply, here, despite what some of Emmrich's codices discuss. When you consider how Solas speaks about the Inquistor's spirit in DAI, it seems apparent that (at least to Solas) spirits and souls are interchangeable terms, when they belong to a living person.
Additionally, there is a manor in the Hossberg Wetlands that features an Obsession demon locked away that Rook must kill once they get to its location. The party speculates how the demon may have gotten there, and (I believe Rook) comments on how it is possible that the person from the manor themself may have become the demon.
That would imply that their soul was capable of doing so.
Now, let's go back to how spirits (the Maker's first children) and dwarves (the Maker's second children) are in possession of the same souls, per the Chant of Light. Understanding that the Chant of Light is flawed and that I do not believe that Solas is the Maker (rather, that Solas may have come from the titan that Andraste spoke to), I want to draw attention to this verse.
Then the Maker said: "To you, My second-born, I grant this gift: In your heart shall burn An unquenchable flame All-consuming, and never satisfied. From the Fade I crafted you, And to the Fade you shall return Each night in dreams That you may always remember Me." — Threnodies 5:5
It's important to note that the Maker says to his second-born (the dwarves) that they shall return to the Fade each night in dreams. Remember: the dwarves were once able to dream. More than that, though, the Maker says that the dwarves may visit the Fade each night in dreams to be able to connect with the Maker. They were, in fact, crafted with the "flesh of the Fade," a reference made to lyrium.
That implies a direct connection between the titans and the Fade. It suggests that, once, the titans also shared the Fade with other living creatures—or, perhaps, even more. I still believe that the Fade is the collective consciousness of the titans, and that reconnecting with the Fade is part of reconnecting with the titans because of that fact.
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The Dark and the Light, Sundered
In a previous post, I theorized that, because Solas created the Veil and it seemed to have sundered the titans in addition to separating the Fade from the waking world, the Fade must be the titans' shared consciousness. We know now that those were two separate acts: Solas sundered the titans and put part of their dreams into the orbs that became the Evanuris' foci. For a time, I thought that this theory must be wrong.
However, in the same series of memories, we learned one more fact: his ritual to create the Veil went wrong. In Memory #3 (Blackened Hearts), he cries out in pain during the moment the Veil is created. This not only hurt the world, but exhausted Solas. Hurt Solas.
"He broke the dreams to stop the old dreams from waking. The wolf chews its leg off to escape the trap." — Cole dialogue
This refers to the creation of the Veil. We know now that Solas created it, in part, to stop the blight from escaping—that would be the old dreams waking that Cole refers to. What's interesting is that Cole refers to this as Solas chewing off his own metaphorical leg to escape the trap. There was always a personal consequence for Solas referenced here.
But why? Why would being cut off from the Fade outside of dreams hurt him? Spirits exist on Thedas all the time. It is only the trauma of being pulled through the Veil against their will that turns them to demons.
To understand that, we must understand what the Fade even is. How it relates to the titans, and what that means going forward.
First, I want to take a look at this codex from Inquisition, which suggests that the water in the Abyss (the realm of the titans) may be the exact same thing as the emerald waters in the Fade.
It is possible—even likely—that the "emerald waters" Andraste refers to are the substance of the Fade, which began as an "ocean of dreams" (Threnodies 1:1) and was reduced to a well—bottomless but limited in scope—by the Maker's creation of our world. —Codex Entry: Here Lies the Abyss
There are other similarities between these two things that come up in Veilguard, if you're looking for them. The first, for me, is a codex.
What determines which sections of the physical world are echoed in the Fade? Is there an underlying logic, or glacial patterns past comprehension? Do our collective fears and longings craft what we see? The will of a mage is especially potent. We may learn to shape the Fade's pathways, if we are ever-mindful of the dangers this invites. — Codex entry: The Obverse of Reality
The phrasing here is very interesting. We know that Shaping is something that the titans once did. The dwarves, to this day, have the Shaperate, in charge of the Memories. To see that language applied to a mage's influence on the Fade implies that mages may exist the same power to manipulate the Fade as the titans did on the Stone, which suggests that the Fade and the Stone can be Shaped in the same ways. The similarity here does lend itself to a theory where the titans and the Fade are parts of the same being/collective.
The second is that one of the revenants—the Slaughtered Pillars, from Elvhenan's Haven—have a line of dialogue that jarred me the first time I heard it.
"Light and song, stolen."
We know that the titans being sundered took their songs away, for the dwarves (save for a few, now) do not hear the titans' songs anymore. It's the word light that gave me pause.
Three guesses as to where I looked for more instances of the word light. If you guessed the Chant of Light, the gigantic piece of lore with light in its title, you are correct!
The first mention I want to note is the very early in the Chant
Opposition in all things: For earth, sky For winter, summer For darkness, Light. — Threnodies 5:4
Note that Light is capitalized here, implying significance. Again, it appears here. Here, we're implying that capitalized Light refers directly to the Fade.
(11) Above them, a river of Light, Before them the throne of Heaven, waiting — Threnodies 8:11
And, lastly, and most prominently in Veilguard: the Lighthouse. Its name, in the elven language, is "Vhen'Theneras." Translated, though, that would mean, "core of dreams." Unless, of course, dreams and Light are the same thing.
But if the Light is indeed the Fade, and there must be opposition in all things according to the Maker, then where have we seen dark before?
We've seen it in the Abyss—aka, the Void. We've seen it in the darkspawn. Those blighted beings that emerge from the Deep Roads, aka the Abyss/Void. Remember that the blight itself is the escaped maddened dreams of the sundered titans. Darkspawn refers to the product of those escaped dreams—the ones not in the Fade/Light.
Crucially, the darkspawn behave in much the same way as anything connected to Isatunoll. They hear a Calling that, at first, belonged to the archdemons, but Antoine now says is coming from somewhere else, as well.
It's the description of Isatunoll that ties this all together for me: titans/their children and spirits, Abyss and Fade, dark and Light.
In a letter from Dagna to Harding, she describes Isatunoll — but in that description, she focuses on this idea that beings connected to a hivemind "know their purpose." Purpose is a word used by Solas all the time in DAI. Spirits have their own purpose.
Think about ants. Ants know what they are. They know their purpose, and they must understand, instinctually, how that purpose fits within the whole. But what if it doesn't end there? What if their consciousness isn't just individual? What if the nest itself knew what it was? A collective sentience of some kind. Nothing says the ants don't have a collective sentience. We just assume they don't, because they're ants. Ants. Or bees. Or darkspawn. Now, there's a thought. — Codex Entry: Thoughts on "Isatunoll"
What if consciousness itself is not individual? asks Dagna. What if the nest itself knew what it was? This explains the darkspawn, after all: the blighted beings who are all connected to the song of the Calling, and the maddened dreams the blight originates from.
