#this is my favorite solas' line ;_;
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antarees-8 · 1 month ago
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Veiltober "Fen'Harel" "I would treasure the chance to be wrong once again, my friend..."
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dragon--sage · 2 years ago
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"Oh, but you know the truth, right?”   *sarcastic af*
                —Nomaris Lavellan
From the Axe of Green Edges weapon description: One of the last Emerald Knights alive after the exalted march destroyed the elven Dales, Nomaris famously lodged his axe in the tree he had planted in the Emerald Graves, saying, "Let it remain here until my people are free, to mark my soul, which shall never rest."
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aleyothorncrow · 2 months ago
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Blackwall. I don't know why, perhaps it's the combination of him working with his hands and having the need/opportunity to do so arise so often in his daily life.
Sera would scorn it at first maybe ("lay off, the holes're hurting no one" and would think it's so hilarious when the backside of her pants split open), but the more she watches Blackwall the more convinced she is of how punk it is, and starts learning from him with gusto. Maybe even outpaces him, but not in a socially-recognized way. Her stitches are gaudy and obvious, turned into decorations. His are furtive, secret, you hardly know they're there.
Cole wants to learn too, something about changing something and it's still the same really appeals to him, but he doesn't quite get that you need a rip first to repair. He just ends up adding new stitches to undamaged clothes, in ways that make them unwearable (the collar stitched closed, sleeves tangled and sewn to the torso).
Sera tries to teach him by ripping a new hole for him herself, but Cole doesn't take that well ):
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felassan · 4 months ago
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Compilation of snippets from the DA:TV acting talent panel at SDCC (Dragon Age: Meet the Heroic Companions of Thedas) today (July 26th). DA:TV spoilers under cut.
Huge props and tysm to the users who live-tweeted and clipped this panel, you are heroes 🙏💜!!
The panel was moderated. In attendance were John Epler, creative performance director Ashley Barlow, and the actors of Lucanis, Neve, Emmrich, and Harding - Zach Mendez, Jessica Clark, Nick Boraine, and Ali Hillis respectively.
The panel ended with a Q&A session.
(BioWare have stated that a recording of the panel will be made available at a later date.)
Edit/update: I've now been through this post and tidied it up :)
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Here are some pictures from the panel [source]
Here are some more pictures from the panel [source]
In this Twitter thread there are also some video clips of parts of the panel [source]
BioWare tried to avoid spoilers in the panel [source]
Key points/summary of DA:TV: hunting Solas, found family companions, stop the elven gods [source]
When auditioning the companions, BW were specifically looking for character chemistry [source]
BW used motion capture for the game [source]. Mo-cap was mentioned a lot in the panel [source]
Lucanis sees assassination as a job. His mind is as dangerous as his knives and he is also "kinda hilarious" [source]
There was mention of other Crows [source]
Zach Mendez read Tevinter Nights like three times [source]
A clip of the actors doing mo-cap was shown [source]. Photos of Zach mo-capping for other characters was shown [source]
BioWare said that Zach brought a certain darkness to Lucanis [source]
Zach is excited for the romance and is looking forward to the stats [source]
Zach mentioned that he used his own relationship with his brother in his portrayal of Lucanis [source] (surely this means ILLARIO.. ?👀)
Zach played a lot of darkspawn originally while auditioning [source]
Ali Hillis really welcomed Zach into the DA family [source]
Neve is from Minrathous. She has fun banter and is a cynical detective with a heart of gold. They want to show a rebellious side of Tevinter [source]
Jessica Clark loves Neve's loyalty, dedication, and different vision of Tevinter
Neve is fighting for the people [source]. Jessica: "She is really really fighting for those people, and she loves those people. So, yes, she's cynical, and yes she's kind of tough and brusque and all these other things, but when they say there's a heart of gold, there really, like, to have that kind of a passion and dedicate your life to something like that, I think that's definitely my favorite part about her" [source]
Jessica loves how much Neve loves Docktown and its people [source]
Neve sees a different vision for Tevinter than what has previously been depicted in the series [source]
The actors were separate from one another while recording lines but still bonded really well and organically [source]
There are several Veilguard gc [source] (groupchats?)
Ali is an angel and very supportive of the new cast [source]
Emmrich is a "stone cold silver fox" (this is a quote from the panel moderator) [source]
BioWare knew the reaction they would get about Emmrich from the fandom [source]
Nick Boraine feels like he's been preparing for Emmrich all his life. He's obsessed with death (as a comfort and not scary) and enabling people to transition into death. He is attracted to this aspect of the character [source]
"You're gonna need a dictionary for Emmrich" for all the magic spells [source]
"Interesting how this character caught fire compared to the other sexy characters" [source] (I think this was said wrt Emmrich?)
BW had a great time recording with Nick, he is a very consistent actor [source]
Nick and Matt Mercer have never met [source]
Manfred plays off of Emmrich. "I set the tone" [source]
What has Harding been doing in-between DA:I and DA:TV? She's been working closely with Varric and the Inquisition remnants. She and Neve already met in the comics [source]
Ali vividly remembers the beginning of voicing Harding, she says it's brilliant writing. She really thought of Harding's personality and traits. She's so happy to be back [source]
wrt the Covid-19 pandemic and the year 2020, BW had to pivot with working remotely and were able to push through their projects. [source]
"[Harding] chasing Solas for a decade..." "that was a great relationship that [you] developed... and now I'll stop talking now". Ali was excited [source]
John Epler talked about how companions may but heads, and won't be predictable [source]
There are thousands and thousands of lines and so many characters to meet [source]
Zach "unfortunately has been around the DA Reddit before recording as Lucanis" [source]. He feels inspired by all the fans and cannot wait for us to play it [source]
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John Epler on Emmrich: "I mean honestly, I will say, like, we expected a great reaction to Emmrich. Went beyond what we expected for sure. But it’s been fascinating to see, because again, Emmrich is this character, he’s more of the professorial, more, he brings a wisdom and kind of a calmness to the group, so even when things are at their worst, there’s that one person in the group who is kinda like, ‘okay, y’know, we've got, let's figure it out, let’s take a deep breath’. And just his journey through his character arc, and his interactions with the others, it’s been fantastic to see. Even just finding opportunities for him to bounce off the other characters, you know, the way he talks to Bellara, the way he talks to Neve, it’s all so different, but it’s also just, again, based around this core of this warm, kind-hearted, professorial necromancer. Which, again, is not something you see a lot of in media. I mean, usually, necromancers are depicted in a very specific way. But it’s been, it's awesome to see how Emmrich has grown and just, really one of the most, one of my favorite experiences has been just working with Emmrich’s writer, working with Emmrich as a character." [source]
All the actors are excited about the dialogue and narrative, and for us to explore DA:TV [source]
Ali says that we will really find ourselves in this game [source]
During the recording process, the actors all hear the previous person's recording and react or respond to it [source]
Due to Covid-related lockdown, a lot of recording was done over Zoom, and the writers besides Ashley Barlow (creative performance director) would jump in on the call to talk about the previous person’s lines [source]
A question was asked about the background factions. "Characters not causes". [source]
You can work with the Grey Wardens in the game (for example) [source]
The actors all met this weekend. They are an "un-chosen" family [source]
Zach stood in for multiple characters for mo-cap, for example he was Assan [source]
Lucanis has a heart but is stubborn and stuck in his ways. Zach is excited for fans to help his character open up as the story progresses [source]
Jessica is incredibly honored to join the DA universe. She is new to voice acting for video games. “This is play pretend. Playing Neve allowed her to step into her power.” [source]
A question was asked on what their first exposure to fantasy was, and do they implement this into the acting? John talked about Lord of the Rings and how every media you experience will seep out into your work [source]
Ashley didn't want the dialogue to sound modern [source]
Zach loves Theseus and talked about the symbolism in DA [source]
Jessica loves Greek mythology and lore [source]
Nick talked about The Hobbit and how he would dress up in big boots and a cape when his mother would read to him [source]
Ali recently went to Greece and felt like she saw DA everywhere [source]
A question was asked - "From your companion's perspective, which previous companion would you romance?" Zach kind of has a thing for The Iron Bull, saying "oh that awakened something inside of me". He also likes Dorian. Jessica was too overwhelmed to answer. Nick was also overwhelmed by the question, but thinks Solas is sexy [source] [source]
Ali fangirled over Lucanis and Emmrich [source], prefers Emmrich [source]
A question was asked - "Is DA:TV and DA:I streamlined together?" [paraphrased]. Answer: DA games are not as streamlined as Mass Effect and act almost as standalones [source]
The cast were asked about which aspect of their character is their favorite. Ali loves the little quirks about Harding. "Lucanis is a good cook!?" ** Neve is very dry and pretty closed off about it. For Emmrich, it's the "exploration of the idea of death and necromancy" [source] (** FINALLY CITATION for this? :D)
A question was asked: "How do you decide to introduce the lore in each game?" BioWare answered that it depends as they build each game. They always know the base lore, and see opportunities through game mechanics and characters. They try not to infodump [source]
A question was asked: "Any favorite party banter?" Ashley Barlow said to listen for "hand to bone combat" [source]
The game takes place approximately 10 years after the end of DA:I. You start the game hunting for Solas. The game is built on some core principles: be who you want to be in a world worth saving and with characters that matter. The companions are always at the heart of DA and they are at the heart of this game too. [source]
The moderator asked John Epler about what is bringing this party of people ("this rogues' gallery") together. John: "I mean, it's the end of the world, and each character that you bring into your party understands that the world is ending, that they need to stop that, and you're really building, what I would say is, more of a found family. These are characters who may not start off liking each other, may not even start off liking you, but over time they grow to understand the importance of what they're doing and just, how critical it is to stop the elven gods" [source]
"He is kind and has some spectacular lines. He is a natural nerdy scientist. He loves learning." [source] (Emmrich? ^^)
Ali didn't realize that Harding was such a beloved character. She thanked fans for bringing this character back [source]
Ali is super excited that the game is releasing. She said that there has been an evolution to Harding's character and that she's been chasing Solas for like a decade at this point [source]
Jessica loves the writing in the game [source]
Nick loves its narrative [source]
Ali said that this game is going to take you into a world that will blow your minds [source]
On Manfred: Nick was asked what it was like having another character to bounce off of. He said "Oh man! I mean, that is such a hard question, because Matt and I have never met, and we worked completely separately, and, I, I mean I know that the rapport is really great, but it's in the ether, I mean it is just, the magic that these guys create, telling us how to respond, how to do that, but it's, I can't wait to meet Matt" [source]
BW still said that the game's release window is Fall 2024 [source]. Nothing more specific was given [source]
There are also more snippets here in this Tumblr post, go check it out!
[source, two]
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maythedreadwolftakeyou · 1 day ago
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VEILGUARD SPOILERS FOR LUCANIS ROMANCE SCENE
I haven't seen anyone post this option version for the first dialogue wheel choice in Lucanis' romance scene yet, but it's by far my favorite because it's one of the few (perhaps even only) opportunities the game gives you to add a little depth to your character and the Lucanis relationship (even if it's never mentioned again). My comment below is just about that one choice and followup but ummmmm i recorded the whole scene anyway just for you know. Me. Anyway...
This is the only "anxiety/alarm" dialogue option I think I picked the whole game, but I think the timing of it is really perfect. Especially with the knowledge that Rook was trapped in the Regret Prison for WEEKS. Even if time moved faster for them, we can still imagine it probably wasn't as fast as it took us the player to go through it. But Rook has just gone through a series of awful things--losing one of their companions (and being the one to consign them to that role), learning Varric has been dead all along, Solas (who they were perhaps just coming to trust) betraying them, being trapped with no idea if they'll be able to leave. And they just got confirmation that Solas was using blood magic to make them hallucinate their dead friend speaking to them, so that they'd fall in line with his plans more easily. So when they're trapped and struggling to escape and suddenly hear their new companions calling to them, and come out to find everyone they hoped was still alive safe and waiting for them... wouldn't they doubt it? At least a little? I mean if Solas REALLY wanted to trap them in the Fade forever, wouldn't this be the absolute best way to do it--by convincing them they ARE out and everything might still be okay? And this is especially great with the Lucanis romance because he (and Spite) are the only one on the team who have first hand experience with that same thing. He escaped the Ossuary but he didn't, truly, at first. He knows what it's like to be trapped somewhere and then not really believe in his own freedom afterward. And THIS time, he gets to be the one comforting Rook, who's been his rock through the whole experience, and Rook gets to be the vulnerable one for a change as he finally steps into the more active/supportive role. I just think it's really nice symmetry, to have an option where the hookup scene is coming from a place of loss/desperation on BOTH of their sides, to convince themselves that everything is real AND there's a chance that everything might actually turn out okay in the end.
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mythalism · 1 day ago
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another thing i love, but this one is controversial, is the portrayal of the inquisitor. NOT their tiny insignificant role in the game until the 11th hour while they send us weirdly formal and deeply out of character letters but the actual dialogue from my lavellan and the way she carries herself in the scenes we do see of her (though there should have been more, without a doubt) is actually my favorite part of the game probably. i know this is maybe a very solavellan inquisitor exclusive experience and also just dumb luck that the way they wrote her in this game fits my lavellan but holy shit im so obsessed with it. its not even how i imagined how she would behave but its even better? the way they managed to convey her growth and maturity after 10 years literally floored me, and yet she still maintains this wistfulness that feels so incredibly right. the way she speaks with such confidence and conviction in her conversation with rook about her relationship with solas and then suddenly dissolves into pauses and stutters and “i don’t know”s when confronted with the possibility that there might actually be a future for them is INSANE. “or maybe I’m the prideful one, imagining his broken heart so that I don’t have to face my folly. that i loved someone who made such grave mistakes. that I might love him still” IS THE BEST LINE IN THE ENTIRE GAME. TO ME. IM SO SERIOUS. i watched that scene over and over and over and over again. the way she sits rook down and demands they tell her what solas did at the ritual with such authority but also the faintest glimmer of naive, foolish hope in her eyes that he might be salvageable is so sickening, and the way she turns it around on rook in the end to playfully ask about their love life. it’s like watching The Inquisitor switch turn off mid conversation. and there she is!!! that’s her!!!! of course she would ask rook about their lover of course she would she fell in love during the end of the world too!!! the several knowing looks shared between her and morrigan (“speaking from the heart, inquisitor?”) that imply a much deeper friendship has blossomed since we last saw them. her one little line with dorian - “something like that”. even the way she quietly sneaks into the throne room at the end, completely alone, as if she snuck away from the rest holed up below the archons palace. “even if those you have wronged asked you to stop?” the pained look on her face. the way she gets on her knees to look him in the eye. the way she speaks in elvhen, the implication that she has been studying it over the past 10 years. the fact that she does not touch him until after he takes her hands. literally every second of it is so good. it feels so so so right to me. it’s honestly as if, because my inquisitor has grown older than me by almost a decade, it was hard for me to imagine what she’d be like in her mid-30s, after so many hard years of grief and loneliness and the burdens of leadership. and the writers were just like “it’s okay, here, this is what she would be like after all this time”, AND THEY WERE RIGHT!? and it’s so subtle but it’s literally spot-on. it feels like the most natural progression of who she was. a little bit more sad, a bit more quiet, her words are more measured, no more snarky one liners (and maybe that’s why I love it so much- it’s such a refreshing change from listening to rook talk like they’re on Disney channel), there is a weight to her words and her presence that conveys her age and experience so clearly to me. veilguard made me love my inquisitor so much more. it has made me understand her so much more. it has clarified who she was in inquisition in the context of who she becomes later. im so obsessed with it im SO OBSESSED WITH HER!!!
