#pc launch and stuff
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#my art#artists on tumblr#clive rosfield#fanart#digital art#ff16#final fantasy 16#final fantasy xvi#ffxvi#pc launch and stuff
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was going to start playing dav today but uh. well you see the game won't even actually start
#yans stuff#I have the speeeecccsss let me innnnnn#tried everything short of updating my bios which is uh. A bad idea and wild that they're even putting that out as a solution#when that is so easy to fuck up if u don't know what ur doing and could brick ur whole pc#serves me right getting a game right after launch#got a steam refund at least. that's a whole 90 canadian dollàrs which like WHY#will have to wait for them to put out a patch I guess#but yeah no error message no ctd nothing. just straight up won't run
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i just had the realization that between the dawntrail graphics update and anamnesis going down until it's verified for the new content, that i'm probably not gonna be able to gpose for a while unless i get a computer upgrade *really* soon...
...so all the gposes i've got in my head rn, i need to do sooner rather than later 😳
#say chat#i really do wanna upgrade my pc before or soon after dawntrail's launch but. unless a miracle happens that's not gonna happen anytime soon#so! rolls up my sleeves! i got a lot of stuff to do!#in the meantime here's hoping when the dawntrail benchmark drops my laptop will be able to handle it! even if it's by the skin of its teeth
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Fuck my fucking external hard drive fucking Dead
#like. it's still ''alive'' as in it shows up on my pc and i can access it but#it's COOKED it's really struggling with even just basic copy/paste jobs#nooooo#i have 2 and this pos is the one i bought most recently fkdjdjd#the one i've been using since like... 2015 is still chugging along just fine#this guy's like 3 years old or something FUCK#:(#*sigh* off to the shops i go#there's a game i had installed on it that i straight up can't launch#tried uninstalling/reinstalling and now it's just Not installing gkfjjd#some other games i have on it seem to work fine so. there's hope i can salvage some stuff
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The ultimate mistiming: I'm stuck without my good computer for about two more months right when I really want to play BG3 😔
#n°1 disadvantage of being in englan#england sorry#i want my good pc!!!! my laptop is so. tiny. and. small. and. and you can't run as much stuff on it. cause it's tiny.#my graphics card 😢 my 21:9 monitor 😢 my full sized french keyboard 😢#i miss them oh how i miss them#the only things this laptop has going for itself#is that i can drag it around with me#and that since it doesn't have the capacity to launch most games it's got lots of free space#the sims 3 and 4 aren't taking up hundreds of gigas on my laptop#wow i have a ramble tag now#england adventures
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DELTARUNE TENNA DESKTOP GHOST/UKAGAKA
Put this TV man on your computer screen so you can talk and interact with him! ✨ (#ghost tenna) (last update 26.06.2024 - the launch!)
⚠!!SPOILERS for DELTARUNE chapter 3!!⚠
Made in one week for Ghost Jam 2025, hosted by @ukagakadreamteam, adopt an old television, watch shows and make him watch shows!!
Keep him on your screen! He's just happy to be around.
Watch things together! From videos to art, from listening to music to homework, he'll keep you company!
Watch television! Tenna comes bundled with 3 channels, because that's how TV's were once upon a time.
Tell him you love TV and boost his ego!
Rub your hand on his face!
Have him do small stuff like change your computer background or empty your recycle bin
INSTALL HIM TODAY!
⏩DOWNLOAD HIM HERE!⏪
The link above should bring you to a google drive with instructions on how you can install this guy on your PC!
⚠!!BE AWARE, THIS MIGHT SEEM OOC!!⚠
✨I have a question/encountered a bug/encountered a spelling mistake!✨
Message me away! If you think something is wonky, a weird expression or bad grammar, please @ me, send me an ask or dm me 🙏 This also goes for the suggestions you may have or the things you like about Tenna here and want to share with me, my ask box and suggestions are open!! It’s been done in a week and it was a LOT, so I appreciate all of the feedback you may have 💖
✨Thanks and inspirations✨
As usual, big thanks to @/zarla-s for a fantastic tutorial with a great template for Ghost creation, if you’re interested in learning more you should definitely check it out!
And thanks to @ukagakadreamteam for making the event! 💖 It’s been a doozy this year, and I'm excited to see what everyone made!
#tenna#deltarune#deltarune tenna#tenna deltarune#ant tenna#ukagaka#desktop ghost#desktop tenna#deltarune chapter 3#deltarune spoiler#deltarune spoilers#deltarune chapter 3 spoiler#deltarune chapter 3 spoilers
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FINALLY THEY COMPLETED!!
the true complete experience of the SWK & Macaque shimeji (for those that like the ship or duo me guess)
LMK SHADOWPEACH SHIMEJI VER 1.0!!
Just click on the big words and ya can download, ye :D
Contains 2 zipfiles: The normal version and less frames version
Read down below for explanations on that
if got any problems launching and stuff, dont be afraid to message me, i'll try to help ya out :>
but as seen in the quick lil poster i made there, it says extra animation + more more info about that underneath the read 👇
so first things first,
SAME LIKE PREVIOUS ONES
this is the same thing like the previous shimejis. actually its the same ones skskksk. so I wont waste time here. like:
extra animation
custom action name
custom action
non-symmetrical shimeji
REMINDER FOR THE NON-SYMMETRICAL SHIMEJI
same thing like the macaque one, I made versions where he has symmetry & doesnt. so if you dont want your pc to lag, do get the less frames version
PLEASE DOWNLOAD THE LESS FRAME VERSION TO NOT FRY YOUR PC'S!!
