#Game developers Canada
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mvfm-25 · 1 year ago
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" A dark future... An uncertain past... No one left to trust! "
PlayStation Magazine (PSM) n046 - June, 2001.
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aki16official · 1 year ago
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"Country humans fandom is toxic!1!! There's no goo-"
Uhh
Time for me to make a horror game
Currently making OSTs
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dylanais · 8 months ago
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Hire Unity 3D Developers: Best Guide to Building Immersive, Interactive Experiences
In the current digital paradigm, Unity 3D emerged as one of the most popular platforms for building these immersive experiences. If it is an AR app, a VR simulation, or perhaps a mobile game, hiring Unity 3D developers would be in demand to bring your vision to life. This blog is going to be informative for you as to why you must hire Unity3D developers, what you are looking for, where you will find it, and how they will transform and give life to your project.
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Why Hire Unity 3D Developers?
One of the flexible and powerful game development tools with the spectacular capability for creating amazing visual experiences over multiple platforms is Unity 3D. In other words, here's why hiring a Unity 3D developer is critical for your project:
1. Cross-Platform Development
One can develop games and applications deployable on all possible platforms with Unity 3D, be it for mobile devices, be it for iOS or Android; PCs; consoles; or even AR/VR-based devices. And so, there is a good developer to ensure the efficient running of your game and application on different platforms to reach maximum target audiences.
2. Developing incredible AR/VR Experiences
Whether you have a project that you want to create as an augmented reality application or as a virtual reality, you want to have Unity 3D on your side. The developers working on Unity are given tools for developing an immersive and interactive simulation that engages the audience and leaves behind unforgettable experiences. For games, training, or educational purposes, it is the leading platform for AR/VR development.
3. High-quality development
Unity 3D developers specialize in game mechanics, physics, animation, and optimization. They have the expertise to develop both interesting mobile games and complex console-quality experiences in complex multiplayer or any other type of game to captivate players, ensuring smooth performance across devices.
4. Real-Time Rendering
The same real-time rendering powers that are allowing for incredible fidelity and accuracy in Unity 3D's animations and settings can be great benefits in the same businesses, for instance, in real estate, architecture, automobiles, and healthcare, where real-time 3D visualizations have a big impact on the user experience and decision-making.
5. Rapid Prototyping
With Unity, prototype development can be done in quite a quick manner. They allow developers to come up with a prototype in almost an instant and test it, allowing ideas to be fine-tuned before full-scale development. This would lessen the risks involved with pricey changes later on and hasten the entire process of development.
Key skills to look for when hiring Unity 3D developers
It makes sense to judge the technical level and professionalism of his hire as a Unity 3D developer. Here are the crucially important skills to take into consideration:
1. Experience in C#
Programmers use C# primarily for scripting Unity 3D games. A skilled person in C# can more efficiently implement game mechanisms, specify certain functionalities according to the game, and make sure that all code is optimized as to performance.
2. Proficiency in 3D Modeling & Animation
Though Unity developers are in close collaboration with designers, knowing 3D modeling and animation tools like Blender or Maya helps them integrate visual stuff to the project much more effectively. They make sure the animations are smooth with nice visual effects.
3. Deep knowledge of game physics
Game physics is an important aspect of Unity 3D game development. The developer using Unity will be able to emulate more realistic movements, collisions, and acts with this physics engine. This would enable users to get the best experience while working on the system.
4. Problem-Solving & Debugging Skills
The Unity 3D developer should have excellent problem-solving skills because during the development process, he has to resolve so many debugging problems. He must be able to identify the most efficient solution regarding performance optimization and bug fixing for a superb user experience.
5. AR/VR Development Tools KNOWLEDGE
For AR/VR-based applications, you may involve developers with actual hands-on experience in ARKit, ARCore, Oculus, or HTC Vive. Their experience will assure you that your AR/VR application will be really interactive and responds very well on all the devices.
Where to Find Unity 3D Developers?
Know the best places to find good Unity 3D developers. Here are the best places and how to locate them.
1. Freelance Sites
There is a high pool of Unity freelance developers on sites such as Upwork, Freelancer, and Fiverr. Look at their profiles, read the reviews, and choose one by expertise and portfolio.
2. Companies Specializing in Unity Development
If you need a more extensive service, Unity development companies such as AIS Technolabs shall be available at your beck and call. They would provide you with an experienced team of Unity developers for your project. And they will execute your project on an end-to-end basis—from ideation to the final deployment process.
3. Job Boards & Professional Networks
Sites like LinkedIn, Indeed, and Glassdoor are very great places to search for developers who know Unity, and you can post a job or directly search candidates by relevant experience.
4. Unity Community Forums
Unity has a vibrant community created for developers to share work, ask questions, collaborate on projects, and much more. Your participation in Unity forums or corresponding forums on Reddit will definitely help you reach skilled developers enthusiastic about what they do.
Steps in Hiring the Ideal Unity 3D Developer
To hire a good Unity developer for your project, you should follow all the easy steps outlined below.
1. Define Your Project Scope 
Do your requirements for a project, which might include the kind of experience you want to create, whether it is a mobile game, VR simulation, or any other platform that you would like your application to be present on, as well as features that you want to include in it. It will help you to present your vision to all the developers you are contacting.
2. Evaluate the developer portfolios against the work done in the past.
Check if there are projects that resonate with your vision or ideas and need similar skills. These could be AR/VR development, real-time rendering, or multiplayer game mechanics.
3. Interviews
Interview the shortlisted candidates to assess their technical abilities and problem-solving skills. Questions about their experience with Unity tools, scripting, and performance optimization are a good idea.
4. First, a Small Project
But don't commit to a big project before you test them on a small task, prototype, or any other small project for which you could base your judgment of the skills of the developer, communication, and delivery quality.
5. Clear Expectations
Set clear timelines, milestones, and expectations right from the start point. Consistent communication is an important aspect to ensure that a project follows the set course and is in line with your goals.
Conclusion: Why Unity 3D Developers are Vital for Your Project's Success
It is mainly dependent on the Unity 3D developers hired that would be able to create high-quality interactive applications for the attraction of users. Areas can include game development, VR simulation, or even application development in AR; and for the latter, the Unity developers would give technical expertise to ensure its performance optimizations and immersion and experience with cross-platform compatibility.
Agencies like AIS Technolabs provide you with highly experienced Unity 3D developers who can respond to specific project requirements. You will be investing in the right Unity developer, which will ensure you unlock your application's full potential and lay a foundation for long-term success.
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button-man-herald · 1 year ago
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Dev Diary #2: Post-XP Gaming, Am I Recovered?
A little over a week since XP Gaming wrapped up, and I still have a cough! Remember friends, if you're gonna shake hands with hundreds of strangers in a tight space, maybe bring some hand sanitizer.
But it was a great time! Ron doubled his roles while we were gone, acting as both my boss and my guide around Toronto, as I had never been there before. A nice city overall, and really clean (despite what all these Canadians keep saying to me. I mean, the presence of trash does not in of itself qualify a city as "dirty"). My goodness, the municipal confidence of having subway seats made out of velvet?? When I was finally brave enough to sit, I was amazed to find they were not, in fact, laden with piss.
Streetcars were neat, parks were plentiful, and despite how mean-mugged a lot of the cyclists were, the cycling infrastructure was far better than I expected in a North American city. On my first day I took a bike share ride around the city for a few hours, saw a lot of pleasant neighborhoods full of pride. I also rode by St. Anne's Church in the aftermath of its destruction. As a proper tourist, I had no knowledge of the church and felt like I was intruding as a handful of locals gathered around the remains. I snapped a picture and rode off.
Ron fed me too much while I was there. I had grand ambitions of cooking meals for myself and running calorie-light, which were dashed upon the delicious rocks of internationally rated ramen, beef tendon, soup dumplings, BLTs, A&W, croissants, and chinese barbecue.
Ron also showed me the Eaton center, which is a big ass mall underground; Queen's Park, which we sat in for a few hours in the long wait to our hotel's availability; City Hall, which looks like either an Avengers HQ or a spaceship (or both), and he even showed me the spot where he met his lovely wife. Hey Ron, thanks for the tour man. You really took care of me, and found time for us to see the city and not only work.
But as for XP itself? MAN, did they pack a lot into that. Nearly 100 speakers across two days, giving talks about the most pertinent issues facing the industry today. There was a lot of discussion about leveraging your IP correctly; ensuring that you aren't leaving opportunities on the table in the form of multimedia such as comics, micro-games, novels etc. Players really enjoy getting immersed and living in your IP, so make sure they have the different forms of media to fulfill that!
There were talks about Gen-AI, the good and the bad, thankfully. I won't get into my opinions on it here, but I was happy that the conversation was more robust, thoughtful, and progressive than any we've been subjected to online. We got to see a bunch of games which are soon-to-be-announced, and I even got the chance to play a few alpha games that really blew me away. We are looking at a very exciting few years in the indie space, for sure.
Ron and I spoke with studio leads, designers, writers, and development coordinators, all of whom left the event with a copy of our comic. The enthusiasm for Button Man was invigorating for us, as we had some of those same folks finding us the second day in order ask us for more copies of the comic! After a handful of meetings and talks, we felt the event had really been worth it for a number of networking and exposure reasons, and hopefully soon we'll be able to share a little more of those specifics.
An unanticipated but welcome aspect of all this however, was the attitude. If you have even a passing interest in video games as an industry, you are aware of the layoffs. In many ways, the industry is in its worst state its been in years. While at the event, studio after studio announced its closure, unleashing another several hundred professionals into the job market. Despite dire nature of it all, the drying well of publisher funding, and the job insecurity in the industry, the many designers, writers, developers, and project managers who flooded those halls were filled with support, enthusiasm, and mutual aid.
For every grim announcement of another closure, there was a call-to-action for reemploying those who lost their jobs; workers helping workers find a place for themselves often before the ruins of their former studio had even finished collapsing. I was genuinely heartened and shed some of my natural cynicism in the face of so many people refusing to give up creatively, professionally, or as a collective. XP Gaming left us with a lot of hope. Games are going to be okay. Our games are going to be okay. Its going to be okay
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dotitioo · 1 year ago
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https://www.dotit.io/post/small-website-development-costs-in-canada
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felassan · 17 days ago
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Jason Schreier for Bloomberg reports: 'Inside the ‘Dragon Age’ Debacle That Gutted EA’s BioWare Studio'
The latest game in BioWare’s fantasy role-playing series went through ten years of development turmoil. The failure of Dragon Age: The Veilguard, released in October, led EA to gut BioWare
[note: article is below cut after these tweets]
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Jason Schreier: "NEW: What went wrong with Dragon Age: The Veilguard? Why was the writing so tonally inconsistent? Why did it feel so shallow? Why were there so few choices? Really, after ten years of turbulence, it was a miracle that anything came out at all. This is the story [link]:" [source]
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Jason Schreier: "The fatal flaw for Dragon Age: The Veilguard wasn't just that it pivoted from single-player to multiplayer and back again. It was that after the second pivot, the team was forced to keep going rather than hit the reset button and take the time to create a new plan." [source]
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Jason Schreier re: this old tweet from Casey Hudson: "Fun fact: when I first reported at Kotaku in 2018 that Dragon Age 4 was rebooted to become a live-service game, BioWare studio head Casey Hudson wrote this on Twitter. But it was not entirely truthful. In reality, the game was being designed around cooperative multiplayer, replayable missions, etc" [source] Casey Hudson's old tweet from 2018: "Reading lots of feedback regarding Dragon Age, and I think you'll be relieved to see what the team is working on. Story & character focused. Too early to talk details, but when we talk about "live" it just means designing a game for continued storytelling after the main story."
Rest of post/article under cut due to length.
(bold in the text below is mine for emphasis)
"In early November, on the eve of the crucial holiday shopping season, staffers at the video-game studio BioWare were feeling optimistic. After an excruciating development cycle, they had finally released their latest game, Dragon Age: The Veilguard, and the early reception was largely positive. The role-playing game was topping sales charts on Steam, and solid, if not spectacular, reviews were rolling in. But in the weeks that followed, the early buzz cooled as players delved deeper into the fantasy world, and some BioWare employees grew anxious. For months, everyone at the subsidiary of the video-game publisher Electronic Arts Inc. had been under intense pressure. The studio’s previous two games, Mass Effect: Andromeda and Anthem, had flopped, and there were rumors that if Dragon Age underperformed, BioWare might become another of EA’s many casualties. Not long after Christmas, the bad news surfaced. EA announced in January that the new Dragon Age had only reached 1.5 million players, missing the company’s expectations by 50%. The holiday performance of another recently released title, EA Sports FC 2025, was also subpar, compounding the problem."