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merrinla · 27 days ago
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Corinne Busche and John Epler about their favorite party banters in the Veilguard
Corinne: My favorite pairing just on banter alone is Taash and Emmrich because they have very different views on necromancy, on life and death. Emmrich is nuanced and a bit of a romantic on the subject, whereas Taash is very blunt. And, my goodness, Taash will tell you exactly what's on their mind. So I find their banter really enjoyable.
John: It's hard for me to choose because there's just so many fun little stories, the story arcs that go on through the banter pairings. You know, people loved the chess match between Iron Bull and Solas, the romance between Dorian and Iron Bull in Inquisition. And I think one thing I love about these followers, these companions, there's so many of those. There's so many little arcs. You've got Bellara and Lucanis talking about cooking. You've got Neve and Lucanis talking about old jobs. You've got Bellara and Neve building this kind of sisterly relationship. So I will say my favorite in terms of just, it has one of my favorite little beats and I'm not going to spoil it, is Bellara-Emmrich. They just have such a fun and geeky relationship that they build over the course of the game. And it ends up being having some of my favorite lines and some of my favorite beats. But honestly, I don't think you can go wrong. And one thing I'll say is, choose different ones. Always swap around. And I think you'll be pleasantly surprised by how many fun and emotionally poignant little anecdotes you'll get out of that.
Corinne: You know, the one that makes me laugh quite a bit is that Bellara and Neve relationship. Neve is notable within Minrathous. So Bellara...she fangirls over Neve pretty hard. And I adore it. It still makes me laugh.
Kristen Zitani (interviewer): I only had recruited Bellara and Lucanis so far. And their cooking discussions and sort of fear of if Harding is the one cooking that night is very, very fun.
John: That is one of my favorite banter reads by any actor in the game just at the other one. Yet "Usually is". Just how heated Bellara sounds.
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sorce
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thekingofwinterblog · 1 year ago
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How to fix Halamshiral as a Zone
Inquisition is a flawed game.
I don't think there's anyone who is going to argue otherwise.
The only question is wheter you place it higher or lower than DA2.
One of the things I think it does better than DA2, is that it managed to give every place a soul, an identity of it's own, and at least a distinct, if not always amazing storyline.
The emerald graves doesnt have a very interesting plot, but it has some spectacular side quests, and atmosphere, inculding a haunted mansion, which might be my favorite possession based quest in all of DA because it shows much better than others just how dangerous untrained mages actually are to those around them.
The storm coast tells a story of what was once an important dwarven port, and shows how it fell and was repurposed over time.
The Hinterlands shows the aftereffects of the templar mage war, as well as solas stupid plan to give cory his orb, and the mage rebellion and an actually decent time travel story.
I could go on, but the point is, I usually have at least aomething nice to say about every single region.
All except one.
Halamshiral.
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Halamshiral was the single worst part of all of Dragon Age Inquisition for me, and every single time I boot up this game, it's always the last thing i do before the temple of sacred ashes, despite how bizarre the game flows as a result.
And the reason is because i hate everything about it.
I hate it's unique attempt at side quests, i hate the characters involved, i hate the Orlesians who inhabit it, and i hate how this section tries to copy what worked so amazingly well with Orzammar and Denerim during the landsmeet section, and fails every single shot it lines up.
The ONLY good thing i have to say about this, is that it's at the very least relatively short.
So here's today's question. How to fix Halamshiral?
Let's begin with the three main players.
Celene, Gasparde, and Briala.
The big problem with every single option, is that they all suck.
Celene and Gasparde are both fucking awful people without any redeeming qualities, they have no charisma, and there is no prospect of the Empire reforming itself under either of them, the way Orzammar would under Bhelen.
Meanwhile, Briala is much, much better, but the problem is that we know exactly what is going to happen here if you support her.
Maybe today elves will have it better, but tomorrow, when Gasparde is gone, or celene turns on elves again as she always does all the progress will be repealed, and reversed, along with a few purged alienages.
Its an old story that's been told before in Dragon age.
In short, there is no reason at all to care about this overall plot. None whatsoever.
There were so many reasons to care about both Orzammar and Denerim in the same situation, and every single character involved had so much more charisma than either of these would be monarchs.
So let's fix that.
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Starting with Celene, take the idea of her wanting to reform the empire, and actually take it to the next level.
Celene is genuine in wanting to reform the empire, and has already taken grand, successful steps to make the entire thing much better for everyone, even elves, giving them and serfs more rights, outlawing the practice of chevaliers having a tradition of killing unarmed city elves to graduate.
But the catch is, while she is genuinely making progress, she is doing so within the confines of the great game.
Celene has nonintention of changing the great game, no plans of wanting to remove this thing that holds Orlais back more than any other, this center stone of their nobility and it's culture.
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Meanwhile, Gasparde is a different kind of reformer, one that takes the ideas he had of him claiming to hate the game, and actually doing something with it.
He is far less progressive, has no love for elves, is far more warlike than Celene ever was... But unlike Celene, his ideas of reform isn't going to act within the grand game.
He's going to break it.
Unlike canon gasparde, this gasparde is hated by every single noble family in the entire empire. His only support, and it's a strong one, is the army. The parts of the army that supports Gasparde, and they are a huge part, are loyal to him personally to the hilt.
And he hates them back. He hates the game, he hates the way it cripples the empire, and he wants to change things. Like Celene he plans to break the serfs free of their chains, for the good of the nation and it's power and economy if not for any progressive reasons.
And he'a going to start with Halamshiral.
For this Gasparde isn't merely positioning men to stage a coup... He's planning to kill EVERY SINGLE NOBLE in Halamshiral. Evety man, every woman, every child there.
He's going to reform this empire by wiping out it's cancerous nobility in one fell swoop, and install himself as supreme dictator to see his reforms through, and wiping out the entire Orlesian nobility that might have opposed him, french revolution style.
And thus the Inquisitor has a dilemma.
Unlike Orzammar, where only one side was a reformer, both of these Orlesians are... But you have to choose one.
Do you choose Celene? The more progressive candidate, who wants a more peaceful Orlais going forward? But who is not willing to get ridd of the grand game to do so, thus making it a permanent risk that all her reforms will be undone...
Or will you support Gasparde, and by doing so be complicit in destroying the entire nobility of Orlais, many of whom are not guilty of the shit that Celene and Gasparde here both hate so much? Gasparde is far less likely to create a peaceful Orlais going forward... But he will have obliterated the Grand Game for good and all, a prize that might be worth this Red Wedding style bloodbath.
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Meanwhile there is Briala, the elven spy who has enough influence to allow, or prevent Gasparde's plans from going through.
Here there should be another moral dilemma, quite different from the base game.
Do you convince her to aid Gasparde, in exchange for the Elves getting a duchy of their own in Halamshiral? Do you then back her up with Inquisition forces and support, forcing Him to publicly announce her as such, and trust his own, twisted version of honor to actually stick to it going forward(Something he ultimately does), or do you throw her to the Wolves the moment things get rough?
Or alternatively, do you convince her to side with Celene, and bury the hatchet? And if so, on what terms? And similarly, if she actually wants to get something out of this, you actually need to back her up... Something you may, or may not choose to do.
And voila, here you have an actual story of intrigue, massive, lasting political changes as a result of the Herald's actions, and morally grey on grey choices.
Everything that Denerim and Orzammar had in spades.
Now moving on from the plot to the actual place.
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Halamshiral has no soul.
It's a french villa on a mountaintop. Whoop de freaking do.
It has no interesting murals, unique art only found there, interesting geography, or anything really to make it stand out.
Compare it to Denerim and Orzammar, and the way they fleshed out the entire city's levels of power and criminal underworlds, and you see the difference.
Denerim is a very realistic, squat, squalid medieval city, with it's buildings built on top of every single bit of available space.
Orzammar is a full on high fantasy dwarf city lit up by a lake of lava.
Halamshiral is a villa presented as a city.
How do you fix that?
There is an artist here on Tumblr who pretty much showcased what Halamshiral could have been, if they had taken the idea of the Dalish(who were the original owners) taking inspiration from native americans(amongst others), and use that to build a truly spectacular city, which has long ago been paved over, but the structure is still there.
Make it a city on the water, like the aztex capital of Tenochtitlan, a marvel of canals and stone.
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Make it this Venezia like city, with canals everywhere you look, and the entire city running on water. A marvel of Dalish city building, where they took something as simple as a couple of islands in a lake, and built the most beautiful city in the world.
And rather than just limit you to the palace, instead let you actually explore this city.
Expand the entire event from one night, to a week.
Let the Herald explore the city, meet the players, interact with the nobles, become friends with a few like you could with Ferelden's bans, which in turn makes the possibility of sacrificing them for the greater good hit so much harder.
Let you choose what fancy stuff to wear to the balls and meetings, rather than have this stupid motto of forcing you to wear one, pre determined outfit like this game had for some reason.
Let you discover the places where what little Elven Architecture and art still remains can be found, and talk with the elves who still live here, the descendants after the first elves the Orlesians enslaved.
Make the plotting of Gasparde and the positioning of troops be gradual, not instantly discovered and twarted.
And at the end, if you choose to back Gasparde, you mirror that scene from Dragon Age 2, where the Templars sail across the bay, and you either step aside and witness the bloodbath you just allowed to happen, or you fight them and be recognized by the nobility(most of which are horrible, horrible people) as a hero who just saved the day.
Have the venatori plot be to kill both Gasparde and Celene, rather than their involvement mostly be about handing the player the the easy knife for the knot of which monarch to pick without having to get your hands dirty.
Also have the entire group be gathered for once. Every inner member of the Inquisition just like at Denerim.
Each of whom have their own thoughts on the events.
Who supports who? What is the right thing to do? What is better for the inquisition? Are you staining your honor beyond repair if you back Gasparde? Does the Inquisitor maybe have a breakdown after witnessing what they just allowed to happen and they walk through the gardens or rooms filled with corpses? Maybe have the scene at the end with the love interest be about a moment of them truly comforting their lover in the aftermath of it all, understanding(or not) that as boss, it's your job to have to make the tough decisions. And now you have to live with them.
Or if you wanna go the other way, this could be one of the breaking points like Origins had. If you support Gasparde, Blackwall choses to tell you to get bent, and that he will die as benefits a knight. Defending the week, and calling you out on how you are just as bad as he ever was, a child killer who's going to run away from responsibility, to pretend you are some better person than what you actually are. You're a murder. Just like he was. You are just as responsible for the blood that's flowing as he was with that carriage back in the day.
It would have been a far more impressive reveal moment for his crimes, that's for sure.
Cole probably would be the one who would be second most upset, but wheter he leaves or ultimately stays should probably be depended on your other choices and your relationship with him prior to this, probably have his personal quest be the determinating factor of what he chooses to do.
And i could go on, but point is, this would be a return to Origins choices actually mattering. There were choices that could make or break a characters bond with you. Shale would not budge regarding Caridin, Leliana and wynne would stand against you if you choose to defile the urn, Sevran would choose to betray you for his old friend if he didn't like you enough, and of course the age old choices at the end of act 3 in da2, where you have to pick between templars and Mages, as well as anders fate, and chances are regardless of what you do, at least 1 person ends up dead.
If anyone reading this has any suggestions for how to further improve this storyline, feel free to share, but regardless, i think we can all agree that this is a vast improvement of what we actually got.
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dreadfutures · 3 months ago
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Blue's DA4 Screenshot Binge Pt. 3
CAMEOS CAMEOS CAMEOS
I just wanna say FUCK YES i was right, we get everyone from Tevinter Nights
Evka Ivo - Tevinter Nights, Short Stories, The Missing
Fighting against Elgar'nan and Ghilan'nain with other Wardens: that there in the center with her buns and her hammer is EVKA. I assume we may have also seen Antoine but I didn't really see an archer anywhere.
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They are my favorite and I demand more fics with them.
Irelin - Tevinter Nights, Short Stories, The Missing
Our favorite shape shifting Veil Jumper with DAI's June vallaslin is back:
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ANDARATEIA CANTORI/VIAGO DE RIVA - Tevinter Nights, Short Stories, The Missing
God I would have rioted if we didn't get them. I am pretty sure big haired elf crow here is Teia, and mustachio'd crow is Vi.
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Mourn Watch - Tevinter Nights
I really wonder if the two we see in Emmrich's shot are Audric and Myrna <3 (pleased I want to hug audric so badly pleeeease)
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MOMIGAN
I just want to say I never doubted Morrigan would be in DA4, I figured since she was going to be a smaller role she might have fewer lines and not need to be hired super early like when she was first asked and said she hadn't been asked yet.
Mom cut her hair into a respectable A-line cut, and I think her hair is graying and she has mouth creases ;w; she has never looked more beautiful to me. Rocking her same arm sleeve, wrist feather, necklace... and her mother's helmet.
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People were confused at first, thinking it was her sister, Yavana, from Those Who Sleep - who wears a dragon skull as her helmet in a very similar style!
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But it's Morrigan <3
I'm going to make a few more guesses:
Zara Renata?
At the end of Wigmaker Job, Magister Zara Renata, a blood mage Venatori Magister who uses her slaves to keep herself perpetually beautiful, implies she's going to lure Lucanis in and destroy him. Maybe she's the one he's fighting against here:
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They are in distinctly Tevinter ruins I think, and it looks like maybe Teia? is on the stairs.
Felassan? Please? God? For me? FOR MJ???
In a nest of some kind, with these sacks of white growth that seem to be consuming corpses, there are tentacles wrapped around an elf who is not looking so hot.
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Their face is streaked with dark veins like a ghoul. They're wearing some kind of armor - seems like it might have triangles on it, perhaps a Veil Jumper. Their hair is pulled back sharply with a tight buzz on the sides.
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Please, god? Please? My husband?
But also: concept art Solas, as much as I hate white guys with dreads:
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My money remains on Felassan.
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thievinghippo · 10 days ago
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So I promised a postmortem and it’s finally time! Here’s the TL:DR. I loved it. I can already tell I’ll probably have more played hours in this game than Inquisition, and I fucking loved Inquisition! Good, bad, and ugly beneath the cut and there will be heavy spoilers for the entire game, so read at your own risk. (This is also long, because I have a lot to say!)