The nest, except for that small trickle of escaped blight, is the Fade. The Fade, which is a place that responds to the collective wants and memories of those inside it. The Fade, whose pathways are shaped by the thoughts and wants of the people—especially mages—within it.
My theory is this: the creation of the Veil may have hurt Solas because Solas was still connected to his titan, and to Isatunoll. Some of his love of the Fade may be because he misses the titans' shared dreams—and, by extension, the shared dreams of every living person on Thedas (except the dwarves, and we know why that is).
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Atonement Solas' Promise: He (Still) Seeks Regeneration
We know that the Fade is the collective consciousness of the Titans. Their shared dreams. We also know that not all titans are blighted, because the one in Descent is not. Harding's titan also is not, by the end of DA:tV. I posit that this is why much of the Fade, according to Solas in DAI, is far preferable to the Nightmare's domain that we get to see in DAI. Some of that shared consciousness is still healthy.
Easing the titans' anger, therefore, means fixing all of the Fade. Reconnecting the two might mean that the collective consciousness between all spirits could return to Thedas—and since at least elves' and dwarves' souls likely come from the same origin, it could do a lot to bring some of the people of Thedas together.
This, to me, is part of Solas' grand plan. It is not only to bring back the world from Mythal's time—it is to bring back the world before they broke so much of it, before the titans were sundered by his hand. After all: Solas seeks... regeneration. And that's something he promises us after Mythal leaves.
It's important to me, therefore, that Solas says the blight can feel his presence during the fighting in Minrathous. Not that Elgar'nan can detect Solas through the blight, but that the blight itself can feel him. Neve/Bellara, depending on who is taken, can reach out to protect Solas the very same way: by communing with the blight itself, feeling what it wants, and redirecting its course. We see, here, a hivemind in action.
We also know that Atoned!Solas promises to "soothe the titans' anger." This is something he promises to do from Fade Jail, implying that he is able to interact with the titans and their anger from the Black/Golden City. This implies that the Fade itself, as a realm, is a means of communing with the titans, not just a specific spot within it.
The Veil coming down was always going to un-sunder the titans, and that was always one of the true aims of Solas' goals. Even if it meant blighting the world at first and effectively causing the apocalypse, the titans would eventually feel soothed. The Veil is a wound inflicted on this world, Solas has said before... and we know now that it was.
This section, short as it is, is just me telling you that Solas is still able to achieve those ends from Fade Jail. Just because the Veil is now bound to Solas' life force does not mean that the titans can no longer heal.
This buys us valuable time, allowing the titans' anger to soothe before their consciousness is restored, so that the transition is gentler. It promises hope for all of Thedas going forward. It might even promise a healthier, more stable Fade, shaped by dream, idea, and hope more than fear.
But what will that mean for future games? What could the Fade have to do with what's to come?
Why is now the time that the Executors and "those across the sea" want to make their big planned move on Thedas? Why is now when the "poison fruit" has ripened?
Like many of you, I hope to figure it out—and I feel that every day, I get closer.
Stay tuned. :)
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If you read this far, you're a hero, now and always.
Like I keep saying: I have to absorb this lore day by day! I cannot inhale the entire wiki in a day, much as I'd like to believe I could! That means that future posts can't adhere to a strict schedule, as they depend on me unearthing enough codices, notes, and connecting threads to provide a post's worth of material.
In future, I'm hoping to learn more about: the Forgotten and Forbidden ones, as well as the connections between them; the Executors, those across the sea, and the connections between THEM; the areas across the sea; the Devouring Storm and what it could mean for Thedas' existence... and maybe how Ghilan'nain was ever connected to any of it.
Stick with me on this journey, if you like. It's fun to keep theorycrafting and yelling with you all. <3
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mcflymemes · 3 months ago
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DRAGON AGE: THE VEILGUARD PROMPTS PT 2 *  assorted dialogue from the second hour of the video game
that suit of armor is moving.
where'd you come from?
i've only been gone three days!
the situation's changed - for the worse, unfortunately.
i've had a couple of days, and i'm still trying to wrap my head around it.
it does sort of explain a few things though.
there's something kind of exciting about it. and dangerous. really dangerous.
hope that means you've got an idea.
a few dozen demons shouldn't be a problem.
do you know what this place was?
it's probably something important.
well, isn't this a sight?
the artifact we're looking for must be inside.
think we can make that jump?
i plan to find out.
we're getting closer.
it's a lot trickier than that.
i've never seen this before.
it's almost like it's... breathing.
wasn't expecting to fight an ogre today.
just one of those days.
what does that crystal do?
i have questions.
it's kind of my thing. fixing magical stuff.
let me know when you're ready to head to the camp.
some of our most experienced fighters are still missing.
whatever's going on out there, it's scary.
sounds like things have gotten a lot worse since we left.
it's only a matter of time until our luck runs out.
if we could predict where they'd strike next, we might get ahead of them.
i don't know what you're going to find there. likely nothing good.
you sure you're up for this?
i've never seen fog this thick.
something happened here.
stay sharp.
it's so quiet.
where is everybody?
everything's just abandoned.
keep them inside.
everyone has to stay.
we need to search for survivors.
ever seen anything like it?
we're going to help you! we'll get you down!
i know you.
they made me do it.
i was tricked! manipulated!
i never meant for that! i swear! you must believe me!
what if the dragon comes back?
let's get him out of there.
we don't kill people. not like this.
try harder next time.
don't let me regret saving you.
what a pleasure to see you again.
so who are you exactly?
this dark turn of events shall only become worse.
what can you tell us about... all this?
how do we stop them?
how do we stand up against that?
none of us can do this alone, but we can stop them together.
these are the times in which legends are born... or slain.
i should've taken the shot.
we all did what we thought was best in the moment.
look where it got us.
we're still standing. the fight's not over.
i like that about you. you don't stop fighting. you push for answers and action.
we need someone who can put the pieces of the puzzle together.
we're fighting the unknown.
everyone has a part to play.
i think i can manage that.
i can feel lingering magic. powerful magic.
i can hear it.
i don't know how to control it!
you said something "took you over?"
i'm sorry. i wish i had answers.
talking has helped.
i guess we don't have any real answers.
we're friends, so i'm going to be honest.
it feels wrong.
i trust you have all this handled.
at least people are free because of what i did.
it must have been worse than i had thought.
so... you're going to be insufferable about it.
see, this is the reason nobody likes you.
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joudama · 29 days ago
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And that’s that for Veilguard. Got all the achievements and got the four main possible endings (didn’t bother with the bad ending where you do none of the side quests, everyone dies, and you end up trapped in the Fade forever with Solas).