SPECIAL INTERACTION CODING
this is where the special parts of this specific shimeji comes into play. it is coded where the SWK & mackie shimeji can interact with each other and in this case
THEY HUG!!
This is how they function:
One of the target shimeji must be in "Hug?" mode
The other shimeji will scan if there is a shimeji in "Hug?" mode, and then activate "Hug!" mode
"Hug!" shimeji will run after the "Hug?" shimeji and activate the hug action
then they hug :]
This can happen via you searching up in the settings or it happens by itself
It can work either way, either Wukong initiates "Hug?" or mackie does it, and they both have their own responding hug action, I'll let you discover what it looks like yourself ;]
UPDATES WILL HAPPEN!!
for now, this is the only interaction action so far but i do love to add more later on, maybe a kiss interaction action or maybe a hand holding interaction where they become one conjoined shimeji
but for now that is all ideas and whether they can work, up for future me to test
BUT DO STAY TUNED >;3
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
but for now that will be all for ver 1.0
many thanks to anyone interested in this project and of course
BIGGEST THANKS TO THOSE THAT HELPED BETA TEST THEM
for privacy reason they shall stay anonymous still but
❤❤❤❤❤❤❤❤❤❤ >:3
#monkiekid#lego#lego monkie kid#monkie kid#lego sun wukong#sun wukong#lego monkie king#six eared macaque#6 eared macaque#lmk macaque#shadowpeach#shimeji
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How much longer do you think we have till chapter 3
I've been wanting to break something like this down all Deltarune-theory-style and this seems like the perfect opportunity! The release of chapter 3&4 also relates directly to this blog, so that's a plus.
In terms of development we're lucky that Toby Fox has been incredibly generous with sharing updates on where the game is, and whats left before launch.
Comparing the information we've been given in the last few newsletters to this timeline in the Summer 2024 newsletter, it's fairly easy to pinpoint where we are and what's left.
Public testing for the LTS update and game_change function has recently been completed!
As per the Autumn 2024 newsletter, the untested English PC version of chapter 4 has also been completed.
Chapter 3 has been translated to Japanese and the PC version has been bug tested.
Chapter 4 has just begun Japanese translation, and PC testing will begin when it is closer to completion (which according to Toby will take "some months" for the final pass of translation to be done)
The last bullet is a pretty accurate mark on where we are in the development. Somewhere on the "Console Ports, Japanese Version, and Other Stuff" part of Toby Fox's List.
We can also use the information from the Summer 2024 newsletter to know what's left on the To-Do list before launch.
Complete Japanese translation and PC bug testing for Chapter 4.
Create and bug test console ports (Nintendo Switch and PlayStation. Xbox is a maybe)*
Final Bug testing
Getting the game reviewed by rating boards.
Preparing soundtrack for release.
Creating marketing material and trailers in preparation for release.
"And more... ?" (I'm assuming this is just referencing the fact game development is unpredictable and anything could slow development, but who knows)
*⬆️It seems that it's not a big deal to make the console port, but instead bug testing will be. It also seems that they've begun work on console porting already, based on the autumn 2024 news letter ⬇️
SO...
Given the fact that we've never waited through all these end-of-development processes for a Toby Fox game it's hard to get an accurate time frame for it all. Although, Toby Fox has said Chapter 3&4 will definitely come out next year and I'm beyond ecstatic. I've yet to answer the question though... When do I think it's coming out?? I think we're getting Deltarune 3&4 around Q3 of 2025. (Q3 is just fancy talk for the months of July, August, and September). The main reason I think this is because Toby has put a "some months" time frame around completing the Japanese translation. PC testing for chapter 4 and Console testing for 3&4 is next, which will hopefully be relatively speedy given the fact they have outsourced a company to assist them. After that is a bunch of legal-console-game business stuff they have to get straight. I'm not predicting the end of next year because of how confident Toby Fox seems in releasing it in 2025, and because of the fact we don't have a trailer I don't think it's releasing in early 2025 either. But with the introduction of the frozen inu in the last newsletter, I think we're getting closer and closer to a real release date!
Toby has also been fond of releasing on special dates. Chapter 1 came out on Halloween of 2018. Chapter 2 was September 17th, 2021, which was the 6th anniversary of Undertale.
September 17th, 2025 will be the 10th anniversary of Undertale, and a date that fits well within the Q3 time frame I've predicted. If I were to put money on any date, it would be this one.
Let me know if any of y'all agree, disagree, or just have any thoughts about this... Or if posts like this are fun to read. Thanks for reading if you made it this far!!
Also... I like your gnarpy pfp
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Hello! First, I wanted to say thank you for your post about updating software and such. I really appreciated your perspective as someone with ADHD. The way you described your experiences with software frustration was IDENTICAL to my experience, so your post made a lot of sense to me.
Second, (and I hope my question isn't bothering you lol) would you mind explaining why it's important to update/adopt the new software? Like, why isn't there an option that doesn't involve constantly adopting new things? I understand why they'd need to fix stuff like functional bugs/make it compatible with new tech, but is it really necessary to change the user side of things as well?
Sorry if those are stupid questions or they're A Lot for a tumblr rando to ask, I'd just really like to understand because I think it would make it easier to get myself to adopt new stuff if I understand why it's necessary, and the other folks I know that know about computers don't really seem to understand the experience.
Thank you so much again for sharing your wisdom!!
A huge part of it is changing technologies and changing norms; I brought up Windows 8 in that other post and Win8 is a *great* example of user experience changing to match hardware, just in a situation that was an enormous mismatch with the market.
Win8's much-beloathed tiles came about because Microsoft seemed to be anticipating a massive pivot to tablet PCs in nearly all applications. The welcome screen was designed to be friendly to people who were using handheld touchscreens who could tap through various options, and it was meant to require more scrolling and less use of a keyboard.