"As a result of the struggling titles, EA Chief Executive Officer Andrew Wilson explained, the company would be significantly lowering its sales forecast for the fiscal year ahead. EA’s share price promptly plunged 18%. “Dragon Age had a high-quality launch and was well-reviewed by critics and those who played,” Wilson later said on an earnings call. “However, it did not resonate with a broad enough audience in this highly competitive market.” Days after the sales revision, EA laid off a chunk of BioWare’s staff at the studio’s headquarters in Edmonton, Canada, and permanently transferred many of the remaining workers to other divisions. For the storied, 30-year-old game maker, it was a stunning fall that left many fans wondering how things had gone so haywire — and what might come next for the stricken studio. According to interviews with nearly two dozen people who worked on Dragon Age: The Veilguard, there were several reasons behind its failure, including marketing misfires, poor word of mouth and a 10-year gap since the previous title. Above all, sources point to the rebooting of the product from a single-player game to a multiplayer one — and then back again — a switcheroo that muddled development and inflated the title’s budget, they say, ultimately setting the stage for EA’s potentially unrealistic sales expectations. A spokesperson for EA declined to comment."
"The union between BioWare and EA started off with lofty aspirations. In 2007, EA executives announced they were acquiring BioWare and another gaming studio in a deal worth $860 million. The goal was to diversify their slate of games, which was heavy in sports titles, like Madden NFL, and light in the kind of adventure and role-playing games that BioWare was known for. Initially, it looked like a smart move thanks to a string of big hits. In 2014, BioWare released Dragon Age: Inquisition, the third installment in a popular action series dropping players in a semi-open world full of magic, elves and fire-spewing dragons. The fantasy title went on to win the much-coveted Game of the Year Award and sell 12 million copies, according to its executive producer Mark Darrah — a major validation of EA’s diversification strategy. Before long, Darrah and Mike Laidlaw, the creative director, began kicking around ideas for the next Dragon Age installment — code name: Joplin — aiming for a game that would be smaller in scope. But before much could get done, BioWare shifted the studio’s focus to more pressing titles coming down the pike. In 2017, BioWare released Mass Effect: Andromeda, the fourth installment in a big-budget action series set in space. Unlike its critically successful predecessors, the game received mediocre reviews and was widely mocked by fans. A few months after the disappointing release, the head of BioWare stepped down and was soon replaced by Microsoft Inc.’s Casey Hudson, an alumni of BioWare’s early, formative years."
"Like much of the industry, EA executives were growing increasingly enamored of so-called live-service games, such as Destiny and Overwatch, in which players continue to engage with and spend money on a title for months or even years after its initial release. With EA aiming to make a splash in the fast-growing category, BioWare poured resources into Anthem, a live-service shooter game that checked all the right boxes. One day in October 2017, Laidlaw summoned his colleagues into a conference room and pulled out a few pricey bottles of whisky. The next Dragon Age sequel, he told the room, would also be pivoting to an online, live-service game — a decision from above that he disagreed with. He was resigning from the studio. The assembled staff stayed late through the night, drinking and reminiscing about the franchise they loved. “I wish that pivot had never occurred,” Darrah would later recount on YouTube. “EA said, ‘Make this a live service.’ We said, ‘We don’t know how to do that. We should basically start the project over.’” Former art director Matt Goldman replaced Laidlaw as creative director, and with a tiny team began pushing ahead on a new multiplayer version of Dragon Age — code name: Morrison — while everyone else helped to finish Anthem, which was struggling to coalesce. Goldman pushed for a “pulpy,” more lighthearted tone than previous entries, which suited an online game but was a drastic departure from the dark, dynamic stories that fans loved in the fantasy series."
"In February 2019, BioWare released Anthem. Reviews were scathing, calling the game tedious and convoluted. Fans were similarly displeased. On social media, players demanded to know why a studio renowned for beloved stories and characters had made an online shooter with a scattershot narrative. In the wake of BioWare’s second consecutive flop, the multiplayer version of Dragon Age continued to take shape. While the previous games in the franchise had featured tactical combat, this one would be all action. Instead of quests that players would only experience once, it would be full of missions that could be replayed repeatedly with friends and strangers. Important characters couldn’t die because they had to persist for multiple players across never-ending gameplay. As the game evolved over the next two years, the failure of Anthem hovered over the studio. Were they making the same mistakes? Some BioWare employees scoffed that they were simply building “Anthem with dragons.” Throughout 2020, the pandemic disrupted the game’s already fraught development. In December, Hudson, the head of the studio, and Darrah, the head of the franchise, resigned. Shortly thereafter, Gary McKay, BioWare’s new studio head, revealed yet another shift in strategy. Moving forward, the next Dragon Age would no longer be multiplayer."
"“We were thinking, ‘Does this make sense, does this play into our strengths, or is this going to be another challenge we have to face?’” McKay later told Bloomberg News. “No, we need to get back to what we’re really great at.” In theory, the reversion back to Dragon Age’s tried-and-true, single-player format should have been welcome news inside BioWare. But there was a catch. Typically, this kind of pivot would be coupled with a reset and a period of pre-production allowing the designers to formulate a new vision for the game. Instead, the team was asked to change the game’s fundamental structure and recast the entire story on the fly, according to people familiar with the new marching orders. They were given a year and a half to finish and told to aim for as wide a market as possible. This strict deadline became a recurring problem. The development team would make decisions believing that they had less than a year to release the game, which severely limited the stories they could tell and the world they could build. Then the title would inevitably be delayed a few months, at which point they’d be stuck with those old decisions with no chance to stop and reevaluate what was working. At the end of 2022, amid continually dizzying leadership changes, the studio started distributing an “alpha” build of Dragon Age to get feedback internally and from outside playtesters. According to people familiar with the process, the reactions were concerning. The game’s biggest problem, early players agreed, was a lack of satisfying choices and consequences. Previous BioWare titles had presented players with gut-wrenching decisions. Which allies to save? Which factions to spare? Which enemies to slay? Such dilemmas made fans feel like they were shaping the narrative — historically, a big draw for many BioWare games."
"But Dragon Age’s multiplayer roots limited such choices, according to people familiar with the development. BioWare delayed the game’s release again while the team shoehorned in a few major decisions, such as which of two cities to save from a dragon attack. But because most of the parameters were already well established, the designers struggled to pair the newly retrofitted choices for players with meaningful consequences downstream. In 2023, to help finish Dragon Age, BioWare brought in a second, internal team, which was working on the next Mass Effect game. For decades there’d been tension between the two well-established camps, known for their starkly divergent ways of doing things. BioWare developers like to joke that the Dragon Age crew was like a pirate ship, meandering and sometimes traveling off course but eventually reaching the port. In contrast, the Mass Effect group was called the USS Enterprise, after the Star Trek ship, because commands were issued straight down from the top and executed zealously. As the Mass Effect directors took control, they scoffed that the Dragon Age squad had been doing a shoddy job and began excluding their leaders from pivotal meetings, according to people familiar with the internal friction. Over time, the Mass Effect team went on to overhaul parts of the game and design a number of additional scenes, including a rich, emotional finale that players loved. But even changes that appeared to improve the game stoked the simmering rancor inside BioWare, infuriating Dragon Age leaders who had been told they didn’t have the budget for such big, ambitious swings."
"“It always seemed that, when the Mass Effect team made its demands in meetings with EA regarding the resources it needed, it got its way,” said David Gaider, a former lead writer on the Dragon Age franchise who left before development of the new game started. “But Dragon Age always had to fight against headwinds.” Early testers and Mass Effect leads complained about the game’s snarky tone — a style of video-game storytelling, once ascendant, that was quickly falling out of fashion in pop culture but had been part of Goldman’s vision for the multiplayer game. Worried that Dragon Age could face the same outcome as Forspoken — a recent title that had been hammered over its impertinent banter — BioWare leaders ordered a belated rewrite of the game’s dialogue to make it sound more serious. (In the end, the resulting tonal inconsistencies would only add to the game’s poor reception with fans.) A mass layoff at BioWare and a mandate to work overtime depleted morale while a voice actors strike limited the writers’ ability to revise the dialogue and create new scenes. An initial trailer made the next Dragon Age seem more like Fortnite than a dark fantasy role-playing game, triggering concerns that EA didn’t know how to market the game. When Dragon Age: The Veilguard finally premiered on Halloween 2024 after many internal delays, some staff members thought there was a lot to like, including the game’s new combat system. But players were less impressed, and sales sputtered."
"“The reactions of the fan base are mixed, to put it gently,” said Caitie, a popular Dragon Age YouTuber. “Some, like myself, adore it for various reasons. Others feel utterly betrayed by certain design choices.” Following the layoffs and staff reassignments at BioWare earlier in the year, a small team of a few dozen employees is now working on the next Mass Effect. After three high-profile failures in a row, questions linger about EA’s commitment to the studio. In May, the company relabeled its Edmonton headquarters from a BioWare office to a hub for all EA staff in the area. Historically, BioWare has never been the most important studio at EA, which generates more than $7 billion in annual revenue largely from its sports games and shooters. Depending on the timing of its launches, BioWare typically accounts for just 5% of EA’s annual bookings, according to estimates by Colin Sebastian, an analyst with Robert W. Baird & Co. Even so, there may be strategic reasons for EA to keep supporting BioWare. Single-player role-playing games are expensive to make but can lead to huge windfalls when successful, as demonstrated by recent hits like Cyberpunk 2077, Elden Ring and Baldur’s Gate 3. In order to grow, EA needs more than just sports franchises, said TD Cowen analyst Doug Creutz. Trying to fix its fantasy-focused studio may be easier than starting something new. “That said, if they shuttered the doors tomorrow I wouldn’t be totally surprised,” Creutz added. “It has been over a decade since they produced a hit.”"
Article by Jason Schreier. [source]
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worklooper96 · 2 years ago
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Begin an adventure unlike any other in the gaming world with the help of our unparalleled Game development services in Canada. WorkLooper's professionals design compelling, amazing games that are tailored to your specific concept. From conception to execution, we approach each project with creativity and perfection. Join us as we combine technology and creativity to improve your gaming experience.
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umanologicinc · 2 years ago
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Umano Logic is the leading Unity 3d game development company Edmonton, providing the affordable and best experience in unity 2d,3d & immersive technologies.
For more information: https://www.umanologic.ca/unity-3d-game-development/
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reasonsforhope · 13 days ago
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"Canadian scientists have developed a blood test and portable device that can determine the onset of sepsis faster and more accurately than existing methods.
Published today [May 27, 2025] in Nature Communications, the test is more than 90 per cent accurate at identifying those at high risk of developing sepsis and represents a major milestone in the way doctors will evaluate and treat sepsis.
“Sepsis accounts for roughly 20 per cent of all global deaths,” said lead author Dr. Claudia dos Santos, a critical care physician and scientist at St. Michael’s Hospital. “Our test could be a powerful game changer, allowing physicians to quickly identify and treat patients before they begin to rapidly deteriorate.”
Sepsis is the body’s extreme reaction to an infection, causing the immune system to start attacking one’s own organs and tissues. It can lead to organ failure and death if not treated quickly. Predicting sepsis is difficult: early symptoms are non-specific, and current tests can take up to 18 hours and require specialized labs. This delay before treatment increases the chance of death by nearly eight per cent per hour.
[Note: The up to 18 hour testing window for sepsis is a huge cause of sepsis-related mortality, because septic shock can kill in as little as 12 hours, long before the tests are even done.]
[Analytical] AI helps predict sepsis
Examining blood samples from more than 3,000 hospital patients with suspected sepsis, researchers from UBC and Sepset, a UBC spin-off biotechnology company, used machine learning to identify a six-gene expression signature “Sepset” that predicted sepsis nine times out of 10, and well before a formal diagnosis. With 248 additional blood samples using RT-PCR, (Reverse Transcription Polymerase Chain Reaction), a common hospital laboratory technique, the test was 94 per cent accurate in detecting early-stage sepsis in patients whose condition was about to worsen.
“This demonstrates the immense value of AI in analyzing extremely complex data to identify the important genes for predicting sepsis and writing an algorithm that predicts sepsis risk with high accuracy,” said co-author Dr. Bob Hancock, UBC professor of microbiology and immunology and CEO of Sepset.
Bringing the test to point of care
To bring the test closer to the bedside, the National Research Council of Canada (NRC) developed a portable device they called PowerBlade that uses a drop of blood and an automated sequence of steps to efficiently detect sepsis. Tested with 30 patients, the device was 92 per cent accurate in identifying patients at high risk of sepsis and 89 per cent accurate in ruling out those not at risk.
“PowerBlade delivered results in under three hours. Such a device can make treatment possible wherever a patient may be, including in the emergency room or remote health care units,” said Dr. Hancock.
“By combining cutting-edge microfluidic research with interdisciplinary collaboration across engineering, biology, and medicine, the Centre for Research and Applications in Fluidic Technologies (CRAFT) enables rapid, portable, and accessible testing solutions,” said co-author Dr. Teodor Veres, of the NRC’s Medical Devices Research Centre and CRAFT co-director. CRAFT, a joint venture between the University of Toronto, Unity Health Toronto and the NRC, accelerates the development of innovative devices that can bring high-quality diagnostics to the point of care.