THE GOOD
Rook. Once I let go of my preconceived notion of how Rook was (mid-40s and serious but kind) and accepted Rook for the young, sarcastic character they are, I fell in love. Edda is going to be an A possibly even S tier OC for me
The dwarves. We were fed so well, y’all. So much lore and dialogue choices. There was even a Grey Warden dwarf specific dialogue choice. I love the confirmation of what we all suspected with the Titans. I just wish that a dwarf Rook had the opportunity to confront Solas. He apparently apologizes to Harding. But what about a dwarf Rook?
Exploration. I’m an idiot when it comes to figuring out in-game puzzles and such. I’ve read some complaints that everything was far too easy, but for one of the first times I remember, I could do a vast majority of puzzles and finding treasures without consulting a game guide. And I was actually proud when I figured things out. When I play Edda again, I’m going to 100% the world and I cannot wait
The Companions. Bonus points for Emmrich Volkarin. I ended up loving all of them. Even the ones I was very ‘meh’ on before playing the game. Like Bellara. She was on my list to romance second to last. And she has moved up to third, after Emmrich and Davrin. 
Emmrich Volkarin. Yes, he gets his own special mention. I love him so much that I created a second Rook to romance him. That way I have one Emmrich that is not a lich (Edda’s choices) and one Emmrich that is a lich (Sonnet’s choice). I love his compassion, his kindness, his reverence of the dead. I adore his romance and how clear it is that Rook has bewitched him, body and soul. The fact that they lean into the age gap and it becomes entwined with his own fears of death. He has my favorite personal quest. I loved the music, the atmosphere. How it pertains to his own journey, facing his mortality (plus Johanna Hezenkoss can get it). Plus it has the banger line of ‘Show them what a real necromancer can do!’ I even can’t wait not to romance him and see what the friendship is like and encourage him to hook up with Strife
The backgrounds. Granted, I’ve only played through the game 1.5 times, but there have been so many background mentions. Especially for the Grey Wardens. Mourn Watch has some great ones too. I mean, there was Grey Warden romance banter during a fight. In a side quest! I can’t wait to discover more
The character creator. I love how inclusive it is, especially when you compare it to previous Dragon Age games. The hair is beautiful (but where is my braid crown! my kingdom for a braid crown!) and I have overweight OCs, which make me very happy. Varric's shaving mirror is also amazing, and because I want EA to know that people are using these options, Sonnet is a trans woman who will save Thedas
THE BAD
Weird tonal switches. Emmrich and Harding are going to Ferelden so she can show him around but the South is being razed by darkspawn. Harding’s mom sends her back with pie and gives great hugs. How in the world are they getting to Ferelden? Rook was amazed to see the Inquisitor in the North so why would the members of the Veilguard be able to go to the South? Some of the codex entries are so dark and yet everyone is happy in the Lighthouse 
Give Rook a problem, please! I kept waiting for Rook’s LI to go up to her and ask if there’s anything distracting her. If there’s any problem they could solve together. But that never came and Rook is apparently the only person on the team that can’t be distracted by their own problems. How amazing would it have been if Rook had some sort of personal quest. Maybe based on lineage. Or background. Something that shows that she matters as much to her companions and they mean to her
The Act One Choice. Still mad about it. Are you telling me that two extra people would have saved Minrathous? That a city full of the most powerful mages in the known world couldn’t take down a fucking dragon? It didn’t feel earned and it did annoy me a great deal
Let. Rook. Mourn. While I appreciate that Rook was able to mourn Varric and Davrin (in my playthrough) privately, the fact that it immediately jumps to a sex scene sort of bothered me. Especially Emmrich’s taking them to the Necropolis so they can bang in a coffin. This was not the time to leave the Lighthouse, Emmrich! The rest of the team got to mourn Davrin and worry about Neve together. I wish Rook could have been a part of that too. 
Let’s talk Varric’s death. I didn’t see it coming. I actually ranted to a friend before I knew what happened that they should have killed him in the prologue if this was how they were going to use him. Oops. I hate how callous the truth about his death makes Rook look. I hate that Harding and Neve didn’t even really seem to mourn. Hate how the Inquisitor or Dorian or Isabela don’t mention him at all. I hate how obvious his death is in my second playthrough. I will have to fix this all in fanfic
THE UGLY
Assuming there is another DA game, where do we go from here? I really dislike the concept of the Executors in the secret ending. One thing I’m optimistic about is that by basically wiping the south off the map, we might be able to have more games there. Because everything will have been reset, so to speak. How does the South deal with the mages when they’ve all been fighting darkspawn for their lives? Put them back into Circles? I think not
I’m also not sure about what choices would move forward into a new DA game. Not talking companion choices, but choices that actually affect the world. No matter what we do, the Blight is over and the Veil is safe. If BioWare couldn’t be bothered to have the Well of Sorrows choice matter, I can’t imagine they’ll care how Solas was bound to the Veil, whether it be by choice, trickery, or force. Minrathous or Treviso is the only other non-companion choice I can think of that might possibly matter
But honestly, it doesn’t matter, because who knows if we’ll ever get another Dragon Age game? I know I would love one, but I have this sinking feeling there won’t be (please let me be wrong!)
So there you have it. I really love this game, good, bad, and ugly. And I found so much more to love than to dislike. I have a feeling I will be yelling about this game (and Emmrich!) for a long, long time
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raezlove · 12 days ago
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Dragon Age: The Veilguard
I finished it after 90 hours over the last week. I did all quests and side content available to me and was pretty thorough with notes and momentos. I was hooked from the start, definitely saw why the writing got criticized during the middle, and then was continually surprised by the end sequence.
For me this was a solid 7/10 game if looking at it from a linear story game rather than a branching rpg.
Thoughts below. Some spoilers.
Starting with some general categories then moving on to larger issues I had.
I’d say the majority of the voice actor performances were really good. There were moments throughout where they weren’t great but that was combined from the very cringe/generic writing. But when the characters needed the emotion for a moving scene, I felt it. Even characters I, at the time didn’t care for or were biased against, the voice actor’s performance made me hurt for them.
Companion cast had some gems as well as some underwhelming members. For me I was taken by Lucanis, Emmrich, Neve, and Davrin as characters. They still weren’t spared from poor lines throughout though. Bellara came around for me by the end as I had initially been biased hearing she was incredibly annoying but I also didn’t have her in my party very often for gameplay reasons. Taash and Harding I also rarely took out for gameplay reasons nor did they pull me in as companion characters.
Companion arc quest lines I enjoyed them all well enough but I liked Davrin and Harding’s the best for world and lore building,though I admit the actual quests for Harding felt lacking to me. The map locations also didn’t feel utilized as they were only ever seen those couple times. Bellara’s quest was also interesting for lore but other than the ending, which was not unexpected, felt mundane to me. Lucanis’s and Emmrich’s were decent arcs though they didn’t feel like anything groundbreaking, it just helped that I had already found their characters compelling. Neve’s was very underwhelming to me which was disappointing because I initially was quite intrigued by Neve. Taash’s was done as well as they could’ve with the direction they decided paired with their safe writing. I mean no disrespect for them wanting to include a gender queer story but something about this didn’t land. I saw someone else say it but the modern lingo in this fantasy setting made it seem out of place just for the sake of it. I don’t know how they could’ve implemented that aspect of Taash better but their writing and performance came across too stiff at times. ((This is not an issue of including lgbt characters, rather how they are written and if they are pushed to be defined solely by that one sole aspect of their identity))
Art design and world direction was never an issue for me even from the trailers (except for that first one where I thought I was watching a live service mobile trailer). I don’t mind brighter exaggerated designs or flashy colors. Nothing stood out but nothing was bad either, it was just an average design to me. As mentioned above though there were specific locations I felt were underutilized and sometimes felt included just to make the map seem bigger. I liked the character designs but outfit choices were definitely not my favorite and I wished they had an all black outfit for Rook but that’s just an irrelevant personal wish.
The callbacks to Inquisition were something I was incredibly curious to how they would handle and was looking forward to. For transparency, my original Inquisitor romanced Solas and refused to give up on him so I was holding out for my Solavellan heart to be fixed or at least something that dulled the ache. The Inquisitor appearances were about what I expected. Lavellan shows up a couple times, sends some letters, then shows up for the finale. I did get my Solavellan ending and while selfishly I wish it could’ve been more, I think it was adequate (though that kiss animation left something to be desired). It felt like an appropriate end for my Lavellan who was so sad and beaten down for so long after losing someone she loved with her entire being and after having the weight of so many people looking to her for guidance for the last decade when she never asked for the responsibility in the first place. She finally got to save her person and leave the world’s problems to someone else. As for Dorian, I’m not sure if he shows up/is mentioned more if you saved Minrathos but his appearances kind of felt unnecessary. I loved him in Inquisition but he didn’t feel properly utilized in the Minrathos story lines I saw. He could’ve just been a name in letters and he would’ve had the same impact.
Main Story was a trip. Overall I found it intriguing and compelling, though sometimes it dragged or some missions were boring. I enjoyed Ghilan’nain and Elgar’nan as villains though Ghilan’nain was more interesting with her molding the blight. Elgar’nan was compelling as a direct comparison to Solas with their pride and arrogance. Their dragons were cool though I really wondered how we were supposed to fight Elgar’nan’s dragon after seeing its size. The end solution did make my jaw drop but also made me chuckle after because I can’t imagine how else they would’ve had the player fight that. Again, I’m biased as I loved Solas as a character for all his complexities and flaws so I enjoyed any of his scenes and appearances. I especially enjoyed the story’s direction in terms of regrets and guilt. Prison sequence was a highlight to be sure. I will also say I really wasn’t expecting them to commit to main companion cast consequences at the end considering how safe they had played it to that point.
Gameplay was a welcome improvement to me over Inquisition. I played Inquisition for the first time about 3 years ago as a mage but I played it again in the last year as a rogue. Both times I played on easy difficulty because I found combat such a nuisance. I am biased as I prefer combat systems more in the realm of Witcher 3 and Breath of the Wild so this fit in with that if a bit busier. I played my Rook as a mage and I tended to use the ability wheel rather than the shortcuts because I needed the time to process and think about what I wanted to do, also the fact I kept switching companions and their abilities depending on the situation I couldn’t remember what abilities were mapped to what buttons. Dodge and parry didn’t feel the best, although I admit that could be fully on me (especially parry). For parry it constantly felt like there was a delay in pressing it though it could very well have been made worse depending on which tv my Xbox was connected to. My issue with dodge was the fact that after a double it basically left you halted with no momentum. Again, very possible it’s just a me thing and I need to “get good” but for how much certain encounters were chaotic enough to be constantly dodging it did become annoying especially if you get hit once and then get caught repeatedly. On normal difficulty as a mage, fights usually felt fair and doable with some more challenging than others depending on wave size or vulnerability paired with specific companions. There was only one fight in a miscellaneous side quest for a haunting that I got too annoyed with and even after trying multiple companion pairings I lowered the difficulty to just get it over with because I couldn’t be bothered. For a random side quest with no real story or likely payoff it didn’t feel worth it.
Now for the largest problem I had with this game: it’s gall to call it an RPG. I don’t expect or need Balder’s Gate level in every RPG game. But this didn’t feel like it even met the level of RPG that Inquisition offered. Whether it was world choices or companion choices very few things felt consequential. For the world, I can only think of 2 or 3 choices that I felt would have any change on the world one of which is literally just a 50/50 of which city is getting destroyed. And of course for the others you never saw or heard and real consequences or reactions aside from initially following the decision. There was nothing that made me second guess myself like deciding to forgive or banish the wardens like in Inquisition, who drinks from the well, the inquisitions fate. And for companion arcs, the choices all felt underwhelming and more a direct effect on gameplay/rewards than any story ramifications. There was never a moment that felt like it mattered to the companion story or their future interactions with me or others. Nothing that felt like it mattered like making Bull choose between his friends and the Qun, encouraging/dissuading Cullen from taking Lyrium, or having a hand in choosing the new Divine. A common thought I had throughout this game was it seemed really hard to get a “so and so disapproves”. There seemed to be more instances in Inquisition where decisions would inevitably be both approved and disapproved by various characters so it was never going to be a case of pleasing everyone. I remember seeing the disapprove notification maybe three times in Veilguard. The critique of the dialogue wheel is also very valid. There is no real choice as all options typically lead to the same outcome just with a different line. You can’t even really be mean or an asshole from what I could tell. Options were sincere, joking/less serious, and stern. None of this I think would’ve mattered as much if it weren’t for the fact this was advertised as a choice based RPG when that just isn’t the case and going in with those expectations is bound for disappointment.
As a last issue it had to do with romance. I liked Lucanis. I like him as a character and I like the voice actor’s delivery. There were lines of his that made me giggle and smile. But the overall writing of the romance and their moments sometimes came across as awkward with the subpar writing. There also wasn’t the same charm I got from Inquisition when at the base. Part of that comes from the lack of actual interactions of being able to talk with your companions in the lighthouse. I hate to keep comparing it but in Inquisition you could still talk to the characters even if they had no new dialogue. In that, you’d have the moments where Solas would call you vhenan or speak Elven or like in my second with Cullen you always had the stealing away for a kiss option. It just felt warmer in a way where in The Veilguard I would get a random one off line when I stood in front of Lucanis and, while some of them were sweet, the lack of player input and interaction caused more disconnect.
So overall as a game I think it’s a good buy assuming you go in with the right framing of what you’re going to be getting. A competent story, some interesting characters, good performance, good gameplay marred by a good helping of juvenile safe writing and lack of choice.
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thingsidrawgohere · 15 days ago
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I just finished my first run of DA4 and let me say- I probably got my money's worth. If one wants to view the experience via a purely mercantile lens. I found many bits of cheese and touched the insides of many angry creatures. But if one wishes to frame the thing as Art- Hell, if one wants to solely discuss it as the Fourth in a series of lore-dense, narrative RPGs, then, Cousin, We've Got Problems. Three interconnected niggling ideas that kinda all lead to the conclusion- for me, at least- that modern design practices simply do not trust the player. News flash, right?
Anyways, I think I'm going to have some thoughts on this subject to avoid other thoughts, thank you.
Full-Throated Spoilers Beyond. And a lot of them. It's long.
Idea 1: DA2 is my favorite of the series. That's not the problem; it's the setup. I know what I'm about and it's interesting characters interacting over time. Flawed characters. Abrasive, opinionated, STUPID ASS ANDERS characters. The story was scaled well for a handful of total losers and it was political. The most humanly political of all the games, I think. That's a very low bar, particularly for AAA, but it felt better to stand in a street, to be personally effected by events, than to look at a literal map of icons and notes and distant decisions as in DA3. It's important, I think, for DA to be about Being, Getting Dirty. You aren't a king. You shouldn't be.