But most people who the operating system went out to *didn't* have touchscreen tablets or laptops, they had a desktop computer with a mouse and a keyboard.
When that was released, it was Microsoft attempting to keep up with (or anticipate) market trends - they wanted something that was like "the iPad for Microsoft" so Windows 8 was meant to go with Microsoft Surface tablets.
We spent the first month of Win8's launch making it look like Windows 7 for our customers.
You can see the same thing with the centered taskbar on Windows 11; that's very clearly supposed to mimic the dock on apple computers (only you can't pin it anywhere but the bottom of the screen, which sucks).
Some of the visual changes are just trends and various companies trying to keep up with one another.
With software like Adobe I think it's probably based on customer data. The tool layout and the menu dropdowns are likely based on what people are actually looking for, and change based on what other tools people are using. That's likely true for most programs you use - the menu bar at the top of the screen in Word is populated with the options that people use the most; if a function you used to click on all the time is now buried, there's a possibility that people use it less these days for any number of reasons. (I'm currently being driven mildly insane by Teams moving the "attach file" button under a "more" menu instead of as an icon next to the "send message" button, and what this tells me is either that more users are putting emojis in their messages than attachments, or microsoft WANTS people to put more emojis than messages in their attachments).
But focusing on the operating system, since that's the big one:
The thing about OSs is that you interact with them so frequently that any little change seems massive and you get REALLY frustrated when you have to deal with that, but version-to-version most OSs don't change all that much visually and they also don't get released all that frequently. I've been working with windows machines for twelve years and in that time the only OSs that Microsoft has released were 8, 10, and 11. That's only about one OS every four years, which just is not that many. There was a big visual change in the interface between 7 and 8 (and 8 and 8.1, which is more of a 'panicked backing away' than a full release), but otherwise, realistically, Windows 11 still looks a lot like XP.

The second one is a screenshot of my actual computer. The only change I've made to the display is to pin the taskbar to the left side instead of keeping it centered and to fuck around a bit with the colors in the display customization. I haven't added any plugins or tools to get it to look different.
This is actually a pretty good demonstration of things changing based on user behavior too - XP didn't come with a search field in the task bar or the start menu, but later versions of Windows OSs did, because users had gotten used to searching things more in their phones and browsers, so then they learned to search things on their computers.
There are definitely nefarious reasons that software manufacturers change their interfaces. Microsoft has included ads in home versions of their OS and pushed searches through the Microsoft store since Windows 10, as one example. That's shitty and I think it's worthwhile to find the time to shut that down (and to kill various assistants and background tools and stop a lot of stuff that runs at startup).
But if you didn't have any changes, you wouldn't have any changes. I think it's handy to have a search field in the taskbar. I find "settings" (which is newer than control panel) easier to navigate than "control panel." Some of the stuff that got added over time is *good* from a user perspective - you can see that there's a little stopwatch pinned at the bottom of my screen; that's a tool I use daily that wasn't included in previous versions of the OS. I'm glad it got added, even if I'm kind of bummed that my Windows OS doesn't come with Spider Solitaire anymore.
One thing that's helpful to think about when considering software is that nobody *wants* to make clunky, unusable software. People want their software to run well, with few problems, and they want users to like it so that they don't call corporate and kick up a fuss.
When you see these kinds of changes to the user experience, it often reflects something that *you* may not want, but that is desirable to a *LOT* of other people. The primary example I can think of here is trackpad scrolling direction; at some point it became common for trackpads to scroll in the opposite direction that they used to; now the default direction is the one that feels wrong to me, because I grew up scrolling with a mouse, not a screen. People who grew up scrolling on a screen seem to feel that the new direction is a lot more intuitive, so it's the default. Thankfully, that's a setting that's easy to change, so it's a change that I make every time I come across it, but the change was made for a sensible reason, even if that reason was opaque to me at the time I stumbled across it and continues to irritate me to this day.
I don't know. I don't want to defend Windows all that much here because I fucking hate Microsoft and definitely prefer using Linux when I'm not at work or using programs that I don't have on Linux. But the thing is that you'll see changes with Linux releases as well.
I wouldn't mind finding a tool that made my desktop look 100% like Windows 95, that would be fun. But we'd probably all be really frustrated if there hadn't been any interface improvements changes since MS-DOS (and people have DEFINITELY been complaining about UX changes at least since then).
Like, I talk about this in terms of backward compatibility sometimes. A lot of people are frustrated that their old computers can't run new software well, and that new computers use so many resources. But the flipside of that is that pretty much nobody wants mobile internet to work the way that it did in 2004 or computers to act the way they did in 1984.
Like. People don't think about it much these days but the "windows" of the Windows Operating system represented a massive change to how people interacted with their computers that plenty of people hated and found unintuitive.
(also take some time to think about the little changes that have happened that you've appreciated or maybe didn't even notice. I used to hate the squiggly line under misspelled words but now I see the utility. Predictive text seems like new technology to me but it's really handy for a lot of people. Right clicking is a UX innovation. Sometimes you have to take the centered task bar in exchange for the built-in timer deck; sometimes you have to lose color-coded files in exchange for a right click.)
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Japanese website Forest Page is shutting down ~today, a tragic loss of "Heisei otaku memories", as so many are calling it. Launched in 2003, Forest Page was a "Geocities for mobile", a site that hosted user-created websites and gave them tools to allow non-coders to make them. In practice, it became one of the premiere places for fanfiction in Japan, with the stories hosted on author-created sites.
