#(dragon age for example. BIOWARE.)
Explore tagged Tumblr posts
Text
#i don't need to provide examples you all know exactly what i mean#bioware#dragon age#mass effect#polls#containment breach
2K notes
·
View notes
Text
finished two companion arcs today and um. they are not good lol. like mainly the endings were weird and very unsatisfying. I actually feel like I'm losing my mind the more time I sink into this mess
#im not too deep into dragon age lore but with everything i know about the crows i was cringing at the end of lucanis' questline#becoming first talon was corny asf sorry he doesn't need that#sorry i don't think its a good storyline to have someone stuck in a cycle of abuse to become the abuser#UNLESS its just one of many outcomes to a companions arc.... like literally bg3 for example#so so disappointing#datv spoilers#bioware critical#six speaks
21 notes
·
View notes
Text
Not to sound as if I'm saying it was perfect, because, yeah, no. But da2 was revolutionary to me at the time because of the way it depicted social norms. It wasn't "gender roles don't exist ☺️" while it totally does like in dao. They existed in the world and characters were affected by it, but also it didn't matter? Sorta. Like the Kirkwall crew was a friend group. And they were terrible to each other but in a way they didn't interact with the outer world.
#also also. Kirkwall was terrible for sure. like i do get when sometimes people say it's edgy but also the terribleness did serve a purpose.#honest there are a lot I would change. just reach there and play around.#not to make *them* less problematic toward each other. but because of my criticism of bioware.#and to be clear they WERE so terrible to each other.#but they did something that i find hard to explain that they never managed replicate.#ive seen other examples of this in media but rarely I'm as fond of#da2#dragon age#Kirkwall crew
8 notes
·
View notes
Text
In his earliest comments on the television drama, Gunn noted, "It's almost like Game of Thrones with Westeros but with all the inhabitants of Paradise Island."
listen I have a surprising amount of faith in Gunn for a guy in charge of a superhero franchise but that is not a promising pull quote.
#obviously fantasy-as-political-thriller has its place#(dragon age for example. BIOWARE.)#but like if you want to have political drama with amazons you have to go back to the bana-themyscira split#and diana was. not there. for that.#and it did not happen on themyscira itself.#because themyscira is supposed to be utopian#that is kind of a SIGNIFICANT PART of the theming of diana as a character!#she does not work if her writers do not understand that she comes from a GENUINE paradise where they have GENIUNELY correct ideas!#it is not reassuring that his first take on an amazon project was 'what if they all have a war over the throne' or whatever#~oooh~ the feminist utopia is ~corrupt~ and ~violent~ after all! the aspirational thing is actually not aspirational!#it's shitty and regressive just like us!#i am very smart!#come on that's just. it's star trek picard again.#why would you want to make another star trek picard that show fucking sucked.#and look i was annoyed by all the sword promo shit in the first wondy movie and then it pleasantly surprised me#so i'm still hedging my concern here. it's a long line between shit like this and the actual product#but god. it's so exhausting to like anything anymore.#and it's always been so exhausting to like wonder woman#rabid wondy fan post
6 notes
·
View notes
Text
woops I've decided to fanfic again 0_0
So anyway I basically had two thoughts: What if middle-aged Rook who was once a mother, and what if Rook knew the Varric thing?
Here we are many words later and we'll see how far this brain rot takes me
#dragon age#rook#varric tethras#fantasy#romance#angst#grief#major character death#spoilers#let my rook be 35 dammit#davrin x rook#dragon age the veilguard#veilguard#bioware#rpg#davrin#my rook thinks Solas is a bitch so you gotta be cool with that#its basically veilguard but everything's a little fucky wucky and recontextualized based on my rook#For example Neve and my Rook were childhood friends#minrathous#shadow dragons#neve gallus#my rook is besties with Neve and Emmrich and dating Davrin so that's our main line up folks
14 notes
·
View notes
Text
you know what would have been really cool if they wanted a franchise "reset"? a dragon age game set in the age of andraste. that way they wouldn't have to worry about whether past choices matter because they haven't happened yet but it also avoids the problem that andromeda has (in the sense that it doesn't really feel like it's actually the same setting as mass effect) because the narrative would still be deeply tied to the lore of the original games
#in a way i think me4 has a decent idea with setting it in the far future...#but i'm thinking they're going to overcorrect the issues with andromeda and just bring shepard back#and it's most likely going to be shepard without all the companions 'cause they'll all be dead except liara and possibly wrex#which is just sad#i dunno best case scenario to me is to tell a new story but that still feels tied to the original story#basically pick an element of the original story that's interesting but hasn't been explored in depth yet and tell that story#plus i love all the lore around andraste so that'd be very cool for me in particular lol#she's like if jesus was also joan of arc... 😂#honestly tho bioware could mess up any story at this point because the real problem is the massive sanitization#and how hard they try to avoid actually saying anything#i haven't played datv but there are so many examples for me in dai already#half the time i ask a companion a question and they don't even actually answer it#they just go around it or say they don't know or don't want to tell me#like they basically just neglected to actually write the dialogue#boring corporate soulessness#dragon age#dragon age critical
6 notes
·
View notes
Text
I honestly think Jade Empire might have the most engaging combat of any Bioware game, in my opinion. I’m sure that opinion would change if I was a PC player, but on console you can feel that BG, DA and KOTOR are all way more limited. Mass Effect is kind of the oddity because it works entirely differently than their other games, and while I’m sure many would go with that and while I also enjoy it, as I get older I appreciate shooters way less.
Jade Empire takes an action game and applies a level of control to battle that most action games don’t have. You can drastically change a combat just by changing styles, slow it down to your liking or blow through enemies with quicker styles. You can play hold-off with styles that refresh your skills, stamina and chi bars, you can transform into some of the demons you’ve met along the way. You even can have a big fuckin’ musket that’s way too slow to use! It rules!
It honestly feels like you have the level of control that the average crpg has, but all baked into one character, and I don’t know, that’s even more fun to experiment and play around with for me!
I don’t know. I get that Jade Empire is a relic of it’s time and can’t really be done today, but there’s so much to appreciate here that gets lost.
#Jade Empire#Bioware#It also gives me a lot of hope for#DRAGON AGE: DREADWOLF SPOILERS#The idea of#Dragon Age#going into a more action-oriented series#The teams there can do it#And honestly#As a console player I never really got that huge topdown crpg experience from Dragon Age#Maybe DA can steal a bit here#Not the styles obviously but the way you can affect the speed of combat#I mean they ripped a ton of things for DA off from JAde Empire#(an example of which sits wasting in my drafts at some point to be talked about at length)
6 notes
·
View notes
Text
Per John Epler's bsky bio the new project is being the Narrative Director on Skate. Skate is a game series developed and published by EA.