Dr. Hancock’s team, including UBC research associate and co-author Dr. Evan Haney, has also started commercial development of the Sepset signature. “These tests detect the early warnings of sepsis, allowing physicians to act quickly to treat the patient, rather than waiting until the damage is done,” said Dr. Haney."
-via University of British Columbia, May 27, 2025
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intheupside · 2 months ago
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“I get to do what I love,” Crosby said. “The least I can do is treat people well along the way.”
really good sid article in the athletic today
Moments before overtime of Game 6 between Sidney Crosby’s Pittsburgh Penguins and Alex Ovechkin’s Washington Capitals in 2016, the Penguins all sat in the silent home locker room. No one moved. No one uttered a word..
Over the years, the Penguins had been mentally tougher than the Capitals, which explained why they owned their bitter rival in the biggest games. Now, the tables appeared to have turned and the Penguins were rattled. It was all silent in the Pittsburgh room, until only a few intermission minutes remained.
Then Crosby, the soft-spoken captain of the Penguins, stood up and addressed his team.
“Hey guys,” Crosby said. “We’re better than that f—ing team. This ends now.”
It took only 6 minutes, 32 seconds of overtime for Bonino to score the game-winner, ending the series and paving the way for Crosby and the Penguins to win their second of three championships. But Crosby’s message left a lasting impression.
“No one could believe it when he did it,” Cole said. “Bones scored the goal, but it was Sid. We needed to hear it. It was all Sid. That’s the kind of leader he is.”
Crosby has been the captain of Team Canada since 2014, and for almost half of his life, the 37-year-old Crosby has skated with the “C” stitched on his chest in Pittsburgh. Along the way, he has developed a reputation for leadership that is second to none. There is a family atmosphere and a charitable spirit within the Penguins organization that largely exists because of him.
Even this season, as Crosby’s Penguins miss the playoffs for a third straight season, his leadership attributes have never dimmed. The results and on-ice success may vary from year to year; Crosby does not.
What’s his secret? What makes him unique? What makes him a great leader?
Those who have shared a locker room with Crosby swear by him and talk about a set of common principles:
He treats everyone the same and insists that he’s treated like everyone else.
He makes everyone feel welcome and does so with personal touches.
His competitiveness rubs off on everyone else.
His work ethic and consistency inspire others to be better.
“There’s never been anyone like him, and there never will be,” said former Penguins general manager Jim Rutherford. “I’ve been around a while and I’ve met a lot of people. I’ve never met anyone like him.”
In 2014 the Penguins acquired Lee Stempniak and Marcel Goc at the trade deadline, and the pair was set to play in San Jose the following day. Goc and Stempniak were en route to the SAP Center in San Jose.
The rest of the Penguins had long since departed the arena in San Jose for the hotel to engage in the standard pre-game afternoon nap. Stempniak and Goc, however, were headed straight to the arena, so Crosby sat for hours in the Penguins locker room, waiting for the new players to arrive. He had already welcomed them to the team via text, but he prefers to add the personal touch.
“That’s what I noticed when the Penguins first traded for me,” said Ryan Pohling, who played one season for the Penguins before moving on to Philadelphia. “I get a text from Sid. And he’s chatting you up, making you feel so comfortable. And you’re like, ‘Sidney Crosby is talking to me.’ It just gets your attention because of who he is. But he just wants to make you feel welcome immediately. He’s different than anyone else.”
There is a long trail of evidence of Crosby making new guys feel welcome.
“It’s crazy,” said Rutger McGroarty, one of the youngest Penguins. “You’re barely in the NHL, and Sidney Crosby is chatting you up.”
But those personal touches extend to longtime teammates as well.
“If you’re having a bad day or having a problem, he’ll take care of you,” said Marc-Andre Fleury, his former teammate. “He’d talk in French to make me feel better.”
During the 2016 Stanley Cup run, Crosby frequently took the young players out to dinner, wanting them to feel comfortable in a new city.
Sometimes they’d be itching for a nap on the road. Too bad.
“We usually have these team lounges at hotels,” Rust said. “Trust me, he was always encouraging us to get down there. He wanted everybody there, but especially the younger guys. So you would go down to the lounge, and he’d be there waiting. Shoot the bull, play cards, whatever. I think he just wanted everyone hanging out together. It was important to him, and it still is. We’d have team dinners, stuff like that, and he’d always make sure the young guys attended. He went out of his way to make us feel comfortable during that time.”
That, Rust said, led to the Penguins’ back-to-back championships as much as their talent.
“It’s 100 percent a real thing, and Sid always understood that,” Rust said. “It can be the missing piece to the puzzle.”
Just because he wants to make people feel welcome doesn’t mean Crosby wants them to stay too relaxed. Not for long, anyway.
Crosby makes those around him better simply by challenging them.
“He doesn’t even mean to do it,” former teammate Mike Rupp said. “At least, I don’t think he does.”
In 2010, the Penguins were conducting their annual team testing at the beginning of training camp. Rupp, a 6-foot-5, 230-pound power forward and menacing physical presence, had earlier in the day thrown the medicine ball further than any of his teammates.
when Crosby walked up to him.
“So I heard you have the record for today?” Crosby said. “Not anymore.”
“So we started throwing the medicine ball back and forth after this,” Rupp said. “I throw it the first time, and it goes maybe 25 feet. Then he gets 26. Then I throw one 27. So then he throws one that goes 30 feet. I think we got up to 33 feet.”
“The point is,” Rupp said, “I had thought, at that time, that I had thrown it as far as I could. That I gave everything that I could. But I hadn’t. That’s how Sid brings you to another level.”
On or off the ice, Rupp had never seen anyone who could inspire greatness from those around him like that. The oldest of his former teammates agrees.
Matt Cullen was almost 40 when the Penguins won those championships in 2016 and 2017. Even he found himself looking up to Crosby.
“I think his drive to constantly improve his own game and his unmatched work ethic leaves teammates no choice but to follow,” Cullen explained.
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dylanais · 9 months ago
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oscpstri · 12 days ago
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the chase | antonelli
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antonelli x fem rbr driver!reader, 8,9k
kimi antonelli was always behind you— in the standings, in the starting grid, in your mirrors. everywhere you looked, the curly-headed mop was always there. but while you had a scowl on your face, he enjoyed every moment.
INCLUDES: soft rivals to lovers, SOFT RIVALRY OKAY, reader is a RED BULL driver, use of y/n, set in 2025 but definitely not an accurate timeline, profanity, kimi being a cutie, imagine seb and lewis type rs, this one is not as slow as the max one swear, inaccurate depictions of media day and the press conferences
NOTE: inspired by ONE WAY OR ANOTHER. i think this is my favorite idea out of all of the oneshots in this series. i hope i was able to do it justice. kimi is a cutie (and is talented as hell) and i claim him as my second pick of the rookie litter. congrats to kimi for canada podium! not proof read
( moments series | more KA12 )
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People are usually haunted by nightmares— scarring images that keep them up at night, their mind playing tricks on them. Some perceive these as spiders, drowning, losing a loved one. You, on the other hand, are haunted by a singular curly-headed, brown-eyed, Italian who so happened to go by the name of Kimi Antonelli.
You and Kimi weren't exactly Rosberg and Hamilton in terms of rivalry, more 'he pushed me, I pushed him back, he pushed me off the track'. The both of you would never go out of your way to deliberately throw each other off, but if it happened then you wouldn't exactly be apologetic about it either.
This rivalry had been going on ever since the both of you were teammates in Formula 2. While Kimi raced under the Mercedes Junior Programme, you raced under the Red Bull Junior Programme. This called for the development of two very talented, very fast, and very competitive drivers. You finished fifth in the standings and Kimi was right behind you in sixth. And that's how it always was— even until now.
The teams make their way out of the grid— signifying the countdown to your debut Formula 1 race. Your eyes flicker to your side mirror, spotting the annoyingly familiar Mercedes of your former teammate. You qualified P15— not the best start. Kimi, of course, qualified right behind you. He seemed to notice your gaze and stuck his hand out from the top of his halo, waving at you before locking his gaze back in front of him. You roll your eyes at this from under your helmet, only gripping your steering wheel tighter as the red lights start to bounce to life.
This was what you had always dreamed off. And before you knew it, it was lights out and away you did go.
As you cross your first corner, you spot a car coming from behind. You give space out of etiquette, then freeze when you notice car number 12 slip right in front of you. You weren't about to let him have this, not when you were always slightly better than Kimi in everything— qualifying, points, wins.
You were stuck behind Kimi for a few laps, but you were tailing him like your life depended on it. Kimi might have successfully overtaken you, but you weren't about to go down without a fight. You were practically taunting him through his mirrors, taking in every move he made as he bounced around the track defending you. And he enjoyed every moment of it.
Coming up to the chicane, you slightly take your foot off the throttle. Not enough to back off but enough to make Kimi think that you were. He takes the bait, defending the usual racing line. And that's when you put your skills to good use. You go late on the breaks, hugging that outer line as much as physics would allow it, and the car twitches. Kimi jolts in surprise, not expecting the risky move so early on in the game. But then he scoffs once— not in anger, but in recognition. He should've known you would do that— you always did.
You were already past— risky, bold, barely within track limits— but past. You glance at your mirror, noticing the Mercedes get smaller as you push your car to its fastest.
You were going to finish ahead of him again and you wouldn't have it any other way.
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Your car comes to a halt in parc fermé. P4 for a debut race wasn't bad, especially when Kimi Antonelli consistently haunted you for the whole two hours. As you jump out, you notice your former teammate moving towards you, helmet in hand and a boyish smirk on his face.
"Good first race," he greets, a shimmer of mischief in his eyes. "You beat me."
You look at him and quirk your eyebrow, expression deadpan. "I always do."
He breaks out into a larger grin before leaving towards the media pen. You shake your head at his antics, sighing unsurprised. You and Kimi were always like this— playful, rivals, next to each other. You were both polar opposites in terms of personality: Kimi was boyish, bouncy, always had a smile on his face. You were relaxed, quiet, masking no emotions. When the both of you were teammates in Formula 2, the media dubbed you as the 'modern day Seb and Kimi'— where he was Seb and you were the iceman himself.
Of course the beauty of Kimi Räikkönen was the fact that he only ever broke down his walls for Sebastian Vettel himself. And this dynamic was perfectly mirrored with you and your former teammate.
As you made it into the media pen, you are quickly directed to the long line of journalists and news reporters ahead. People asked about your feelings towards your debut race, the strategy you used to get to P4 from P15, almost kissing the podium, being the only female driver in Formula 1. All of which were questions you already knew the answers to, prompting you to reply with simple answers that satisfied the question but left them wanting more.
"What can you say about that divebomb move you did on Kimi in Turn 1? That was pretty risky, especially for your debut race."
You blink slowly, pursing your lips as you ponder on the question. "It was risky but calculated. You do what you have to do to be ahead."
The journalist nods at your answer. "Speaking of, are we going to be seeing more of the rivalry you and Kimi have? Or is that something we left back in F2?"
As the mic is pointed back to you, you shrug your shoulders. "I don't know. If he's still as good as he was in Formula 2 then we will."
And before the reporter could ask any more questions, you nod your head curtly and walk away.
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Another race week, another round of media obligations. If you weren't a rookie and scared to be sacked barely ten races in, you would probably have already called in sick today to avoid as much of it as possible.
You could appreciate the good questions— the ones about tire strategy, mentality going into the race weekend, initial feelings as you embark on your second ever F1 race. But you could not care less for the stupid ones— one time in F2, someone asked you what your teammate smelled like. You could assure them that you weren't going to be that close to Kimi for you to get a whiff of his perfume.
The Italian only giggled at the question, and when he was asked the same he simply shrugged and replied: "Like apples."
Your perfume was raspberry.
The sea of reporters were already sat down by the time you made it into the room. Your initial plan was to be as late as possible— less time, less questions asked. Of course, you didn't account for the fact that your manager would be banging on your door before your alarm even went off.
The only spot left was on the far-end of the couch next to Max— you weren't complaining. As you sat down, you place the microphone on your lap and the circus begins. You honestly zoned out for a while, the reporters going for Max and Lewis first until a question was brought to your attention.
"Kimi, we've seen since Formula 2 that you've always finished behind Y/N— does this frustrate or motivate you?"
You're brought back to the room at the mention of your name, eyes scanning for the reporter through the brim of your hat.
"Well..." You look to Kimi once he starts talking. The both of you share a look that causes you to smirk lightly and him to smile small. You lower your head at this, fidgeting with the wire that was connected to your microphone.
"It definitely motivates me," he starts, looking back towards the reporter. "I don't think I've ever been frustrated at this fact."