It wasn't quite the Fanfic.net of Japan, as for one the Japanese fandom just never centralized quite the way the 2000's western one did, instead being spread out over a half dozen or so sites. But additionally, it wasn't initially popular for fanfic so much as cell phone fanfiction, because in 2000's Japan the "cell phone novel" was a specific thing. These websites were being made for flip phones, not smartphones, and not only would people read them on those phones, they would often write them. None of that was very conducive to the creation and consumption of a "traditional" novel; so starting in the 2000's Japanese writers started making stories fit for the medium, namely:
Very short
A huge focus on dialogue and inner thoughts, with no/minimal description or scene detail
Using a limited POV of a specific character
Often employing the medium-as-message, like using emojis, structuring the story as IM's or emails, etc.
Also they all had huge gaps between lines, I'm not really sure what that is about:
Probably for readability on the phone given the small screen size? But it was absolutely part of the genre. A few of these novels actually made it big, got movie adaptations, people wrote articles about the "cultural phenomenon", it was the 2000's so Hiroki Azuma had a take on it of course, and so on. It slotted neatly into the vibe of the time of technology changing culture, paralleling discourse around otaku in the same era.
In fanfic those trends met up, and anyone familiar with fanfiction probably read that list of traits of the cellphone novel and thought "oh, this is perfect for fanfiction". Skipping out on description? I don't need it, I know what they look like already. Focus on conversation and POV? Perfect for shipping fics. Short lengths? Yeah, we are shortcutting to the good stuff, that is the point. Mirroring trends in the west, Forest Page's userbase was ~95% female, and the most common content on the site was romantic or edgy-dramatic stories in the franchises you'd expect. The closure page linked above actually summarizes the site's history by year, and lists the biggest fandoms:
Which is exactly what I would expect from a female otaku fanfiction website. Congrats to Pirates of the Caribbean for making it though, freeaboo's represent.
I do think the fact that the site was a website hoster as opposed to a fic hoster did align with the way the Japanese fandom was more "creator focused" and embraced the media mix more. There were "fic circles" a la doujin circles who made their own pages, people would make fanart, fan video games, and so own to host alongside it, and all of it was centralized to the creator; it made following them-as-a-person just a little bit easier. Most websites were simple text, but others did have the full Geocities experience:
Something that was somewhat common were basic visual novel concepts where the reader could make choices, or even insert their own name so they would be the "MC" of the story:
(Dream novels are in fact their own thing in Japan) My understanding is the site was quite popular through the 2000's and into the 2010's, though over time the "cellphone novel" as a concept fizzled out. People got smartphones, more people got PCs, and the constraints didn't make sense anymore - you can read ebooks and normal websites on your phone now after all. You can probably draw a line between these kind of stories and the webfiction/light novel boom of the late 2000's/2010's, something that was equally born on the internet, that streamlines the novel to "shortcut to the good stuff" but without the need to fit on a flip phone's screen. Though I will admit my own understanding of their histories shows them more as two sides of the same "youth demand for new literature" coin.
In 2017 Forest Page launched Forest Page Plus, a new service fully optimized for the smartphone era; but it did not transfer over all the old content, starting the clock ticking on the original Forest Page. My understanding is that in June they announced Forest Page was officially closing down; and from what I have gathered from reminiscing writers on twitter, they did not provide any easy, one-touch way to save any of the content, so people are archiving Wayback Machine links or sharing tips on how screenshot-save stories (I think the rub is they gave people a way to transfer content to FP+, but most don't want to do that, as places like Twitter & Pixiv are the content kings of this era).
As of tomorrow I would bet the large majority of the content will be gone; quite sad given both the quantity of stories there and how many got sometimes millions of readers. I am sure most of the biggest stories are archived at least, but particularly the early stuff was a very ephemeral genre, one that doesn't make sense to revisit once you aren't a 16 year old teen writing and reading fics on a flip phone in between classes. Which means another legion of the ghosts of the Wired is being born today. May we pour one out for a fellow online community that lived and died!
#forest page#otaku history#history of the internet#If some group did do a big archiving of the site that would be great to learn - I don't claim to be an expert on the site or anything
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The Eureka: Investigative Urban Fantasy October 17th Beta update has launched today on itch.io for free!
Happy Halloween! We pulled out all the stops just to get the update out in time for you to prep and play it for your group’s Halloween game! The free adventure module that comes with it, “Horror Harry’s Haunted House”, takes place on Halloween after all! In it, your investigators will solve a “murder mystery” in a charmingly spooky haunted house escape room. It serves as a sort of investigation and survival training ground for you and your PCs to learn the ropes before jumping into more Call-of-Cthulhu-esque adventures where death is around every corner. (You can even get two more adventure modules over on our patreon)
Download the new rulebook here on itch.io! Even if you download it for free, just checking it out, talking about it, reblogging this post, etc. helps us out immensely. We are a diverse, largely queer team setting out to slay a dragon, we’ve already been working on this for four years, and we need all the community support we can get!
If you’re wondering what Eureka even is, watch this trailer, or read this post if you don't wanna watch a video.
youtube
If you’ve ever tried to run a murder mystery in D&D, what you really needed was Eureka.
If you’re coming from the August beta release, which I assume you are, lemme tell you that a lot has been improved. I’ll go over some of the highlights, and post the full changelog under the cut. It’s still free, but if you could throw a bit of money out way on the itchio page, even if you’ve paid before, that would be a massive, massive help. We’re actually a bit over budget even with the relative success of the Kickstarter, plus for one of us this is their primary source of income.
Trait Overhaul
There’s a few new Traits, and nearly every single existing Trait has been redone to make them better and/or more interesting. Each Trait will now have an even more significant effect on your gameplay experience.