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My four Rooks:
Female Shadow Dragon elf mage - saved Minrathous - romanced Harding - punched Solas in the face
Female Antivan Crow human rogue - saved Treviso - romanced Lucanis - tricked Solas into using the fake dagger
Male Grey Warden dwarf warrior (this was originally going be a Qunari, but I couldn’t get over the yassified look of all the qunari I tried to make and I gave up) - saved Treviso - romanced Davrin (meant to romance Bellara and lol welp, that didn’t happen) - big softie who sent Solas into the Fade with the Inquisitor
Male Mourn Watch elf mage - saved Minrathous - romanced Emmrich (meant to romance Bellara or Neve and lol welp, that didn’t happen) - told the Inquisitor she could do better and made Solas go off into the Fade alone.
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My Mourn Watch one is probably going to be my “canon” run, since I liked it the best (that’s not saying much) of my runs. I went with a life leeching run for him, including using the unique items that made health potions/companion heals not work, and beefed up leeching. Literally the only time I died was when my controller ran out of juice in the middle of a dragon fight. The Elgar’nan fight was over so fast I was like, “Wait, is that it?” It was like the curb stomp fight in Inquisition with Corypheus before they let you have enemies scale up with you.
And now for my thoughts. And oh boy, do I have a lot of them. Hoo.
I have…so many issues with this game. It is a very good…whatever the gaming equivalent of a popcorn flick is. It’s great if you go in with your brain turned off and enjoy all the shiny. But that’s not what I want in a Dragon Age game. I’ve been replaying DA2 - the game that DATV is basically trying to channel - while playing these, and the difference in writing quality and intricacy of plot and world building could not be more sharp. The first time I played DATV, I thought it was fine. Almost aggressively fine. I had fun with streaming the game and seeing where it went. I loved the reveals with the wolf statues. I had some major issues with the writing being as subtle as a brick to the face at times (more on my thoughts about the dialogue LATER, because oh boy), but it was serviceable. And I genuinely thought Veilguard had been robbed by not being nominated for Art Direction at the Game Awards, because say what you will, the areas are fucking gorgeous. But, even then, I was like, “Yeah, this would not have deserved a GOTY nomination had it gotten one,” and placed it at a 7 or 8 out of 10. A good enough, enjoyable game that ran well, but was not by any means GOTY material.
Then I made the mistake of playing it again, and the cracks began to show. By the time I hit the middle of Act 2 of my third run, I was just so done. I hated every time certain companions had anything to say at all. I hated that you couldn’t call people out for being a jerk but had to be the supportive nursery school teacher at all times to them. And for the first time playing any BioWare game at all, I found myself wishing I could either not recruit certain people or kick them out of camp. The cracks were beyond showing at that point, and I no longer thought the writing was even “serviceable.” Things that hadn’t seemed so bad on that first popcorn flick run suddenly became a problem - not being able to actually talk to your companions to get to know them went from “it feels more natural to have them saying this stuff while out in the field” to “what is even the point of going around the Lighthouse if all it gets me is a line spoken at me or overhearing bits of them having ACTUAL conversations?” It legitimately hurt replayability. I missed being able to actually talk to my companions, and I realized I cared more about Manfred and Assan than most of my companions because Manfred and Assan actually seemed to like interacting with me. I will take Manfred’s rock-paper-scissors game over a “hey Rook” and dead-eyed stare.
By the time I hit late act 2, I couldn’t wait for it to be over so I could delete the damn game off my hard drive…only for the last achievement I had yet to get to NOT pop when I finished the game. I looked it up and discovered it wasn’t set by triggering a certain end state, but was tied to picking some flowers in Act 2, and wanted to cry. I don’t usually 100% games, especially if I feel like some of the achievements are bullshit I don’t want to do (‘sup, MELE needing you to do some Armax Arena Spectre-level fight - I would sooner chew off my own arm than do that, as anyone who watched me stream Veilguard would have guessed watching me kvetching the whole time I was doing that Hall of Valor shit), but that was just frustrating. I decided to try to get it on a fresh run as a Mourn Watcher, since I’d heard that was one of the surprisingly good faction backgrounds, and that was a good choice. Mourn Watch became my favorite faction, when it had been Shadow Dragons until then. It added so much to a lot more conversations than I would have thought, and made it so I actually enjoyed the sadly few times you get to actually have conversations instead of eavesdropping/being talked at. I’m glad I decided to slog through one more time for that achievement, because if I’d ended it on that third run, I know I would have never played it again. It turned back into a popcorn movie again, aided by me knowing when to put on a YouTube video and watch or scroll through Bluesky instead of listening to a certain character be the fucking worst. If I ever play again, it’ll be a Mourn Watcher (I already know the Veil Jumpers and Lords of Fortune are considered, shall we say, lackluster background factions.)
Which brings me to some of the big, fundamental problems this game had.
This is not a CRPG. It’s just not. It’s an action RPG now, with the focus on “action” not “RPG.” It’s part of the whole Mass Effect-ification of Dragon Age. And I say this as a huge Mass Effect fan:
Dragon Age should not be like Mass Effect. And vice versa.
When Andromeda came out, they decided to ditch the Paragon/Renegade system, and instead went for DAI-style emotion-based options. Which seems great! More speech choices to make a more nuanced Ryder instead of picking up or down! Great! Only no! A lot of people hated it because it didn’t feel like Mass Effect. They had taken away something that had seemed like a major part of how you roll played in the series, and replaced it something very different. It was the first time they took a mechanic from one game and ported it into another, and it didn’t really go over well with a lot of ME fans because it didn’t feel like a Mass Effect mechanic.
And now with Veilguard, they basically made a Mass Effect game with a Dragon Age skin on it. And it just doesn’t work.
Combat: They copied the combat wheel from Mass Effect, but did it kind of badly. I honestly hated it because I tried to play like I do in Mass Effect - pull it up, use it to look around and get a handle on my environment, then pick an enemy or a safe space to bolt to - and the camera snapping the enemies meant I couldn’t. It drove me crazy because it was like the Mass Effect wheel but fundamentally not, and the camera drove me mad because I’d pull it up trying to find where the nearest blight boil was, and it would snap on enemies instead of just letting me look. It’s like they wanted to get rid of every little bit of tactical game play and replace with smashy smashy bang bang instead. Don’t think, don’t plan, just attack…which fits in with the popcorn flick-ness of DATV. Don’t think, just do. Turn your brain off and look at the particle effects.