(in a recent YouTube video Mark Darrah mentioned that BioWare is now a "single-project studio" where most people there work on one project. he said that ME5 is not yet ready to suddenly have a team of 250-300 people working on it, so while some DA:TV devs moved onto it, some DA:TV devs were instead moved to/are moving to other parts of EA. He said that the ME5 team started, but that there is a long way between "start" and "ready to scale up"; and that the ME5 team is figuring out what ME5 is going to be & its structure, then will get ready to ramp up to a much bigger team size. [source] also in 2022 we heard that Mary DeMarle joined the ME5 team as Senior Narrative Director [source]).
Creative Director of Dragon Age: The Veilguard John Epler posted that he is now currently on a new project [source]
#dragon age: the veilguard#dragon age: dreadwolf#dragon age 4#the dread wolf rises#da4#dragon age#bioware#video games#mass effect#mass effect 5#some other devs were moved/have moved to other parts of EA/have mentioned currently being on loan from BW#for example some are at Motive on Iron Man
97 notes
·
View notes
Text
That AMA marks the end of Dragon Age.
In my opinion.
I'll start by saying that I have played all 3 of the previous games repeatedly, I've loved the series for 15 years, more than half my life. These games inspired me to become a writer and they've shaped a lot of my tastes and interests in shows and writing -- to say they were formative is kind of an understatement. Don't want to go on and on about how much I loved them, that's not the point here.
I didn't care for Veilguard for pretty much all of the reasons people have already discussed at length on Reddit and Tumblr. The writing is comprehensively bad, the romances are easily the worst Bioware has written by pure virtue of having the most cookie-cutter pacing and shallow characterization I've seen across their games, the lore has been shafted in every direction, and the nuanced storytelling and roleplay I came to expect from the series has been taken out back and shot in the head.
All, apparently, in the name of a "clean slate". It seems to me that, rather than familiarizing himself with the existing lore of the game he took the creative reins on, Epler clearly had a vision for Dragon Age (or perhaps a different IP entirely) in his head that he decided to transplant into the game (and possibly Trick? But they've said so little beyond defending their work that I can hardly theorize what direction they were coming from). That being a sanitized, wildly self-contradicting, morally absolute shitshow focused on distancing itself from the previous games as much as possible. Now, I know it's unrealistic to blame one person entirely, and I don't blame him entirely. Corinne was there. Trick was there.
But if it wasn't already evident from the numerous interviews Epler's given on the game as well as his participation in the Q&A's (while the actual lead writer of the game has been completely absent in not just the marketing, but in most fan-related interaction pre and post-launch outside of BSKY), this AMA seems to have confirmed, more than anything else, that Epler doesn't understand the game nor does he understand its audience. Neither does Corinne Busche, who despite being Game Director for only the last two years of development, has been answering lore questions a) like she has any fucking clue and b) like she thinks Dragon Age is a cozy-gamer IP, meant to appeal to people that want uplifting stories with uncontroversial characters, morally upright heroes, and unquestionably evil villains.
So as of today's AMA, I think I've finally had enough. We're just outright retconning the lore in Reddit AMA's now, I guess. Among other things. I'll provide a few examples, just so we're all on the same page.
This was part of Epler's response to why Solas didn't have his cult following in the game (insert "We Kind of Forgot" meme here):
Solas' experience leading the rebellion against the Evanuris turned him against the idea of being a leader. You see it in the memories - the entire experience of being in charge ate at him and, ultimately, convinced him he needed to do this on his own. And his own motivations were very different from the motivations of those who wanted to follow him - he had no real regard for their lives or their goals. So at some point between Trespasser and DATV, he severed that connection with his 'followers' and went back to being a lone wolf.
The fact that this (the not caring bit) directly contradicts the writing in the actual game is absolutely INSANE to me, moreso than the lack of Solas's spy network (which he apparently carried with him for 10 years only to conveniently drop right before the ritual? Because he clearly had them research Rook?). But in regards to the not caring -- here's a line from Solas's memory of killing Mythal in Veilguard, which. I'll get to Mythal in a minute:
Why should I not tear down the Veil, and bring back immortality to all the elven people? They deserve it!
Which is it? Does Solas care about the people he's saving (the venn diagram of people he's saving vs. the people following him is surely a circle, i.e. elves) or not? Does he even care about the spirits trapped behind the Veil anymore or is it just convenient to abandon them and have him only care about elves, now? What happened to saving The People? What happened to him not identifying as an elf in his conversations with a Dalish Inquisitor? And what the absolute fuck happened to him wanting to bring back the magical marvels (that the ancient elves did in fact achieve) that were greater than anything we see in Thedas today? Here's what Epler has to say about elven magic, now:
I do agree that the elves have had their place in the sun at this point. [...] The thing about the Evanuris is that, ultimately, they were able to take a very specific type of magic and shape it into doing what they wanted. But even their understanding of magic was only skin deep [...] Even the magic that Tevinter wields, the magic of the Southern mages, is different from what the Evanuris used. The magic of the Evanuris is powerful but it's sterile, and it's constrained. So while the Evanuris have made magic work in a way that's more predictable and understandable, it's not the only kind of magic out there, and even then, I'd say they understood it at a very surface level. People were confidently describing how the natural world worked back in the 16th century. Very few of them were right.
First of all, Tevinter has been stated in previous games to have clumsily adapted ancient elven magic for their own, but they did adapt it. To the point where even Solas is surprised that Corypheus achieved effective immortality -- by binding himself to a dragon the same way the Evanuris did. So, cool, more contradicting the lore here. "They understood it at a very surface level" you mean when all of the magic of the Fade wasn't locked behind the Veil? You mean when magic flowed freely through the world? What do you mean, Surface Fucking Level? The entire point of the Dalish elf culture is what they lost; this wasn't the ancient elves thinking the sun revolved around the earth, the Veil was their fucking Library of Alexandria burning. Oh my god. I still cannot believe he said this.
And how have the elves had their day in the sun? I'm sorry, was Arlathan not given to... the Veil Jumpers? Instead of the Dalish? What happened to all the Dalish clans in the south, who had no infrastructure when the world was apparently blighted to hell? I guess they're just gone now! They've had their day! The story of the Dalish and the Evanuris is over (also confirmed in this AMA), and it apparently ends with the final snuff of the candle that is their culture. Congratulations, Chantry, you've won! Only took two genocides and a double blight, but we're done with the Dalish now! We get your mind-numbingly superficial factions instead!