Side Note 1: DA2 is a fucking miracle. The old gag that FO New Vegas, blessed be, was made in 18 months is trotted out to display Can-Do Attitude and DEEPLY unethical labor practices. DA2 got less time, fewer reusable assets (due to a different art style), and had to rebuild most of the engine. A. Miracle.
DA4, on the other hand, has a series of supportive, well-adapted people who have all worked very hard on themselves in therapy and know all the fucking right words to say. They chat with one another with kindness and sober fondness. In the One Instance of interpersonal friction, it is resolved with grace and speed. I find this Horrid. They fucking forgot to give these people negative traits. It's likability slurry. They experience no hard growth, hold no horseshit ideas, suffer no lingering doubts. It's not only unnatural but it's lifeless. It becomes Written. I can see the fucking author waving at me. I've got a note from my run that reads 'Rook told the man who is forcibly living inside his head "Thank you sharing that" and I want to scream.'
And that would be bad enough except the ideas are there. You've got a reluctant father story. Someone trapped between two cultures. A older man, already terrified of aging, of death, taking a Much Younger lover. That's Fucking Meat. I can see the writers straining against something but what they deliver is still person-shaped missed opportunities that repeat, that repeat, that repeat. It's So Frustrating. There's flashes of Good Writing. Of good character beats. But Also- from my notes, a character had just held her brother as he died, inexplicably for a second time, and Rook gives her a little pep talk that ends with him asking "You good?"
And the fucking woman says "I'm good" in response. She seemed to mean it.
How does one- react to that as a viewer? I told a man who wanted to be a lich more than anything to Not and he was cool with it. He never brought up being a lich again. He wasn't even upset. I let a man's city die and he's like I Get It, Bro. No Harsh Vibes. It rings hollow.
Talking over Solas' memories, collectively pulling out the meaning behind them- that was some of the best characters-interacting writing in the whole thing. And it's HOURS into the game. A shame.
Side Note 2: A lot of a loved-one death as motivation in this old refrigerator. If you get a name and one line, Oh Boy Brother, you are prolly gonna die bad. Lazy.
If I'm going to talk about Emmrich, let's talk about his romance. I honestly thought it was bugged. I Am playing through another run as a comparative but Wow. Larian and BG3 absolutely reconfigured what's acceptable in these types of story beats. This particular romance felt regressive, in a sense. Like a last minute addition. The very definition of love coins. No charisma or honest affection between the characters. Nothing allowed to percolate (more on that in a second). Just- now you are ROMANCED. Which means on the Blue Moon instance he has anything to say regarding being in a relationship, the best you can get is a 'dearest' at the end of a sentence. I was Excited by the idea of Emmrich really struggling with a May/December situation but he Doesn't. He has a few lines implying that he Could but it leads nowhere.
And they fuck in a coffin (???) and it's not even hot (!!!). Unforgivable. Double Unforgivable. I heard there was spice in this game? This is baking soda.
Related, a few lines awkwardly dodged the question of Emmrich's previous relationships and I have an inkling, without experiencing the other romances, that this is the world's largest case of gun-shy after the backlash with DA3's non-playersexual romances. This man can not be confirmed to be Anything but Into Rook, whatever they might be. There was also a throwaway line with Taash how she prefers women and that's as much as I saw of explicit preferences. I don't envy anyone trying to address the rabidity of fandom but it feels like unnecessary acrobatics.
Side Oh No: It's so bad that I'm honestly thinking of doing a fixit fic regarding the romance/character writing. And God, I can't right now. I have to finish my other project first.
Idea 2: The pacing. That's what ruins so much. There was a scene of a gnarled, fucked-up gate, torn from its hinges. And my guy says "Something Big must have torn apart that gate" all ominous, building a sense of- Nope. The very big darkspawn is standing ten feet away on the other side. I hadn't even swung the camera around the hall to see it before my guy goes "That big darkspawn must have torn apart the gate!"
Yes, I know there's an issue in open world games these days wherein devs are allergic to a player's millisecond of not knowing where to go but this feels applicable across the whole game. A problem isn't allowed to fester. It is brought to attention and then swiftly dealt with. If there's a locked door, a difficult decision, a feeling beyond Protestant determination, it will be dealt with, Post Fucking Haste. It's like the game doesn't trust the player to hold tension.
This happens not just in barks or small set pieces. Whole arcs work this way. Like Harding's longterm personal quest. She gets a handful of lines about feeling vaguely angry or perhaps thinking she Should be More angry about Lore Dump Retcon and then at her culmination, she's fighting her own anger. A vicious, hot, searing thing- and it wasn't earned. At all. There was room to telegraph this theme, bury it in the dirt to let grow roots. They didn't. One Line was given about her people pleasing tendencies And she's not really shown to be people pleasing to her own detriment. This is Chekhov's Gun in running shoes. It doesn't work. It feels like it comes out of left field.
Hell, there was a mission that was like SURVIVE IF YOU CAN and it was like- literally a long hallway. The Pacing is all Off.
Idea 3: I don't like that I must do this but DA4 doesn't understand its own flavor. The One Thing you Cannot Do is have Minrathous, the city of slaves and blood mages, seem nice. Particularly in the poor parts of town. You Cannot have the Crows be a lovely dovey band of scamps. You Cannot have the Blight be reversible. You Cannot CANNOT say "elves have it pretty good" as my Elvish Rook said with his face flaps. No. NO. You Cannot side-step the politics of this setting. These are the bones on which these characters are hung. To lessen the world is to lessen, to decomplexify them.
You know what my elf didn't hear in the town that canonically trades in bodies that look his? Knife ear. Eh to fantasy slurs but my point is no one said a cross word to my guy. The Qunari living in the town that had been warring with the Qunari for Centuries seemed totes fine. There were no alienages. There were no proper templars- even from other regions. No Mage Circles. No mage issues at all. Hardly anything whatsoever regarding the Chantry or Andrastianism, even as the game takes place in the Super Anti-Pope town. I had a literal demon-possessed man in my party and the world did not react.
I had a friend describe this Thedas as feeling smoothed out and Yeah. It feels like all the nasty bumps have been deemed undesirable. I don't know what to make of it. Is this simply taking the world in a different direction? Is it a mandate to tone down the unpleasantness, for sales? A shift in design ethos? Is this a sign of a very troubled project as it was with Andromeda?
I don't know. Is this still a Dragon Age game without its politics? There's enough here for me to wonder if Bioware is even Bioware anymore. There's a TREMENDOUS amount of work, of skill in DA4. Just Absurd. The environments are thick, Thicc. But work alone is not a virtue. Have we ship of Theseus'd so far that the people- the real people, not the logos- who have interests aligned with what made DA1 special are no longer there? Something went wrong with this project, narratively. Something I don't know how to fix without addressing basement level assumptions I'm clearly not privy to. I hope they can.
Final Thoughts: Game development is a fucking hole into which one pours one's relationships, time, and health, physical, mental both. It gives satisfaction very rarely. They shipped. In that way, huge success. It's not even, fundamentally, a 'bad game'. But it is a victim of a modern philosophy of pre-chewed ideas and player distrust. VGs are ultimately a business and, in these last few years, there's been a unimaginable devastation to the workers in the industry- even as the money flows ever upward. The desire to sell well has morphed into a NEED to sell well, even among the 'kept' studios. Big studios, Grand Dame Studios sitting on top of past critical and financial successes, been killed by their overlords recently. No one is safe. It's suddenly quite dangerous for large studios to make anything remotely niche, remotely unclear and Bioware has both Andromeda And Anthem under its belt. They're probably feeling the pinch. They needed a hit and hits, these days, are increasingly smooth. And DA4 is very smooth.
That's just my feeling on the matter. I'll see what a second run yields.
Smaller thoughts:
I don't care about the combat but that was- odd. The illusion of depth with all the skill trees and types of damage and subsystems of attack- all boiling down to a one button push. It's odd. I played rogue on PC so perhaps it's different for other classes, on console. But I pressed the button at the man and when I got a halo, I pressed another button and then pressed the first button again. No matter where I was on the skill tree, it never changed, never felt different. I don't know. It felt. Odd?
There was a Honest To God "It's quiet- Too quiet" and it just Happened. I would have pulled out every one of my teeth to avoid that. I get the jokey-okey but fuck, man.
Where's the chest hair? WHERE? Body hair? ANYTHING? Davrin has plastic chest. It's freaky.
Gloom Howler Gloom Howler Gloom Howler. Frankly, that whole storyline had a large gulg of the farcical. I laughed my ass entirely off when, upon her defeat, the Gloom Howler said "I'm sorry" and took a nap so hard that the scene wiped to 'some time later'. That was insane editing. PACING. And- naming. Gloom Howler. Gloom. Howler.
Teeth. Dear God, the teeth.
The devs were in a real pickle here, no doubt. My great sympathies. There's an Overwhelming abundance of world states that DA3 could have left on the board and I understand the balancing act between acknowledging the events of older games and staying generic enough DA4 could apply to All of them. Is Cassandra the White Divine? Or is Leliana? It's a nightmare of choices. Any of the people that Could be Divine can not be mentioned without lore issues. Who's on the throne in Orlais? Ferelden? Where's beloved so-and-so? Dorian canonically did return to Minrathous so he can 'safely' appear in game- but he fucking can't talk about Iron Bull, who may or may not be alive. Isabela canonically goes back to piracy but she can't talk about events in Kirkwall because she may not have been there for them. Oof. That's not a lot you are Allowed to acknowledge. The Poor Bastards.
Watched a braid slip off a person's shoulder, organically, as they were talking. Started at the bottom and look where we're at, technologically. And speaking on the technical, a lot of textures didn't load right. For the entire game, my guy's left shoulder armour thing had a much lower rez texture than the rest. Three hard crashes, which isn't the worst. One Wonderful mission wherein Lucanis' hair and his knives were the only bits of him to render.
I'm not touching the non-binary storyline. It was clunky, for sure, but the greatest sin was using Our words. There is canonical words for NGC/NB people in fiction and to not use them shows a fundamental distrust towards the source material and the players both. It's the linguistic version of the quest marker or the barks telling you where to go.
I still don't know how I feel about the dead Varric twist. Feels goofball but he got to hang out in his little pajamas. I wish I was in little pajamas.
Solas was pretty fucking tight but I think a lot of that was due to his VA. Something about the voice direction, in general, felt- flat? But old Solas was doing it good.
Ending. God, I get it. People are tired and satisfying endings are hard. And DLC exists, more cynically. But Hells Bells, I'm getting to the point wherein even the slideshow is annoying. Give me a fucking Ending to the Choice Game. Don't you fucking 'Spider-Man Will Return' at me, you bastard. I'm a child of fucking god.
Yes, I got the secret ending. I know. That was Also bullshit.
I feel better getting that all out of my system. Thank you for sharing that.
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daitranscripts · 3 months ago
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Cassandra Deleted Dialogue
Cassandra Masterpost
Cassandra: Leliana mentioned a Grey Warden in the Storm Coast, did she not? I have my doubts their disappearance is related to our troubles, but she is not often wrong. I would look into it.
PC: I was hoping we could spend some time together.
Cassandra: I suppose there is nothing pressing right this second.
Cassandra: If you like, certainly.
Cassandra: Are you not heading out of Skyhold? As you wish.
Cassandra: I’d enjoy that. ㅤㅤ ㅤ
Cassandra: I’ve never understood this game.
Cassandra: Ha! Can you believe it? I’ll win this round yet.
Cassandra: How often must Varric play this to become as good as he is? It boggles the mind.
Cassandra: You’re cheating, aren’t you? Can you cheat at this?
Cassandra: Madness. I only draw a card once I no longer need it.
Cassandra: Andraste’s tits! Why do I keep playing this?
Cassandra: I’ll play my hand! Just… give me a moment. It will come to me. ㅤㅤ ㅤ
Cassandra: I’ll go easy on you this time. Three bruises is enough, I think?
Cassandra: (Chuckles.) You almost had me that last time. One more bout!
Cassandra: Now then, a little practice bout, yes?
Cassandra: Take me down if you can, Inquisitor. Do your best.
Cassandra: Let’s see how you fare in one-on-one combat.
Cassandra: …years of practice under my mentor, Seeker Byron. The man was a warrior without peer.
Cassandra: Maker’s breath! Fine. One more bout, and then I give up. ㅤㅤ ㅤ
Cassandra: The uniforms were Josephine’s doing. It’s still a mystery to me.
Cassandra: …and there I stood at the monastery’s gates, the apostates staring at me as if my hair were on fire.
Cassandra: The Lord Seeker never let any argument go. He was like a dog who refused to let go of a bone.
Cassandra: …so I opened the chest only to find an entire cache of lyrium vials. “Just some rags,” ha!
Cassandra: …twelve templars in one Circle. I never saw the like before or since. The knight-commander was beside himself.
Cassandra: You notice how they look at you? There are many who would give anything for such reverence. ㅤㅤ ㅤ
Cassandra: Interesting that this ruin stood empty all this time. I wonder how Solas knew of it?
Cassandra: Majestic, isn’t it? Of all the spots in Skyhold, I think this is my favorite.
Cassandra: …and then twice again before the battle was through. It took me weeks to recover.
Cassandra: …and so I said to the man: “is this a jest? Put your trousers back on, you fool”
Cassandra: …and they would look at me with such fear in their eyes. I could never stand that part of it.
Cassandra: …nine times out of ten, it was nothing. Just fears and useless superstition. (Sighs.) ㅤㅤ ㅤ
Cassandra: I never said I was frightened of horses. They just… have such large teeth.
Cassandra: Can we ride fast? I prefer galloping, and I suspect the horses do as well.
Cassandra: Do we have any apples? I can’t believe I forgot to bring even one.
Cassandra: …and the chevalier’s horse threw him, on cue. I could not stop laughing.
Cassandra: No, nobody solely speaks Orlesian any longer. Well, perhaps the marsh-folk.
Cassandra: I always wanted to visit Minrathous. Someday I’ll see the twin guardians for myself.
[Part of the jealousy dialogue. These lines are not technically deleted and can be heard in-game using the bi-Cullen mod. (ask me how I know)]
Cassandra: It’s probably nothing, but it claims that you and Commander Cullen are…
Cassandra: Ah. Is Commander Cullen aware of that?
[Low approval scene. It may still be in the game, but I cannot find the plot trigger for it.]
Cassandra: Honeyed words. Liar’s tongue. And I fell for it all.
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thevikingwoman · 2 months ago
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alright so I'm not actively seeking out DA veilguard information, but I also don't have all the possible spoiler tags blocked.
I've had a little excitement build, though my outlook is to keep a wait and see approach, and my interest in Dragon Age in general has been a background simmer - I felt neutral towards the initial announcement of name and date etc.
