#updates: bioware
Explore tagged Tumblr posts
bubblebuttgames · 6 months ago
Text
Tumblr media
Dragon Age: Veilguard | The Ultimate Preview Summary ▪️Coming to PS5, Xbox Series X and PC in Fall 2024 ▪️Consoles: Quality and Performance modes (60FPS) ▪️Photo mode is confirmed ▪️Fully offline single player, no EA account linking, no micro-transactions' ▪️Play as a human, elf, dwarf, or Qunari ▪️Choose your backstory, 6 factions to choose from when you create your character, all with "deep roots in Thedas": Antivan Crows, Grey Wardens, Shadow Dragons, Veil Jumpers, Lords of Fortune, The Mourne Watch ▪️Each faction offers 3 distinct buffs each, like being able to hold an extra potion or do extra damage against certain enemies, and the odd reference in dialogue ▪️You can customize your Inquisitor from Dragon Age: Inquisition in the character creator and "make a few key decisions that will impact how The Veilguard begins" ▪️There are some "killer cameos" from past games that show up ▪️Warrior Class: Use a sword and shield or two handed weapon to send enemies flying ▪️Rogue Class: Utilizes quick movement and reflexes. You can wield a bow or dual swords with "powerful, precise strikes for lethal damage" ▪️Mage Class: Use magic to incinerate, freeze, electrocute and crush. Some cast from afar, while others prefer close quarters combat ▪️Each class also has 3 sub-specializations, such as duelist, saboteur, or veil ranger for the Rogue ▪️Classes also have unique 'resource system's, for example, the Rogue has "momentum", which builds up as you land consecutive hits, and each will always have a ranged option ▪️One Rogue momentum attack is a "hip fire" option we saw for the Rogue's bow, letting you pop off arrows from the waist ▪️Another momentum attack for the Warrior lets you lob your shield at enemies ▪️Quests are more handcrafted and mission based, curated with alternate paths, secrets to discover and optional content ▪️There are also open ended explorable areas ▪️Party size of 3 during combat, ala Mass Effect ▪️Combat is focused on real-time action, dodge, parry, counter, "sophisticated animation canceling and branching", using risk-reward charge attacks designed to break enemy armor layers ▪️Enemies have elemental weaknesses and resistances, and you can chain together elemental combos for extra damage ▪️One example is a squadmate using a gravity well attack to suck enemies in, another slowing them down, and the player then unleashing a big AOE attack ▪️You don't take direct control of companions like past Dragon Age games, but you can still pause and issues ability commands for you and your allies ▪️There is a hub area for the player like Skyhold and the Normandy, called The Lighthouse ▪️Companions can eventually start romancing other characters if you opt not to romance them Each companion also has unique missions tied to them that play into the larger story ▪️Nudity confirmed - romance scenes can get "a little spicy" ▪️"Incredibly deep" character creator: 5 categories including: Lineage, Appearance, Class, Faction, Playstyle ▪️Players can also choose different body sizes and shapes ▪️Dozens of hairstyles to choose from, with "individual strands of hair rendered separately and reacting quite remarkably to in-game physics", pulled from EA Sports ▪️Character creator lets you adjust the lighting so you can be sure your character looks good ▪️The team wanted to balance the look of the game with both light and darkness. "When everything is dark, nothing really feels dark. For this one, we really wanted to build that contrast again." ▪️Skill tree is "vast", you can also set up specific companions with certain kits, from tackling specific enemy types to being more of a supporting healer or flexible all-rounders ▪️There are tarot cards you go through during the character creation process that will let you choose decisions from past games to implement into Veilguard ▪️The team teases you may lose some characters during the story
18 notes · View notes
gamegameygames · 1 year ago
Text
youtube
0 notes
felassan · 6 months ago
Text
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]
[☕ found this post or blog interesting or useful? my ko-fi is here if you feel inclined. thank you 🙏]
2K notes · View notes
sotc · 26 days ago
Text
FINALLY. A LIL NOD TO ZEVRAN!!!!!! AHHHH !!!!!!!!!😭😭😭😭😭 THE BAREST CRUMB!!!!! I was helping my friend find the outfit and totally glossed over the flavor text until they pointed it out and I LOST MY SHIT!! AHH. So credit to @uldren-sov for sharing this w/ me <33 !!!!