What happened to Mythal, by the way? What happened to "She was betrayed as I was betrayed, as the world was betrayed! Mythal clawed and crawled her way through the ages to me, and I will see her avenged!" What happened to the reckoning that will shake the very heavens? John's answer to this:
People grow and change over time. Mythal's essence - and in particular, the fragment of her spirit that Morrigan carries, that she got from Flemeth - is not the same Mythal who he knew millennia ago. Centuries of living in this world and being around the kinds of people Flemeth found herself around - the Hero of Ferelden, Hawke, the Inquisitor - changed her views, and made her realize her own culpability in turning Solas into the kind of person he is now.
Oh, right, okay. So she was pissed for like a thousand years, got her big speech about the impending "reckoning" out 10 years ago, and then she just chilled out because the last 3 heroes were neat people. What a fucking joke. And yes, here is the confirmation that the Evanuris story is over --
The story of the Evanuris is done - the gods are dead (or imprisoned) and Thedas is in a state of flux and uncertainty. I imagine that whatever happens next is going to be a surprise to everyone, including the people of Thedas."
So I guess Mythal's reckoning is never coming. One of the most fascinating characters in the series, shrouded in mystery for those first 3 games, PROMISING US a blaze of glory, only to fizzle out in this one. Again, and I can't emphasize this enough, for Epler's clean fucking slate. And we've not just tied up her story, but also the Veil and the Blight:
When Solas bound himself (or, depending on your ending, was forcibly bound) to the Veil, it severed the connection that the Blight had to the waking world. The reality is that the Veil has been leaking ever since the Magisters first entered the Black City, and the dreams of the Titans gave it its terrible and awesome power. Now that the Veil is fully repaired, the Blight lacks that motive force, and being so close to the epicenter of that change has stripped the Blight in Minrathous of its vitality. It's calcified now - dead - and Bellara/Neve no longer suffer its effects. If they'd been anywhere else, further from that epicenter, it would've likely been different and they still would be looking for a cure.
So the Veil is permanently fixed now because our half-dead Dread Wolf bound himself to it (a decision I still don't understand) and that somehow fixed every single hole ever poked in it. Fully repaired. No more holes, no more "Veil is thin here" because tons of people died in the same spot, nope, we're washing our hands and leaving it (and the spirits) behind us because we've wrapped up both the series-long Veil storyline and the blight storyline in a big red bow.
And Epler tells us Solas not only bound himself to the Veil but fixed it entirely in one fell swoop, no ritual required, just a little slice to the hand. Again, all in the name of a clean slate, so any future installments or media centered around Thedas can turn away from this story.
Then there's this. What we can expect from future installments, I freaking guess. The aforementioned roleplay getting taken out back and shot:
Q: "What lead you to the decision to step away from active conversations with the companions as in previous Bioware games, where you can initiate them at any moment and ask exhaustive questions?"
John: "For us, because of tech limitations, it became a choice between exhaustive investigate conversations, or letting the companions move more freely around the Lighthouse. With the kind of experience we were going for, one where seeing the team grow around you is paramount, we felt that seeing them interact in common spaces (and in each other's rooms) made more sense."
Literally confirmed that they chose companions moving freely about the cabin over ... interacting with them outside the handful of cutscenes we got. Who in their right mind would think this was a good call in a Dragon Age game? A series that quite literally prides itself on complex character interactions and storytelling? So they could... sit in different places? Are you kidding me?
They don't see an issue with the game's reception. They don't have any interest in addressing or responding to criticism. They're either happy with their choices or EA's got a gun pointed at their heads, I'm honestly not sure anymore. I used to believe the latter was true, but looking at both Epler's and Busche's responses today, I'm inclined to believe the former.
So I think that's it for the series. Not that I thought it was going to get another game after this, but on the absolute off chance it did, what would be the point? The best stories were ruined. Anything left they have to tell is going to read a lot like Veilguard -- superficial, morally absolute, flagrantly disrespectful to the lore, and delivered in a very poorly written package.
#bioware critical#dragon age critical#veilguard critical#veilguard spoilers#dragon age the veilguard critical#dragon age#dragon age the veilguard
1K notes
·
View notes
Text
blah blah thinking about the popular rebuttal to complaints about veilguard's politics being "bioware was never leftist so you shouldnt have expected veilguard to be" which is... interesting.
true, of course. the expectation part i disagree with but thats not what ive been thinking about. im thinking about what made it feel so different to the very similar centrism of da:i. and maybe someone who didnt black out the entirety of veilguard as a cognitive protective mechanism can speak to the specifics but i think ive settled on it being that da:i is undoubtedly neoliberal and centrist just like da:o and da2 before it but despite their clear framing and limitations there was always the encouragement to think and the freedom to do things that the game might condemn narratively as "too radical" but you could at least do them. or say them.
this erodes by the time you get to da:i but in veilguard its absent completely. like making leliana divine or putting briala on the throne, for example. the game presents these options in a very neoliberal and centrist way. the un-softened leliana divine epilogue slide features much of the "radical violence bad!!!!! bad choice!!!!" connotation that all of veilguard has. but you can still do it. briala has incredibly limited power as gaspard's puppetmaster and her epilogue slide similarly slaps the player on the wrist for behaving so radically by putting *gasp* an elf in power resulting in Bad Disruptive Uprisings throughout orlais. but you can do it. hawke can spare anders and let him go. again, the game slaps you on the wrist via character disapproval and the fact he becomes a wandering hermit or whatever the fuck but. you can still let him go. in origins you can make shianni bann and the consequences are disgusting and horrible and writing it that way is literally sickening, but the game lets you do it. origins lets you do a lot of buck wild shit, some decisions less real-world politically coded than others, but you get to DO IT. even if the game and its writers scold you afterwords for getting too disruptive. YOU CAN STILL DO IT.
and this goes the other way too. there is a reason people like greg ellis had a home with dragon age for so many years and his beliefs were able to go under the radar for so long. there is a reason transphobic gamerbros love origins. there is a reason there was backlash to da2's rampant bisexuality. because dragon age let you be leftist about as much as it let you be a racist misogynistic asshole. you can do horrible things in these games. you can quite literally sell people into slavery. templar aligned hawke lets the kirkwall circle get annulled and becomes viscount as a reward for their loyalty. the inquisitor can just execute literally everyone they judge. now, i'll be the first to say that a lot of those options are not nearly narratively condemned enough. bioware has fumbled many a topic in their misunderstood pursuit of "grey morality" that leads them to feel the need to morally equalize situations of clear, unambiguous injustice (cough mage templar war cough). in fact, decisions like sparing anders are often far more clearly narratively punished than things like giving fenris back to danarius, (which kind of just blows over after some approval loss???) and in my opinion that is a writing flaw. i do think RPG games should have choice, and allow players to be evil, but i also think that writers have a responsibility for the message their writing sends to the world. some decisions in dragon age are well-handled. many others recreate and reflect real life racism or misogyny or islamophobia, and reveal the writer's bias against real-life groups of people or political movements. this is the risk of writing stories like these.