Another Mass Effect-ification with regards to combat is dropping from taking 3 companions to 2. Which you need to do to have that Mass Effect style combat wheel, and the Mass Effect 3/Andromeda style primer/detonation style interaction of companion powers. Detonations were very satisfying, but not very Dragon Age-y, and requires throwing out some of that DA lore to make it work, because now everyone uses magic-based abilities even if they aren’t mages. Assan attacks deal fire damage. You can spec a warrior who calls up a giant lightning hammer to twirl around, and…how? That’s not enchantment, that’s plain ol’ magic, and how?! Warriors didn’t deal magic-based attacks unless their weapons where enchanted before, but now, everyone is just tossing magic attacks at everything. That’s not how the world of Thedas has worked until now, but you can’t have those flashy explosions or particle effects otherwise, so shhh, turn off your brain and don’t think, shhh. Look at the screen light up and the pretty lights. It worked in Mass Effect because they had already set up tech and biotic attacks, but there’s no way to make hitting something hard with a sword cause it to blow up and damage all the other baddies around them, so now everyone has magic. OK.
As an aside, it was also a really bad idea of get rid of how aggro worked. Dragon Age had always worked by warriors drawing aggro because they had the heavier armor (or could use taunt on enemies targeting squishy mages or rogues). Rogues had lower aggro because they had lighter armor, and could sneak. Mages had even lower aggro because they had the lightest armor and were distance fighters. DATV threw that out the window, and Rook draws all aggro because they are the only ones with a health bar. Your squad is immortal in fights, which means there’s no reason for enemies to ever target them. Which means god help you early game when mages and rogues have no real skills yet. Enjoy dodging while your companions hit the enemies with what seems like attacks as powerful as spitballs. It also means that there are times what the game tells you and the fight you just did are completely at odds. Remember that fight with the Wrath of the Stone in Harding’s companion quest? That thing is on your ass the entire time, but then at the end of it, Rook says something along the lines of “It really hates Harding,” and…are you gaslighting me, game? That thing ignored Harding the whole damn time in favor of trying to stomp me like a cockroach. Harding did not exist to it during my fight. It had a hate boner for Rook and Rook alone, no matter what the game tried to insist on after.
Now, imagine how that would have felt if Harding actually could have been killed/knocked out during the fight, and it was only going after her? What if you couldn’t damage it if it took her down, so you had to make sure she stayed alive? Imagine how different that fight would have hit then? But no, that would mean the devs have to think about how to rez characters and how healing would work, and would mean players have to be tactical, and shh, no, no more of that, no thinking, just dodge and hit things and look at the particle effects. Shh. Have some more popcorn.
Story: DATV wants so badly to be ME2. It wants to recall the companion loyalty quests and the big suicide mission where you have to have everyone ready or you’ll all die. But you can’t copy what you did before and get the same flowers and results. You just can’t. You can try, and all you’ll get is diminishing returns. They tried to do the big cosmic horror of ME1, complete with a Virmire choice, then have the big final stakes of ME2, and no. You can’t follow a template and get the same greatness. That’s not how it works.
And speaking of following templates…
Romances: The romances in Veilguard are just dismal. And I think it’s because they decided to follow the Mass Effect pacing formula instead of the Dragon Age one.
Dragon Age: You start flirting in Act 1. You usually flirt with everyone because hey, why not? Some time in Act 2, things start getting serious, and you have to settle on who you want to go for. Things start to get serious, you get together, and then you get happy fun adult time with your new LI. You get the option to break it off or commit to them fully. By Act 3, you’re in a committed relationship. People comment about it. You can go to them and spend time with them - nothing major, maybe just a kiss. There might also be a special scene that’s just with them and unique to the romance. And by the end, after the lengthy amount of time that’s passed, you are Together.
Mass Effect: You start flirting in Act 1. You usually flirt with everyone because hey, why not? In Act 2, you keep on flirting with everyone. By the end, you might have to make a choice if you’re flirting too hard with everyone and the two LI options tell you to pick someone already, but you’re just picking who you’re interested in. Early in Act 3, there might be an almost kiss, but it’s mostly just the occasional anticipation of eventually boning and nothing really happens until right before the final big fight, when your LI shows up to your cabin for “oh shit, we might die in a few hours, so let’s go out with a high note” happy fun adult time. The only time you get that “committed relationship” vibes is in ME3 if you’re romanced the same character for at least one other game, and you choose to continue the relationship.
The Mass Effect pacing works in the Mass Effect trilogy because each game is only 20-40 hours long. Veilguard is a good 80 hours long. That means using that same amount of romance you use in ME is going to mean you’ve got too little butter to spread over too much bread. It’s why you have a good start for the romances in Act 1, then act 2 is a such a desert of nothing after you commit that I genuinely wondered if I’d hit the wrong option at said no at several points during the very long third act. There’s not just enough content for that long of an Act 2. Near the end everyone starts commenting on you being with them, but it’s not actually happening in the game. There’s no flirting, there are no extra scenes, and even the scene when you commit to them is based on a scene that happens with everyone, just with a romance option tacked on. The only person (of the ones I romanced, so I can’t speak to the others) who really get unique scenes was Emmerich. He actually takes you out on a unique date. It helped a lot to make Emmerich’s romance feel more fleshed out than the others. And Davrin had so many little jaunts out in the woods that those turned into romantic trips out, which added a lot to his. But Lucanis’ and Hardings? With both of them, like I said before, I genuinely wondered if I had accidentally opted out. Their romances most used the Mass Effect format, and it just doesn’t work for a game this long. BioWare knew that once, long ago, because Andromeda did not use the ME trilogy format for romances and was closer to one they used in DA. But DATV is trying to be ME2, so they used ME2’s very thin romances as a guide.
And we can all see how well that turned out.
The Executors: Fuck me, they feel like Cerberus reskinned, and I absolutely hated when Mass Effect shifted from sci-fi/Lovecraftian horror to space opera with Cerberus as the main bad guys you have to fight with the Reapers functionally falling to the background. The Executors are a secret, shadowy organization pulling strings from behind the scenes like the Shadow Broker codexes in ME2 retconned Cerberus into having been doing in ME. Ugh.
The Andromeda-ification of dialogue: Remember Peebee? Remember how she talked? Give her long hair and pointy ears, and she’s Bellara. Down even to the techno-babble. It’s like they’re trying to change magic to just “sufficiently advanced technology.” Everyone speaks in that modern, quippy style that was annoying in a game set hundreds of years in the future because it felt dated by the time the game came out (Ryder makes a Frozen joke, y’all). And it feels completely out of place in a game set in an early modern setting (I don’t think DA is medieval, honestly - it’s more a pre-industrialization/early scientific revoltution setting, so more 1500-1700s, and I’m gonna stop now). It was jarring. You can only let one quirky character break the rules about how people talk (Alistair in DAO, Varric in DA2, Cole in DAI) but when everyone does, it’s jarring. You can be anachronistic, but you have to know what you’re doing and how to do it when you do, and I’m sorry, but the current crop of BioWare writers don’t. They wrote the dialogue like it was a modern day YA novel, not a Dragon Age game. It would have been fine for a modern day urban fantasy game. It was not fine for a DA game set in the same time period as people using the four humours for “modern” medicine (remember the surgeon in DAI? Talked about the four humours? Yeah.)