I admit my interest peaked up with the preview of the character creator, maybe even getting a little excited to create a rook, and to set foot in Thedas again.
now, recently I've seen some news that very few decisions from Inquisition has made it over, and that we can't play / decide what our inquisitor does, and that no decisions from DA2 or Origins matter. And I admit that is disappointing? The game series is tied to meaningful choices - and ofc they have to bottle neck and streamline, but it feels a little hollow.
One thing is the inquisitor, and not just speaking as a solavellan (I never thought i'd get a solas romance scene in veilguard tbh that struck me as wishful thinking), where I feel there's a good deal of difference how to deal with the past romance for the individuals (do you still carry a torch etc), but I'd hoped Dorian would show up and Dorianmancers would get some choice here too, etc. It's also just means it will probably be a short cameo.
Now what I really think of is the lack of matter in choices. If the well of sorrows don't matter, why was it such a big deal? Does it not matter who is Divine? and much more.
Most of all, what makes me (pre-emptively I guess) upset is Kieran. Not only should it matter whether the Old God soul is potentially there in Solas via Flemythal, but Kieran could also just be a regular kid too. He will exist or not exist depending on world state. And given that Morrigan shows up, are they just going to ignore this just because he's what - seventeen? twentyone? years old? Morrigan and Kieran means so much to me, there are very few media I can think of where people are allowed to be parents and still be a person with agency in the plot, without having the plot relate to their parenthood directly (because Kieran can also not exist of course). This is SO incredible important, and if they just - handwave that away it's making me mad just thinking about it.
Mostly, though, I think it was a mistake for them to try and cater to both new and old players in a whisy washy way. It's been 10 years, I get it. They want to appeal to people who was not playing (or shouldn't have been) an M rated when Inquisition, let alone Origins came out. They can't make too many references to old games, they can't confuse players.
But i think - with the time it took to develop this game, I'd much rather they'd done a soft reset instead. Solas succeeded, the veil has come down, it's 75 years later. Or even shorter, leaving room for old favorites to show up, but also having a reason for the decisions to not matter? I don't know. But something that would have made the game accessible to new players, and refreshed everything for old players. I frankly think they are trying to both have and eat the cake, and I fear it's going to fall on it's ass.
Lastly, I don't need a solavellan resolution. They're resolved in my head and been for 8 years. And I'd rather keep that than some halfassed 4 lines that don't fit Iwyn.
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felassan · 4 months ago
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Transcript of the DA:TV ‘Meet The Companions’ panel @ SDCC.
Update: this post has now been updated into a full transcript.
BioWare have said that they are going to share a recording of the panel at a later date. In the meantime, here is a transcript of it. When the recording is available, I will update this post further if required. This is a word-for-word transcript (in as far as it was possible to make one, it was quite a noisy room with lots of people in it), but a few bits were not clearly audible - these are marked as "[...]". listening to the original source in audio/video format, when it’s available, first-hand is of course always advisable, in case of any mis-hearings or missing things out etc on my part!! :>
there are other things from the panel here in this BioWare blogpost, collected in this compilation post, and also in this Tumblr post.
The panel was moderated/hosted by Lucy James. In attendance were creative director John Epler, creative performance director Ashley Barlow, and the actors of Lucanis, Neve, Emmrich, and Harding - Zach Mendez, Jessica Clark, Nick Boraine, and Ali Hillis respectively.
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[panel begins]
Lucy: Goodness me, there are a lot of you. Hello everyone. Hello San Diego. But more importantly, hello Dragon Age fans! Give yourselves a cheer! Now welcome to a panel that I am so excited to be moderating today. A little bit of, what do you call it, a little bit of, I'm just gonna say it, we're doing Q&A at the end. There is a microphone right here. I will give a warning - housekeeping was the word I was searching for. We're gonna be doing Q&A at the end. I will give you a warning to come up and ask questions to this incredible panel of developers from BioWare and actors from the brand new Dragon Age game, The Veilguard. I'm Lucy James, I'm your moderator for today, but you're not here for me, you're here for these incredible people, so let's go down the line and see who we have on the panel today. We have creative director John Epler. Creative performance director Ashley Barlow. The poised and pragmatic assassin, playing the role of Lucanis, Zach Mendez. The necromancer Emmrich, we have Nick Boraine. Absolutely did not mean to skip, but we have different, different lineup over here. The voice behind the private detective Neve, Jessica Clark. And returning franchise favorite, you know her as Lace Harding, the lovable Scout, Ali Hillis. Now, we all love Dragon Age games for multiple reasons, whether it is the combat, the impactful decisions that we get to make, the romances - I know my [...], I know my - but the heart and soul of every game is always the companions, and so we are gonna be doing a deep dive into some of the new cast as well as, like I said, returning franchise favorite. So I'm gonna kick off with you, John.
John: Awesome.
Lucy: Can, you know, you've been at BioWare for a couple of years now.
John: Yeah, seventeen years as of this year, so.
Lucy: Wow. Can you tell us a little bit about your history with Dragon Age?
John: Absolutely. So as mentioned, I've been at BioWare for coming up on seventeen years now. I worked as a QA tester on Dragon Age: Origins, moved into cinematic design, did that [...] Dragon Age II, Dragon Age: Inquisition, and then became lead cinematic designer for Dragon Age: Inquisition - Trespasser, where I worked closely with Trick Weekes, building out that story. And then now as creative director on Dragon Age: The Veilguard, which has been just a fantastic project to be a part of.
Lucy: Now, I assume pretty much everyone in this room has gone frame-by-frame through the trailers and gameplay videos and every BioWare social post about Dragon Age, but just in case there's anyone in the room who is unfamiliar, give us the quick overview of Dragon Age: The Veilguard?
John: Absolutely. So Dragon Age: The Veilguard is the latest entry in the Dragon Age franchise. It takes place approximately ten years after the end of Inquisition. You start the game hunting for Solas. It's a game built on some core principles of: be who you want to be, in a world worth saving, and with characters who matter. So, again, companions always at the heart of Dragon Age, they're at the heart of this one as well.
Lucy: And so, I mean, why is this team coming together? You mentioned it a little bit there, and like, what's bringing this, kinda 'rogues' gallery' together?
John: I mean it's the end of the world, and each character that you bring into your party understands that the world's ending, that they need to stop that, and you're really building, what I would say is more of a found family. These are characters who may not start off liking each other, may not even start off liking you, but over time, they grow to understand the importance of what they're doing and just, how critical it is to stop the elven gods.
Lucy: Now we were chatting a little bit before the panel, and you kinda said, like, a bold statement which was that this is one of the best groups BioWare has ever written. I say 'bold', cause we all have our favorites. What makes you say that? What's going on with The Veilguard that makes them so special?
John: Yeah, I mean, I think that every Dragon Age game the companions we write and create for those games are the best companions for that one. And I think in this case, what's really fascinating and what I've really loved to see come out through the game, through its development is, the way these characters form relationships, not just with you but with each other, so, whereas, you know, sometimes characters maybe don't interact as much. Each one of these has a relationship that extends beyond Rook, the protagonist, but also some become friends, some become lovers, and some become rivals. And it's just, the way that they learn to get over their differences, or put them aside, has really been fun and exciting, because they all represent a different part of the world of Thedas.
Lucy: I am very excited to see how these family dynamics come together, avoiding my real life family for my virtual family. Ashley, you’ve been playing a huge role in helping bring these characters to life. Can you tell us a little bit about your role at BioWare?
Ashley: Yeah. I’m the creative performance director, so I get to cast all of these characters, with the team at BioWare, of course. And then work tirelessly in the booth with them, I mean, they just met like this weekend. I just silo them off, and they do their work, and they listen to each other, and, you know, 3000 hours later, and then they get them back around, and we can iterate on it, and they can say, ‘oh, oh that’s what everyone sounds like!’, now they get to play off of it. So, it’s a big road-trip in a VO booth. From my house.
Lucy: A big road trip. A big deal. A big game. Where do you even begin with a behemoth like this?
Ashley: We, we audition our companions. We have to make sure that our leads can play off of each other, that compliment each other, that juxtapose each other. Like John said, it’s kind of like a family, an un-chosen family, and so we need them to, you know, it’s, you need to create an ensemble, a diverse ensemble, so that the players get the choice of who they want to bring on this hero’s journey. And so, we brought them all in, you know, and they, we do motion capture, so we need to see how they move, and how they walk, and how they talk, and how they can act like heroes. And they all carry themselves so well. Now, it’s tripping me out, because they all look like their characters to me.
Lucy: Now, there are plenty of returning faces in The Veilguard, but there are new companions that we will get to know and love. Let’s start with Lucanis. John, can you give us a little quick overview of his background, and what’s his deal?
John: Absolutely. So Lucanis is the stylish assassin from the Antivan Crows, you know. But, not bloodthirsty, more, as he sees assassination as a job, one that he is extremely skilled at. Over the course of the story, you learn more about him, more about his character, more about his relationship, not just within The Veilguard, but also with the Crows and with other characters in the world. And I think, it’s fascinating to see how that grows over the course of the game.
Lucy: Now Zach, you are the voice. I mean, how do you approach this? Where did you […]?
Zach: Well, when I first found out I got the role, I read Tevinter Nights, which is the book, that came out [...] and you should read. And I read The Wigmaker Job, in which Lucanis is featured. I read it about three times, and after I closed the book I realized, ‘this might be the coolest guy I ever get to play’. I mean, not only is he a smooth assassin, not only is he determined - yes, he can kill you a thousand different ways, but what struck me was, his mind is as dangerous as his knives. I mean this is a guy who takes in the environment with all five senses. He’s constantly attuning himself to the kind of shifting terrain of every mission. And also, he’s kinda hilarious. I mean, if you look at his relationship with his cousin Illario, in The Wigmaker Job, they’re constantly giving each other crap. But there’s a lotta love there, so I got to pull, you know, from my relationship with my brother. Because we love each other dearly, but we can be ruthless with each other. And so, it was really easy to play in that way.
Lucy: I mean, yeah, you mentioned being a comedian there. Ashley, how was working with Zach?
Ashley: Yeah.
Lucy: Harnessing that and bringing it to the character.
Ashley: Zach’s one of the funniest people I know. And that’s a lot to live up to. But, you know, he came in as one of the most adaptable actors. And, you know, we did a lot of motion capture during 2020, 2021, 2022, even 2023, and so Zach stood in for like, Assan, and Varric, like all the characters [...] just mostly, most - [a scene plays on the screen behind the panel of the actors doing mo-cap. Zach as Assan hops along the ground like :D over to Davrin, Rook and another character. Davrin is happy to see him and scratches him under the chin. Davrin motions to Rook, who then bends down and hugs Assan] - I mean I’m pretty sure [...] a huge inspiration for the cinematics. Once you see this scene that this is, like - remember it, 'cause [...] -
Zach: Just know, when you’re hugging Assan, you’re hugging me. That means a lot.
Ashley: It’s true! But, yeah, but, for Lucanis, Zach was able to bring, I mean once you get in the game and you meet Lucanis, you’ll know that he’s, you know, a murdering Crow, and then, is a […], you know, there’s a darkness. [there is a rumbling noise in the background and the panelists look around confused]
[?]: I think it's just thundering.
Ashley: It’s thundering, let's, let's do a -
Zach: The darkness.
[...]
Ashley: But in the darkness -
Zach: Prepare yourselves. [background noise continues]
Ali[?]: It’s coming.
Zach: Seriously, what is that? What’s happening?
A person off to the side: Other rooms!
Zach: Okay, okay, okay, thank you.
Ashley: Okay, thank you. [...] think you were doing it. As you can tell, he brought like a, he brings a lightness to it, ‘cause you can’t always be that heavy. I don’t want to be scared or crying in the booth all the time. And thank God the writers, John included, and all of the writers of Lucanis really brought some fast, quick-witted writing. So he’s quick as a whip, he really lightened it up, and can’t wait til you guys get in and play it and romance this sucker! Sorry! Sorry not sorry!
Lucy: I was going to say, how does it also feel to play a romanceable character?
Zach: Oh, I’m quite excited about it. Ashley has promised to give me the stats of how many people romance me. I'm really looking forward to that.
Lucy: No pressure, gotta get those numbers up!
Zach: Yeah, I know. But, that’s the great thing about Lucanis, is that, you know, he’s extremely smooth, as an assassin, but, and, yes, he does have a heart, he does have a soft side, he’s not completely adept at always dealing with other people and interactions of that such, you know, he’s extremely stubborn and stuck in his ways, so it’s really hard for him to let people in sometimes, so I’m really excited for fans to get to meet him, and, you know, help him open up.
Lucy: And before we go to the rest of your illustrious cast members, what’s, what was, what’s been your highlight of working on The Veilguard? Is it, you know, this moment getting to see everyone in person? Was it a story from on set one day, or an interaction with one of the devs?
Zach: Well, you know, I did, before the first day of shooting, I did kinda get an idea about how passionate the fanbase was, which made me really excited. I don’t wanna say nervous, because I don’t say I’m nervous, I say I’m excited. And so before the first day of shoot, I was very excited. And luckily, you know, Ashley and them, didn’t have me do too much on the first day. I played a lot of darkspawn. I darkspawn-ed my ass off, though. I want you guys to know, I really –
Ashley: Oh he did, yeah.
Zach: – and when I got home, I thought to myself, you know, ‘Zach, did you darkspawn hard enough?’ I was just worried! You know, and within an hour I got a text from Jeff, who’s a part of this cast as well, and Jee, telling me what a great job I did. And then, I’ll never forget. I got a call from Ali Hillis down here. And I will remember that conversation, because for thirty minutes, she made me feel like I was welcome in the Dragon Age family, and it gave me so much confidence moving forward. So thank you Ali, so much, I still remember that, God bless you.
Lucy: That is lovely. See, the family stuff coming up already. I’m very excited.
Ashley: [...]
Lucy: Right, let’s move on. Coming to the private detective, Neve, who we actually got a glimpse of in the gameplay reveal from a few weeks ago. Let’s take a quick look. [a scene plays on the screen; the scene when Rook meets Neve in the prologue with Varric and Harding, that we saw in the gameplay reveal video] Now John, can you give us a quick overview of Neve?
John: Absolutely. So Neve, as you can see in the video, is one of the first companions that you encounter in Dragon Age: The Veilguard. She’s from Tevinter, Minrathous specifically. And anyone who’s played Dragon Age before knows that we’ve always talked about Minrathous, we’ve always talked about Tevinter, so we wanted to have a character who showed, not the parts of Tevinter that we’ve touched on before, you know, obviously slavery is a big part of it, it’s a mageocracy, but somebody who was pushing back, fighting back against that. And Neve’s shown up in the ancillary media as well, in the comics The Missing. And it’s just, she is that, you know, somewhat cynical detective with a bit of a heart of gold, bit of [a?] romantic, and just seeing her character evolve over the course of The Veilguard, over the course of the game, because again, she’s one of the first people you meet, is. Always fun seeing Neve’s character bounce off other the followers, banter has been super fun, just the way that she, what she brings to the table is always, it’s always so interesting to me.
