#thoughts of dread
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pn-thoughtsofdread · 3 months ago
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Been a while. I got a Blahaj, aside from the cuddles the best part is that he makes good support for sleeping when my chronic pain is bad.
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mcpirita · 1 year ago
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Semi-motivational quotes from Hayao Miyazaki
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ruporas · 5 months ago
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need to exist in your warmth (id in alt)
#vashwood#vash the stampede#nicholas d wolfwood#trigun#trigun maximum#blood tw#ruporas art#love u when i get to cuddle u and love u when i get to feel ur blood soak into my hands#being this close to one another means the eternal suffering of trying to separate love and mission. love for one and love for humanity#i like to think of pre-vol8 vash as someone who struggles with his feelings for ww bc as equal and as trusted he is -#vash knows his responsibilities and he knows/expects ww wouldn't let him stray from it either. for that he can't take to any romantic incli#and i think itd make him view ww in a stricter non-personal way... If that makes ANY sense.#for ww - take someone who youv gotten close to and ended up liking more than you expected#someone who has a belief and follows it stubbornly - someone who'll get into more fights and trouble more than youv had your entire life#ww thinks of him as a monster but he knows theres a limit he himself can take - i feel like hes considered what might be the limit for vash#for Safety measures. just in case. yknow. whenever he himself might have to load the bullet < him hyping himself up as if he could do it#my point being that the thought of vash being dead crosses his mind more than he'd like. i think its a simultaneous dread drop in his stoma#for failure of the mission - but also an Ok? They can be killed? and also a disastrous gunning of his own heart. considering how much they#both live in their own heads some days are Just the worst ever for them in each others company. but also they lov each other :[ sooo much
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sourkreem · 8 months ago
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this one's been a wip longer than your typical alcoholic dad's marriage and i prolly wont finish it any time soon so have this ig.
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speedyphilosopherpanda · 5 months ago
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Don't ask me who I am. I'm a stranger, even to my own name.
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felassan · 6 months ago
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Dragon Age: The Veilguard info compilation Post 1
Post is under a cut due to length.
There is a lot of information coming out right now about DA:TV from many different sources. This post is just an effort to compile as much as I can in one place, in case that helps anyone. Sources for where the information came from have been included. Where I am linking to a social media user's post, the person is either a dev, a Dragon Age community council member or other person who has had a sneak peek at and played the game. nb, this post is more of a 'info that came out in snippets from articles and social media posts' collection rather than a 'regurgitating the information on the official website or writing out what happened in the trailer/gameplay reveal' post. The post is broken down into headings on various topics. A few points are repeated under multiple headings where relevant. Where I am speculating without a source, I have clearly demarcated this. if you notice any mistakes in this post, please tell me.
as this post hit a kind of character limit, there will probably be at least 1 more post. :)
Character Creation
CC is vast [source] and immensely detailed [source]
We will enter CC straight after Varric's opening narration [source]
You are given 5 categories to work your way through in CC: Lineage, Appearance, Class, Faction, Playstyle. Each of these has a range of subcategories within them. There are 8 subcategories within the "head" subcategory" in "Appearance" alone [source]
Lineage dictates things like race (i.e. human, elf, dwarf, qunari) and backstory [source]
Backstories include things like factions. Factions offer 3 distinct buffs each [source]
There are dozens and dozens of hairstyles [source]
There are separate options for binary and non-binary pronouns and gender [source]
"BioWare's work behind the scenes, meanwhile, goes as deep as not only skin tones but skin undertones, melanin levels, and the way skin reacts differently to light" [source]
CC has a range of lighting options within it so that you can check how the character looks in them [source]
There are a range of full-body customization options such as a triangular slider between body types and individual settings down to everything from shoulder width to glute volume [source]. There are "all the sliders [we] could possibly want". The body morpher option allows us to choose different body sizes [source]
All body options are non-gendered [source]
They/them pronouns are an option [source]
Rook can be played as non-binary [source]
Individual strands of hair were rendered separately and react remarkably to in-game physics [source]
Special, focused attention was paid to ensuring that hairstyles "come across as well-representative, that everyone can see hairstyles that feel authentic to them, even the way they render" [source]
The game uses strand hair technology borrowed in part from the EA Sports games. The hair is "fully-controlled by physics," so it "looks even better in motion than it does here in a standstill" [source]