Combat Overhaul + World's Best Grappling Rules
Combat in Eureka is now better than ever, and it was already really good - plus, now you can actually comprehend the dang rules! The previous combat rules, I admit, were a dense and confusing slog to read through, even if they worked really well once you understood them. Now, thanks to our editor, you can understand them! Instead of being split across four chapters, it’s now just two chapters. One chapter explains weapons and is mostly just for stat reference, and the other chapter is focused on telling you everything your character can do during “dangerous situations,” which are not just combat, but really just any kind of scenario where a character can get hurt. As a special highlight to the combat overhaul, Eureka now boasts the first ever set of grappling rules that are viable, realistic, and fun to employ at the table! I’m serious when I say I have never seen them done like this before, and think they offer an actual leap forward in something that TTRPGs have struggled with since early editions of D&D! I also put a lot of my own judo and other martial arts experience to work here.
Monster Overhaul
A lot of what I said about the pre-overhaul combat sections of the rulebooks were also true of the monster PC rules. They were dense, hard to reference, and disorganized. Well not anymore! All six playable monsters in Eureka have been completely rewritten using the skills I have gained as a game designer since first writing them, and, like the regular Traits, they have all been at the very least tweaked to be more interesting and have a greater effect on gameplay, and some have been changed entirely with all new subsystems! Witches brew potions now, fairies actually have stuff to do with the names they collect, and more! Plus, speaking of Traits, every monster can have more regular Traits now, to really help flesh out their personality!
CHANGE LOG
Copy-editing Progress: Thoroughly copy-edited up to p. 302. Half-ass copy-edited up to p. 322.
WHOLE BOOK
Stuck most of the $42+ kickstarter backer submission info into the very back of the book just to get it out of our email inbox and to allow the whole team to be able to more easily see it and work with it. Going to be doing more to integrate this stuff into the actual rulebook soon.
Changed the headings to hopefully be more legible. Please give us feedback on what you think of this change.
CHAPTER 1
Changed the limitations on how Comfort is used to restore investigator Composure.
Fixed a typo in the investigation example of play.
Made it so that Composure rolls for fears in the “Ridiculous” category don’t even always need to be rolled when these things are encountered.
Moved Character Health and Status, Grievous Wounds, Healing, and Healing Example sections to Chapter 1.
Changed Partial Incapacitation to give -2 modifiers instead of -1.
Overhauled the rules for injuries, incapacitation, and grievous wounds completely. A ton of it is changed.
Added codified rules for medical facilities and what to do in the case of investigator death.
Added “The Creeps” optional rule.
Tweak to When is the Party “Split” section regarding how long to go before jumping between groups.
Lots of new art has been added.
Tweaks to Be Prepared to Lose section.
—---------------------------------------------------
Additions to the What is Eureka For section
Changed comforting factors and exacerbating factors for Composure rolls to be +/-2 instead of +/-1 so they make a real difference.
New snoop
Changed the font of the section headings in the Ticking Clock section. Let us know what you think of these headings compared to the other headings, because we are considering changing all the headings to be like this.
Better clarified some stuff about how Ticks work when an adventure starts at some random time of day.
—-------------------------------------
More art has been added
Made travel take more time and matter more
CHAPTER 2
Changed the CQC skill to Close Combat, as this is more clear and obvious what that means at a glance
Made lots of copy-editing progress. Many paragraphs are shorter and convey the rules more clearly.
Changed the way the Burnout Trait works. It now causes the investigator to lose flat Composure each day rather than affecting their Composure rolls.
Changed the Death Wish Trait to not suck.
Changed the Elementary! Trait to use Visual Calculus instead of Social Cues.
Changed Go With Your Gut Trait to not suck.
Added that wallets and like basic clothing and stuff have a WP cost of 0
Added glasses to item list
Added rope to item list
Added hand warmers to item list
Changed Arithmomania trait to where it only gives a +1 base bonus to Paperwork, and the bonus for having a lower Ignorance of Quantity Tiers of Fear rating is more investigation points.
Changed Femme Fatale to add a +1 Seduce bonus instead of +2.
Totally redid the Hardy Trait.
Added -1 modifier to I’m Okay You’re Okay Trait
Redid the Just Built Different Trait. Now it allows a character “no sell” an incoming Superficial Damage attack once per Scene, reducing the damage to 0, among a few other things.
Added Renaissance Man Trait.
Removed Love Me Trait. Might try to reword it another time, but it was too similar to too many other traits and wasn't very interesting.
Completely reworked Lover Trait.
Many new snoops have been added.
Changed the Mad Genius trait to be called Lovecraft Protagonist and changed what it does.
Removed the investigation point cap on Man of Action Trait. Also changed the name to Ask Questions Later.
Changed My Glasses Trait to only provide bonuses to Knowledge Skill Investigative Rolls.
Changed Nightstalker Trait so that it provides a bonus to all Interpersonal Rolls while trespassing
Changed None of My Business Trait to suck less.
Changed Not Finished Yet Trait to suck less.
Changed Showboater Trait to suck less.
Changed Skeptic Trait to suck less.
Smalls is now a real Trait instead of just a joke Trait.
Removed the +1 Bonus from the Unpredictable Trait.
Changed Wicked Trait to not suck.
Changed Wizened Trait to suck less.
Woo-Woo Trait no-longer based on Blacked Out Skill.
Moved “Deadly Combat, Permanent Consequences” here and changed the title to “Disabilities are Disabling”
Changed Basic Physical Therapy on the Wealth Point Item List from 3WP to 2WP.
Added new section “People Change”
Made Blissfully Ignorant trait immune to “The Creeps.”