Lucy: Jessica, I mean, what was it like getting that call to find out that you were gonna be in Dragon Age?
Jessica: It was slightly terrifying, and it was, I just felt really honored immediately, because I feel like, to be, I feel like they entrusted me with such, something with such significance and such importance to so many people, and so I just really wanted to honor that, and bring everything that I could to this fabulous character that I had been gifted. So yeah, that was.
Lucy: And I understand that you are kind’ve newer to the kind’ve voice acting, kind’ve realm. How was it different from more traditional roles?
Jessica: I am pretty new to it. I’ve barely done anything as significant, Dragon Age is enormous. It was very freeing honestly, I mean, like Ashley said, they auditioned and auditioned and auditioned and auditioned us. Like, every time I was brought in, I was like, ‘oh I didn’t get that’, you know what I mean? And then three months later there was another audition, and. But it was just so interesting and so freeing, because it really is sort’ve, it almost felt like play pretend, like when I was a little girl, you know? And it’s like what you dream up in your imagination. Because they, you know, they give you this character, and they give you some of the dialogue and then they really wanna see where you go with it and how you move and how you embody her and how you react to dragons that aren’t there because you’re in an audition room. You know, like all of that. So, and then, also, playing Neve, it really allowed me, and being a voice actor, it really allowed me to sort’ve step into my power a bit more, because, you know, I’m very tall, and things like that. And so, in a lot of my, sort’ve, more traditional television and film work, they kind’ve want you to be the girl, and I have to raise my voice, and be a little softer, and you know, kind’ve, not diminish myself, I don’t wanna say that, but just be very conscious of my physicality. And then Neve, it’s completely the opposite. You know, so Ashley had to work with me literally on dropping my register and things like that, and it was so confusing at the beginning, and then it was so amazing, to kind’ve have that opportunity, so I’m very grateful.
Lucy: Yeah. I mean, what drew you, what’s your favorite thing about Neve? – get that applause going, go on, let's go!
Jessica: I love her loyalty, I love her dedication, I love how much she loves Docktown and its people and how she really sees a different vision for Tevinter than, as John said, than what’s previously been depicted. And she’s really really fighting for those people, and she loves those people, and so yes she’s cynical, and yes she’s kinda tough and brusque and all these other things, but when they say there’s a heart of gold, there really, like to have that kind of a passion and dedicate your life to something like that, I think that, that’s my favorite part about her.
Lucy: And what were some of your highlights from, I mean, is it, is it kind of strange to record a video game, because I assume you’re doing things in different orders -
Ashley: Yeah.
Jessica: Oh yes.
Lucy: - working with some people some days and other people different days - tell me about that?
Jessica: I mean in terms of that, I just trusted Ashley and John, you know, and they know, and I was there to learn and embody and kind’ve grow into that. But I think my favorite thing, even though we were all separate disembodied voices a lot of the time, we kind’ve really all bonded in the way that we were intended to, you know? And that’s why we’ve been so excited all week and all weekend, because we can be like, ‘oh my god, you’re here, oh my god you’re here, you’re here, you’re here’, finally, you know? And you know, I know on a lot of projects, people are like ‘oh yeah, we’re all like, we love each other’, but we really do, we really really do. And it just evolved so organically. And there was something magical about it just being our voices in the beginning. You know, like sort’ve taking anything else out of the -
Zach: Equation.
Jessica: – you know what I’m saying. I’ve run out of words.
Ashley[?]: Yeah, it’s like an audible penpal. […] speaking to each other for so long.
Jessica: Yeah, yeah, yeah.
Ashley: It's nice with Jess, [...] she hit it on the head, you know, voice acting, you know, I hate to say it, I don't wanna put Jess - Jessica’s obviously a beautiful woman, but in the booth, it doesn’t matter. We just, pulled out the power and the range that Neve has, and it’s limitless, and as a woman to see that kind of writing and that kind of performance ability is, I know for a lot of us in the room, probably, pretty badass.
Lucy: Jess, I wanna, I'm gonna come back to something, because you mentioned, like, you’ve been messaging, and that the cast, you know, really loves each other, is there a Veilguard groupchat?
Jessica: There are several.
Lucy: Hold up. Who sends the most memes, who is the person who only reacts with the thumbs-up emoji?
Jessica: I, I would say Jeff is the most active, who plays one of the Rooks, I would say, in that respect, and to bounce off what Zach said, just an incredibly generous actor. And then, Ali, like it’s so true, like I had that story too, like literally even being back there, I was like, [gasp], I was like, she’s like, ‘it’s gonna be okay’, she’s like, ‘it’s good, it’s like, you’re gonna love it, it’s gonna feel special’. She literally like held my hands and like looked into my eyes and was like [inhale, exhale], you know? [looks at Ali and reaches out to her] I love you.
Lucy: I was gonna say, if we’re doing an Ali love-in, she did that for me too. So.
[?]: She does that for everyone.
Lucy: She’s done it for everyone? Fantastic!
Ali: Guys, you’re making me cry!
Lucy: We didn’t expect, hang on, we did expect one of our companions to be - a stone cold gray fox. BioWare treating us well. Emmrich has been driving the internet wild. And so, John, can you give us a little bit of background there?
John: Absolutely.
Lucy: Where did Emmrich come from?
John: I mean honestly, I will say like, we expected a great reaction to Emmrich. Went beyond what we expected for sure. But it’s been fascinating to see, because again, Emmrich is this character, he’s more of the professorial, more, he brings a wisdom and kind of a calmness to the group, so even when things are at their worst, there’s that one person in the group who’s kind’ve like, ‘okay, you know, we’ve got, let’s figure it out, slow, take a deep breath’. And just his journey through his character arc and his interaction with the others, it’s been fantastic to see. Even just finding opportunities for him to bounce off the other characters, you know, the way he talks to Bellara, the way he talks to Neve, it’s all so different, but it’s all so just, again, based around this core of this warm, kind-hearted, professorial necromancer, which again is not something that you see a lot of in media, usually necromancers are depicted a very specific way. But it’s been, just awesome to see how Emmrich has grown and just, really one of the most, one of my favorite experiences has been just working with Emmrich’s writer and working with Emmrich as a character.
Lucy: And Nick, you are the voice behind Emmrich.
Nick: I am.
Lucy: How did you prepare for the role, you know, what were you told about him before you got into the booth for the first time?
Nick: I think I’ve been preparing for Emmrich all my life. I was very attracted to the role initially. And I was so, I was overjoyed when I got it because I think it was, the writing of Emmrich is really fascinating. It’s this, this man that is obsessed with death, on one hand, but on death as a comfort, death as a transition, death as something that is not scary, and that ability to enable people to transition, and the investment that he gives in that sphere, which we don’t give in our own lives. I was immediately attracted to that and I thought that that was – I’d never seen that before, and so to go in these two ways, to talk about death and to talk about it in a way that is kind and that the transition becomes a kind transition, that was fascinating to me, and I think, will be fascinating to you too, yeah.
Lucy: And I hear as well that Emmrich gets, I mean, you’re all gonna get some fantastic lines, but I hear that Emmrich has some quite spectacular ones. You, Nick, you and Ashley, I would love to hear about the process of, was it difficult to get like some of those tongue-twisters, and?
Ashley: Yeah, Sylvia the lead writer basically was like, ‘Ash, you’re gonna need a dictionary for all of the sessions with Emmrich’, it’s like, 'Okay!'. And we get there, you just nailed them all, like 'shduhfejdkjjdhdjdhfjehfjkhehe into the Fade'.
Nick: Well, I don’t know if I nailed them all, that’s very kind of you. But, there was some serious tongue-twisters there, and, but it’s great, it’s great to be in the booth, and to be given a challenge like that, and. Yeah, it’s fantastic, I mean that’s what I love to do, so it was great to be just gifted that.  
Ashley: You’re such a natural nerdy scientist. […]
Nick: It's my inner self.
Ashley: It's your inner secret.
Nick: Yeah.
Lucy: Now I love that, and I think, I think the, I, I’m drawn towards with Emmrich is that like, he loves learning.
Ashley: Yeah!
Lucy: It’s very clear, like, it seems like you’ve really just thrown yourself into this role and the world of Dragon Age. You know, I asked Zach a similar question and it’s like, you’ve been working on this for so long, what’s it like now that people have caught a glimpse of your character, it is just a glimpse, but people are desperate to know more?
Nick: I mean it’s so interesting that this character has kind of caught fire a little because, when I did it I thought ‘okay, well everyone else is like so sexy and like, it’s just amazing, and I’ll just be this kind of professorial kinda guy chatting in the background, having fun, you know, dealing with death, and you know, on the side’, and suddenly it became this thing of like, no, this is actually really interesting. And I think people have found it interesting, and I love that! I love that you guys have also found it as interesting as I have as because, it’s, it's a fantastic character, he’s a fantastic character, honestly.
Lucy: I mean, Ashley, working with Nick, any other highlights to share about your time in the booth, or?
Ashley: Oh man, every, Nick is the most consistent person I’ve ever met in the booth – or in his garage.
Nick: Yeah.
Ashley: Recording booth, he’s really like [a hippy in art?], so I, so it’s kinda trippy, seeing you again in person and knowing what your character looks like.
Nick: Yeah.
Ashley: But yeah, you’ve just been so consistent with Emmrich and bringing this grounded-ness, and I’ve learned so much working with you, and. Yeah, now, you tell me, what, what good really looks like.
Nick: Oh wow, thank you, thank you. Appreciate that.
Lucy: I mean obviously, there’s Manfred too.
Nick: [gasp!]
Lucy: Played by Matt Mercer. What was it like kind’ve having another character to [...] bounce off of?
Nick: Oh man! I mean that is such a hard question because Matt and I have never met.
Ashley: Yeah.
Nick: And we worked completely separately, and. I mean I know that the rapport is really great, but it’s in the ether, I mean it is just, the magic that these guys create, telling us how to respond, how to do that, but it’s, I can’t wait to meet Matt.
Ashley: We recorded, basically before Manfred.
Nick: Right.
Ashley: All of before Manfred.
Nick: Right.
Ashley: And so Manfred got to play off of your straight delivery -
Nick: OH he did? I did not know that. Oh man!
Ashley: I know!
Nick: He got the easy part!
Ashley: Yeah, totally! So you set him up, just to knock it out of the park –
Nick: Right!
Lucy: Okay, so you got to set the tone. You get [...]
Ashley: Yeah, yeah […]
Nick: Right right right right. I set the tone!
Lucy: And, finally. Last but certainly not least, Ali Hillis returning as Scout Harding. Please [indicates for applause]. Now, I’m so excited because, she’s one of my favorite Dragon Age characters period and it looks like we’ll be seeing a lot more of her. But what has she been up to, John, between Inquisition and The Veilguard?
John: So I mean, if you’ve read the comics, you know that Scout Harding has been working with Varric to track down Solas. So she has been on his tail for quite some time. The game starts just as they finally - tracked him down, figured out where he is, but she’s been working with the remnants of the Inquisition, working with Varric, and then also working with Rook and Neve. Again, if you read the comics, you know that Harding has met Neve, they have a […] relationship before the events of the game. But yeah, she is dedicated to taking someone who used to be a friend, someone she considered, you know, even if they weren’t close, because Harding wasn’t part of the Inquisitor’s core companions, somebody she knew, somebody who treated her with some amount of respect, and knowing what he’s up to now, knowing she has to stop him, so.
Lucy: She was in the core Inquisitor’s, of my heart, so.
John: That’s right, well, I mean, she had the light romance, so.
Lucy: I tried to flirt with her every time. Never went anywhere. Ali, you are no stranger to playing beloved BioWare characters, obviously, Doctor Liara T’Soni.
Ali: [in her Liara voice] It is very nice to see you all today.
Lucy: What’s it like to be returning as Lace Harding?
Ali: First of all, it was a complete surprise. I don’t know if it was for you guys, but it was for me. So I was so excited when I got that call, because I had no idea it was coming. And after recording the last Dragon Age, and going to cons, much like this one, and having the line in front of me and all my pictures spread out, and every few people, someone would come up and say, well, ‘Where’s your Scout Harding photo?’ I was like, ‘oh, I didn’t bring one! Like. I didn’t realize! Okay!’ So I started getting more into the idea that this was a really beloved character, and I didn’t realize! And she was so much fun to create because BioWare gives us so much freedom as actors, it’s such a collaborative effort, both with Liara as well as Scout, I remember getting in the studio for the very first time to record these characters. I do a lot of voiceover, I do a lot of amazing games, I don’t always remember the very first day in the studio with a project, and I do for both of these projects. Because they were so poignant in my life, because it was, it was, a group of people coming together, they had already obviously conceptualized these characters. There was art, there was writing, brilliant writing that we are only so lucky to chew on in these voiceover sessions with such expert direction. The material that we are given to work with, only, just blasts us off this planet, in the acting world. But, just, knowing that when we went in to create Scout Harding to begin with, and one of the ideas I remember us talking about was, like, ‘well, I wonder if she’s kind of a character whom, when she talks, maybe she draws in the dirt with her toe?’ You know, coming up with these little tiny bits of yumminess to create a character and build it, the fact that they give us that honor to work with them on it, you know, is incredible. So when I heard that she was coming back, I was thrilled from the inside out, because I felt a part of this whole thing, so thank you, guys, for bringing her back. You! [to the audience] You! [to BioWare devs' direction] Thank you.
Lucy: I think I can speak for all of us when I say, we are thrilled.
Ashley: Yeah.
Lucy: You know, a lot has changed in the time since Dragon Age: Inquisition. I mean, what, how, for you has the experience of recording changed, like, technology-wise? Obviously, a little thing happened in 2020 we don’t have to talk about, but how has it changed for you?
Ali: Yeah, and speaking of that little thing that we’re not supposed to talk about, but the way that this company pivoted and, I mean, we were working on something, we had a project in the works, and somehow, every single person had to deal with this big thing in the world that we’re not talking about -
Lucy: We can talk about it.
Ali: - and somehow produce a game! So when you guys play this, just know that the amount of effort that went into this one, you know, maybe exceeds every game I’ve ever worked on because, we had to, everyone had to pivot, you know, suddenly we’re working from our garages – me too – and usually we’re wearing pants. And, and, you know, when I worked on past games with BioWare, everybody was in Edmonton, pretty much, and then everyone just kinda dispersed and I didn’t know where anybody was, and Ash was working out of her house all the time. It was incredible because we just did it, we pivoted, like all of you did, like all of us did, and we all came together and we made it happen and I was really really proud of that. Anyway, I know we weren’t supposed to talk about it, but it was magical, and powerful, and incredible. And I’m so sorry, back to the original question.
Lucy: No, I mean, how has the process changed for you?