You look up once again, one eyebrow raised at your rival's answer. He looks back at you with a cheeky smile, the same one he always gives you after a question is thrown about the both of you.
Max and Lewis only looked back and forth between the opposite ends of the couch. They didn't really know what was happening, nor do they fully understand the dynamic, but they found it entertaining nonetheless. The reporters did the same, entranced in the child-like tension that comfortably fit in the middle of you and Kimi. They probably even forgot that two world champions were sitting right in the middle of the couch.
"We were in the same car in F2 but it was clear who handled it better," Kimi adds on, tone as if he was stating the obvious. "I mean... she finished ahead of me in the standings so who's surprised."
The sea of reporters chuckle at this, captivated by the rookie's charm. You swear you even heard Max mumble 'just like you and Seb' to Lewis as they both had grins on their face.
The same journalist picks up the microphone, stretching a hand towards you. "Y/N? Anything to add?"
You blink twice before bringing the microphone to your lips, a small smirk settling onto your face. The crowd seemed to hold their breath in anticipation of what you were going to say. Even Max and Lewis did the same.
"Kimi said it best," you start. "He's good, but I'm better."
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Fifth race of the season and Kimi was still hot on your tail. The cheeky banter that the two of you had was still prevalent at every media day. Kimi saying you were good at defending, you saying Kimi was good at attacking. It was a back and forth of snarky comments yet respectful compliments on the other's driving— something the media found absolutely entertaining.
You and Kimi almost crashed in Qualifying and the paddock buzzed with eagerness to see what would happen. While you stormed off towards Kimi's car to confront him, the Italian only looked at you with a smirk on his face. His eyes shimmered at your anger, finding the insults you were throwing him amusing.
You had managed to snag P8 on the starting grid, Kimi still behind you in P7. Which is why the both of you were chasing each other for most of the race. It's like the rest of the drivers didn't even matter, because the only person you were fighting was each other. If you led, Kimi would overtake you. If Kimi led, you would fight back.
It's lap 55 and the both of you were still playing tag in your cars. This game starts to irritate you, especially when you were so close to the end of the race. Kimi was in front of you. You almost kissed his rear wing a few times which caused a few angry radio messages from the man himself. He was defending like crazy, not giving you the space or time to do anything about the position you were in.
Until he slows down. Which catches you off-guard, until your eyes narrow. You knew exactly what game this guy was playing.
"Brilliant," you mutter under your breath, trying your best not to just push him off the track due to sheer annoyance.
You were now side by side the Mercedes of driver number 12, heading into the part of the track that is crucial towards who could take the lead between the two of you.
The both of you were going insanely slow, trying your hardest not to be the leading car when the both of you reach the DRS zone. You're getting radio messages from the team telling you to stop what you are doing to avoid a penalty. Toto was probably aging 5 years due to this stunt his rookie was pulling.
"Y/N, there's a car behind the both of you. I suggest you get on with it."
You hear the radio message loud and clear, but you didn't budge. The both of you were going 120 in a 200 zone, posing a great risk to the other drivers who were coming up behind you two.
"Fuck it." You push your foot on the pedal, now in front of Kimi. He reacts to your throttle and goes quick as well, only barely skimming your rear wing.
He was going fast, and you knew that you could play this to your advantage to get DRS. And you did exactly that. Because as soon as you could tell that Kimi had faster pace than you, you take your foot off the throttle and watch as he leads once the both of you reach the DRS zone.
"DRS available, Y/N. That was risky. Never do that ever again."
You smirk victorious at the radio message, immediately opening up your DRS and passing the Italian with ease.
"All in a day's work."
You go on to finish the race in P5, Kimi staggering behind you in P6.
The garage buzzes with post-race exhaustion. You’re perched on a fold-out chair, helmet off, hair a mess, wrists wrapped in cooling packs. Your race suit is unzipped halfway, the navy blue fireproofs clinging to your skin uncomfortably. Someone left a fan on nearby, but it’s doing little to cool the heat radiating off your back.
You close your eyes for a second. Just a second. Until—
"Didn’t think I’d see the great Y/N Y/L/N icing her wrists like a rookie," a familiar voice teases.
Your eyes crack open to find Kimi Antonelli leaning against the doorframe, still in full race gear. He hasn’t even unzipped his suit yet, cheeks flushed from the heat and eyes practically glowing with mischief. The blue Mercedes hat sat atop his head, doing little to calm down the curls he hid underneath.
You scoff, too tired to play along— though the smile tugging at your lips betrays you. "You were in front of me for a long time today. Nice job."
He grins. "Yeah, until you decided to pull that DRS crap."
You chuck a balled-up cooling wrap at him. He dodges it easily, like he’s used to you trying to hit him with things. "You started it."
"Had to win over you somehow." He shrugs, finally stepping inside. He squats in front of you like you’re the car he’s inspecting.
You blink at his wording. You hate that your chest tightens a little, a swell of butterflies threatening to spill in your stomach. His tone softens, eyes flickering briefly to your hands. "Seriously though. You okay?"
You narrow your eyes at him. For a moment, he’s not teasing. Not pulling the rival crap you both have always stuck to since you were in Prema. You shrug. "Just sore. I've had worse."
He stays crouched a beat longer before standing, stretching his arms above his head with a dramatic groan. "Well, sore or not, we’ve got rookie PR in ten. Don’t forget to act like you hate me."
You roll your eyes. "I don’t have to act. You’re exhausting."
Kimi winks. “And yet, you keep chasing me.”
You scoff again but can’t help the grin that slips. "Need I remind you that you're always behind me?"
He shakes his head at your words, turning on his heel. You grab your hat and fall into step beside him as you both head toward the paddock media tent.
"Next time I slow down for DRS, you're going to have to thank me for the free position."
You roll your eyes at his words, adjusting the hat on your head. "I still despise you, Antonelli."
"I know. You've said that since last year."
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It was media day yet again and the press conference that came with it was routine— one of those long, slightly tedious panels where all the drivers are lined up behind nameplates, small mic stands individually distributed while trying not to say anything too controversial.
But of course, you and Kimi couldn’t help yourselves.
The sweet interaction you both had behind closed doors last week was long forgotten as the new week rolls around. A fresh set of snarky comments and huffed comebacks rally between the both of you, not caring about the situation you were currently in.
You’re seated two spots apart, with Ollie between you. He looks increasingly alarmed with every back-and-forth exchange. Isack, seated on Kimi’s other side, is trying to hide his laugh behind his water bottle.
"Y/N, what did you think of Kimi’s defensive driving last weekend?" one reporter asks, already smiling like she knows exactly what answer she’s going to get.
You raise an eyebrow, your tone dry. "Defensive driving? More like dangerous driving. He almost brake-checked me into next week."
Kimi huffs dramatically, leaning over in front of Ollie. "Maybe if you weren’t so glued to my rear wing all the time, you wouldn’t have to worry about it."
You blink, then tilt your head. "That's why I'm normally in front of you. You're too slow"
There’s a beat of silence then several muffled laughs. Someone lets out an audible, “God.”
Ollie glances at the moderator helplessly. "Are we allowed to separate them?"
The moderator tries to push forward, but the tension on your side of the panel is unmistakable— sharp enough to cut through the usual PR fluff.
And then, finally, someone asks it.
"Y/N. Kimi. With all this... whatever this is— are you two actually rivals, or is there something more going on here?"
The question lands with a heavy pause. Everyone stares. Charles almost chokes on his water. Lando turns to Oscar like did they just say that?
Your hand tightens slightly around the mic. You glance at Kimi, who’s already grinning like the devil. He raises one eyebrow.
"Well?" he prompts, clearly enjoying the chaos. "Are we rivals?"
You stare at him for a beat. Then smirk, voice monotonous. "We’re not friends, if that’s what you’re asking."
Kimi nods, all mock-serious. "Yeah. She just likes yelling at me, and I like overtaking her."
You roll your eyes at his comments.
Someone in the room coughs out a laugh. The moderator tries, and fails, to move on.
Max mutters something to Charles, who’s very obviously trying not to burst into laughter. Lewis just leans back, watching the two of you like you’re the most entertaining part of his day.
And that’s how the moment ends— no answer, no clarification. Just you and Kimi sitting in your chairs, pretending nothing happened, as if you didn’t just throw the entire room into confused, romantic-tension-filled chaos.
The press conference rolls on, awkward laughter still lingering from the last question. The moderator tries to redirect— asks a question about tire strategy for the upcoming street circuit. Kimi answers smoothly, then it’s passed to you.
“Y/N, are you confident in your tire management heading into the race weekend?”
You nod, keeping your tone cool. "Confident enough to keep my car ahead of Kimi’s... again."
Kimi lets out the most dramatic sigh. "You say that like you don’t spend every lap checking your mirrors for me."
You don’t even look at him this time. "What can I say? You’re hard to ignore when you're that close and that annoying."
Ollie audibly groans. "Oh my god, will one of you just say it?"
Everyone turns to look at him. He throws his hands in the air. "You’re not rivals. You're flirting. This is so much worse than I thought."
Lewis nods from two seats down beside him, arms crossed. "I’ve raced against Seb and Mark. This is different. This is… soft."
Fernando deadpans, "Yeah. Seb never smiled like that when Mark shoved him off the track."
Lando leans forward, mic dangerously close to his mouth. "Just blink twice if you're in denial."
Kimi only shrugs, smile tugging at his lips. "I don’t deny anything. She’s the one who keeps pretending I’m not her favorite opponent."
You roll your eyes, but you’re biting back a smile. "Opponent is the key word there, Antonelli."
George speaks up from the far end, sounding thoroughly done.
"No, see, this is what we’re talking about. That? That tone? That’s not ‘opponent’ talk, that’s ‘I-know-his-star-sign-and-how-he-takes-his-coffee’ talk.”
The room erupts in laughter. Teasing the youngest in the grid proved to be entertaining. Even the moderator gives up, leaning back with a sigh as the press completely loses control.
One reporter manages to recover enough to ask: "So… any final clarification? Rivalry or—?"
You and Kimi answer at the exact same time.
"Rivals."
"Something more."
Everyone gasps like they’re in a high school cafeteria.
You blink, slowly turning your head toward him. Kimi just flashes you that boyish, smug smile.
"What?" he says innocently. "You said it yourself— I’m hard to ignore."
The press conference ends with the moderator’s desperate attempt to bring order and the sound of thirty cameras still clicking. You and Kimi stand from your spot behind the table, still pretending everything’s normal even though you basically declared war and something else entirely on live TV.
You're barely five steps into the hallway behind the media room when a hand tugs on your sleeve.
"Okay. Stop. You. You’re not going anywhere."
It’s Lando, planted dead center in the corridor like a traffic cone in papaya. "You two need to talk. Or confess. Or kiss. Or crash. Honestly, I don’t care anymore, but this 'are-they-or-aren’t-they' is draining. Entertaining! But come on, man."
Oscar appears right behind him, arms folded. "Yeah. I’d say 'get a room' but apparently you’ve got like… a whole media room watching instead."
George leans against the wall, ever the instigator. "This is honestly more tense than when Lewis threw that hat at Nico."
Kimi just blinks at them. "You’re all very dramatic."
You deadpan. "You literally fake-yawned during my answer so I’d look at you."
Max walks by eating something from catering. "You’re both unhinged. If I have to hear "I’m always ahead of him" and 'I'm better than her' one more time, I’m crashing you both out myself."
Lewis appears like a wise dad who’s so done. "Look. I love a good rivalry. Keeps things interesting. But this— this is a rom-com in race suits. Either admit you like each other or we’re making a group chat intervention."
Liam gives you a pointed look. "Don’t even try to act cool. I’ve seen you soft-launch him on your story."
Your eyes widen. "That was his helmet."
"Exactly."
The hallway fills with groans and mock outrage as Kimi chuckles beside you, fully basking in the chaos. You glance up at him, exasperated, but the grin on his face is all boyish charm and zero apology.
He leans just a little closer, voice low. "Told you we’re not subtle anymore."
You shake your head, muttering, "You’re insufferable."
He winks. "But you like it."
And yeah— maybe you do.
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Race day and you're already on edge.
Maybe it's the press conference shenanigans. Maybe it's Kimi's stupid, smug, post-conference hallway wink. Or maybe it's the fact that everyone on the grid suddenly decided to become certified couples therapists.
Whatever it is, you helmet feels tighter, the air feels heavier, and you could hear your heart beating in your chest.
"Y/N, radio check. How are we feeling?"
You don't respond immediately, just adjusting your grip on your steering wheel. Kimi's car is beside you on the grid, just one position below you. He was waving at an engineer, bouncy as ever, and you don't know if you want to kiss him or crash him.
Before you knew it, the five red lights go out and you slam your foot on the pedal.
You get a clean launch but Kimi had a faster reaction. The two of you are alongside each other into Turn 1 and you already hated it. You squeeze tighter on the inside, taking a sharper line. He pulls back ahead by Turn 3 and you continue to chase.