The ability to import our choices from previous games is fully integrated into CC. This will take the form of tarot cards - "you can go into your past adventures" and this mechanic tells you what the context was and what decision you want to make [source]
In CC we will also be able to customize/remake our Inquisitor [source]
A core tenet of the game is "be who you want to be" [source]
There are presets for all 4 of the game's races (human, elf, dwarf, qunari), in case detailed CCs overwhelm you [source]
Story
The story is set 9 years since Inquisition [source]
The Inquisitor will appear [source]
Other characters refer to the PC as Rook [source]. This article says they are "the Rook" [source]
The ability to import our choices from previous games is fully integrated into CC. This will take the form of tarot cards - "you can go into your past adventures" and this mechanic tells you what the context was and what decision you want to make [source]
The prologue is quite lengthy. A narrated intro from Varric lays the groundwork with some lore and explains about Solas [source]. In this Varric-narrated opening section, the dwarf recaps the events of previous games and explains the motivations of Solas [source] (Fel note/speculation: this sounds like this cinematic that we saw on DA Day 2023)
What happens first off is that Rook, who is working with Varric, is interrogating a bartender about the whereabouts of a contact in Minrathous who can help them stop Solas. The bartender does not play nice and we are presented with our first choice: talk the bartender down or intimidate them aggressively [source]
The first hour of the game is "a luxurious nighttime romp through a crumbling city under a mix of twinkling starlight and lavish midnight blue" (Minrathous) [source]. The game begins with a tavern brawl (depending on dialogue options) and a stroll through Minrathous in search of Neve Gallus, who has a lead on Solas [source]. Minrathous then comes under attack [source] by demons [source] (Fel note/speculation: it sounds like the demo the press played is what we saw in the Gameplay Reveal). Off in the distance is a vibrant, colorful storm where Solas is performing his ritual. [source] Eventually we come upon Harding. [source] and Neve. Rook and co enter a crumbling castle, where ancient elf secrets pop up, "seemingly just for the lore nerds". [source] Then we teleport to Arlathan Forest, have a mini boss fight with a Pride Demon, and there is the climactic confrontation with Solas. After a closing sequence, at this point it is the end of the game's opening mission. [source] (Fel note/speculation: So the Gameplay Reveal showed the game's opening mission)
The action in the story's opening parts starts off quite quick from the sounds of things: the devs wanted to get the player right in to the story. because, “Especially with an RPG where they can be quite lore-heavy, a lot of exposition at the front and remembering proper nouns, it can be very overwhelming.” [source]
BioWare wanted to make the beginning of Dragon Age: The Veilguard feel like the finale of one of their other games [source]
Rook's Faction will be referenced in dialogue [source]
Minrathous is beautiful, with giant statues, floating palaces, orange lantern glow and magical runes which glow green neon. These act "like electricity" as occasional signs above pubs and stores [source]
The story has a lot of darkness tonally. These dark parts of the game contain the biggest spoilers [source]. However, the team really wanted to build in contrast between the dark and light moments in the game, as if everything is dark, nothing really feels dark [source]
Our hub (like the Normandy in ME or Skyhold in DA:I) is a place called The Lighthouse [source] (Fel note/speculation: I guess this screenshot shows the crew in The Lighthouse? ^^)
Each companion has a very complex backstory, their own problems, and deep motivations. These play out through well-fleshed out character arcs and missions that are unique to them but which are ultimately tied into the larger story [source]
We will make consequential decisions for each character, sometimes affecting who they are in heart-wrenching ways and other times joyously [source]
Decisions from previous DA games will be able to be carried over, it will just work a bit differently this time [source]. The game will not read our previous saves. For stuff pertaining to previous games/choices, players will not have to link their accounts [source]
Characters, companions, romance
Varric is a major character [source]
Every companion is romanceable [source]
BioWare tried to make each character's friendship just as meaningful, regardless of romance [source]
If you don't romance a character, they may end up romancing each other [source]
There will be some great cameos [source]. Some previous characters are woven into the game [source]
Companion sidequests/optional content relating to companions is highly curated when it involves their motivations and experiences [source]
We could permanently lose some companions depending on our choices [source]
Our choices can influence if characters get injured and what they think about us [source]
The bonds Rook forges with companions determine how party members grow and what abilities become available [source]
Each companion has a very complex backstory, their own problems, and deep motivations. These play out through well-fleshed out character arcs and missions that are unique to them but which are ultimately tied into the larger story [source]
We will make consequential decisions for each character, sometimes affecting who they are in heart-wrenching ways and other times joyously [source]
Gameplay, presentation, performance etc
Each class (warrior, rogue, mage) has 3 specializations. The ones for Rogue are duelist, saboteur and Veil ranger [source]. (Fel note/speculation: Veil ranger reminds me of Bellara. Maybe this is her 'spec' too?)