but veilguard does not let you do anything. in either direction. ive been calling it a "thought-terminating fantasy cliche" because... it really is thought-terminating. you are not supposed to think about alternatives that may be too radical in the writer's eyes (what if i let anders go instead of face the justice [haha] the game clearly thinks he deserves? what if i install an elvhen puppetmaster on the orlesian throne despite all of my advisors recommendations? what if i support the murder-pope in reforming the chantry through violence and bloodshed?). veilguard has..... what if i save this city over that one? the only one i can think of is saving isseya. are there any others? genuine question. theres nothing to decide and therefore there is nothing to think about. you dont get to think of possibilities past the narrow centrist path presented to you. you dont get to think about an end for solas that doesnt end in jail. you dont get to think about who becomes tevinter's archon and what policies you might like to see them have. you dont make choices between major factions based on ideological and/or practical differences like recruiting mages vs templars. you barely even get to decide anything for the characters, half of the choices are purely cosmetic.
like i feel like theres something to be said for having the choice even if the overall narrative still condemns it. the writer's bias leaks in to the world's reactions to your decisions but you are still allowed to make them. i always intentionally leave leliana hardened because i think radical insane murder-pope who diversifies the church through ASSASSINATION is based. i dont give a fuck if david g/aider thinks its too crazy and tells me so in a thinly veiled epilogue slide reprimand about "the consequences of my actions". idgaf! 1. its a video game and 2. idc what he thinks.
and yes, nothing ever actually changes. dragon age has never allowed you to make radical change within its world even with the decisions that brush up on the possibility. but you can still be someone who believes in the possibility. you can play a mahariel who hates humans and poisons the ashes of their prophet because why should they care when they stole everything from the elves first? you can play a blood-mage circle-abolitionist anders-apologist hawke doing their best to survive in a city where survival and self-preservation sometimes forces them to act against their values. you can play a lavellan inquisitor who refuses to believe in andraste or the maker, advocates for elvhen liberation, and installs an elf on the orlesian thrown despite being forced into the role of figurehead for a religious empire. sure, you cant really actually do anything for the elves, but you can be someone who believes that change should happen. its not perfect. its certainly not some radical revolutionary fantasy nor does literally anyone expect it to be and when people say that its always in bad faith.
bioware has always been canadian liberal centrists and so have their games. but they used to let you get a little fun and crazy and then just reprimand you via epilogue slides or retcons in later games that we all just got to complain about online. but veilguard forces you to roleplay someone else's ideology; a boring centrist status quo loving fantasy with no opportunity to do something different. elven rooks cannot question dorian on tevinter slavery like elven inquisitors could. rook cannot ask lucanis about the child recruitment practices of the crows the way the warden could to zevran. rook cannot ask davrin about the warden's pressure into conscription, joinging and eventual calling the way the warden could alistair or hawke can to anders in legacy. you cannot ask about alternatives or question a single authority or character of any kind. you cannot voice dissent. the dialogue option does not exist. what was once a slap on the wrist in previous titles has become reactionary and preemptive. you wont get slapped on the wrist in the first place because you're stuck in a boring, empty room for after-school detention, railroaded into "good" behavior and confined to one path so you cant get into any trouble on your own. thought-terminating fantasy cliche. it didnt need to be some insane groundbreaking revolutionary work of marxism or whatever the fuck hyperbolic nonsense people are trying to straw-man the criticism into to disprove it as unreasonable. it needed to not advertise itself as an RPG and then force me to roleplay white canadian millenial neoliberal afraid of getting canceled on twitter simulator 4.0 because if i knew thats what i was signing up for i would have respectfully declined and saved my $70 on something that doesnt condescend to me for enjoying bald war criminals and stories about revolution
278 notes
·
View notes
Text
Do you think Dragon Age: Inquisition wouldn't have improved female armour, if it wasn't for those who spoke up about the misogyny in the past games?
Do you think Dragon Age: The Veilguard wouldn't have improved hair through working with Black consultants, if it wasn't for those who spoke up about the lack of diversity in the CC in the past games?
I could probably think of more examples if I wanted, but my point is this: Sometimes "fandom negativity" is necessary. Without people pointing out things like misogyny, racism, etc., we'd never see any improvement at all. By speaking about these things, we as fans tell BioWare that we are invested in their products enough that we care about seeing it get better.
468 notes
·
View notes
Text
I need to look to see if there's 'veilguard positive' tags I can block because OMFG. I feel so fucking gaslit every time I see a positive post claiming the crafting was good, the writing was good, the art was good, because, no, objectively, they were not. (I say that as an author, editor, diversity consultant, and media critic, not just a consumer.)
Every writer who worked on VG has either resigned or been laid off. The creative director has been demoted to a much lower position at a different EA company, Busche 'resigned' which in corporate speak means she was probably asked to. The sales numbers are so abysmal they've essentially declared DA a dead IP. (These would be business signals that no, it wasn’t good. Why? Good games sell well. Usually quickly. Especially in AAA markets.)
IF VG had been a good game, those people would still have jobs, and Bioware would be celebrating. Because that's how sales and business works.
The art assets are reused everywhere, the writing is absolutely shite, the racism isn't a bug, it's a feature, the characters are cardboard cut outs (which is an upgrade from paper dolls but not by much), the therapy speak is utterly nauseating, I want to punch Rook regularly, there is so little role playing potential in a supposed role playing game that it's laughable, the plot is honestly mind-bogglingly bad, they bastardized beloved characters so they were barely recognizable facsimiles of themselves, and they shat on the Lore so badly.
Deep breath. When we talk about media, we need to consider things like genre (dragon age is supposed to be dark fantasy, not cozy the world is disnified perfect sim.) Cozy games are great! I love several. Dragon Age was not and never should've tried to be a cozy therapy sim. We need to consider things like 'what did previous entries in the series look and feel like', and we need to stick to that. Some changes are expected and encouraged because things evolve, people leave, and new blood is brought in. Technology improves. What we can't do if we want to retain the committed fans is pull a complete 180 and make something that seems like the vast majority of older DA fans hate with a bloody passion.