Ali: The process has changed for me? I got to do p-cap! I got to be her! I got to physicalize, they gave me that, I got to physicalize her this time, which I didn’t get to do last time and I did not get to do in Mass Effect. And I really had a great time with it! Because, just like these guys have all talked about, we all come from different acting and theater backgrounds, I think Ash as well, and different types of performance, and it was cool to get on the volume - the p-cap stage -because, it’s like a theater.
Ashley: Yeah.
Ali: You have freedom! It’s better than a theater because you can turn around backwards and talk like this and everybody still knows what’s going on, so, it’s freedom in acting and we get to really bring the character to life outside of being behind the microphone and envisioning all of it, we actually get to perform. So that was one big difference for me in this game particularly. That, and the, doing it from my home sometimes in voiceover, or studio, it was, we kinda just, went with the flow.
Lucy: Is it easy to come back to a character that you kinda know inside out, or is it kind of like a mental block about it because you’re returning to something, or is it easier to come up with something new to […] What was it like getting back into the shoes of Harding?
Ali: That’s a really good question because it had been a minute. I mean, I’m so excited this game is releasing, how about you? Woo! You know what, with her, again, just kind of like Liara, because we came about this character so organically, I did ask, I remember asking to hear voice-bytes, I just wanna make sure we were in the same ballpark. But also, you know, there’s been an evolution.
Ashley: Yeah, you’ve seen some shit.
Ali: Yeah. We can’t really talk about it, you guys’ll have to find out for yourselves. But there’s been an evolution, so.
Ashley: Yeah.
Ali: So, yeah, it’s, it's, I can’t really say anything else about it without giving stuff away.
Ashley: She comes back with such, like, a veteran voice, y'know?
Lucy: Yeah, I kinda noticed that, like, she’s, she’s got a little bit more of an edge to her.
Ashley: Yeah.
Ali: Yes.
John: Well, she’s been chasing Solas for almost a decade, so.
Ali: And I love that, that is an amazing relationship that you guys created. And then I’ll stop talking about that. Damn!
John: No more!
Ali: I’m so excited!
John: I know!
Ali: I defer to these guys!
Lucy: I mean, question, kind’ve for all of you. We kind’ve touched on it a little bit, the challenges, and you know, the fact that the game is almost here, Fall 2024. I’d love to know, down the line, and just, you know, what’s been kind’ve your guiding light for all of you on this project?
John: I mean for me, it’s always been about, Dragon Age has always been about the people. I mean, the companions, the villains, the allies you make along the way. And for us, making sure that that stayed central, that that was still our guiding light. We really wanted to focus the game, the story, the gameplay, always around yourself as a character, but also the other characters in the world, not just, again, how they relate to you, but also, having these relationships, having this idea of this world that exists, with people that exist, not just as kind’ve a theme park for the player character to go through. But they have lives, and they have internality, like they’ve got an internal life of their own, that cause them to act in ways that may not always be predictable, but is always fascinating, and makes them feel real, even if you’re only getting a few dozen lines, they feel like real people.
Lucy[?]: Yeah.
Ashley: Yeah. I think that was my guiding light, like, I’m, have to find logic in these, you know, over hundred thousand lines in the story and over 700 unique characters you can meet. And I, in this fantasy world, I, we’re all still looking for the truth. What is the truth? How can we ground this? Do I believe it? Do you believe it? Are we in it? And that was always my North star. And, you know, often times I’m in the booth, and sometimes I’ll just, ‘I don’t buy it, I don’t buy it’, or, and, so, it was my job to be the gatekeeper, I felt, in the booth, to make sure, that I buy it, so you will all buy it.
Zach: I made the mistake, before we started shooting, of checking out the Reddit of Dragon Age. Not a good idea. It was a bad idea. But what I did, what struck me is that these people, these fans, have the same passion for this game that I have had for a hundred fantasy worlds. You know, places where I’ve gone into and discovered different parts of myself through. through, following these stories. And so I felt an, I felt so, it was so incumbent upon me to put as much effort as I could into this game. And I really do feel like the fans inspired me to pour my heart and soul into this, and I just cannot wait for you guys to play it, I really cannot.
Lucy: Jessica, what about you?
Jessica: I would say for me it was the dialogue, honestly. I loved the writing, Brianne was my writer, and Ashley, and John, and she’s right, like it’s, you gotta go deeper, and like we’re trying to find it, and we’re trying to find it together, and sometimes we’re not there, and sometimes we have to come back to it, you know, there was, I could tell there was such an evolution in my work, and part of that was because I just kind’ve gave it over to the writing. And whenever I did get to play off the other actors, you know, sometimes they’ll have, you can play in with their lines, and that was just such a joy, and I got to like discover other little parts of the game that I had no idea about, you know, because we’re doing it in isolation. So that was kind’ve the joy for me, and just honestly trusting, trusting the team and Ashley and John, so.
Lucy: Nick?
Nick: Yeah, I mean I’d have to say narrative as well, I think what the writers have done on this show, you don’t get in other games, you just don’t. You don’t get the level of, the depth of character. And character makes story. And that is what they focused on here. And I just kept coming back into that booth going, ‘I’ve never, I’ve never, experienced this before’. And just one last thing as well, I think the fact that we were separate, and I’m only just sort’ve putting this together now, the fact that we didn’t see each other, the fact that we didn’t know each other, has created a kind of magic that, I think is extraordinary. You can’t see somebody and you have to listen in the dark for cues and signals, and you have to put it together. That, that is magical. And I think, out of the chaos of 2020, 2021, 2022, which was exactly when we were recording and trying to figure this out, that’s when the magic came together, that’s, and I think we all feel that here, and I really hope you guys do too.
Lucy: Ali?
Ali: Well I feel like they’ve kinda covered it. I was gonna speak to kinda like what John said. One thing I really like about this game particularly, and I think you guys will find this as well, is you really find yourself in it.
Ashley: Yeah.
Ali: And the relationships, not only with the player and the people you bring along, but the team with each other, it’s just, it’s so well-written, the relationships are so conditioned that you really get lost in the moment. And I love when I’m at a con signing somewhere and someone comes to the table and says, you know, ‘this is a game that took me away from something I was dealing with in my real life, and I’m so grateful for it’, and I feel like, this is one of those games. This is gonna take you into a world that’s gonna blow your mind. And, I was just so honored to be a part of this group, again, again, I’m just gonna echo everything everybody said. But when I would hear their voices in my cans, in my headset, and I don’t get to see their faces, there is something so specific and so intimate about that experience, when you’re not seeing each other, and you’re just hearing, they have this amazing system where we get to hear each other. Whoever’s recorded first is played, if I’m having a conversation with these guys, if they’ve recorded first, I get to hear them and talk back. Acting is reacting. So it’s really nice that I actually get to react honestly off of these guys with expert guidance. So, I was really appreciative that we’ve conditioned these relationships in a fantasy land and also in real life, and I think you guys will feel that when you play.
Lucy: Now we do have time for Q&A. I'm gonna ask the panel another question, but if you wanna start lining up, we have, people are jumping to their feet already, this is great. We have a microphone right here. Before we go to Q&A, I suppose, what's the big, the biggest takeaway you want when people actually get to play later this year?
John: For me, honestly, it's just, how much this project has just been a team effort in a way that, everyone is working collaboratively with each other, everyone is bouncing off each other. Everyone was talking earlier about the writing, but I think what's fascinating for [...] has been so awesome to see is, the actors also shaping these characters as we built them. Seeing, like, how, Nick delivers a line, how Zach delivers a line, how Jessica delivers a line, how, and then, bouncing off that and then forming the character, shaping the character, so. We realize, okay, so, Ali has this, you know, has this, says things in a very specific way. Maybe we, let's re-write a few things, let's really lean into this, you know, what she brings to the character, and it's just. That's true across the entire team. It's not just the actor, it's not just the writer, but everybody who has worked on it, has a little piece of themselves in it. And to me there's just this excitement that that brings, and just this amazing passion that you can see in everything that's been built in this game.
Ali: It's so cool, I was gonna say, when we were recording, and I know we gotta get these questions, when we were recording during the pandemic and we were at home, I didn't realize sometimes that on the Zoom call I'd only see Ashley's face, or sometimes, you know, whatever, whatever she puts up. And then suddenly I'd have a question, 'hey, so in this line, this and this?', suddenly, like, John, or somebody else would just pop in, and talk about the line, so, we were always collaborating, it was just amazing, I was very grateful to have you guys ever-present.
John: Thank you.
Lucy: Alright. Shall we go to our first question? We all ready?
[?]: Yeah.
Lucy: Alright.
Audience member: Hello. [...] fan of Dragon Age since Origins. Oh, I must say, I am very disappointed with this panel. You've failed to mention a very important part of the game! The factions!
John: Mmm!
Audience member: So I would like to know, what can you tell me about them, and, can you join them, or do you just interact with them?
John: So, you start the game, you get to choose which background you go with. Each one is tied to one of the major factions. But one of our principles from the start was the concept of 'characters not causes'. So we didn't wanna just give you, 'here's the Grey Wardens, they're just kinda this group that exists in the world', we wanted to attach characters to them. So I can speak to the Grey Wardens in particular, anyone who's read comics and any of our short stories know Evka and Antoine, they kind've represent your connection to that faction. And you can work with them throughout the story, you can help them out. And decide how much you want to spend time with them. But each one of them [...] represents these important forces in the world that you need to get on your side if you're gonna stop the end of the world, so.
Audience member: Looks good.
Lucy: I was gonna say, Zach, you've done, you've done your research, so how exciting was it for you to kind've see and hear all these factions coming into play?
Zach: What, I'm sorry, can you repeat the question?
Lucy: You did all your research, so.
Zach: Oh, yeah.
Lucy: How exciting was it for you to hear about these factions and then hearing about how they'll come into play in the game?
Zach: Well, I don't think they kept my voice for Antoine, but I did my best French accent, I think it was pretty painful for everybody else on set, I really did. Oh yeah, the Grey Wardens are a barrel of laughs, those guys, they're absolutely wonderful. Well, yeah, so I had to play a bunch of characters, so I had to really steep myself in the understanding that, okay, the Grey Wardens go a lot, go through a lot, actually, doing what they do. They make a pretty intense bond in order to carry out exactly what they do. So, I tried to bring that as best I can to the physicality when I did do the motion capture and whatnot, but I cannot wait to see how it plays out in the game.
Lucy: Next question.
Audience member: Hello, I've also been a fan of Dragon Age since Origins. So, I've noticed in pretty much all of the games, there's a lot of influence from classical fantasy and mythology. So I was wondering, general question for the whole panel, what was your first exposure to fantasy or mythological storytelling, and do you use any of that in your voice-acting?
John: Hm. I can speak to mine but I can't speak to the voice-acting part, obviously. I mean I read Lord of the Rings at a very young age, and everything that you read that you, any piece of art that you enjoy, engage with, it's obviously gonna have an influence on yourself and also what you do.
Ashley: Yeah, there's a [depth?], in it, you know, to the fantasy world, that acting, it's kind of timeless, right? It can be anything, anywhere, and I feel like when we were doing the voices, we, you know, we didn't want it to be in 2020 or 2024 or whatever, so I think that's how I was most influenced, is, what's the most universal sound or a language, or a mixture of those, that can feel like nobody knows what it is?
Zach: I mean I was obsessed with, I think it's Theseus and the Minotaur, that story, when I was young. Did I just put my foot, I think it's Theseus, it could be Perseus, I can never remember okay?
Audience member: It's Theseus.
Zach: It's Theseus? My man! Thank you. I appreciate it. But I love the symbolism in those types of myths, right? Like, the Minotaur is this half-man, half-beast, who sits in the middle of the labyrinth, and the labyrinth is, of course, your mind, and you are also the Minotaur, and you are also Theseus. But so, getting to see the symbolism that's represented in Dragon Age, and how deep the meaning is, like that, those the stories I've always wanted to tell, ever since I was young, so I, it was a real honor to get to bring this to life.
Jessica: I also, my first, was Lord of the Rings, but I also was very interested in Greek mythology growing up. And, yeah, I think it's that, as Zach said, the symbolism, that you see, and like, I think you really see that in Dragon Age, and I know you know, right, you all, like, know the lore, and go looking for things, and that's really exciting to me. And then, just, yeah, the limitless possibility, right? You're not limited to what people look like, or whether you're human, I don't know, you know what I'm saying, like, that can really can take your mind and the world and the depth of the world anywhere and everywhere. And that's so exciting.
Nick: Yeah, I mean, for me it was The Hobbit, as well, my mom read me The Hobbit, and I would go, 'stop, stop!' And I would run to her closet and put on a pair of her boots, these shiny boots, and wear a cape, and I would go 'okay, okay, carry on' [...], you know, just, I would just, I would just be so in it. And then I'd go like, 'stop, stop, I'm gonna read that bit, I'm gonna read that bit'. And, you know, it was just, it absolutely informed why I'm sitting here today.
Ali: I wish I had better answers. Talking about, instead of yesteryear, talking about recently, I was travelling, and we were in Greece, and I feel like I saw Dragon Age everywhere. Just like an inspiration to travel and look back and, I'm now infatuated with castles. So, actually, it's brought me into this world, instead of me discovering it, you know, a long time ago, this has what's really brought me here.
[?]: Thank you very much.
[?]: Thank you.
Lucy: Thank you for your question.
Audience member: Hello, thank you for answering questions. For the new companions, if you could romance, from your companion's perspective, which older companion would you romance?
Ali: This could get embarrassing!
Zach: I kinda have a thing for The Iron Bull. Yeah, I saw him for the first time when I was looking up some answer to some question I had when I was reading the books, and I was like, 'oh, that awakened something inside of me! Huh! Look at that!' - You guys are gonna leave me hanging after I said that I want to have sex with The Iron Bull?
Jessica: [...] Um, I, I, don't know, honestly, I'm overwhelmed by that question, so [...]
Nick: I guess I'm a little overwhelmed by that question too. I have a particular fondness for Manfred, but, you know that's, that's a very particular relationship. I would say, like, I think what you've done with Solas is really sexy [...]
Zach: Dorian is really cute too. Yeah. [...] the mustache. Dig that guy.
Ali: Well, he's sitting right next to me, so this is a little embarrassing, but every time I heard Emmrich in my cans. Just, woooo. I might be on-board with all of the fans out there for Emmrich. If you'll have me, if you'll have me.
[?]: Thank you.
Panel: Thank you.
Audience member: So, the first game I played was Inquisition, and, this is not a knock, but, because, my reference would be Mass Effect, and I love that series. For Mass Effect 1 to Mass Effect 3, it seems the games was more streamlined. I'm getting the same feel from Inquisition to this one. Does that, what you can expect from gameplay-wise?
John: I mean, I don't think there's any, I don't think it's streamlined, it's. Again, each Dragon Age has been fundamentally different in its gameplay. We've tried things, seeing what works, seeing what didn't. In the case of The Veilguard, just like the other games, you wanna keep that tactical, strategic complexity and make that the centerpiece. And each one we focused on a little bit differently. In the case of this one, I think our skills in particular are some of the best we've done. There's some exciting combinations you do there, so.