Every time he turns, you follow. You're not racing the others anymore— you're locked into car number 12 like it's personal. Like the entire race is just you and him.
Eventually you get past him as he zooms into the pit lane. But that doesn't stop the knot to form in your chest.
Your grip on the steering wheel tightens with every turn. The car hums like it always does but your brain is somewhere else entirely. Somewhere behind you. Somewhere in a black and blue car.
"Antonelli is 0.4 behind you."
You could practically feel him through your mirrors, like a phantom chasing your tail. He had been right there for five laps— patiently waiting for the perfect moment to strike. And you hate that a part of you has started to drive more for him than for the points.
Something had shifted. It wasn't just racing anymore, wasn't just banter and cheeky smirks and toeing the line. He looked and talked to you in the press conference like you were the only one in the room— he always does. And now it's messing with you.
You're faster, better— you know this. But your head's too loud. Your heart even louder.
You brake too late into Turn 9. The rear of your Red Bull twitches and your instinct kicks in. You overcorrect, unsettled by the snap, but the grip vanishes from your rear tires.
You spin.
It's no catastrophic, but it's dramatic. Smoke kicks up as your car hurtles into the wall, sending bits of debris scattered all over the track. You weren't hurt, but you weren't moving either. The engine stalls.
You sit still, breathing hard. Helmet still on, grip like a death lock on the wheel.
"Are you okay?"
You don't bother to reply, just slumped in your seat. Stupid emotions buzzing around in your head like it would explode. You see the marshals wave the red flag and you see the Mercedes you were running from slow down as it passes you. Slow enough that you could tell he was looking. Slow enough that you knew he was debating on jumping out.
You swallow and flick the switches, trying your best to get the engine to fire back. It doesn't.
"Yeah," you finally reply. "Just— yeah."
Your engineer tells you to kill the car. Your brain tells you to scream.
You make your way out of your car, and the world feels a little too loud.
You quickly take your race suit off as you whiz past the pit lane, not even bothering to stay for the entire race. You throw your hat on, wanting to get away from the paddock. Away from the cameras and the pitying eyes.
But Red Bull is Red Bull. There's no hiding in the world champion's garage, not with the interns side-eyeing you and the engineers pretending not to notice the tension bleeding off you like smoke.
You slump down into one of the chairs. Your arms are crossed, foot bouncing, eyes locked onto nothing. Every time you blink you see the moment again— the oversteer, the snap, the runoff, his car.
You were not okay.
And apparently your teammate could tell.
You didn't even notice that you had been glued to the exact same spot for a long time until you catch Max slide into the chair in front of you. The race had ended.
"Want to tell me what that was?"
You blink at him, jaw tight. "Was a mistake. I messed up."
"Well, yeah," he deadpans, adjusting his hat. "But that's not what I meant."
You don't respond. Already not liking where this was heading.
"You and Kimi." He leans forward, lowering his voice. "What's going on?"
You scowl, slumping even more into your seat as if that would hide you from Max Verstappen's stormy-eyed gaze. "Nothing's going on."
"Right. That press conference on Thursday would say otherwise."
You scoff. "Whatever happened in that press conference was utter bullshit and you know that."
"Do I?" Max raises an eyebrow, leaning back into his seat. "Because the way he looked at your replay after the race..."
You snap to look at him, cursing yourself internally for being too eager to know. Max notices this and sighs, "He didn't leave until he saw you get out. George told me he would've gotten out if Toto didn't yell at him not to."
You look back to your spot on the floor, unable to reply.
"He almost swerved too. Dropped down to P11."
Silence hangs between you. A million thoughts raced through your mind and your heart felt like it was going to fall out of your chest.
"You think I threw away points for a boy?" You finally build the courage to look at him.
Max just shrugs, "I think you forgot you were racing everyone else."
You exhale shakily and thank the heavens that Max doesn't push. He just stands up and gives your shoulder a pat. "Sort your head out, Y/N. You're better than this."
As he walks away, you catch sight of the familiar sight of curls and blue lingering near the entrance of the hospitality.
And you decide right then and there that you were going to do this for yourself. No more distractions.
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Kimi Antonelli has always been good at bouncing back. Always smiling, able to shake things off, easy to just be.
But lately? Not so much.
You've been quiet. Not cold— but distant. Professional, like he was just another driver on the grid now and not the one you used to glare at from across the room with a sly smirk. You still greet each other but only because you have to. You haven't looked at him longer than two seconds since your crash three weeks ago. And Kimi? He's losing his mind over it.
But it's not like he doesn't know why.
You spiraled after that crash, everyone could tell. He saw it in the way you avoided any form of media, in the way you hid from the paddock, in the way Max helped in pulling you aside, in the way you sat at the next press conference like you were building a brick wall between you and everything else— especially him.
And what did that get Kimi? Messing up.
He locks up into Turn 3 during Q2, tires screeching. He almost scraps the car, giving Toto the time of his life behind the monitors. He even misses the apex in Q3— not once, but twice.
"P15, Kimi," his engineer radios, voice tight. "You okay?"
Kimi stays silent for a beat before finally replying, "Yeah."
He jumps out of the car with a blank expression. He pulls off his gloves with more force than necessary and walks right past the media pen without saying a word. Their PR managers try to call him back, but he doesn't stop, doesn't even look back.
You were the complete opposite.
You pass by on your cool-down lap, securing P4. He watches your car cruise down the pit lane from the garage and the worst part? You don't even glance his way.
Kimi finally feels it. The horrible ache in his chest that maybe this rivalry doesn't feel like a rivalry anymore— just an ending he didn't ask for.
Kimi is finally forced into the media pen for some last-minute interviews. He answers bluntly, no emotion behind his voice as he stares into the void behind the camera. Some interviewers even started to get irritated with the lack of answers, but before they could probe any more, Kimi walks away from the crowd and heads back to the hospitality.
You saw it all. The way his eyes held no spark behind him, the way his voice continued to be flat whenever he talked. You saw the articles and the videos of people trying to piece things together. The timeline from your crash three weeks ago to Kimi's horrendous qualifying session.
You had just seen a clip of Kimi's interview and something in your chest aches— sharp and undeniable.
"Alright, what's going on?"
You flinch slightly at the voice. Max stands a few feet away, arms crossed, expression unreadable. He wasn't angry— but he wasn't casual either.
You quickly pull your headphones off, discreetly turning off your phone and facing the screen down. "Nothing. I'm fine."
Max quirks an eyebrow. "That's not what your face says."
You roll your eyes at his probing. "Seriously, Max. I'm just tired."
He doesn't move. Still watching. Still knowing.
"You've been off for weeks," he says finally. "You barely talk anymore and you look like you're fighting ghosts every time you're in the car."
You look down at your hands, twiddling your thumbs.
"It's not a big deal," you murmur. "Just... dumb stuff."
He scoffs slightly. "If it was dumb, it wouldn't be getting to you this bad."
You don't respond. You know he's got you
Max walks over and takes the seat across from you, leaning forward, elbows on his knees. "It's about Kimi, isn't it?"
You hesitate but your silence said enough.
"I saw the interview," he adds, voice quieter. "Kid's a wreck."
Your lips twitch into something bitter. "He should be."
Max frowns at that. "So what happened?"
You take a deep breath, leaning back into your seat. "I told myself that if I cut him out, I'd drive better. That he was a distraction."
He nods slowly. "And?"
"I almost crashed last weekend."
He sighs, confirming everything he's already pieced together.
"He's still distracting me. Even when I ignore him."
Max leans back in his seat, thinking. "Listen, I’m not gonna play therapist. But it doesn’t go away by pretending it’s not there. And it’s not weak to care about people. Even... annoying curly-haired Italians."
You huff out a quiet laugh despite yourself. "He’s so annoying."
Max smirks. "He likes you."
Your head snaps toward him. "What—"
"He likes you," he repeats. "Like... likes you. The whole paddock sees it."
You stay quiet for a second too long.
"And George told me."
Your eyebrows furrow at this information. "Since when do you talk casual to George?"
Max puts his hands up in mock surrender. "Hey, he's not great but I'll do anything for you. You're like my little sister."
You smile at this, grateful for the support your teammate had.
Max tilts his head. “So... do you like him?”
Your fingers twist in your hoodie sleeve. "I don’t know what I feel when he’s around. But when he’s not... everything feels worse."
Max nods once, like that’s enough.
"Then maybe don’t fight it so hard," he says, standing. "Racing’s hard enough. Don’t make it harder by pretending you don’t care."
You watch as he starts to walk away, and just before he disappears out the door, he calls over his shoulder:
"Oh— and if he hurts you, I’ll punt him into next week."
You grin. "Thanks, Max."
He just raises a hand in acknowledgment, walking out the door like he just saved your life.
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Despite Max's advice, you couldn't find the courage to talk to Kimi about it. So for a month, you both ignored each other like the plague and your races just went south from there.
You both would barely qualify in Q3 anymore and you wouldn't be able to make it out of a race without clipping the wall. Kimi was just as bad, getting into bad crashes every other week.
It was horrible. But the two of you didn't do anything about it.
Now it was race day, lap 43, and despite the distance created between you two for the past weeks, that didn't mean he still wasn't behind you through every corner.
Your Red Bull is barely in front. Kimi's Mercedes eats at your slipstream like its oxygen— still constantly in your mirrors, constantly on your nerves.
You tried to focus, but he was always there. And unless you decided to push him off, there was nothing you could do.
He lunges into Turn 7 and you don't give way. Your cars go wheel-to-wheel, leaving no room for each other within the track. Kimi tries to edge ahead on the outside. You squeeze him in retaliation, not enough to send him off but enough to send a message.
But he doesn't back off. He jerks the car forward with one final push and all hell breaks loose. Your front wing clips his rear and you swear you can hear the groans of both Christian and Toto all the way from the pit wall.
The contact is light but enough to shatter your wing and blow his tire. Both cars spin in tandem like a devil's tango, red and blue tangled in smoke and weeks of unspoken words. The crowd screams, marshals scramble, radios go haywire.
Everything is chaos. Everything except the burning in your chest.
You slam your fists on your steering wheel as your car comes to a halt on the gravel.
"Y/N, you okay?"
You don't reply. Instead, your eyes drift to the rundown Mercedes beside you. You see Kimi unbuckle his belt and take his helmet and balaclava off. He stood next to his car, posture stiff, eyes locked on your car.
You rip your helmet off and glare at him through the smoke and dust. And for the first time ever, there's no playfulness in the way you look at each other.
Just fury and heartbreak.
You say nothing. He says nothing. The marshals move in, but it's too late— the silence between the two of you has said it all.
You walk into the hospitality suite still in your race suit, helmet under your arm, jaw clenched so tight it hurts.
The room goes silent. No one knows what to say.
Your crash replay is already looping on the TV— Red Bull and Mercedes in slow-mo carnage. And not the cars the media expected either. The wing clipping, the tire bursting, the spin— you staring at Kimi like you’ve never known him at all.
Max is already there. So is your race engineer, Christian, your performance coach. The air is thick.
Max looks up, stress just as prominent on his face. "What the hell was that?"
You freeze, one foot still halfway in the doorway.
"You want the PR-friendly version or the one where I say I finally lost it?" you bite.
"You're not helping your case either way," he says calmly, but not coldly. Max is firm— older, sharper, not your rival but someone who’s been through every form of paddock chaos. "Look, I get it. You two have history. But this? This was emotional. Not smart."
Your fists clench around your helmet.
"It wasn’t just emotional. He pushed, I pushed back."
"That’s not racing. That’s a vendetta."
Your jaw ticks.
Your engineer tries to pivot. "We’ll review telemetry, see where we can defend the move if the stewards come calling."
But the conversation feels background now. Your eyes flick up to the TV again— frame paused on Kimi staring at your car in the runoff. Helmet on, shoulders tight, and no approach. No apology— just space.
Too much of it.
Meanwhile, Kimi’s being led into a side room. He's still in his race suit, lips pressed in a thin, unreadable line. Toto’s already giving him a look that’s somewhere between concern and disappointment.
"You need to tell me that wasn’t personal."
"It wasn’t."
"Then explain the body language." Toto nods toward the replay. “She looks at you like she wants to kill you. And you just stand there.”
Kimi’s hands curl into fists.
"I didn’t go for a dive bomb. I stayed on the racing line."
"And she didn’t back out either."
He doesn’t answer.
Toto sighs. "You two want to destroy each other, fine. But don’t destroy the cars too. We can’t afford that kind of emotional chaos on track again."
Kimi just stares down at the floor, jaw tense. Because he knows— this isn't just about today’s race.
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Media day rolls around once again. The room is packed— cameras, reporters, too many eyes.
You’re seated on the far end of the lineup. Kimi is three chairs away. That’s by design— someone in PR clearly didn’t want another headline.
But even with two drivers between you, the tension is unmistakable.