It's shit. All of it. Veilguard was not, objectively, a good game. No part of it was objectively good (except perhaps Emmrich's romance, which still feels about 80% complete).
And you know what? It's perfectly fine if you like something shitty. Hell, I utterly love b and c rate fantasy cheese movies. I love Van Helsing for example. And I know it's not good. I just don't care.
But I never slog on in posts trying to convince people it was actually objectively good, because objectively it most certainly is not.
Aiya, just accept that you loved a not great thing. Not everything we consume has to be objectively good for us to love it.
Veilguard might’ve been fine as a mid-rate on quality hack n'slash generic fantasy adventure game.
It is not even remotely an objectively good dragon age game. It failed, spectacularly, on every front.
UGH.
People bitch and moan about people who hated it being awful. But at least most of us use the critical tags so you don't have to read it.
Nah, you know who I've seen being awful the most? The positive crowd who loved it. Have the same decency we have and tag your damned posts as Veilguard positive. So the people who didn't like it don't have to read your stuff either.
#dragon age#dragon age veilguard#veilguard#da veilguard#dragonage#bioware critical#dragon age Veilguard Critical#Veilguard Critical#da Veilguard Critical
242 notes
·
View notes
Note
Why did SWTOR get shuffled to a different developer if it was apparently Bioware's most steady source of income for the better part of the last decade?
SWTOR wasn't really treated as a true "Bioware" project for the longest time.
First, a little history. The original Bioware studio in Edmonton was the one responsible for the "modern" Bioware titles - Neverwinter, Jade Empire, Dragon Age, and Mass Effect. SWTOR was primarily built by a separate studio in Austin with a separate org chart. The only thing that really tied SWTOR's early development to Bioware was the name on the studio and the general style of game it was. The contributions of Bioware Edmonton to SWTOR were primarily limited to the original staff sent to start the Austin studio and the on-rails space shooter mode in SWTOR. During this era, Bioware and SWTOR were basically associated in name only. There was minimal marketing or promotion for SWTOR from Bioware as a brand.
A few years later, EA corporate started an initiative called "One Bioware" which essentially brought Edmonton, Austin, and the newly formed Montreal studios under the same studio leadership to work on "Bioware" projects. SWTOR is still a "legacy" project - it's getting long in the tooth, it isn't growing, and the technology is old. It wasn't the hot new thing to promote, and the team building it felt the neglect from above. SWTOR actually had a Rennaisance period, with Knights of the Fallen Empire bringing in a huge number of additional subscribers and player growth, but that was mostly ignored by Bioware at large. Dragon Age Inquisition got all the fanfare, then a bunch of people were pulled from SWTOR to support Andromeda and Anthem.
A perfect example is the Bioware 25th anniversary book, 300+ pages of history about all the games and such that Bioware built over their run. Ten pages of the 300+ were dedicated to SWTOR, despite SWTOR having been live for 9 years by that point and SWTOR being the financial engine keeping the entire org afloat. It's strongly emblematic of how it made the dev team feel and how much Bioware as an organization cared about the game.
After 2020, EA was looking to decrease costs. Broadsword had already proven themselves by taking on some of EA's other legacy MMO projects (Dark Age of Camelot, Ultima Online) and doing well with them. Broadsword made the offer to take on SWTOR, along with hiring as many of the SWTOR dev team as they could take. Many of the veteran team members, weary of the treatment at Bioware, decided to take it. It's hard to blame them - Bioware as an organization never really seemed to understand or appreciate the SWTOR contributions beyond the revenue it generated. Bioware didn't give much acknowledgement to the game or the team, internal or external.
[Join us on Discord] and/or [Support us on Patreon]
Got a burning question you want answered?
Short questions: Ask a Game Dev on Twitter
Short questions: Ask a Game Dev on BlueSky
Long questions: Ask a Game Dev on Tumblr
Frequent Questions: The FAQ
201 notes
·
View notes
Text
alright, i finally finished Dragon Age the Veilguard.
tldr; 3/10. I didn't like it.
If you enjoyed the game and would rather keep enjoying it, please don't click the read more section as what follows is rather critical.
I can finally sit down with my thoughts and put them together in a more cohesive structured review, touching on most things that I wanted to address. I'll start with positives and then focus on the negatives.
Warning, this is VERY long.
Overall, I had a neutral to negative impression of DatV, which got worse by the end of the game. It had some good moments, but they were entirely unexplored and underutilized, suffering from bad writing. While the game itself is rather pretty, it didn't outweigh the dialogues, the stories and the lore butchering that took place.
1. Environment and visuals. 8/10.
I think Veilguard is a very beautiful game. I enjoyed exploring the corners of this new world, the little bits of environment design and storytelling that it had. It felt magical, certain locations were mesmerizing! I couldn't stop staring at the valley where you go to with Harding, the carcass of a titan.
2. Combat. 9/10.
I love flashy combat, I enjoy hack and slash, so until the very end of the game I was having most fun in combat. Yes there was repetitiveness but I tried to combat (hehe) it with changing my abilities and weapons every now and then. I liked combos and I liked timed parries. Enemy tactics got a bit boring by the end, but a few enemies still surprised me and challenged me.
.... That's where positives end. Now on to the negatives.
1. Characters. 2/10.
I don't understand what happened. Almost all the characters in this game were tuned down to a two-dimensional personality, "good" and "bad" - and absolutely no nuance. This happened not only to the villains, but to the different NPCs and even our companions. Their interests got narrowed down to single points of interest (Lucanis and coffee being a prime example to me), their motivations got watered down.
This is not what I expect from a Bioware game. I want to be challenged, I want to dislike characters or approve of their choices. I like characters who are messy and complex and don't always have their shit together.
I like villains who may have other reasons for their choices, other than "ba ha ha, I am so evil and I will do evil things". Where is Alexius who sold himself to the Elder one, just so he could save his beloved son? Where is Samson, forsaken by the Chantry and turned to red lyrium with his addiction? Where is Calpernia, misguided in her choices, just to free the slaves of Tevinter?
Where are the slaves of Tevinter anyway?? That's another topic.
2. Rook. 4/10.
On one hand, I liked playing Rook. They were stoic but with a humorous side, ready to get the job done, compassionate to other people.
The problem is that it's the only Rook you can really play. The protagonist is set in their ways and their dialogues and there is very little to roleplay. Rook really does feel like a gentle manager, trying to get everyone to play along nicely, while providing therapy every now and then, and is excluded from the majority of friendly interactions with other people. That awkward glance everyone gives you after their banter is embarrassing. The way you can third wheel people, the way the game actively offers you to leave a couple of animated conversations between other people - why even include those? Why not make Rook a part of the 'team'?