Audience member: Thank you so much.
John: No worries.
[?]: Okay. There we are, okay.
Audience member: I was wondering what your favorite aspect was of the character you voiced?
Lucy: Ali, should we start with you this time?
Ali: I mean, so many layers, man, we're talking BioWare characters here! I think some of my favorite things about Lace Harding are the little things. Like, she loves her mom, you know, she loves to write letters home, she's always talking about her mama's soup and stuff like that. I love that relationship. She likes plants, and raising plants, which is inspirational, since I kill them. But just the texture they add to the characters, that's, in general, but for me, yeah, it's those little things that really kinda give me a bunch of stuff to work with in my brain, for bringing these characters to life.
Zach: I love the fact that Lucanis is a good cook. I just imagine him finishing a job and then going home, and, you know, cooking him a meal to kind've calm himself down, but with like the same knife he just used to murder somebody. He cleaned it of course, he cleaned it, but at the same time [...] -
Ali: I recommend my mama's soup.
Jessica: I really enjoyed, we sort've worked to bring, like, a noir element to Neve, and her being a private investigator, and so I really enjoyed leaning into that. And then she's just so dry, you know, like, things really mean a lot to her, but she's not necessarily gonna let you know that, you know what I mean? You have to kind've, like, discover that underneath. And, so I, I related to that, and I love that about her.
Ali: I was gonna say, 'I don't know anyone like that'.
Nick: I loved the, the fact that the writers just took Emmrich and explored the whole idea of death. The whole idea of necromancing, and, I really responded to that, I got into that, and bringing kindness into it, I know that sounds crazy, but it's to not have this idea that death is vulgar or kind've to be, something to be terrified about, but something to actually engage with on so many levels. I just thought the fact that the writers had the courage to do that in a game like this, I thought, it just blew my mind.
[?]: Thank you for the question.
Lucy: I think we have time for a couple more quick ones.
Audience member: Hi, okay, so first of all. Okay, hi, again. So, first of all, my dad just died, so [...]
[?]: Oh, I'm sorry.
Audience member: [...] Thank you. [...] So, [...] what you said about your take on Emmrich, really, really, I appreciated that. So, my question, to, I guess, John, would be, so, lore-wise, mechanically, not like story-telling-wise for the lore, how do you decide what lore goes in what games? Like, just, okay, so like, what decides what goes in Dragon Age 3, what goes in Dragon Age 4, what goes in Dragon Age 90-bajillion? Not from like a story perspective, right, but from, like a, what do we want to do, right?
John: Mhm. I mean it really does come down to, each one, as we build, it's, it's hard to say it as [...] something that we come [...], it's like, 'okay, we're gonna do it this way, this way, this way', mechanically, but, we kind've, we always know the base lore of the franchise, of the IP, and as we start to build the story, we start to see these opportunities to again, [...] speaking mechanically, bring certain elements in that make the most sense with the characters we're building and the story we're telling. We try not to overwhelm by saying a bunch, having a bunch of lore included that's not necessarily critical to the understanding of the story, but we always wanna expand the universe, and expand the IP, so.
Audience member: Thank you.
John: You're welcome.
Ali: And, can we please have a Dragon Age 90-bajillion?
John: I'd like that.
Ali[?]: That'd be amazing.
Audience member: Hi, I'm Matt. I've been a fan of Dragon Age since, actually, The Stolen Throne book, before I even knew there was like a game. And my question was, for the voice actors, one of my favorite things is the party banter. Was there any, like, lines of party banter that you recorded that you can say that just made you just, like, laugh, 'cause some of the party banter is pretty hilarious. Like, is there a certain thing that just sticks in your mind, whether you can say what it is, or just who it was with, like, so I can be on the lookout for it?
Ashley: I have one, it's so not appropriate. Do I have permission to say it?
Ali: That's what I was gonna say.
Zach: Yeah, say it.
Ashley: Listen for "hand-to-bone combat".
Lucy: I mean, do we end it there?
Ali[?]: And, scene.
Lucy: Well thank you so much everyone for coming to the panel. Thank you [...] Fall 2024.
[panel ends]
--
[source: DA:TV ‘Meet The Companions’ panel @ SDCC. BioWare have said that they are going to share the recording of the panel at a later date].
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logarithmicpanda · 8 days ago
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Dragon Age: The Veilguard - a full review
This is going to have extensive spoilers! the TL;DR is that I had a lot of fun with the game, a very good 8.5/10 overall, also be aware this is highly subjective to my experience as a DA fan
And I lied previously, I am actually doing a second run immediately as an Antivan Crow Rogue hehe
Gameplay
The Good
Actually functional map (I hated the Inquisition map that wouldn't actually let me know where I could walk)
Fun and dynamic combat, the animations are really pretty, the style is fluid
Combos are nice and a good alternative (at least to me) to the stilted strategy stuff. I liked not having to keep track of the companion's healthbar, only their attacks cooldowm
Not overwhelming with useless quests, everything feels tied up either to the companions storylines or to the main issues
Exploration feels nice, probably my favorite part
I realized fairly late in the game that I could boost the broken faction by selling valuables through the Crossroads ship! I think it's fun, and it makes sense, like you're giving supplies to the city that needs it! I wish the shop were in the city itself, but it was fun so I'll allow it
A bit of an occupational bias on my part but I enjoyed how easy the UI made things? Comparing new equipment as soon as you get it, ease in reassigning points in the skill trees...
It's not specific to this game but I really like that there isn't that many weapons/armors but that you gain levels on them. Also huzzah for getting rid of inventory limitation and allowing me to pick every single thing on the map like the gremlin I am. Also also, bonus points for the appearance override on stuff, love being able to be vain rather than wear whatever is stronger even when it's ugly haha
The Bad
The way some zones are blocked with no explanation or hint of when they will unlock is frustrating. I love backtracking when I get a new item/ability and that I can remember several places where to use it, not so much having to go back to random spots and just hope for the best.
Gift giving feels useless, there's barely one line of dialogue and no visible effect on approval. I really wish there had been more gifts and that you'd be able to help each companion make themselves at home throughout the game
I cannot understand the reasoning between making an early choice like the Treviso/Minrathous one lock the romance entirely. I wanted so badly for it to simply make things angsty, to make me work for the romance, only to be rewarded by Lucanis and Neve suddenly being a thing, even as I had been trying to get with either lmao (let me have polyamory if you want to play it this way??)
Aside from unlocking the shops and I'm assuming changing the result of the end battle, the factions were a bit useless. I expected to be able to really send out armies like in Origins maybe...
Dragon battles get repetitive I swear there was like ten of them or something
The final battle dragged a bit for me, it was long but not that hard, just wave after wave of fodder until getting to the main baddie, which. Could have been faster! (I would actually have loved if, for example, the factions allowed me to skip those boring battles lol)
World
The Good
The environments are amazing, Treviso is an incredible city, I liked the designs of the story cards and of the enemies
Some parts (mostly explorations of buildings) felt super reminiscent of DA2 in the best way
The Solas lore is driving me absolutely insane!!!
I really enjoyed the way some things were recontextualized
The choices in the ending feels weighted, like I had to really think through my actions
I really enjoyed the variety there was in terms of side characters and their dynamics
It felt very rewarding to go after the world's hidden secrets, both in terms of story and gameplay
The Bad
There is maybe too much magic. Like put some back.
Where are the consequences of the choices of the previous games? It doesn't even feel like it matters all that much whether the Inquisition disbanded or not
What happened with the Mage/Templar conflict?
Minrathous in the intro is all cool and futuristic why don't we see that for the rest of the game? Dock town is both poor and somehow super sanitized.
Speaking of sanitation... Like I disagree when people say the game is not dark, it has plenty of twisted shit, but there are ways in which the game feels retconed to avoid callouts. You put us in a city built on slavery, but we never really see that. You put us with the Crows, but the horrible, mafia aspect of it is reduced to nothing, smoothed until they're vigilante rather than people who buy kids out of brothels to train them to become assassin (notably through torture!) Also for a game with that much blight - where are the brood mothers? The horrifying concepts that existed in previous games feel like they're being either hidden away or forgotten entirely, to be replaced with only smaller chunks of darkness, if that makes sense.
It feels like the good guys are all good, and the bad guys are bad but really they had reasons to, rather than how it was in previous games: even the good guys are unbelievably morally fucked.
Characters
Just to start, I really enjoyed the variety of options in the character creator. I was able to do the same noses that elves had in DA2, which I really enjoyed as a design choice. I'm also super glad the game had options to be trans and non binary, with no restriction to what that looks like! I was already delighted in BG3, but I am not over having game characters use they/them for me <3
I wish the romances were better (longer, less formulaic, more involved) and that the characters didn't start up morally upright. They're all a bit too wholesome, they don't really have conflict, which I missed from previous games, though I have to say, I love the companions overall a lot more than in Inquisition!
Companions
It was nice to see Harding again, I flirted with her in Inquisition haha. Her questline with the dwarves and the titans ties up nicely with the overall theme of the game
From the trailers I expected to adore Neve and to have a lot of romantic tension with her, but uh the romance was rather underwhelming. I do like her a lot, and her calling Rook Trouble as a cute nickname made me giggle, but tbh I shipped her more with Rana. I already said it but I was not a fan of her and Lucanis, it feels unfair that she and my Rook were both shadow dragons but Lucanis only got mad at me lol. I don't really understand that design choice
Bellara is my surprise fave. She looked kinda interesting to begin with but ended up being sooooo relatable. She's brilliant and awkward and writes books? She got blighted in my run and it was so satisfying to get her back, and to see her exploit the blight for her own ends. I was afraid she was going to remind me too much of Merrill, but the similarities are only surface level.
Lucanis broke my heart and is the main reason I'm doing a second playthrough straight away. I did watch his romance and I think it is a tad underwhelming compared to how the writers were hyping it up, but as a demi, I actually really love the slow burn lmao. I wish his storyline had more conflict with Spite, and touched more on the darker aspects of the crows, but I really liked that they went countercurrent and made him a bit awkward and shy, and obsessed with food and coffee. He's a nerdy (affectionate)
Davrin gave me so many fuckboy vibes at the beginning hahaha he grew on me, his relationship with Assan is lovely and the evolution he has might actually be my favorite of the lot (then again, when have I not enjoyed a character that's just a little bit suicidal). He died in my first run and I cried, definitely changing that for my second run, RIP Harding
Emmrich was really interesting for the lore, but also tragically reminds me of my ex xD so he was off the table as a romance for me but I looked around and it seems he actually has the better romance of the lot! I loved his questline, I'm a sucker for spirits and skulls and green fire hehe. I wish the lich thing was a bit more problematic like. Yeah no I do not actually think turning into an immortal undead that watches over mortals makes any sense, especially when an overall theme of the game seems to be that immortals keeps fucking people over?? Such a weird take to make liches into good people imo
I know Taash is controversial, and I'm not gonna lie they weren't my fave to start with. I do find their storyline a bit too simplistic on the gender side, and plain weird on the cultural side. Why would they have to pick one culture or the other? It's bullshit and it feels tone deaf after the whole argument that they don't have to choose between being a woman and a man. Also (and that's more a general gripe I have with games that touch on dom/sub dynamics) why are the beefy tall people always the doms. Why can't my tiny Rook be the dom, uh?
Returning Characters
The Inquisitor felt like they really were there just to placate fans of Inquisition tbh. I did lookup the solasmancer scene and it is pretty sweet, but for me seeing my Inquisitor again did very little, especially since I had romanced Dorian but that barely seemed to matter.
Speaking of Dorian I was so hyped to see him again, and then felt kinda underwhelmed. His little fight with Maeveris made me feel like I was supposed to pick her over him but tbh I think he's right lol
It was nice to see Isabella again but my Hawke had romanced her so not really seeing her mentioned felt weird as hell. It also felt like Isabella was more a caricature of herself than a character tbh
I was sure Varric was dead from super early in the game because everyone was weird in his scenes hahahaha *sobs* I was sad but I also really liked the way they handled it
Solas is so much more of a dickhead hahaha I was tempted to do the bait and switch even though I had everything ready to reason with him one last time. I liked that I was able to change his mind, but I feel like I should have been allowed to kick him. Just because. His dreadwolf transformation was fire though, 10/10 no notes
Morrigan my beloved I kinda wish they hadn't brought you back. I guessed very early the meaning of her wearing Flemmeth's headpiece thingie, but I think it was underexploited! Their relationship was frought with angst from Origins on, and it feels like it's been retconned, and Morrigan made into someone overall way too nice??? Where is the sense of danger?
Characters that should have returned >:( (or be mentioned a couple times)
The Warden. How do we still not know what happened to their quest of ending the Calling?? In many ways, the game feels like a sequel to Inquisition specifically, and kinda ignores the first two games. (Yeah yeah they need to let new players come in, but still)
Zevran??? I have no words for how disappointed I am to have a game set in Antiva, and the only hints to Zevran are subtle and missable ( I did not get the banter about Crows no longer taking contracts in Ferelden). It would have been so interesting to have him, who comes from the worst, most violent houses of Crows, as a contrast to Lucanis, who was born into it (and whose worst times are glossed over in the game)
I would have liked a mention of Leliana, but I guess since they don't ask if she became the Divine, it was not going to happen. She already came back once so I guess it's fine but still.
A mention of Sven could have been cool (maybe I missed it)
I am so devastated that a game set in Mirathous makes no mention of Fenris, especially after the whole blue wraith thing????? And the design of the spirits like the Caretaker are so reminescent of his lyrium markings, come on, it's not like the devs forgot he existed??? I low key headcanon that a romanced Fenris with a Hawke left into the Fade created the Shadow Dragons, with the name being a wink to Hawke's love of dragons.
Speaking of Hawke. We spend so much time in the Fade in this game it would have been really easy to add their journal or something even if you don't want to have the character physically there??
I need Merrill and Solas to be in the same room. Come on. The blood mage ready to do anything to learn of the past, and the god of lies who despises the current Dalish culture? I need them to have a conversation. Also I always feel mad that she worked so hard on her Eluvian, and now they're mentioned and shown everywhere but she is seemingly entirely forgotten????
Josephine also feels like she could have been hanging around Treviso but I'm not that mad about it, I was never as insane about the Inquisition characters compared to the other games lol
Conclusion
Is the game perfect? No. Did I expect it to be? Absolutely not haha come on I love this franchise but there has been valid criticism of absolutely every single one of them, and retconned things all around. Plot lines dropped and abandoned.
Honestly I think my biggest disappointment has been the romance (I wanted the angst so bad lol) but I loved the story, loved the gameplay, and do not regret any of the 70 hours I spent on my first run. It never happens, for a game this long, that I want to replay it right after finishing.
8.5/10
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