Made the Technically… Trait have a +2 bonus instead of +1.
Updated the Hard Boiled Trait to work with the new way that injuries and incapacitation works.
Moved the Hardened Hearts snoop to be the Wicked snoop instead.
Changed “Empath” Trait to be “Empathetic” instead.
Made “Did You Know…” a better and more usable Trait
Made Hard Under Pressure a better and more usable Trait.
Changed how the WP cost of an item affects the modifier for rolling for it in-adventure. The modifier is now half the WP cost rounded down.
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Gave a proper name to the Wealth modifier attached to certain homes and vehicles, it is now called the Property Modifier(PM).
Lowered the price of firearm ammunition by 1WP
Lowered the price of desktop computers by 1WP
Lowered the price of cameras by 1WP
Combined various hand tools into one entry on the item lists and moved them to Misc.
Made hotels something that is prepaid in WP similar to food budget.
Made Large Apartment less expensive and Tiny Apartment more expensive
Moved Baseball Bat and Axe out of Weapons and into Misc.
Changed how Food Budget works.
Removed Net Skill Limit mechanic entirely
Edit to the duration of the bonuses for Femme Fatale
Changed Ninja Trait to a +2 bonus instead of +1
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Made “Sleep On It” Trait give 1D6-1 investigation points, and still give Composure.
Added “Real Capybara Hours.” Sometimes jokes are just for us.
Added animals to item lists
CHAPTER 3
Moved the section “Deadly Combat, Permanent Consequences” into chapter 2.
More art has been added.
Moved Character Health and Status, Grievous Wounds, Healing, and Healing Example sections to Chapter 1.
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Changed the name of Chapter 3 to “Dangerous Situations.” We are planning to put all the combat and other dangerous stuff into one chapter called “Dangerous Situations” and merge combat, chases, etc. into one thing rather than splitting it up and having it in a bunch of different chapters.
Made it so that the Speed mechanic works with Theater of the Mind as well, and removed that other awkward mechanic with rolling Athletics for how many turns it takes for a character to cross a large distance.
Complete restructure of the way the mechanics for movement and action are explained, as well as defining things as both Movements and Actions.
Created a Chapter 2.5. In the future when we are ready to shift the chapter numbers, Chapter 2.5 will become the new Chapter 3 and the current Chapter 3 will become Chapter 4. Chapter 2.5 currently houses the statistics of weapons and other combat items. The plan is that a first-time reader will read the weapon statistics in Chapter 2.5 before they read the combat rules in Chapter 3, which will inform the way they understand Chapter 3.
Changed damage value and special attributes of pepper spray.
Made brass knuckles do 1 penetrative damage.
Made stun guns do 2 superficial damage.
Made it so that bulletproof vests do protect against 1-damage weapons.
Moved and rearranged like everything from chapters 3-6.
Close range bonus for guns is now +2 instead of +1
Simplified Stopping Power rules (the actual way it works has not changed, we just rewrote it so that it gives the same mechanics in like a tenth of the word count)
Separated open-faced helmets and full-face helmets, and made it so that wearing a helmet along with body armor gives a -1 penalty to incoming attack rolls.
“Single Load” is now called “Internal Magazines”
Shotguns at extremely close range now have similar stopping power to a rifle, but at 5-10 yards they still have their double stopping power.
Changed how Rate of Fire works for guns. Just making it a number instead of distinct actions.
Made it so that Quick Cycling affects basically all guns except automatics, meaning characters with high Firearms skill can now fire semi-automatic pistols at 3 bullets per Action.
Streamlined Stabilization. It is no-longer a roll and instead a penalty that worsens the more bullets are being fired at once.
Made Bipods give +2 Contextual bonus instead of +1 to single stationary targets.
Changed Reactions and made them more broadly applicable and usable as a rule.
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Overhauled Grabs, Throws, Holds, and Escapes to make them a viable option in a lot more scenarios.
Defined “On the Ground” and made it its own section.
Made knock out blows and throws ignore Armor. Knock-out blows are still somewhat penalized by helmets.
Added A Real John Woo Film Optional Rule
More art has been added
Hastily updated the random chase obstacle tables for the new Movement/Action system.
Updated the example obstacles to be more in line with how we designed obstacles for the obstacle tables.
Redid how Poison works. We meant to make it less convoluted but accidentally made it more granular instead. We did write it better so it will at least feel less convoluted.
CHAPTER 4
Merged this chapter with chapter 3
CHAPTER 5
merged this chapter with chapter 3
CHAPTER 6
merged this chapter with chapter 3
CHAPTER 7
Added “Psychological Warfare” mechanic.
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CHAPTER 8
The Blacked Out Skill has been changed in two major ways. First we made it more obvious that the Blacked Out Skill applies even to knowledge of the supernatural that is not necessarily true. And also rather than working the way that every other Knowledge skill works, the Blacked Out Skill now gives leads to where answers might be found rather than immediate concrete answers.
THE GORGON IS FINISHED AND FULLY PLAYABLE!
Added that Alt. Witches have to make their supernatural ability composure rolls at +0 instead of +3. The +3 was a typo.
Started work on the complete monster overhaul.
Vampires have been completely rewritten. Most of their abilities and themes are the same, but the way the abilities work has been overhauled and improved in many cases, as well as now being formatted and structured in a sane and easily-referenceable way.
More art has been added.
Changed the +2 Contextual Close Combat bonus for the Werewolf Trait to a +1 Base Bonus
Wolfmen have been completely rewritten. Most of their abilities and themes are the same, but the way the abilities work has been overhauled and improved in many cases, as well as now being formatted and structured in a sane and easily-referenceable way.
Fairytale Witch is currently being rewritten/overhauled.