Duelist gameplay involves a sharp combination of dashes, parries, leaps, rapid slashes and combos [source]
Faction-related buffs include being able to hold an extra potion or do extra damage against certain enemies [source]
Individual strands of hair were rendered separately and react remarkably to in-game physics [source]
Playstyle settings include custom, distinct difficulty settings for options as granular as parry windows, meaning "players who might fancy that playstyle but typically struggle with the finer points of combat can give it a go" [source]
Combat mechanics is a mix of real-time action and pause and play. Pausing brings up a radial menu split into 3 sections: companions to the left and right, Rook's skills at the bottom, and a targeting system at the top which helps get in focus on certain enemies. [source]. In the pause system you can queue up your whole party's attacks [source]
Tapping or holding the shoulder button pauses the game, allowing us to stop the action and issue orders to companions [source]
There is a system of specific enemy resistances and weaknesses [source]. Weaknesses and resistances plays a big role in combat and abilities are designed to exploit these accordingly [source]. An example is that "one character might be able to plant a weakening debuff on an enemy, and another enemy might be able to detonate them" [source]
There is a vast skill tree of unlockable options [source]
You can set up specific companions with certain kits, e.g. to tackle specific enemy types, to being more of a support, or as flexible all-rounders [source]
Healing magic returns [source]
Abilities can change together with elaborate results, e.g. one companion using a gravity well attack that sucked enemies together, another using a slowing move to keep them in place, and Rook using a big AOE to catch them all at once [source]
A shortcut system lets you map a few abilities to a smaller pinned menu at the bottom of the screen [source]
There are class-specific resource systems. For example, Rogue has "momentum", which builds up as Rook lands consecutive hits [source]
Each class will always have a ranged option [source]
Rogue Rook can do a sort of 'hip fire' option with a bow, letting you pop off arrows from the waist [source]
Warriors can throw their shield at enemies, and can build an entire playstyle around that using the skill tree [source]
There is light platforming gameplay [source]
The game runs on the latest iteration of the Frostbite engine [source]
The game targets 60 fps
On consoles it will feature performance and quality modes so we can choose our preferred visual fidelity [source]
The game is mission based [source]. Some levels that we go to do open up, some with more exploration than others. "Alternate branching paths, mysteries, secrets, optional content you're going to find and solve." [source]
Everything is hand-touched, hand-crafted and highly curated [source]
Some sidequests and optional content is highly curated, especially when it involves the motivations and experiences of the companions. In others we may be investigating for example a missing family, with an entire open bog environment to search for clues and a way to solve the disappearance [source]
Gameplay, presentation, performance etc continued, after the above bullet list hit a character limit
There is sophisticated animation cancelling and branching. Gameplay is action-like, and the design centers around dodging, countering, and using risk-reward charge attacks designed to break enemy armor layers [source]
The dialogue wheel returns [source]. It gives truncated summaries of the dialogue options rather than the full line that the character is going to say [source]
The bonds Rook forges with companions determine how party members grow and what abilities become available [source]
For stuff pertaining to previous games/choices, players will not have to link their accounts [source]
We can play the game fully offline [source]
There are no microtransactions [source]
The game itself is not as cell-shaded in look as the first trailer looked [source]
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forever obsessed with dynamics between vampires, specifically that of a maker and fledgling, as a way to explore abuse. the creation of a vampire itself can so easily be a literalization of the lasting impacts of trauma and also much more simply the ways a perpetrator might shape their victim’s very identity. the extremes of isolation in the way that the new vampire, in most narratives, must cut all ties to their mortal life, or else go through an elaborate charade to maintain the facade of humanity, while forever still being removed from it. and the sheer dependence and vulnerability of being in an entirely new state of being, wholly uncertain of what it entails, and relying on another person to define… everything.