Tumblr media Tumblr media
And of course it's the flavor text to the sluttiest crow outfit that Zev would totally wear lol:
Tumblr media
143 notes · View notes
chanafehs · 28 days ago
Text
10 hour mark for DATV:
Neve is probably my favorite companion so far (who could’ve seen that coming)
The dialogue is a little…odd. Especially between companions. It just kinda feels like everyone gets along and disagreements never impact the story in an substantial way
Antiva is beautiful but WOW it was buggy for me
Morrigan is wayyy too nice. And “my old friend solas”? There has to be some lore reason for this we find out. Where is my mean wife
The soundtrack sometimes feels incredibly out of place but other times it’s great - I liked it best in Arlathan!
There’s only one part I’ve been through so far I would count as “dark and gritty” and it was over way too quickly.
106 notes · View notes
citrusai · 10 days ago
Text
i don't wanna knock on bioware's crew or w/e but damn maybe you guys shouldn't have fired half your fucking production team and left the game partially unfinished just to beat an arbitrary deadline thinking you can compete with larian cause you got mad fans were showering bg3 with love. but whateveerrrrr
38 notes · View notes
purplecritter · 6 months ago
Text
Davrin: The Warden
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
+ Assan: The Griffin
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
Other refs:
Rook: The Player's Character
Harding: The Scout
Neve: The Detective
Emmrich: The Necromancer
Taash: The Dragon Hunter
Davrin: The Warden [you're here]
Bellara: The Veil Jumper
Lucanis: The Mage Killer
Varric: The Silver Fox
74 notes · View notes
silver-horse · 1 year ago
Note
So EA/Bioware were retweeting all the negative comments towards Larian,huh
Can't say I'm not surprised by that. A lot of the ones doing so are pretty big names that could definitely improve their games and yet they wanna complain as if fans are expecting 'too much' from them. Like we should just accept getting half baked games all the time...really showing their arses, aren't they.😅
I think what these devs don't comprehend and why they are panicking is because they think everyone wants them to do all the same things when x game becomes popular. And they know they will fail because it happens Every Single Time.
You can't copy paste someone's work and think that it will be revolutionary. It's the same thing that happened when skyrim had huge open world then they all did that. But they do this to themselves!!! They want constant big successes without creativity. Now they whine in advance saying they can't do this. Good. Nobody wants the same game but worse released 500 times.
It reveals their way of thinking, they do the "copy homework" thing because they think it's expected of them. This is what they mean by the "new standard". Their brains immediately leapt to "we now need to replicate everything about the style and scope of this game."
NO. That is not the standard. If only they embraced their own style and leaned into their own strengths and listened to feedback.
Bioware's stupidity in particular is truly incredible. because they achieved this at one point, they were a success story with Baldur's Gate. Then they went on to make games that people still consider some of the greatest rpgs of all time, they "set the standard". But then they refused to listen.
Because every company tries to appeal to the masses, they try to entice the playerbase of different games. But actually they just lose their own players. Oh by the way, dear tumblr staff... does this remind you of someone?
318 notes · View notes
ayesleigh · 28 days ago
Text
Did BioWare lose their lore bible for Dragon Age or... ?
I didn't even get around to replaying the series before Veilguard and I'm still clocking little weird things. Bull's romance card says that he was pleased the Inquisitor returned his overtures. What overtures? The Inquisitor was the one who made overtures and Bull pretty consistently passed over them until after his personal quest (probably because he thought they needed trust before they could enter into a BDSM dynamic and I think his superiors wanted him to foster that kind of relationship if he could, but Bull was edging away from that because he thought the Inquisitor was doing good work and didn't want to use them that way; once his personal quest is done he can finally enter into a relationship with them without feeling conflicted but anyway --)
And the bit where Solas says that he abhors the use of blood magic when in Inquisition he said that it can be a useful tool in the hands of those who don't want to abuse it and use it for harm.
They're not huge details so it's not game breaking, but the current lead writer wrote Bull and Solas, so it's kinda strange...
53 notes · View notes
ellstersmash · 26 days ago
Text
Veilguard loves & hates:
Love It:
the banter!!
overall the armor is very cool looking
don't really have to take a balanced party (but detonations help A Lot)
enjoyable mix of linear quests and exploration
at least some puzzles
more qunari lore that isn't "qun bad chantry normal"
GORGEOUS locations fr. like under the sea? you kiddin???
a lot of the quest location and actual quest designs were intriguing and engaging
the soundtrack on the quests was better than the main theme, in most cases
only experienced one bug (on PS5) so far and it was fixed with a reload
THE HAIR!! love that I can change it often—and I DO because there are so many cool options!
honestly the whole CC is very excellent
im in love with all my friends 🥴 and my friends love each other!! much more successful found-family vibes than Inquisition; more akin to DA2
so much talk about food and using food to come together and show love!!! big fan of that
I CAN PET AND HUG ASSAN (and will. all day.)