I did like Rook's dynamic with Solas. They got to see a different side of him, one that's not presented heavily in Inquisition. But like everything else, it felt surface level and underexplored.
3. Story arc. 2/10.
I am left unsatisfied with the story. The pacing threw me off so much nearly every quest, it was hard to stay on track. From "we need to solve this NOW" to "actually, let's all slow down and deal with our problems", the plot's priorities were all over the place. We kept hearing about the gods and their destructive oppression, but we saw surprisingly little of it. Yes, there was the Blight, yes there were Venatori and the Antaam, but they felt more like a video game fodder and dressing rather than a part of the story.
Not to mention that all of those things made little sense to me. Why would the gods align with aforementioned factions? Why would the aforementioned factions align with the elven gods? In-game explanation was not enough for me, it did not make sense. Not with the established lore in the previous games.
I also did not enjoy the ending. While the idea of Solas binding himself to the Veil is good and does make sense, what was suggested as the good ending (inviting Mythal to deal with Solas essentially) actually left me feeling awful. I sent a man, full of regrets and self-loathing, on a lonely journey to figure himself out. That... did not sit right with me at all. Neither did the fact that Northern Thedas, supposedly the point of the gods' attack, gets to live and flourish, while Southern Thedas is dying of starvation and blight. That is UNHINGED to me.
4. Music. 1/10.
There was no music. I remember one track. It was not memorable whatsoever and I can't believe they hired Hans Zimmer to do exactly nothing. Just wow.
5. Lore. ???/10.
And here is the worst offender. What was done with Dragon Age lore is unacceptable. I was doing a head-in-hands every five minutes. This was a slap in the face of so many fans who enjoyed the three prior games and delved into deep, interesting lore of various races, countries, cultures and religions. Veilguard showed a big middle finger to all that.
Everyone has already touched upon the sanitization of different factions. From the suddenly slaveless Tevinter to found family Antivan Crows, everything has been scrubbed clean and made sweet and palatable and "good".
The Dalish clans have been removed from existence as we know them. The Antaam left the Qun? Don't even get me started on that. The Chantry has no influence in this game? Really? The Chantry? The biggest religion in Thedas? The one that we know has heavy presence in the Anderfels, the Black Divine in Tevinter? That Chantry?
I think it really hit me how disrespectful the game is during the quest of saving the Dalish elves, where apparently Elgar'nan's Venatori, uplifted to be his servants and chosen people, were trying to sacrifice them. It's a gross and oddly telling idea that the ancient Elven god turned to a faction of racist mages to sacrifice elven people. I actually can't believe I'm writing this. Just how much are you going to shaft these people? Mindboggling.
There is a lot more I have to say on this specific topic, and I probably will later, but the idea is this.
6. Romances. 2/10.
Whoever said this is a game with romance lied so hard. So hard. The romance was atrocious. From the badly written flirting to the lack of romantic scenes (I romanced Davrin), to the poorly timed and awkward 'final' romance moment... It was atrocious. I felt no connection between Rook and Davrin beyond what game was telling me. My actual companions got more screen time with their romances than me and my LI.
Damn, even Evka and Antoine, my single most beloved NPCs in this game, had more romance going on that my Rook.
---
All in all, Veilguard was a massive let down. After having enjoyed the first 3 games many times over, with multiple playthroughs, I was so excited to see how the story of the Inquisition, of the elves, would end. When I saw the first trailer for VG, I knew I would never get to see it. When I played the game, I was left with disappointment and disdain.
I'm glad there are people who enjoyed this game, genuinely. I'm sure there's something to find for anyone, but it was not for me. Nor was it for many other people. It was a let down. I feel like I'll never get the conclusion I wanted - so I'll have to write my own I guess.
I have more thoughts on this game that I might be sharing, but for now this is the review I wanted to write. Thanks for reading!
200 notes
·
View notes
Text
so we have confirmation that veilguard was made in a year and a half. that's understandably such a time crunch and must have put unimaginable stress on the dev team, especially with the mass effect team coming in partway through. I do have empathy for the writers. no one deserves to lose their job at a time like this, especially not after such a roller coaster of a development cycle and after working on this series for so many years.
however.
obsidian made kotor 2, a game praised for its writing and many fans' favorite of the pair, in 14 months. they then proceeded to make fallout: new vegas, again praised for its writing and hailed as a shining example of video game storytelling, in 18 months. a lot of content was ultimately cut from both of these games, but in kotor's case, it was lovingly added back in by fans over the years despite not being especially easy to mod because the fans were so passionate about what they already had that they wanted to enhance it. these games are both known to be kinda janky as well. but the games at their core have satisfying stories, characters, and an incredible overall narrative that feels satisfying and fits with their respective universes, maintains respect for the established lore and characters, and is tonally consistent with the atmosphere and themes of previous games. hell, dragon age 2 was also made in about the same time frame based on what I could find, and as much as the assets were reused there and it could be occasionally glitchy, it remains one of the best bioware narratives with some of their most memorable characters, and it accomplished that while both keeping to the lore and vibe of the dragon age series AND expanding it into new territory.
I am aware that there are differences like engines, era, expectations, pushes from management, etc, but I'm mostly focusing on the writing and the narrative team's priorities. I wouldn't care if they reused assets to save time and money. I wouldn't care if a couple side quests had to go, or some character arcs were a little less polished, or some side characters were cut entirely. honestly I would have preferred it if some of the characters WERE cut entirely. if you're just going to spit on all of her character development, don't bring morrigan back. cut some of that banter in the lighthouse and let me talk to my companions properly. cut that goddamn arena and put those resources toward fleshing out the lords of fortune. even if the rest of the team wanted that entire faction cut so they could focus on other things, cut the fucking faction.
I will never apologize for rightfully criticizing the choices the writers made while making this game. the game talks to you - both you as the player AND you as the character - like you're stupid. repeating things over and over again just to make sure you Really Get It, dumbing down so many aspects of its own lore, reducing any kind of conflict to therapy speak or an HR meeting, etc. rook has no characterization to speak of and their dialogue and tone is wildly inconsistent depending on which npc you're speaking to at the time. why is rook clever enough to do playful, flirty hunter/prey banter with davrin but also too awkward to properly flirt with harding? the one canonically nonbinary neurodivergent companion frequently expresses themselves by growling and roaring and their individuality and competency are repeatedly undermined by their own writer's narrative decisions and banter. the game disregards its own lore and at times straight up contradicts itself. it's pretty, but lacks substance, and fails to live up to the standards a lot of us had for a dragon age game.