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thebibliosphere · 6 months ago
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I'm a fecking edjit.
I keep complaining about this never-ending EDS flare, but I forgot that a mast cell reaction can not only be triggered by pain but also ignite the pain neural pathways and basically become a fecking ouroboros of self-devouring misery.
Pain triggers mast cell degranlation. Mast cell degranulation causes pain.
I'm not just having an EDS flare. I'm still degranulating from last week's migraine episode. I stopped medicating too soon.
Christ on toast.
I hate this disease.
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laddertek · 1 month ago
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etho said actually you _don't_ understand the intricacies of how tango is my boyfriend and bdubs is my ex
(and how tango and bdubs kiss too)
Scar: We went on that little adventure, you know! Etho: Yeah, yeah, we had our adventure, that's true, that's true. Scar: You disparaged your teammates. That's it, all right, no more spoilers. Etho: (laughs) Our team has -- our team has some weird dynamics this -- this season. Cleo: (overlapping) Really, Etho? Is there trouble in paradise? (pause) Who's third-wheeling with you, again? I can't remember. Etho: (laughs) Uhh. The -- Cleo: Genuinely can't remember. I know it's you and Bdubs. And...Tango? Tango. Tango. Etho: (loudly) Why -- Why is Tango the third wheel? Why -- why isn't Bdubs the third wheel? Cleo: Because it's you and Bdubs. I'm sorry. I understand how that relationship goes. Etho: (dissatisfied) Hmm.
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technological-existentialism · 10 months ago
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brbarou · 3 months ago
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more shallan....what is she drawing
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pn-thoughtsofdread · 11 months ago
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"Life has no limitations, except the ones you make." — Les Brown
My glasses have a screw loose, good lord I don’t know how I possibly managed before I got them. I have them fixed now thank god.-PN
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iliothermia · 9 months ago
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I won't be able to finish this drawing before the convention, which will take up my next 5 days.. But I want to talk a little about him.. I've been thinking about golems and Frankenstein, and the trans body, projection and misunderstanding, villainization and death.
The concepts of Frankenstein's monster and the golem have been swimming in my head for a while, and their lore intertwining.. The tragedy of existing being seen as a monster no matter how you try,.. And the Golem, a protector of his people and a servant whose only flaw always rang a bit close to home as an an autistic person-- being too literal in execution of his orders. He's tired and struggles with a yearning for death. His havdalah candles will be out.. The first flame of the week, a spark of starting over again-- The flame brings him fear. As much as he's kept himself together he doesn't know how much longer he can keep doing it, he fears failure- but the fear of what may happen if he's gone is even more terrifying. He's lived a long life, and over time the one who formed him has sculpted him to the golem's own wishes.. From nothing to the man he is- but even with that effort, to outsiders he's still a monster. His skin is different shades of clays from varying riverbeds as his people have travelled.. Golems are unformed, imperfect.. but even as outsides can be polished the insides can still be broken
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vir-bellanaris · 26 days ago
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Solavellan ending spoilers/clarification below
I see too many folks upset because they think Lavellan died or sacrificed herself at the end of Veilguard. When that's simply not the case.
We are given no indication that either one of them "died", that was Solas' magic taking them inside the Veil/into the Fade.
He even specifically states to her that "where I am going is terrible." And this time, he allows her to come with him and try to soothe the titans/ease the Blight together.
Is it all sunshine and rainbows for them after this? No. But their story lives on and that's what matters.
Also people complaining he seemed distant with her etc etc did we watch the same scene? Also give the man some breathing room LOL he just almost got his ass handed to him by Elgar'nan and then had Mythal release him from her service. Guy is probably reeling.
This is the in game end credit art of their reunion
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"...and the Inquisitor finally reunited with her true love."
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todayontumblr · 11 months ago
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Thursday, January 4.
Existential Ben Affleck.
Well it's January 4, after all—indeed it cannot be anything else. And nothing quite distills the suffocating existential weight quite like another image of Ben Affleck trying, and failing, to carry out the most menial tasks of the day. There is a little Ben Affleck in all of us.   So once you're done staring at the sad, widening pool of coffee at your feet, come celebrate this gaping abyss of a month with a series of Affleck-inspired gazes into the void.
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@batfleckgifs
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necroticghost · 9 months ago
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im so fucking useless
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