OK, I did not intend to go on for this long, and I haven’t even gotten to what the game did to how religion is handled or the sociopolitical aspects of Thedas, and how they threw out so much that made Dragon Age unique in their urge to do a soft reboot, so I’m just going to end it here. I wanted to love this game, and I can only do that if I turn my brain off, and that’s not what Dragon Age should be.
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ayebibs · 2 months ago
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What would have made the Veilguard companions more compelling?
I keep racking my brain trying to determine how the marketing of this game was so focused on the companions, their rich lives outside of the narrative, and the journeys that they go on when I think that they are objectively the worst written companions to date. Not to say that their appearances aren’t well designed or that they don’t have really fun and cute moments, but they are simply less three-dimensional than previous companions. Fundamentally, my biggest grievance with the Veilguard companions is that I just don’t find any of them nuanced or interesting. They are all good people, but they are not good or believable characters that fit this plot and interact with it in meaningful ways.
I have never been one of those people that ignore canon, but I have been perseverating on the missed potential of this highly anticipated game that we’ve waited ten years for. So, I wanted to criticize some of these characters and explore some changes that might’ve made for a more compelling group of characters had they been written differently, but (hopefully) respecting the vision of who the characters are at their core because I do think that the skeleton of something great is here.
Disclaimer because this is long and critical: There are a lot of spoilers below. I haven’t read all of the Dragon Age books and I could be missing things, but I also think that the game and the characters’ journeys should speak for themselves as we go through the story. I also get that these are just my opinions, I’m a STEM girlie by trade and a creative on the side! Not everything I suggest may be great or realistic for building a plot or realistic for writing the script of a videogame. I also don’t mind conversations about these characters! I think that would be fun, I just don’t want to be shat on for being very disappointed in this game when it’s been my favorite video game series for half my life and I went in very hyped and willing to excuse a lot!
Alright, if you’re still with me, buckle up!
First, before I outline the specific changes I would make to each character, I want to address that there are just flaws with the way BioWare decided to handle companions as a whole in this game. I want to mention them now because they impact nearly every character and I don’t become repetitive:
1. Most importantly, the approval system is pointless and probably could be left out of this game for all it means to the narrative. It is nearly impossible to wrack up disapproval for the companions and you increase approval and bond by just taking companions out and completing a quest. If the companions like nearly everything that Rook does, then it means that they don’t care enough about anything to have strong rigid opinions (which is good for a well-written character). If companions don’t have an opportunity for meaningful agreements or disagreements, it means that the writing is not what people expect of a Dragon Age game based on every single installment we’ve had so far. It is one of the few things that have stayed the same in all of the past games and one of the things that I think fans are really upset about and should have been nonnegotiable.
2. All of the factions (except for maybe the Grey Wardens) really just needed to be messier and more complicated. Not all of the factions were meant to be heroic throughout the series. As others have commented, the Lords of Fortune and the Antivan Crows are the most glaring examples of this. However, I think that the Mournwatch and Veiljumpers are not exempt from this either. The factions serve as crucial parts of our companion’s backstory and by sanitizing them, we are wiping key opportunities for character development. For example, it could be way more interesting to have a character who fundamentally disagrees with their faction, but doesn’t know how to escape it. Or, what about a character who loves their faction and makes us feel conflicted about them because of their willingness to explain away the faction’s history? I could write (another) essay on this, so I’ll leave this point here.
3. We simply needed to have more conversations with all of the companions. All we have are these short, uninteresting cutscenes to learn about the companions. The player should be able to go up to the companions and ask them about the history of their faction, who they trust and care about in their faction (and why), their past, and their opinions about new information (on other companions, side quests, and plot points). None of these even need a cutscene, just voice acting. It would also help players feel more connected to the companions.
4. There needed to be more visible personal and interpersonal conflict. The companions read like coworkers to me. They mostly like each other and, even if they do have disagreements, they are never explored in the narrative. They don’t seem to have any hugely conflicting viewpoints on any topic and, even if they do, they are benign. For example, what to pack for a camping trip or not wanting to talk about a particular topic (dragons vs. spirits) can be interesting in addition to more complex banter but the banter just feels inappropriate and irrelevant for the plot of this game. Overall, the companions rarely make a fit about anything. It feels like the writers didn’t want any character to appear problematic, but they made them flat because none of them seem to have a hill to die on except that they should save the world. This might have been fine in a game series that didn’t focus so heavily on companions and the way that ethics are shaped by personal experience, but this is not that imaginary game series.
5. The companion quests should have focused more on worldbuilding and getting to know the characters. I have little to say about this other than that the quests for Harding to try out her powers, training Assan with Davrin, shopping with Lucanis, and lighting candles with Emmrich, etc. were lazy, uncreative filler. I really cannot put it any other way. They should have all had quests that better explored their faction and, by extension, them. We barely learn anything in those quests and they are time wasters. Those are the scenes that should have been converted to a codex entry, not some of the important lore drops that we currently have in the codex.
6. Rook chooses one option of a binary for every companion towards the end of their personal quests. I’m okay with some of these, I think that it made sense for Bellara and Davrin to ask Rook what to do in their personal quests because it felt more natural. A friend asking a friend for their input. On the other hand, some of these are really inconsequential, semantic, and mindset related (Neve) and others are such personal choices that it feels inappropriate for Rook to be involved (Emmrich and Lucanis). In a lot of these cases, it would have made more sense to have dialogue options sprinkled throughout the game that influenced companions to make their ultimate choices. Giving Rook so much power in these decisions makes the companions feel one-dimensional because it strips them of agency that any believable character would want. Even if they wanted Rook to make these decisions, companions should have felt more strongly towards the options and either praised or disparaged Rook for their decision.
7. Finally, I found all of the romances very lackluster. I was never someone who considered Dragon Age games glorified dating sims (I actually really don’t like that take, even if it's all jokes), but I found myself missing the depth of relationships in previous games. All the relationships felt too new and shallow. Largely, I think this is due to points 3 and 4, but also due to a lack of reactivity with your companions. For example, companions barely acknowledge you getting them a gift or flirting. This could have also been helped by a few extra cutscenes with the companions.
That mostly covers the overarching issues that apply to all characters. Some of these things might come back in my individual discussions of the characters if it is particularly bad.