I won't pretend I know everything that went on behind the scenes but I think a year and a half is more than enough time to write a better narrative than what we got, even with some pushback from another dev team. I've seen countless thinkpieces by fans who have come up with solutions for plot holes and fixes for the overall narrative, and these are people who came up with this stuff in a matter of a few days or weeks, or sometimes just a few hours. you can't blame me for thinking veteran bioware writers - who SHOULD know their own lore by now - could have come up with something better than this in that amount of time, regardless of the limitations. choices were made and things were prioritized that shouldn't have been. I do not forgive the writers, EA, or bioware execs for this, and I will continue to criticize the responsible parties for the product we were sold, which includes criticizing the writers for shoddy work.
tl;dr: I don't believe the writing team made the best of the time they had and I fault them for that. but maybe that's on me for hoping that a game with its narrative led by weekes and epler would have actually been good in the first place.
#and yes i read the entire article#no it does not change my mind#weekes is number one on my bioware shit list with their fucking writer's pet and what that little bald fuck did to this franchise#but EVERYONE who signed off on this sudden switch to elves being the Best Most Important Race Ever who actually created the world#is on that shit list too#the narrative was so much better when it was more balanced#humans had their society and culture and history and dwarves and elves and qunari all had their own#and they did not make one of them gospel and disprove the others just to prop up some fucking gary stu of a character#anyway#i think this'll be my last veilguard critical post i'm sick of ranting about it and i've said my piece#i'm mourning and moving on.#i wish the animators and artists and programmers and VAs a very good life though they did so well and i mean that earnestly#but fuck the writers and fuck ea and fuck bioware's head honchos who signed off on this#all my love#dragon age: the veilguard#veilguard critical#datv critical#forgot my own tag lmao that's for the best#bioware critical#long post#gracelogs
121 notes
·
View notes
Text
New today from IGN: 'Dragon Age: The Veilguard's Devs Reveal New Info About Each of the Companions (and Solas and Varric, Too)'
It turns out The Veilguard really is the friends we made along the way.
Intro:
"Friendships, romantic relationships, and everything in between have always been an integral part of not just the Dragon Age series, but of BioWare in general. From Mass Effect’s Garrus Vakarian to Dragon Age’s Varric Tethras, the characters – and how they get along with the player – are inseparable from titles from the studio. But, perhaps more than any other BioWare game, Dragon Age: The Veilguard is leaning in heavily on this idea, as it’s already easy to see from the marketing material. For one, the name changed from Dragon Age: Dreadwolf back in June, with BioWare general manager Gary McKay telling us at the time that it was out of a desire to shift the focus to a “really deep and compelling group of companions.” That would be followed by a first official trailer at Summer Game Fest that put the focus squarely on seven new companions that will be tagging along with the player character, Rook, in The Veilguard. With all that in mind, it’s little surprise to hear game director Corinne Busche talk about how these companions aren’t just central to the story of The Veilguard, but the gameplay and combat as well. “Building a relationship with companions has always been a staple of Dragon Age, but this time around, that relationship translates into how well you work together as a team,” Busche tells IGN. “It is how you're actually going to level up your companions, by getting to know them better. That's how you're going to unlock skill points. So when you look at all of the various abilities the companions have, there's inherent combos and synergies and roles that they'll have on the battlefield.” She uses the example of Neve, the mysterious detective mage who has a wildly useful special ability to slow time in combat. “But if I really get the opportunity to know her,” Busche explains, “whether it's platonic or romantic, I'm going to help be able to shape her skills and augment those abilities that work really well with my own personal build, so our sense of teamwork really deepens.” During our time with the game, IGN got to see some of this in action; unsurprisingly, Dragon Age: The Veilguard has an approval/disapproval system, with pop-up text on the side of the screen indicating whether or not a companion liked what Rook just did or said. But something new in this Dragon Age: even just completing a quest with a companion in your party increases your “bond” with them, whether they agree with how you handled things or not. Your relationship, Busche says, isn’t necessarily about “how much they like you, but how well you get to know them.” “This is about a found family,” Busche tells us. “That is, they have the same goals, different complications in their life, but they're all giving everything they have to defend Thedas. You're going to get to know them really well. You're going to develop trust, understanding. That doesn't mean you're always going to agree.” But, we’ll have plenty more to say about the game systems and combat later. With Busche, we had the opportunity to really dive into the seven companions at the center of The Veilguard and what they’re all about. Here’s what she had to say about each one:"
"DAVRIN Busche: “When we were thinking about Davrin, how we were going to develop him as a character, we had to think about, 'How is he going to show up on the battlefield?' And it was unique because he has this, I guess you could say, companion of his own, the griffon Assan. That makes him, as a companion, very unique, because Assan shows up on the battlefield. So we had to think about how that integrates into his abilities, where Davrin as a Grey Warden is capable on his own, but also, when does he call upon Assan and what does that look like? What happens if you're indoors?... And indeed, when you're doing some of Davrin's content, just seeing Assan gliding through the environments, you really get a sense that they care and they're protective about each other. “…When we think about Davrin and his being the representative of the Grey Wardens within the team of The Veilguard, it was an opportunity for us to really go back to some of those roots that we know our fans, our players, deeply care about. Dragon Age: Origins, of course, was so Grey Warden-forward. We want to evoke those memories, those connections that our players have. And I absolutely love when you're journeying with Davrin, not only his aesthetic, how he carries himself as a Warden, but how he interacts with his fellow Wardens. The little wrinkle of, 'Hey, there actually are some griffons remaining in Thedas,' how he learns as a Warden to train and interact with these griffons that, to our knowledge, haven't existed for quite some time, it's a learning experience on a lost art of the Grey Wardens that is really unique to Davrin's character.”"
"HARDING Busche: “To talk about Harding as a companion, I guess I'd have to go back to Inquisition. Of course, Harding showed up. She was your scout on the field. There was a light romance with her, and I think one of the things that the team didn't quite expect is how much Harding would catch on in Inquisition. Players fell in love with her, and we heard them. They wanted a deeper romance, they wanted more engagement with Harding. So for the team, I felt like it was kind of a no-brainer for us to bring back Harding, and we also wanted to reestablish that connection to the Inquisition in the world of Thedas, which occurred 10 years ago, the events of Inquisition. “Harding serves as our proxy back to those events, and you get to learn about what's happened with the Inquisition since, so she presents some really lovely opportunities for us. I will say, personality-wise and her role on the battlefield, she is among my favorites. When you see her leap into the air, unleashing these devastating attacks with her bow and arrow, I just can't get enough of her.”"