Changed Incredible Strength Mage Trait to have a +2 Close Combat bonus instead of +3.
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Clarified that gorgon blood does not heal gorgons.
Changed the way that monsters interact with Composure and their Tiers of Fear during the act of preying on other people. Instead of just ignoring it or having a bonus (i somehow left both of those conflicting rules in and no one told me), a relevant Composure roll is still made when a monster eats someone, but they do not lose Composure points from it even in the event of Partial Success or Failure. This keeps the narrative benefit of a Composure roll to show the monster’s emotional state, but without making hunting numerically pointless.
Finished the complete fairytale witch overhaul.
Made the Close Combat bonus for superhuman strength be just +1 for the vast majority of instances. The only exception is wolfman forms. They get a higher Close Combat bonus because their transformations actually make them bigger and taller and this helps a lot in Close Combat.
Reduced Athletics bonus of Incredible Strength trait to +2.
Merged the Alt. Witch with Mage, and made Mage a Misc. supernatural category instead of its own separate thing. This is going to be a really messy transition for chapter 8 so please bear with us. I am making a brief run though the chapter to clean up the biggest discrepancies this change creates, but I probably won’t get them all until the editor and I have time to actually go through and copy-edit it.
“Mage” is now its own trait, and what were previously called “mage traits” are now called “mage powers”. Mages now have between 1 and 6 mage powers as part of their mage trait, with worse composure rolls the more powers they have.
When they engage in their True Nature, monsters now have a chance to recoup some or all of the Composure they lost as a result of using their powers to hunt prey.
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Fully overhauled the fairy rules. Just one more monster to overhaul! Woo!
Changed the Curse of Slumber to take effect the next time the victim falls asleep rather than knocking them out spontaneously.
Overhauled the changeling rules to go along with the overhauled fairy rules.
Clarified something about the vampire’s In Lizard Fashion ability, they wouldnt be able to use this to stop a speeding truck.
Removed the hard limit on how many people a wolfman could eat at once, and also added rules for what happens if they shift to a smaller form with people in their stomach. Made similar tweaks for vampires.
More art has been added
Fully overhauled the Thing from Beyond, and that completes the full monster overhaul. All Monsters now consist of a single Trait, rather than needing a pair of Traits.
Gave vampires’ “wearing the evening” ability a maximum distance of 50 yards and also it is a Movement now
Made a few more adjustments to some of the monster sections to bring them up to date with the new Movement/Action mechanics.
Adjusted all instances of poison in the monster sections to account for the new poison rules.
#indie ttrpgs#ttrpg tumblr#ttrpg community#halloween#artists on tumblr#ttrpgs#ttrpg#indie ttrpg#rpgs#free rpg#fantasy rpg#supernatural rpg#rpg#indie rpg#indie rpgs#horror#murder mystery#october#indie game#indie games#eureka: investigative urban fantasy#eureka
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the steam deck would find it difficult if not impossible to run switch 2 games (i think they’re supposed to have quite similar hardware?) so it really isn’t an option
If it isn't a bother would you mind explaining more this please? I'm somewhat tech iliterate with this stuff so please correct me if I'm wrong, but Isn't the Steam Deck supposed to have the performance comparable to that of a standard gaming PC, so I doubt common minimun requirements are an issue (specifically graphics and size because lbh It's nintendo games they can't be that demanding when compared to the average AAA title). Is it because of exclusive controls the switch 2 has?
and whilst the Switch 2 is living up to the Nintendo legacy of underpowered hardware, it would still probably be very hard to run on a desktop at all
1. Damn it is not that better or different from the past switch? Or you mean like underpowered when compared to a PS5 and such? 2. Again I'm admittedly pretty tech ignorant on the nintendo subject but Is the reason nintendo games are hard to pirate bc the company since the 3DS era implement some sort of special barrier software that makes it more annoying to crack than other common games and/or bc they actively track down piracy?
no its just literally that “the switch 2 has much higher specs than the switch 1”. running stuff on an emulator is already harder than running it on the original hardware 9/10 times. the answer to the question “huh? why can’t your pc emulate a switch 2?” is because the switch 2 is, again, a lot more powerful than the switch 1 and thus its games are more demanding. the Steam Deck is meant to be as powerful as a gaming computer, but the Switch 2 is literally a new gaming console that didn’t even exist when the Steam Deck launched. i think modern computers are not as powerful as you seem to think they are! you said “it can’t be that demanding” but actually emulation is just very demanding. the reason the Steam Deck would find it hard/impossible to emulate Switch 2 games (although again it’s really too early to say) is because Switch 2 games were developed with the Switch 2 in mind whereas the Steck has an extra layer of work to do (emulation)
all of this is a moot point anyway because as i said, you can’t emulate the switch 2 yet because nobody has developed the tools to do that.
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Dragon Age: The Veilguard GameInformer Article Transcribed
I saw some people lamenting that they had no way to read the GameInformer article, and while MVP dalishious posted screenshots of the article here, I figured that might be a little difficult to read, plus people with screen readers can't read it of course. So I've gone ahead and transcribed it! Full thing below the cut!
As a note, I transcribed it without correcting any typos, capitalization errors, etc. that the article itself had (as much as it pained me, omg the author capitalizes so many things that shouldn't be and vice versa). There may be some typos on my part as I did this as quickly as I could, so apologies in advance for any you might encounter.
I have also created a plot-spoiler-free version of the article for those who would like to learn more about the mechanics of the game without learning more plot info than they want!