I do wish I could hug or interact with my romanced companion....but the overall romance and amount of references to it were acceptable. more than enough to get me daydreaming about my Rook and Taash 🥰
Rook's idle animations near the edge of something make me smile
the final battle (like the whole set of quests) felt appropriately dramatic and significant
my completionism paid off :}
the emotional stakes!! I cried like a baby more than once.
DREAD WOOF \o/
the ending (the one I got this round anyway) felt relatively satisfying, even though **
Hate It:
no lighting swap for the Inquisitor CC
no warning before the first major decision point/point of no return. never had my coffee date :(
no armor/outfit dye mechanic, and my god some of the color combos are.. certainly choices
no crafting system
very few legitimately casual outfit options
the main theme sounds like Harry Potter to me
so few meaningful callbacks to past games and choices... it felt impersonal and disconnected from previous game experiences
the way certain areas are walled off (either exploration areas during quests or vice versa) by some nebulous white haze is lazy
I love a DIY home base in my viddy games, but the decor mode is basically pointless. like that's time that could've been better spent elsewhere (like maybe improving the above point??)
loading a save drops you at a respawn beacon, so I'm always forgetting what undiscovered location I was gonna explore next
combat can be fun but is often an exhausting mash of swipe-and-dodge, since unless you use a companion's Taunt skill, every enemy will prioritize Rook for no reason, minus a few swings at the companions here and there (in Adventure mode)
no dedicated Open Map or Open Journal buttons
can't talk to solas whenever I want :(
the evanuris altars are boring. at least the fen'harel ones have some challenge to them, even if it's not a very difficult one
Davrin's talk about the Dalish is.. idk. mixed bag (update: I like his arc though, and Bellara provides another great perspective!)
the Crows are a good and benevolent organization now?? I thought Caterina abused Lucanis? I need to reread his story but it really felt like the writers didn't.
humorous dialogue options are rarely actually funny
dialogue trees don't flow very well, especially if you take one of "more information" options. they need better transitions
too much mythal 😤
**the ending left me with quite a few unanswered questions AND made my Lavellan look a whole-ass fool (I will be headcanoning otherwise, because I am a whole-ass fool)
12 notes · View notes
bubblebuttgames · 6 months ago
Text
Tumblr media
12 notes · View notes
mxkoifish · 12 days ago
Text
damn i really enjoyed veilguard
8 notes · View notes
felassan · 4 months ago
Text
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 :)
---
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]
[new textblock due to character limit!]
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]
551 notes · View notes
vamprlestat · 21 days ago
Text
dragon age the veilguard started crashing on me last night after the update and i was ready to start crying screaming throwing up but now it seems to be normal??? i actually managed to finish a quest without the game crashing????
7 notes · View notes
thorinoakenbutt · 3 months ago
Text
One great thing about the tester embargo lifting on the 19th is that we'll probably get access to all of Rook's surnames and which faction they belong to
10 notes · View notes
thedinanshiral · 3 months ago
Text
Quick update
Seeing as BioWare has decided to take a rather curious approach to marketing in which they tease the game by spoiling major plot points and lore revelations about it before we get a chance to play the game, explore it and find things out on our own as the story progresses...I've decided to pretend I did not see any of it and will not comment on it. I'm avoiding any further spoilers.
I'm not sure how much is left of IGN's exclusive coverage for the rest of September, or what they'll do in October (because they're really leaving less and less to the game itself).
For the time being I'll be mostly focusing on Vows&Vengeance as it's side content set previous to game events and will introduce the companions allegedly without spoiling anything for the game.
If the CC is revealed before release I might comment on that but I'm not making promises.
I kept telling myself "if they're ok revealing this now that must mean the game has so much more stuff going on" but there's a limit to everything and I'm not sure I can keep doing that kind of heavy lifting in their favour.
I want to play the game, meet the companions myself, explore the different areas myself, uncover the new lore and solve the mysteries by myself, as I play the game.
7 notes · View notes