"TAASH Busche: “Taash, in the creation of their arc, is one of our more complex characters. It's a journey along their arc that is about introspection. 'Where do I belong in the world? What are my boundaries? What do I fight for? How do I become at peace with who I am?' So I love the juxtaposition, actually, between Taash's personal journey and this imposing literal dragon slayer, that sort of hard exterior and really gentle interior. It makes Taash a really special companion for me.” (When asked which companion had the steamiest romance): “I'll just speak for me personally, but at the culmination of the romance arcs, I'd have to say Taash. When I got to that scene and saw the finished version of that cinematic, I was hollering. Hollering.”"
"EMMRICH Busche: “The thing about Emmrich that is going to surprise our fans the most is his relationship with necromancy. I really love that we kind of turned the idea of a necromancer on its head here, where you think of them as these conjurers of evil, the certain malice when you hear the term 'necromancer,' but it couldn't be farther from the truth for Emmrich. There is a reverence about the dead. He has a unique relationship with death. You get to explore how he ended up in the Mourn Watch. Death has shaped this character in all aspects of his life, and we frequently refer to him as our gentleman necromancer. I think his proper, kind nature stems from that respect that he's learned about this cycle of life and death throughout his life. “Manfred is like a son to Emmrich. He very much has an affinity for this wisp, this life force that he's given a second chance through this skeletal body, and in many ways, it's the story of a parent raising a child. Emmrich, he needs to teach Manfred and help him along to develop as a character of their own, things like learning new skills, how to assist The Veilguard. Some of our most charming moments are in dealing with Manfred, and I must say I absolutely love the interactions. They just have me rolling whenever Manfred steals the show. “…In my last playthrough, I romanced Emmrich. What I also loved is as I'm synergizing with him as we're doing combos, just having him refer to me as ‘my dear’ on the battlefield. ‘Well done, my dear!’ It just fills me with joy every time.”"
"LUCANIS Busche: “The character that went through the most changes [throughout development] without a doubt was Lucanis. Lucanis is very complex. He's an assassin. He is very skilled in the art of death. The Antivan Crows, they pursue these contracts with a certain level of dispassion, but also, Lucanis is a romantic, and he's dealing with some internal struggles. He's been through a lot of trauma. He's relearning how to trust. And all of those elements come together with a richness, but it creates a lot of complexity in how we tell that story. So I'd say Lucanis is the first one that comes to my mind in terms of the thought that's gone into it, where we've had to make adjustments to really cover all facets of his character.”"
"NEVE Busche: “Neve is our confident noir detective. I love to bring her onto the battlefield because she's just so incredibly capable. She's our ice mage, so really big on controlling the battlefield, and that's actually a good metaphor to her arc. She wants to fight for change. She wants to fight for a better Minrathous, and she's going to use all the tools at her disposal to try and reshape Minrathous into a better place for all. She's very much a Shadow Dragon. This is among the mantra of the Shadow Dragons. They operate from the shadows, fighting for a better Minrathous. So as this accomplished ice mage, she's fierce. She's not going to shy away from any challenge, whether it's taking down darkspawn or dealing with the Magisterium in Minrathous.”"
"BELLARA Busche: “Oh, my dear, sweet Bellara. I relate to Bellara a lot. She is joyous. She's been through a lot, but she remains curious, optimistic. She's kind of a geek. She really likes her fiction. She fangirls over Neve a little bit. She's just so relatable, and I think that's what our players will find and fall in love with when they get to meet Bellara, is just how much you'll recognize some of those patterns and sensibilities that she holds, but don't let it fool you. She is also a Veil Jumper. She's very comfortable in elven ruins. I frequently bring her with me in my party. I like to play rogue. I like to play the Veil Jumper, or the Veil Ranger. Bellara's a fantastic companion to set up that spec with electric vulnerabilities, so I love her both on and off the battlefield.”"
Bonus rounds:
"SOLAS Okay okay, so Solas isn’t technically one of your core companions who will travel with you, but given his place in the Dragon Age story, we still had to ask about his relationship with Rook. Here’s what Busche had to say: Busche: “Rook's relationship with Solas is a complicated one. Everyone has seen, at this point, the gameplay reveal and the opening moments of the game, so you'll know things got shaken up pretty radically for Solas already. He's trapped. He's basically communicating with you as an advisor, and I absolutely love that idea of, ‘He's your lifeline right now, but can you trust him?’ And those touch points with him, ‘Do I take his advice or not? Can he be trusted? Is he going to betray me?’ All the while giving you this information that you absolutely need in order to be successful. “It creates an interesting stage for us, where, I think our fans will agree, Solas is very complicated. He firmly believes he's doing the right thing, and some of our fans will agree that he's trying to do the right thing. Others will not, and this creates a stage for you, the player, where you get to lean into those tendencies of your own as you're taking advice from Solas throughout parts of the game. I think those really interesting debates about, ‘Was he ever redeemable? Can he be trusted? Was he wrong all along?’ You're really going to be able to dive in deep on that.”"
"VARRIC Varric, while a part of Dragon Age: The Veilguard and a series mainstay, isn’t part of your core companions either. But, as fans can see in the trailers, he’s still very much in The Veilguard, so we asked Dragon Age creative director John Epler about how he’s changed since we last saw him in Inquisition: Epler: “Since the events of Dragon Age: Inquisition, he has spent the time, just briefly, obviously, [serving as] Viscount of Kirkwall. I mean, anybody who knows much about Varric knows how well a job where he sits around and tells people what to do is going to sit with him. He has been participating in the hunt for Solas. And I think for Varric in particular, that's a very difficult thing for him to do because Solas is his friend. Solas is somebody that he grew close to over the events of Inquisition. They adventure together, they work together. “And now knowing who Solas really is, that eats at Varric. Because Varric always sees, Varric believes he can always make somebody do the right thing. Varric believes he is the most convincing, charismatic, because he cares about people. And he has this belief that as long as I get a chance to talk to Solas, I'm going to be able to turn him. But as he's seeing what Solas' ritual is doing to the world around him, as he experienced in the comics, Dragon Age: The Missing, that eats at him a little bit. That's challenging his world view of him as always being the best judge of people, being able to see that somebody is able to be redeemed. And he's starting to question a little bit, ‘am I right or am I being a fool by believing in Solas?’ ”"
[source]
#dragon age: the veilguard#dragon age the veilguard spoilers#dragon age: dreadwolf#dragon age 4#the dread wolf rises#da4#dragon age#bioware#video games#solas#long post#longpost#dragon age: the missing#dragon age: tevinter nights#mass effect#garrus vakarian
700 notes
·
View notes