Max is next to you. Lando’s between you and Kimi. George looks like he’s bracing for impact.
A reporter clears their throat. "Y/N, let’s start with you. There’s been a lot of talk about the collision last weekend. Do you still stand by your actions on track?"
You blink once. Then twice. You lift the mic, voice perfectly neutral.
"I stand by the fact that I raced. The telemetry shows that much."
Kimi doesn’t look at you. You don’t look at him either.
The reporter nods, but presses, "Do you regret the result?"
You hesitate. A beat too long. Max subtly shifts in his seat like he’s ready to shut it down for you.
Finally, you say, "I regret that it ended the way it did. Not that it happened."
The next question is for Kimi. "Kimi, same topic. Anything to say about your part in the incident?"
Kimi grips the mic.
"I raced her the way she raced me," he says simply. "I didn’t intend for it to end in a crash."
"But it did," the reporter counters. "And some fans are saying this has gone from playful rivalry to something... dangerous."
Silence. Another reporter cuts in, sensing blood.
"Which brings up the bigger question— are you two actually rivals? Or is there something else going on here?"
You finally glance at Kimi. He glances back. It's not playful now, not teasing. It’s tired, frustrated, wounded.
You speak first.
"Do you think this way because I'm a female?" you start, voice monotonous. "Carlos and Oscar crashed last week but I don't see anyone else questioning if they fuck behind closed doors."
Kimi says nothing. Carlos raises his brows. Oscar shifts like he wants to disappear. Max? Max exhales through his nose like he’s had enough.
Then Kimi, after a moment, says, "We were teammates once. That’s all."
You nod. "And now we’re not."
Another mic is raised but Max leans forward into his own and calmly says, "Can we move on, please?"
Media day goes by faster than you had anticipated. All thanks to Max being the best older brother figure and flicking off the questions that didn't matter. The night was slowly coming, the sunset casting the sky orange and you were still in an empty hallway with your backpack slung over your shoulder.
You hear the footsteps before you see him. The sound of boots on the concrete echoing through the hallway. You don’t need to look up to know it’s him. You just close your eyes and sigh.
"Kimi, don’t—"
"I’m not here to fight,” he says, voice quiet. Almost uncertain.
You finally glance over. He’s not in his race suit anymore— just a plain black team hoodie, hair still damp from the post-race shower. He looks young. Tired. Like this whole thing’s been eating at him too.
You scoff, eyes looking away. "You’re always here. That’s the problem."
Silence.
"I thought that’s what you wanted."
You blink, caught off guard.
"I gave you space," Kimi says, stepping closer, hands in his pockets. "Because every time I got close, you flinched. Or ran. Or crashed into me." A weak laugh, but it dies quickly.
"So I stopped chasing."
That word. Chasing. He looks down, then back up. His eyes meet yours— tired but steady.
"But I never stopped wanting to."
Your breath catches.
"I’ve always been behind you, Y/N," he says, voice softer now. "On the track. Off the track. I chased because I liked being near you. I liked the way you drove, how you looked at me when you overtook me like you planned it since Thursday." He pauses.
"I like you. That didn’t change. I just... backed off because I thought it was better for you."
You blink rapidly, heart pounding. The silence between you stretches wide and raw. He doesn’t step closer, doesn’t touch you. Just lets it hang there in the air— waiting.
You finally whisper, "So what now?"
He shrugs, but his voice cracks just slightly. "I don’t know. But I’m still here."
You meet his gaze, and this time you don’t flinch. You look at him, eyes soft but unreadable. The words stick in your throat, burning like adrenaline at lights out.
He steps back slightly— not away, just enough to show he’s leaving the choice to you.
And you do something you don’t expect.
You take one step forward. Let your fingers graze the strap of your bag. And you say, just above a whisper—
"Then don’t stop."
You walk past him slowly, your shoulder brushing his. You don’t turn around. You don’t have to.
Because he’s already smiling.
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You were slowly getting back to your regularly scheduled programming. You noticed it when Kimi stood closer to you during today's driver parade and when the both of you exchanged glances in parc fermé after qualifying P1 and P2 yesterday.
You were sure the others noticed it too. The tension was warmer, banter almost coming back full force.
Lap 68 of 70. The tension is high, your focus even higher. Your Red Bull dances through the corners, tires screaming, engine humming—you're in P1, with Kimi right on your rear wing.
It’s poetic, almost. The two of you again. No one else in sight, just the ghost of your shared past trailing behind you.
Your race engineer’s voice crackles through the radio. "Two laps to go. Kimi’s got DRS. Don’t do anything stupid."
You don’t reply. You don’t need to. This wasn’t about stupid moves anymore. It wasn’t about payback or proving anything.
Kimi moves up on your inside into the braking zone of Turn 6. You see him in your mirrors— calculated, clean. He isn’t divebombing, isn’t pushing you wide like the both of you used to. He’s asking. Testing.
You defend the corner— not aggressively, but fairly. A line drawn in respect, not in battle. He backs off, just a touch, but he’s still there. You both know he’ll try again. Maybe on the next straight.
Lap 69. You feel him edge closer, the Mercedes getting tow after tow. This time, he takes the outside. You could shove him wide, close the door, cut the apex like you always used to.
But you don’t. You give him space.
You brake early enough to let him choose the line. You even adjust your throttle just slightly— not enough to throw the race, but enough to say I trust you to take it from here.
He does. He slips past, clean as ever. For once, it doesn’t sting.
You chase him for the rest of the lap— not because you’re angry or trying to steal the lead again. But because that’s how it’s always been. You and Kimi. Push and pull. First and second. Side by side, even when you're not.
Final corner. You’re right on his gearbox, but you don’t make the move. Because he earned this one. And because you’ll get him back next time.
Across the finish line: Kimi P1, you P2.
The checkered flag waves in a blur of black and white as you cross the finish line, just seconds behind the silver Mercedes in front of you.
But it wasn’t just the result that had your heart pounding— no, it was him. It was Kimi.
You’d fought each other hard. Clean lines, aggressive braking, zero hesitation. But not a single corner was dirty. Not a single move crossed the line. It was the first time in a long while where it didn’t feel like war. It felt like racing.
You let out a breath you hadn’t realized you’d been holding as you pull into parc fermé, the crowd roaring in the background. The adrenaline hums in your veins as you unclip your belts, helmet still on as you jump out of the car.
And there he is. Standing beside his car, helmet already off, curly hair flattened against his head, cheeks flushed from the heat. Kimi turns when he hears your footsteps, and for a second, neither of you says anything.
Then he smiles. Not the smug one. Not the teasing one. Just… soft. Honest.
You walk up to him and hold your helmet against your hip. "Nice win," you say quietly.
He looks at you like he’s trying to memorize this moment. "Nice race," he replies. "You pushed me."
You smirk faintly. "I always do."
A beat of silence. The air shifts. He opens his mouth, maybe to say more, but the media start swarming. Max claps you on the back. Charles yells something from the pit wall. Someone hands you water.
But Kimi’s still looking at you.
Before he disappears into the chaos, he leans in just slightly—barely audible over the noise. "I missed that. You and me. Like this."
Your chest tightens, but your eyes soften. "Me too."
Max stays standing next to you, a brotherly smile on his face. "You did well, kid."
You smile back. "Thanks, Max."
"And I'm glad you're both good now."
Your eyes slightly go wide at the mention of the Italian, ears turning red. Max notices this and smirks, "No PDA in the garages. And you better not tell him our strategies."
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The podium celebrations are over. Your race suit’s half unzipped, champagne still drying on your skin as you walk down the paddock lane toward the team hospitality. Your boots echo against the pavement, the crowd a dull buzz behind you.
Beside you, Kimi walks with his hands holding his helmet. There’s a comfortable silence between you now— no jabs, no standoff tension. Just the lingering heat of a good fight and the electric charge of something that still hasn’t quite been said.
You side-eye him, the corner of your mouth lifting.
"So?" you ask, bumping his shoulder lightly with yours. "You finally happy you finished in front of me?"
Kimi glances over, slow and smug in the way only he can pull off. "Nah."
You raise an eyebrow, turning slightly to face him. "No?"
He lets out a breath that’s halfway between a laugh and a sigh, eyes forward now as you both keep walking. "I’m only getting started."
Your step falters just slightly— just enough for him to notice. He grins, because of course he does.
You roll your eyes, but you can’t hide the way your lips tug upward. "Cocky."
"Confident," he corrects, flicking his gaze toward you. "You’d know something about that."
You hum under your breath, trying not to let the warmth spread to your cheeks. "Guess we’ll see what happens next race."
Kimi slows just a little so he’s behind you for a step or two. “I’ll be right there," he says. "Chasing you."
You don’t say anything, not yet— but your smirk grows just a little wider. You go up to him and plant a kiss on his cheek, running off with a giggle towards your hospitality, leaving him dumbfounded and red in the middle of the paddock.
You're happy. Because for the first time in a while, you want him to.
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Lap 71 of 72. The desert track shimmers in the heat, and the Red Bull at the front of the train is holding her own. You.
And he’s behind you again. Kimi Antonelli. The same boy who used to haunt your mirrors, your dreams, your everything.
The same boy you once fought like hell. The same boy you gave space to. The same boy you once let win.
But not today.
Your tires are worn, your fuel light’s flashing, and your team is begging you to bring it home safely. But you can hear Kimi’s car closing in, hear his engine roar on the main straight like he’s trying to rewrite the ending again.
He sends it. Late on the brakes into Turn 9. You cover him off. He goes outside in Turn 10. You tighten the line.
Lap 72. Final lap. He’s still right there. The Mercedes dips and weaves behind your Red Bull, looking for a gap, looking for permission. But this time— you don't give it.
Not out of bitterness. Not out of pride. But because this one’s yours. You earned it.
You hit every apex. Every throttle input is perfect. You’re on the limit, dancing with the car, chasing glory.
And as you round the final corner, Kimi’s still behind. Close. Always close. But behind.
You cross the finish line. You took the gold this time, and god did it taste good.
Your breath’s still heavy when you climb out of the car. Mechanics swarm you, hugs and shouts and celebration— your first win. Champagne-worthy. History-making. Redemption, in its purest form.
You glance sideways— and there he is. Kimi. Helmet off, curlier than usual, grinning like the idiot he is.
He walks up and bumps your shoulder with his. "Happy now? You finally finished ahead of me again."
You scoff, shaking your head, a tired smile on your lips. "You say that like I ever stopped."
He smirks. "I know. I was just giving you time to catch up."
You roll your eyes but the flush on your cheeks betrays you. He leans in just enough so only you can hear—
"I’m proud of you."
He pecks you on the cheek then steps away, letting you take the middle step on the podium where you belong. The crowd cheers and the teams holler.
And even from P2, he never looks away.
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moiraimyths · 1 year ago
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The Good People (Na Daoine Maithe) | Official Trailer
The Good People (Na Daoine Maithe) is a lore-rich and choice-driven historical fantasy visual novel inspired by Irish mythology and Celtic folklore. Play as a tenant farmer from mid-19th century Ireland, whose path becomes inexplicably entwined in fairy affairs after getting robbed by the roadside and lured into the mythic and war-torn world of Tír na nÓg: A once unified land, now divided into the Seelie and Unseelie Courts. Will you escape and return home with your stolen belongings? Or does fate have something else in mind?
🍃 STEAM 🍂 ITCH.IO 🍃PATREON 🍂DISCORD 🍃
Eager to play? Certain route content is available NOW in early access on Steam and Itch.io! For more information, click below👇
Meet the Cast
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Facts & Questions: The Game
🍃 The Good People (Na Daoine Maithe) is a Kickstarter-funded project currently in development. Due to the scope of the story, we will be releasing it serially over several years to Steam and Itch.io, and discounting it while in early access. The earlier it's bought, the cheaper it will be overall, and you'll only need to buy the game once!
🍂 Not all routes are currently available! As of Nov. 1, 2024, you can play half of Shae and Maeve's routes; both approximately 50k words. If you're not sure about paying for an unfinished game, feel free to check out our free demo first. It consists of Vol. 1, Book of the Traveller (the pre-route content). Differences between the demo's Vol. 1 and the paid game's Vol. 1 are marginal following our August 1, 2024 re-release of the demo.
🍃 The Good People (Na Daoine Maithe) has a recommended reading order (Vol. 1, then 2, then 3, etc.), which will correspond to the release order of the routes. For more information on our reasoning behind this, click here.
🍂 Due to its setting, The Good People (Na Daoine Maithe) will occasionally feature instances of characters speaking in Gaeilge, i.e. the Irish language. All instances of Gaeilge are linked to an internal translation tool, which is voiced by Nigel McKeon, a Gaeilgeoir.
🍃 The main character is yours to shape. At minimum, you must choose a nickname, pronouns, and one of four default appearances, the last of which can be your own artwork (instructions are included in the game's files). You may also choose to discard the True Name…
🍂 All routes, both current and upcoming, will have both romantic and platonic choice options. If you're uninterested in romance, feel free to make friends instead! No matter the nature of your relationship, you will still be able to reach the good end. (Want to learn more? Refer to this post!)