If you’re still with me, here are my thoughts on each companion and/or what I think would have made them more interesting:
Bellara
I came to like Bellara much more than I anticipated from the trailers and marketing. However, she is really emblematic of how the writers didn’t want problematic characters. There is nothing in the game that would cause people to accuse her of being problematic, but despite being an elf (a historically oppressed and enslaved group), she is so quick to apologize for the actions of ancient elves who oppressed her ancestors thousands of years ago which is ridiculous and solves nothing. It also really seems like the writers wanted her flaw or quirkiness to be some kind of neurodivergence and nerdiness and that alone doesn’t make a compelling character. I actually think it would be interesting if Bellara was, if not pro-Solas, pro-hearing him out because his intentions were in the interest of the elven people even though he made some shitty decisions. I think she would want to be interested in what Solas knew about the ancient elves and what their society looked like before the Veil. I think she’d want to know as much as she could about the technology. I think it would be interesting if she guiltily admitted to wondering what the world would look like if the Veil came down. How different would it really be to what they’re already experiencing? Could they not mitigate the problems? I think this would be an excellent point of tension between Bellara and Davrin (who is Dalish but might not understand her curiosity in the face of the blight) or Harding (whose people were so impacted by Solas and Mythal’s actions… more on Harding later).
Davrin
Davrin is actually my favorite companions in this game, but I still wanted more from him. I think it would be really interesting if, when the team is gathered around after Weisshaupt that Davrin really pushed back against the idea of sorting out their personal shit before progressing. He’s a grey warden who, in his estimation, just failed his one purpose. I think that this would cause a bit of tension between him and some other characters, like maybe Taash whose concerns are more personal than anyone else's at the time. He is serious and straightforward, so I don’t think it’d be out of character and it would make their friendship and training montage more satisfying later on if they had to move on from it. I would also expand on the fact that he was disappointed to not die when he killed one of the archdemons? It was touched on so briefly and he seems to emotionally resolve it in a few dialogue lines which I think is crazy, even considering that he wants to live to save the griffons and raise Assan. A “blow up” about how the team needs to put their personal affairs aside while struggling to keep his own personal affairs together would introduce a little more depth to his plot line and expand on one of the more interesting things about him that we barely got any time with.
Harding
Harding was one of the most boring characters to me in this game because she felt so flat and there were so many ways to make her more interesting. Her character isn’t helped by the Varric twist because the narrative requires that she doesn’t grieve except for one scene despite knowing Varric for at least a decade. Personally, I think that changing her reaction if/when she finds out what Solas and Mythal did to the Titans and her people would make her more well-rounded and believable. From that point on, Harding should be anti-Solas and you should lose approval with her every time you entertain the idea of trusting him. Maybe she could even express disappointment/frustration/sadness for an Inquisitor who believes Solas can be saved or speak of them more highly if they think that he is irredeemable. Also, we should’ve spent more time with her and the dwarven people. I think Veilguard was such a rushed and half-baked attempt at wrapping up that storyline. We learned so much about the dwarves in the last two games and we get to spend so little time with them.
Taash
Interestingly, I think Taash is one of the few companions with really obvious flaws. They are childish and impatient, but they’re poorly written and their flaws are never acknowledged or treated as flaws by the narrative. In my playthrough, their relationship with Harding might have been an interesting place to explore and address that childishness. It was also a missed opportunity for them to explore Qunari and Rivaini culture. As other people have commented, the binary choice between being Rivaini or Qunari is odd in tandem with Taash’s journey of self-discovery and identity. I think that choice shouldn’t exist and should be encouraged by dialogue options peppered throughout their larger quest. We were so close to exploring the rift that can form in families between first generation children and immigrant parents (and learning more about Rivain and the Qun by extension) when there is love but a fundamental difference in culture and lived experience. Instead, I feel like the narrative never gave us a chance to really hear Shathann out before her death, but I’ll give the writers a break because I think that they were going for tragedy and unresolved conflict and I don't know if I trust them to make that a conversation that fits the world and isn't anachronistic.
Emmrich
The thing that bothered me most about the Emmrich storyline was the final choice between Emmrich becoming a lich and bringing back Manfred. This is another choice that Rook should have influenced rather than choose outright. The number of times that you asked probing questions or commented on Emmrich’s desire to become a lich through more conversations about Emmrich’s fear of death and relationship with Manfred should have determined his final decision. Personally, it felt inappropriate for Rook to make that decision directly for him, no matter how much the game tried to justify it. I would have also liked to see his fear of death impact him more throughout his quest line and the narrative. The final quests are literally a suicide mission and he should have had more dialogue regarding it.
Neve
I’m going to admit that Neve was hardened in my playthrough and I haven’t explored her character in playthroughs where you save Dock Town, so this section might not be applicable to half of you. I didn’t understand a lot of Neve’s motivation behind her actions. I didn’t understand why she felt so passionately about her city or her jobs. Her drive felt hollow to me, making her personal quests feel generic. When I got to Neve’s quest where we gathered clues near the water in Dock Town, I was excited to finally learn anything about her, but it was devoid of any meaningful backstory. I would have written the quest to better explore Neve’s past, motivations, and personal relationships. The other big thing that stands out is that Neve is a noir detective and the VA has clearly gotten direction to sound like one, but her story is so devoid of mystery, intrigue, and many of themes that would make that more than aesthetic. And, like, isn’t her whole faction about freeing slaves? Why not make her personal quest more closely tied to that?
Lucanis
Lucanis’ personal quests are so tied to the dynamics of his faction, so I think a lot could have been solved by making the Crows more morally grey. I think Teia and Viago could have stayed the same, but we should have seen more negative interactions between him and the rest of the Crows. Outside of Illario, Catarina would have been an exceptional vessel to explore the problems within the Crows and a theme like generational trauma or exploitation. The party banter between him and Davrin criticizing each other's factions could have been an excellent space to talk about the negative aspects of the Crows and how Lucanis’ feels about them, either defend some misdeeds or express how he feels conflicted about his past contracts. In my game (when you save Treviso), Spite also felt more like a mildly important accessory in Lucanis’ plot than a significant problem. Few characters had anything significant to say about Spite and he caused few problems. I actually thought Spite was fun for most of the game, but he needed to be more problematic because he gave the impression that he was included more to build an aesthetic for Lucanis than a character-defining plot point. Finally, I think Rook deciding what to do with Illario was a poor decision. I would have written this as a decision Lucanis makes on his own based on how Rook encourages him to deal with Spite through a more fleshed out character arc.
This pretty much summarizes my thoughts on all of the companions. As you can tell, I am very Normal about this game.
I wanted to like these characters so much and they have an unbelievable amount of potential. They are all so fascinating in concept and all of them are poorly executed either due to the relationship building mechanics of the game, because of the writing and dialogue, or a mixture of both. That said, there are brief moments when I like them and I get glimpses of what they could’ve been.
I just hope the characters are better explored in future games (if we get one).