🍃 Our cast consists of two men, two women, and two non-binary characters. All are romancable no matter the MC, but some characters are asexual or on the aromantic spectrum, which may impact aspects of their romances.
🍂 If you are a Mac user and are having issues launching the game via the Itch direct download, refer to this guide for troubleshooting before sending us an ask. We strongly recommend purchasing the game through Steam instead of Itch if you are a Mac user; it is the best way to avoid issues with launching the game.
🍃 NDM is very intentionally set just prior to the onset of the Great Famine, which is both thematically and textually relevant to the leftist, anti-imperialist story we're aiming to tell. If you would like more insight into this, refer to this post.
🐎 There are secrets to be found in this game, with more yet to come. Prepare yourself for a lot of horse related shenanigans. 🐎
Facts & Questions: The Company
🧵 Moirai Myths is a five-person company based out of Canada. The core devs/founders go by Clotho, Lachesis, and Atropos. All writing and programming are done by this collective, i.e. the Fates.
🪡 Moirai Myths has a two person in-house artist team consisting of Kazane, our Character/UI Designer, and Melinoe, our Environmental Designer. In addition to them, though, we have had a number of guest artists assist us with the creation of sprites, CGs, and an assortment of other materials. If you'd like to meet them, check out our about page on our website!
✂️ Moirai Myths stands with the people of Palestine 🇵🇸
Disclaimer: This description will be updated periodically. If you're reading this in a reblog, you may want to check our current pinned post for potential changes.
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hereisremina · 1 month ago
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Hello all! I have big news and general musings about game development and plans.
First, 20,000 downloads and 1,500 followers on itchio! THANK YOU SO MUCH! I'm glad that so many people have experienced my games and I'm looking forward to making more. Much much more. Making games is the most fun a girl can have afterall.
To those wondering about Chilling Devotion Day 3…it'll certainly be this year! But not sure if I can give an accurate time estimate yet. I'll probably still be making art of Jim to post on socials and answering asks over on tumblr in the meantime! And to answer some more commonly asked questions about CD- yes, there will be nsfw content in later days. And Jim is a switch lol. Ya'll got perv questions. And I respect that lol
For now, I'm mostly working on releasing Act 1 of a new project: Vespera Blood and Sacrilage. It'll definitely and instantly be a nsfw/murdersim game so very different than my other projects. But I think it'll be a very special and very cursed game.
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And…I'm proud to announce that I've got the sickening music for it…by Saidan! A U.S. horror black metal band that I really like AND!!! Big news, I'll be touring with them on their U.S. west coast tour and helping out with merch while I work on game development. It'll be a lot of fun and, if you can, please come out and see the show! Tour start next month in St. Louis, MO!
And apparently I'm dabbling in rpg maker lol so who knows how I'll end up using that!
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Saidan CHECK THEM OUT AND COME OUT TO HAVE FUN WITH US ON TOUR!
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Remina All my socials for extra goodies and getting updates!
Come meet the band and the game dev this freak summer if you're in the US or Vancouver, Canada!!!! Are any of ya'll from the United States? Or Vancouver?
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thequeenofmyownscreen · 4 months ago
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Business Insider* did an article today for the 10 years anniversary of CR.
Some interestings things I noted that were amongst the "new things" (some were not news, like the fact that they're recording season 1 of the Mighty Nein animated show) :
the Critical Role video game is well on its way, there will be an announcement on the name of the game soon. It will be on Exandria
Sam will GM something soon ("a new program")
they're scouting locations for more live-shows for 2026 : possibly Canada, Europe, and South America. Some announcements this spring ! I'm REALLY hoping they'll be back in Europe for obvious reasons.
they already have so much ideas following the release of Daggerheart, for extensions, and for new games
Liam is developping an idea for a TV show, and Marisha an idea for a TV show and graphic novel, both not in Exandria
"Critical Role Land" will hapen someday ???? maybe ???
*there is a paywall, use the Firefox add-on "Bypass Paywalls Clean" or use 12ft.io
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felassan · 11 months ago
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Edge – The Future of Interactive Entertainment magazine, issue #401 (October 2024 issue) – Dragon Age: The Veilguard story
The rest of this post is under a cut for length.
Update: this issue of this magazine is now available to buy from UK retailers today. it can be purchased online at [this link]. [Tweet from Edge Online] also, Kala found that a digital version of the magazine can be read at [this link].
This post is a word-for-word transcription of the full article on DA:TV in this issue of this magazine. DA:TV is the cover story of this issue. When transcribing, I tried to preserve as much of the formatting from the magazine as possible. Edge talked to BioWare devs for the creation of this article, so the article contains new quotes from the devs. the article is written by Jeremy Peel. There were no new screenshots or images from the game in the article. I also think that it contains a few lil bits of information that are new, like the bits on companions' availability and stumbling across the companions out and about on their own in the world e.g. finding Neve investigating an abduction case in Docktown.
tysm to @simpforsolas and their friend for kindly telling me about the article!!
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Article introduction segment:
"[anecdote about Edge] We were reminded of this minuscule episode in Edge's history during the creation of this issue's cover story, in which we discuss the inspiration behind Dragon Age: The Veilguard with its creators at BioWare. Notably, director John Epler remembers the studio experimenting with a number of approaches during the early phase of development before eventually locking in to what the game was supposed to be all along, above all else: 'a single-player, story-focused RPG'. As you'd expect from BioWare, though, that was really just a starting point, as we discovered on p54." BioWare draws back the Veil and ushers us into a new Dragon Age
"BEHIND THE CURTAIN BioWare's first true RPG in age age is as streamlined and pacey as a dragon in flight. By Jeremy Peel Game Dragon Age: The Veilguard Developer BioWare Publisher EA Format PC, PS5, Xbox Series Origin Canada Release Autumn
The Dragon Age universe wasn't born from a big bang or the palm of an ancient god. Instead, it was created to solve a problem. BioWare was tired of battling Hasbro during the making of Baldur's Gate and Neverwinter Nights, and wanted a Dungeons & Dragons-like setting of its own. A small team was instructed to invent a new fantasy world in which the studio could continue its groundbreaking work in the field of western RPGs, free of constraints.
Well, almost free. BioWare's leaders mandated that the makers of this new world stick to Eurocentric fantasy, and include a fireball spell - since studio co-founder Ray Muzyka had a weakness for offensive magic.
Beyond that, BioWare’s storytellers were empowered to infuse Dragon Age with their own voices and influences, leaning away from D&D’s alignment chart and towards a moral grayness that left fans of A Song Of Ice And Fire feeling warm and cozy.
In the two decades since, the world of Thedas – rather infamously and amusingly, a shortening of ‘the Dragon Age setting’ that stuck – has taken on a distinct flavor. It’s something director John Epler believes is rooted in characters.
“There’s definitely some standard fantasy stuff in Dragon Age, but everything in the world, every force, is because of someone,” he says. “The idea is that every group and faction needs to be represented by a person – someone you can relate to. Big political forces are fine as background, but they don’t provide you with those interesting story moments.”
Dragon Age: The Veilguard bears out that philosophy. The long-awaited sequel was first announced with the subtitle Dreadwolf, in reference to its antagonist, Solas – an ancient elf who once stripped his people of immortality as punishment for betraying one of their own. In doing so, Solas created the Veil, the thin barrier through which wizards pull spirits and demons invade the waking world. In other words, many of Dragon Age’s defining features, from its downtrodden elves to the uneasy relationship between mages and a fearful church, can be traced right back to one character’s decision.
“The world exists as it does because of Solas,” Epler says. “He shaped the world because of the kind of character he was. That’s, to me, what makes Dragon Age so interesting. Everything can tie back to a person who to some degree thought they were doing the right thing.”
Perhaps BioWare’s greatest achievement in slowburn character development, Solas is a former companion, an unexploded bomb who sat in the starting party of Dragon Age: Inquisition, introverted and useful enough to get by without suspicion. Yet by the time credits rolled around on the Trespasser DLC, players were left in no doubt as to the threat he presented.
Determined to reverse the damage he once caused, the Dreadwolf intends to pull down the Veil, destroying Thedas as we know it in the process. The next Dragon Age game was always intended to be his story.
“We set that up at the end of Trespasser,” Epler says. “There was no world where we were ever going to say, ‘And now let’s go to something completely different.’ We wanted to pay off that promise.”
Yet almost everything else about the fourth Dragon Age appears to have been in flux at one time. In 2019, reporter Jason Schreier revealed that an early version, starring a group of spies pulling off heists in the Tevinter Imperium, had been cancelled two years prior. Most of its staff were apparently moved onto BioWare’s struggling Anthem, while a tiny team rebooted Dragon Age from scratch. That new game was said to experiment with live-service components.
“We tried a bunch of different ideas early on,” Epler says. “But the form The Veilguard has taken is, in a lot of ways, the form that we were always pushing towards. We were just trying different ways to get there. There was that moment where we really settled on, ‘This is a singleplayer, story-focused RPG – and that’s all it needs to be’”.
Epler imagines a block of marble, from which BioWare was attempting to carve an elephant – a character- and story-driven game. “We were chipping away, and sometimes it looked more like an elephant and sometimes it didn’t”, he says. “And then we eventually realized: ‘Just make an elephant’. When we got to that, it almost just took shape by itself.”
2014’s Dragon Age: Inquisition was an open-world game commonly criticized for a slow-paced starting area which distracted players from the thrust of the plot. The Veilguard, in contrast, is mission-based, constructed with tighter, bespoke environments designed around its main story and cast. “We wanted to build a crafted, curated experience for the player,” Epler says. “Pacing is important to us, and making sure that the story stays front and center.”
Epler is very proud of Inquisition, the game on which he graduated from cinematic designer to a lead role (for its DLC). “But one of the things that we ran into on that project was an absentee antagonist,” he says. “Corypheus showed up and then disappeared. You spent ten hours in the Hinterland doing sidequests, and there wasn’t that sense of urgency.”
This time, The Veilguard team wants you to constantly feel the sword of Damocles dangling above your head as you play – a sense that the end of the world is coming if you don’t act. “There’s still exploration – there’s still the ability to go into some of these larger spaces and go off the beaten path to do sidequests,” Epler says. “But there’s always something in the story propelling you and the action forward, and allowing you to make decisions with these characters where the stakes feel a lot more immediate and present. And also, honestly, more real.”
No sooner have you finished character creation than Dragon Age: The Veilguard thrusts you into a choice. As your protagonist, Rook, steps into focus on the doorstep of the seediest bar in town, you decide whether to threaten the owner for information or make a deal. Brawl or no, you’ll walk out minutes later with a lead: the location of a private investigator named Neve Gallus, who can help you track down Solas.
You proceed into Minrathous, the largest city in Thedas and capital of the Tevinter Imperium – a region only alluded to in other Dragon Age games. It’s a place built on the backs of slaves and great mages, resulting in tiered palaces and floating spires – a kind of architecture unimaginable to those in the southern nations.
“When your Dragon Age: Inquisition companion Dorian joins you in Orlais, in one of the biggest cities in Thedas, he mentions that it’s quaint and cute compared to Minrathous,” Corinne Busche, game director on The Veilguard, says. “That one bit of dialogue was our guiding principle on how to realize this city. It is sprawling. It is lived-in. Sometimes it’s grimy, sometimes it’s bougie. But it is expansive.”
Immediately, you can see the impact of BioWare’s decision to tighten its focus. Around every other corner in Minrathous is an exquisitely framed view, a level of spectacle you would never see in Inquisition, where resources were spread much more thinly. “When you know that you’re gonna be heading down a canyon or into this plaza where the buildings open up, you have those perfect spots to put a nice big temple of Andraste or a mage tower,” art director Matthew Rhodes says. “You get those opportunities to really hit that hard.”
BioWare’s intention is to make strong visual statements that deliver on decades of worldbuilding. “People who have a history with Dragon Age have thought about what Minrathous might be like,” Rhodes says. “We can never compete with their imagination, but we can aim for it like we’re shooting for the Moon.”
The people of Tevinter use magic as it if were electricity, as evidenced by the glowing sigils that adorn the dark buildings – street signs evoking Osaka’s riverfront or the LA of Blade Runner. They’re just one of the tricks BioWare’s art team uses to invite you to stop and take in the scene. “A lot of what you start to notice when you’re the artist who’s been working on these big, beautiful vistas and neat murals on the walls is how few players look up,” Rhodes says. “We design props and architecture that help lead the eyes.”
For the really dedicated shoegazers, BioWare has invested in ray-traced reflections, so that the neon signage can be appreciated in the puddles. There are also metal grates through which you can see the storm drains below. “The idea behind that is purely just to remind the player often of how stacked the city is,” Rhodes says. “Wherever you’re standing, there’s guaranteed to be more below you and above you.”
One of BioWare’s core creative principles for The Veilguard is to create a world that’s actually worth saving – somewhere you can imagine wanting to stick around in, once the crises of the main quest are over. To that end, the team has looked to ground its outlandish environments with elements of mundanity.
“A guy’s normal everyday life walking down the streets of this city is more spectacular than what the queen of Orlais is seeing, at least in terms of sheer scale," Rhodes says. “One of the things we’ve tried to strike a balance with is that this is actually still a place where people have to go to the market and buy bread, raise their kids, and try to make it. It’s a grand and magical city, but how do you get your horses from one place to the next? Where do you load the barrels for the tavern? It’s really fun to think of those things simultaneously.”
Normal life in Minrathous is not yours to behold for long, however. Within a couple of minutes of your arrival, the very air is ripped open like cheap drapes, and flaming demons clatter through the merchant carts that line the city streets. A terrible magical ritual, through which Solas intends to stitch together a new reality, has begun.
“We wanted the prologue to feel like the finale of any other game we’ve done,” Busche explains. “Where it puts you right into this media-res attack on a city and gets you really invested in the action and the story right away. When I think back to Inquisition, how the sky was literally tearing open – the impact of this ritual really makes that look like a minor inconvenience.”
Our hero is confronted by a Pride demon, imposing and armored as in previous games, yet accented by exposed, bright lines that seem to burst from its ribcage. “They are a creature of raw negative emotion,” Busche says. “So we wanted to actually incorporate that into their visual design with this glowing nervous system.”
When a pack of smaller demons blocks Rook’s route to the plaza where Neve was last seen, battle breaks out, and The Veilguard’s greatest divergence from previous Dragon Age games becomes apparent. Our rogue protagonist flits between targets up close and evades individual sword swings with precision. In the chaos, he swaps back and forth between blades and a bow. He blends light and heavy attacks, and takes advantage of any gap in the melee to charge up even bigger blows.
“Responsiveness was our first-and-foremost goal with this baseline layer of the combat system,” Busche says. Unless you’re activating a high-risk, high-reward ability such as a charged attack, any action can be animation-cancelled, allowing you to abort a sword swing and dive away if an enemy lunges too close. “We very much wanted you to feel like you exist in this space, as you’re going through these really crafted, hand-touched worlds,” Busche says. “That you’re on the ground in control of every action, every block, every dodge.” Anyone who’s ever bounced off a Soulslike needn’t worry: The Veilguard’s highly customizable difficulty settings enable you to loosen up parry windows if they prove too demanding.
Gone is the overhead tactical camera which, for some players, was a crucial point of connection between Dragon Age and the Baldur’s Gate games that came before, tapping into a lineage of thoughtful, tabletop-inspired combat. Epler points out that the camera’s prior inclusion had an enormous impact on where the game’s battles took place. “We actually had a mandate on Inquisition, which was, ‘Don’t fight inside,’” he says. “The amount of extra work on getting that tactical camera to work in a lot of those internal environments, it was very challenging.”
Gone, too, is the ability to steer your comrades directly. “On the experiential side, we wanted you to feel like you are Rook – you’re in this world, you’re really focused on your actions,” Busche says. “We very much wanted the companions to feel like they, as fully realized characters, are in control of their own actions. They make their own decisions. You, as the leader of this crew, can influence and direct and command them, but they are their own people.”
It's an idea with merit, albeit one that could be read as spin. “It’s not lost on me,” Busche says. “I will admit that, on paper, if you just read that you have no ability to control your companions, it might feel like something was taken away. But in our testing and validating with players, what we find is they’re more engaged than ever.”
There may be a couple of reasons for that. One is that Dragon Age’s newly dynamic action leaves little room for seconds spent swapping between perspectives. “This is a much higher actions-per-minute game,” Busche says. “It is more technically demanding on the player. So when we tried allowing you full control of your companions as well, what we’ve found is it wasn’t actually adding to the experience. In fact, in some ways it was detrimental, given the demanding nature of just controlling your own character.”
Then there’s The Veilguard’s own tactical layer, as described by BioWare. Though the fighting might be faster and lower, like a mana-fuelled sports scar, the studio is keen to stress that the pause button remains as important to the action as ever. This is, according to Busche, where the RPG depth shines through, as you evaluate the targets you’re facing and take their buffs into account: “Matching elemental types against weaknesses and resistances is a big key to success in this game.”
You pick between rogue, warrior and mage – each role later splitting again into deeper specialisms – and draw from a class-specific resource during fights. A rogue relies on Momentum, which is built up by avoiding damage and being highly aggressive, whereas a warrior is rewarded for blocking, parrying, and mitigating damage.
Those resources are then used on the ability wheel, which pauses the game and allows you to consider your options. The bottom quadrant of the wheel belongs to your character, and is where three primary abilities will be housed. “Rook will also have access to runes, which function as an ability, and a special ultimate ability,” Busche says. “So you’re bringing five distinct abilities with you into combat.”
The sections to the left and right of the wheel, meanwhile, are dedicated to your companions. Busche points to Lace Harding, the returning rogue from Inquisition, who is currently frozen mid-jump. “She is her own realized individual in this game. She’s got her own behaviors: how she prioritizes targets, whether she gets up close and draws aggro or stays farther back at range. But you’ll be able to direct her in combat by activating her abilities from the wheel.”
These abilities are complemented by positional options at the top of the wheel, where you can instruct your companions to focus their efforts on specific targets, either together or individually. Doing so will activate the various buffs, debuffs and damage enhancements inherent in their weapons and gear. “So,” Busche explains, “as you progress through the first two hours of the game, this full ability wheel is completely populated with a variety of options and different tactics that you can then string together.”
BioWare has leaned into combos. You might tell one companion to unleash a gravity-well effect that gathers enemies together, then have another slow time. Finally, you could drop an AOE attack on your clustered and slowed opponents, dealing maximum damage. The interface will let you know when an opportunity to blend two companion abilities emerges – moments BioWare has dubbed ‘combo detonations’.
“I like to think about this strategic layer to combat as a huddle,” Busche says, “where you’re figuring out how you want to handle the situation, based on the information you have on the encounter, and how you and your companions synergize together.”
Deeper into the game, as encounters get more challenging, Epler says we’ll be spending a lot of time making “very specific and very focused tactical decisions”. The proof will be in eating the Fereldan fluffy mackerel pudding, of course, but Busche insists this shift to fast action isn’t a simplification. “What really makes the combat system and indeed the extension into the progression system work is that pause-and-play tactical element that we know our players expect.”
The autonomy of The Veilguard’s companions doesn’t end with combat. BioWare’s data shows that in previous games players tended to stick with the same two or three beloved comrades during a playthrough. This time, however, you’ll be forced to mix your squad up at regular intervals.
“We do expect that players will have favorites they typically want to adventure with,” Busche says, “but sometimes certain companions will be mandatory.” Others may not always be available – part of the studio’s effort to convince with three-dimensional characters. “They do have a life outside of Rook, the main character,” Busche says.
"They'll fall in love with people in this world. They’ve had past experiences they’ll share with you if you allow them in and get close to them.”
Being separated from your companions, rather than collecting them all in a kind of stasis at camp, allows you to stumble across them unexpectedly. Busche describes an instance in which, while exploring the Docktown section of Minrathous, you might bump into Neve as she investigates an abduction case. “If I go and interact with her, I can actually stop what I’m doing, pick up her arc and adventure with her throughout her part of the story,” Busche says. “What’s interesting is that all of the companion arcs do ultimately tie back to the themes of the main critical path, but they also have their own unique challenges and villains, and take place over the course of many different intimate moments.”
Some parts of a companion’s quest arc involve combat, while others don’t. Some are made up of large and meaningful missions – as lavish and involved as those along the critical path. “While they are optional, I would be hesitant to call them side content in this game,” Busche says. If you choose not to engage with some of these companion-centered events, they’ll resolve on their own. “And it might have interesting implications.”
The Veilguard promises plenty of change, then, even as it picks up the threads of fan-favorite characters and deepens them, honoring the decades of worldbuilding that came before it. This is perhaps the enduring and alluring paradox of Dragon Age: a beloved series which has never had a direct and immediate sequel, nor a recurring protagonist. Instead, it’s been reinvented with each new entry.
“It’s a mixed blessing to some degree,” Epler says. “The upside is always that it gives us more room to experiment and to try new things. There are parts of the series that are common to every game: it’s always an RPG, it’s always about characters, and we always want to have that strategic tactical combat where you’re forced to make challenging decisions. But at the end of the day, I think what makes Dragon Age Dragon Age is that each one feels a little bit different.”"
Q&A Matthew Rhodes Art director
Q. Early BioWare RPGs were literary, with the emotions and detail mostly happening in dialogue boxes. How have you seen the studio's approach to visual storytelling evolve? A. This has been my entire career. When I first showed up at BioWare, it was at the tail end of Jade Empire, and then I was working on Dragon Age: Origins and early Mass Effect. The games had taken that next step out of sprites and 2D models, and it was like: 'How do we say more? How do we communicate more clearly?' During those early days, a lot of games depended on words to fix everything for you. As long as your character was talking bombastically, you could lend them everything that they needed. But as time went on it also became a visual medium, and it's been this long journey of trying to establish art's seat at the table. I've worked with some great writers over the years, and art is also an essential part of the storytelling. From Dragon Age: Inquisition on, I've been trying to stress with my teams that we are a story department.
Q. Is part of that also letting writers know that your storytelling assistance is available, to help them show rather than tell? A. On The Veilguard, that principle has been operating the best I've seen it. Where you would need a paragraph of dialogue in one of those exposition moments where a character just talks to you, we could sell that with a broken statue or a skeleton overgrown with vines. We've had more opportunities to do that on The Veilguard than most of the projects I've ever worked on combined.
To a hammer, every problem looks like a nail, and so in every department, writing will try to solve it with more words, and art will try to solve it with more art. I've bumped up against moments where it's like, 'As much as we could keep hammering on this design, I think this is actually an audio solution.' And then you take it to audio, and you don't get that overcooked feeling where each team is just trying to solve it in their silo. It's a really creatively charged kind of environment.
[main body of article ends here]
Additional from throughout the article --
Image caption: “Spotlights shine down from the city guards’ base as they pursue you through the streets of Minrathous.”
Image caption: “While most of your companions can be sorted into comfortingly familiar RPG classes, The Veilguard introduces two new varieties: a Veil Jumper and a private investigator.”"
Image caption [on this Solas ritual concept art specifically]: “The name previously given to the game – Dreadwolf – was a direct reference to Solas. Your former companion, now on his own destructive mission, still features, despite the name change.”
Text in a side box:
"RATIONAL ANTHEM The hard lesson BioWare drew from Anthem was to play to its strengths. “We’re a studio that has always been built around digging deep on storytelling and roleplaying,” Epler says. “I’m proud of a lot of things on Anthem – I was on that project for a year and a half. But at the end of the day we were building a game focused on something we were not necessarily as proficient at. For me and for the team, the biggest lesson was to know what you’re good at and then double down on it. Don’t spread yourselves too thin. Don’t try to do a bunch of different things you don’t have the expertise to do. A lot of the people on this team came here to build a story-focused, singleplayer RPG."
Image caption: “In combat you no longer control your companions directly – this is a faster-paced form of fighting – but you are able to direct them in combat, and can even blend their abilities in ‘combo detonations’.”
Image caption: “You’ll be exploring new regions across Tevinter and beyond – Rivain is a certainty, and that’s only accessible via Antiva travelling overland.”
Image caption: “There are three specializations per character class; on the way to unlocking them you’ll acquire a range of abilities.”
Text in a side box:
"MEET YOUR MAKER “Full disclosure: Dragon Age has traditionally not done skin tones well, especially for people of color,” Busche says. “We wanted to do a make-good here.” In The Veilguard’s character creator, you can adjust the amount of melanin that comes through in the skin, as well as test various lighting scenarios to ensure your protagonist looks exactly as you intend in cutscenes. “Speaking of our first creative principle – be who you want to be – we really feel these are the kinds of features that unlock that for our players,” Busche says. “We want everyone to be able to see themselves in this game.” For the first time in the series, your body type is fully customizable too, with animations, armor and even romantic scenes reflecting your choices."
Image caption: “Your companions are a mix of old and new – Lace Harding is a familiar face. Veil Jumper Bellara is new, with a new occupation, while Davrin is a new face with a familiar profession – he’s a Warden.”
Image caption: "Arlathan Forest is home to the ruined city of the elves, now a place of wild magic, Veil Jumpers and (allegedly) spirits".
Image caption: "Bellara is driven by a desire to learn more about the elves, rediscovering the shattered history and magic of her people."
[source: Edge – The Future of Interactive Entertainment magazine, issue #401 (October 2024 issue) - it can be purchased online at [this link].]
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