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skullmoss · 5 months ago
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seeing a post complaining about where rook "belongs" with the companions bc bioware isn't including them in companion-focused promo material makes me actually achingly angry about the way ppl engage with rpgs in the modern age. where they need to be spoonfed by mommy game devs in order to be happy.
"i hate the inquisitor because they're boring :("
"this is why i like dark urge origin over tav in bg3 bc it gives me a reason to care :("
like i'm sorry. the part about a ROLEPLAYING game like dragon age, like baldur's gate, like elder scrolls, is to fucking.....bring your own brain to the table and fill in the gaps for that character. if you don't want to play a game where you have to actively engage in creating your character from scratch, giving them your own little backstory to influence the why and how they say or react to things, then play a game with a semi-custom protag (mass effect, dragon age 2) or, better yet, a game with no customization and you just roleplay as A Set Guy (witcher, disco elysium).
for example, i personally hate dragon age 2 because i don't like how bioware went from a relatively malleable protag with multiple origin backgrounds (the warden) to just...attempting to make dragon age into mass effect by giving us a singular protag you can change the class, gender, appearance, and choose the personality of but you're stuck with the same background and family no matter what. inquisition has its MAJOR flaws, but the inquisitor is a malleable protag that's more in line with what origins established.
"why isn't rook really featured in promo materials?"
because the second bioware creates their own 'default' rook to advertise with, is the second fandom becomes less fun and fans suddenly latch on to that iteration of the character and say there's a 'canon' way to play the game when there isn't.
"where does rook fit into all this??"
idk mate the game isn't out yet and sometimes a protag is just Some Person who wound up at the wrong place at the wrong time. fucking have fun with it.
people love astarion from baldur's gate 3 even though he is ACTUALLY some rando with 0 connection to the main overarching story.
the gaps in characters like the warden, like the inquisitor, like tav in baldur's gate, are there for you to fill in. you can criticize the way it's done and handled in the game itself. hate the way certain things are shoehorned in without allowing flexibility. but to complain about the gaps existing period?? you're missing the point of a 'fully' customizable protag. are you that afraid of indulging in an OC?
the way some people react to and talk about games that are made a VERY SPECIFIC WAY to appeal to a certain demographic of gamers (people who can and will have fun with having freedom and not being entirely railroaded) is like....going into a peanut-free bakery demanding a peanut butter cookie.
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chanafehs · 4 months ago
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I don’t like the new armors
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Before anyone yells at me: I didn’t like them very much in inquisition either. Or dragon age 2. I think the thing dragon age (for me personally) has consistently missed is with PC armor and clothing.
They are fully capable of designing really interesting and cool stuff - look at Neve’s and Davrin’s costume design, I think those look great, but these just look. So odd.
The color combinations are not working and are clashing really heavily, maybe we’ll have tinting options (hopefully), but all the clothing has this weird clay-like texture that looks like it was sculpted to the body of the wearer rather than have the appearance of being able to take it off and on again. I know there’s a big element of stylization with very bright colors and simplified details which I think can be done right but the choices they took with some of these is just. Weird.
What are those crotch triangles…and the mage lords of fortune is just a antaam Saar remix but with gold and booty shorts? Surprised there aren’t more coins for a weird bellydancer fit people love. All the outfits sit really weirdly on the body types, like some parts of it are too big and some parts too small.
I could go on forever but I am definitely going to be pointedly ignoring a lot of these armor choices, I’m holding my tongue with a lot of criticism for this game but every new revelation makes me hesitate buying it…I can ignore a lot for good character design but if I can’t even look cool in this game ksks man
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strikefourth · 2 months ago
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Fourth Strike Nov-Dec Roundup
Featuring Bandcamp Friday, a new garages goodbye album, and more!
Today is Bandcamp Friday, and we've got loads of goodies in store for you. Before we jump into it, just a reminder that today is Bandcamp Friday. All album sales today have 100% of their profits go directly to the artist (as opposed to the usual 85%). If you've got the funds and are looking to spend on some absolutely SICK tunes, consider giving some love to this month's roundup <3
And with that, let's get started:
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The Garages announced the final installment of their We Are The Garages series, appropriately titled "we've been the garages." It's up for pre-order on Bandcamp right now, along with the first single "we stood at the precipice of total collapse, fingers intertwined, our truths settled with words we'd never speak" by Woosh, Amadis, and Bertie.
The album releases on Jan 5th, 2025, and there'll be a listen party the same day to celebrate the album.
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2. @bardapologist's the sound engineer and editor for the new Dragon Age 2 playthrough podcast Codex Entries! We're linking Spotify and Apple Podcasts below, but you can find Codex Entries wherever you listen to podcasts. For a little extra incentive: Carly's also done the theme song!
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3. Yuppie Supper ( @thwackamabob )'s debut album Dracunculiasis came out at the end of last month, and it's certified sick! Grab it on Bandcamp or stream wherever you stream. They've got some really cool t-shirts out too (though the shirts might be sold out by the time this post goes out.)
And if you missed the release show over in Leeds, catch a recording over on YouTube (from a weird angle):
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4. @dynamicentropy has art commissions open right now and is looking to raise some funds! You can find xer commissions sheet below, along with examples of some of xer art.
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5. Aren't you tired of being human? Why not be tired of being human with lAra-a ( @girltentacles )'s new track, out now on Bandcamp and streaming.
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6. Sparkle on, it's Friday; be yourself: Julien, who you might've seen taking an electric screwdriver to a bass during THE GARAGES SIGN OFF, has some new ✨songs✨ out on Bandcamp!
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7. Keeping up the sparkly, space-y theme here, Gabi ( @girlballz ) has pre-orders up now for faer re-release of infinite spacetime:
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8. Last, but certainly not least, Bertie's got a new Magic: The Gathering inspired track up for pre-order over on Bandcamp. The song releases January 3rd, 2025; sign up for emails to make sure you don't miss it!
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9. This isn't really promoting something I've made, but it was my (roundup writer)'s birthday this week, and I've been thinking some about the privilege of growing up. I've also been, and continue to be, very proud of Fourth Strike's song jam fundraiser from last year, where we raised over $1000 for the Palestinian Children's Relief Fund. Speaking as myself and not as Fourth Strike for a moment, if anyone is looking for places to donate this holiday season, I'd be moved if you chose to donate to some of the many Palestinian relief funds still looking to meet their goal.
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This was a long one, but hey, we've been busy! Thanks for sticking around, and we hope you'll try out all our new directions. Every stream, every comment, every share means so much to us, and the enthusiasm so far has been really cool to see. We'll plug another reminder here to follow the #beyond strike four tag if you want to keep checking in!
We'll see you next month, but until then: Happy Bandcamp Friday. Consider us rounded up.
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ode-to-fury · 2 days ago
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I think I've boiled down all of my complaint about Veilguard to to things
1.) Lack of a companion dialogue wheel in the Lighthouse
I think whoever made this decision seriously misunderstood what the wheel is for. It's not for meaningless banter that you get out on missions anyway, or repetitive dialogue that doesn't add anything to the story, the dialogue wheel has been there since origins to tease out the companions' backstories and worldviews. How much Chantry lore would we have missed out on in Origins if not for Leliana? Or Crow lore if not for Zevran's talking about it? And also I wouldn't know the characters. And the companions are such important parts of the story in Dragon Age. I can't remember if da2 had dialogue wheels, but there were so many other oppertunities for Hawke to interact with the companions outside of that that I think they made up for it. It's also a way to centre Rook's bond with their companions, instead of the companions' bonds with each other. It irks me so much how they get to build such intense relationships with one another but I have to headcanon everything they feel about Rook. Let's face it, 90% of our Rooks' relationships with their companions is headcanon, and like... that's fine, I enjoy doing that and the game gives me enough that I can realistically do it without having to make up too much, but I've always thought like the companion relationships with each other I can headcanon off of banters from missions. Rook's relationship with them or whatever protagonist we're talking about has to be built and shown in game because me as the player should be the most important piece on the board. Sorry, that's just how videogame writing works. That's why Tav works in bg3 even though they're just as much of a 'nobody' as Rook is. I don't mind that Rook isn't all powerful or competent or whatever other critiques there are out there about Rook. I love Rook, they're probably my favourite da player character, but I want to feel that the companions love Rook too, or at least know them. I didn't feel like that with anyone other than Lucanis and Davrin.
Which brings me to
2.) The game isn't long enough.
I know people are going to argue with me on this one and that's perfectly fine, everyone has preferences about how long a game should be or not, but just bear with me for a second. The biggest part of this game is obviously 1.) the main questline, and 2.) the companoin quests. I actually like that there isn't too much other than that because I get completionist anxiety about sidequests but that's beside the point. My point is I don't really have an issue with the pacing of the main storyline, but if you are going to centre the companions in this game... finish their fucking storylines. I think Emmrich's quest is the most well-rounded out of all of them, and I still would have added at least two more quests to his. In fact, I would add at least two more quests to every single companion questline, and three more to Lucanis's. And do not get me started on the scenes with the companions. Though this could also be fine if they'd added the dialogue wheel. Because then we get bonding through that instead of having to put a whole cutscene in there. But anyway, yeah. Every single one of the questlines were rushed and it irks me SO MUCH because they could have been SO GOOD. Also the hardened character should have had alternate quests and cutscenes instead of just... not having any content. Neve got a few scenes, but Lucanis just... isn't a character if you harden him.
Tldr: the two main issues I have with Veilguard that could have basically fixed the game for me is 1.) a companion dialogue wheel at the lighthouse and 2.) a longer game.
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hamsterbellbelle · 23 days ago
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Hello🐹Now that is near the end of the year, it’s time for the personal top-5 list of my builds and CCs that I’m most proud of😤also a little bit of self-promotion…_(:з」∠)_  
I've said I'd build the Mass Effect Normandy and hopefully finished the sim-shape hologram but it didn't happen _(:з」∠)_ (a new idea came up with the hologram thingy I will have to test it out before making anything...) hopefully a more productive year in 2025 (´・ω・`)
Anyway…to the list! ⬇️⬇️⬇️
5. Underground City - Kabuki (No CC)🎦|| Just realized although I've made only a few builds this year I actually like all of them...I really really really want to build an underground city, and honestly I'm quite surprised with what I could do with no CCs xD I really need to build one with CCs ( •̀ ω •́ )✧
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4. Post-Apocalyptic Bridge Town (No CC)🎦 || I don't usually build builds that doesn't match its surroundings, but I really love this bridge-town ( •̀ ω •́ )✧ My favorite part is the functional beach lounge in the concrete tunnel xD
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3. The Columbarium🎦 || I play my sims in generations, so I've always wanted a nice cemetery for my save. And now my sims could finally have a place to visit their loved ones :)
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2. Kowloon Tong Lau (No CC)🎦 || I love all the signs and neon lights I placed on the outside ( •̀ ω •́ )✧ I actually lived in a Tong Lau before with my grandmother. I miss her 🧡🐹
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1. Shady Ripperdoc Center🎦 || I love the build, I love the CCs I made for this build. I am proud of myself for this build😤 xD
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To the CC List! ⬇️⬇️⬇️
5. This is Still a Door || This may appears to be a simple door, but to me this is the toilet door in my grandparents house, and it means a lot to me (´・ω・`)🧡 xD It might be broken and it has stains, but it doesn't mean it isn't functional and dirty (well maybe a bit...) xD
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4. It's Beginning To Look A Lot Like Christmas || This is actually kind of a last minute set, and I'm actually meaning to make a nicer digital wall fireplace thiny (^^)"
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3. Simple Columbarium Niche || I thought making this would be easy, turns out no it wasn't ._. It originally had a function to store the urn, but when I finally tested it out on a community lot turns out storage is not possible...
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2. Ripperdoc Set || I'm surprised at myself for actually making a set xD it was a lot of work but also a lot of fun, therefore it's worth it ( •̀ ω •́ )✧
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1. Cyberpunk 2077 Sliding Doors and Frames || This has the best cover photo ever...look at all the colors!! (≧∇≦)ノ p.s. just to be clear if I ever label any sim-thing as "cyberpunk 2077" that means those objects/build designs are originally from the game Cyberpunk 2077. any other thing else are "inspired by" ( •̀ ω •́ )✧
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Summery of 2024:
I didn't make much builds and CCs this year since I got that 2-months only hiatus _(:з」∠)_ It was a hot season with my computer heating up due to JUST playing the Sims 4 only - which really frustrated me, along with the sudden increase of Sims 4 glitches and bugs😡 I remember browsing through the EA Sims 4 Bug Report Forum and seeing all those reports really made me felt disappointed in the game (I know I'm kinda in the creator network thingy but that does not mean I have to praise the game blindly...) but thankfully somehow the crashes stopped and the switching to DX11 seems to have solved a lot of lagging issues🤔
Oh and yea this year I got into the Sims 4 Creator Program (EA Creator Network) (≧∇≦)/ xD I actually applied for it a very long time ago when it was called something else...I applied it for Mass Effect xD then I think I saw someone talking about the program recently and I was like "hmm...I think I had submitted my name to a program like that..." but I never got a reply...so I renewed my application and added Sims 4 and Dragon Age to it...and then it happened ( •̀ ω •́ )✧ the thing I'm most happy about is my creator code is "hamster" xD just - 🐹🐹🐹 xD
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anyway hoping for a better year for 2025. hope everyone stay safe, stay cozy, be happy :)
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