Throughout my research and preparation for a trip to BioWare’s Edmonton, Canada, office for this cover story, I kept returning to the idea that its next game, Dragon Age: The Veilguard (formerly subtitled Dreadwolf) is releasing at a critical moment for the storied developer. The previous installment, Dragon Age: Inquisition, hit PlayStation, Xbox, and PC a decade ago. It was the win BioWare needed, following the 2012 release of Mass Effect 3 with its highly controversial and (for many) disappointing ending. Inquisition launched two years later, in 2014, to rave reviews and, eventually, various Gameo the Year awards, almost as if a reminder of what the studio was capable of.
Now, in 2024, coincidentally, the next Dragon Age finds itself in a similar position. BioWare attempted a soft reboot of Mass Effect with Andromeda in 2017, largely seen as a letdown among the community, and saw its first live-service multiplayer attempt in 2019’s Anthem flounder in the tricky waters of the genre; it aimed for a No Man’s Sky-like turnaround with Anthem Next, but that rework was canceled in 2021. Like its predecessor, BioWare’s next Dragon Age installment is not only a new release in a beloved franchise, but is another launch with the pressure of BioWare’s prior misses; a game fans hope will remind them the old BioWare is still alive today.
“Having been in this industry for 25 years, you see hits and misses, and it’s all about building off of those hits and learning from those misses,” BioWare general manager Gary McKay, who’s been with the studio since January 2020, tells me.
As McKay gives me a tour of the office, I can’t help but notice how much Anthem is scattered around it. More than Mass Effect, more than Dragon Age, there’s a lot of Anthem - posters, real-life replicas of its various Javelins, wallpaper, and more. Recent BioWare news stories tell of leads and longtime studio veterans laid off and others departing voluntarily. Veilguard’s development practically began with the COVID-19 pandemic in 2020. When I ask McKay about the tumultuousness of BioWare and how he, as the studio manager, makes the team feel safe in the product it’s developing, he says it’s about centering on the creative vision. “[When] we have that relentless pursuit for quality, and we have passion and people in the right roles, a lot of the other stuff you’re talking about just fades into the background.”
That’s a sentiment echoed throughout the team I speak to: Focus on what makes a BioWare game great and let Veilguard speak for itself. Though I had no expectations going in - it’s been 10 years since the last Drag Age, after all, and BioWare has been cagey about showing this game publicly - my expectations have been surpassed. This return to Thedas, the singular continent of the franchise, feels like both a warm welcome for returning fans and an impressive entry point for first-time players.
New Age, New Name
At the start of each interview, I address a dragon-sized elephant in the room with the game’s leads. What was Dragon Age: Dreadwolf is now Dragon Age: The Veilguard. Why?
“These games are reflections of the teams that make them, and as part of that, it means we learn a lot about what the heart and soul of the game really is as we’re developing it,” Veilguard game director Corinne Busche tells me. “We quickly learned and realized that the absolute beating heart of this game is these authentic, diverse companions. And when we took a step back, as we always do, we always check our decisions and make sure they still represent the game we’re trying to build.”
Dreadwolf no longer did that, but each member of BioWare I speak to tells me The Veilguard does. And while I was initially abrasive to the change - lore aside, Dreadwolf is simply a cool name - I warmed up to The Veilguard.
Solas, a Loki-esque trickster member of the Elven pantheon of gods known as the Dread Wolf, created the Veil long ago while attempting to free the elves from their slave-like status in Thedas. This Veil is a barrier between the magical Fade and Thedas, banishing Elven gods and removing Elven immortality from the world. But players didn’t know that in Inquisition, where he is introduced as a mage ally and companion. However, at the end of Inquisition’s Trespasser DLC, which sets the stage for Veilguard, we learn in a shocking twist that Solas wants to destroy the Veil and restore Elves to their former glory. However, doing so would bring chaos to Thedas, and those who call it home, the people who eventually become The Veilguard, want to stop him.
“There’s an analogy I like to use, which is, ‘If you want to carve an elephant out of marble, you just take a piece of marble and remove everything that doesn’t look like an elephant,’” Veilguard creative director John Epler says. “As we were building this game, it became really clear that it was less that we were trying to make The Veilguard and more like The Veilguard was taking shape as we built the game. Solas is still a central figure in it. He’s still a significant character. But really, the focus shifts to the team.
“[We] realized Dreadwolf suggests a title focused on a specific individual, whereas The Veilguard, much like Inquisition, focuses more on the team.”
Creating Your Rook
Veilguard’s character creator is staggeringly rich, with a dizzying number of customizable options. Busche tells me that inclusivity is at the heart of it, noting that she believes everyone can create someone who represents them on-screen.
There are four races to choose from when customizing Rook, the new playable lead - Elves, Qunari, Humans, and Dwarves - and hundreds of options to customize your character beyond that. You can select pronouns separately from gender and adjust physical characteristics like height, shoulder width, chest size, glute and bulge size, hip width, how bloodshot your eyes are, how crooked your nose is, and so much more. There must be hundreds of sliders to customize these body proportions and features like skin hue, tone, melanin, and just about anything else you might adjust on a character. Oh, and there’s nudity in Veilguard, too, which I learn firsthand while customizing my Rook.
“The technology has finally caught up to our ambition,” Dragon Age series art director Matt Rhodes tells me as we decide on my warrior-class Qunari’s backstory, which affects faction allegiance, in-game dialogue, and reputation standing - we choose the pirate-themed Lords of Fortune.
Notably, instead of a warrior class, we could have chosen mage or rogue. All three classes have unique specializations, bespoke skill trees, and special armors, too. And though our Rook is aligned with the Lords of Fortune faction, there are others to choose from including the Grey Wardens, Shadow Dragons, The Mourn Watch, and more. There is some flexibility in playstyle thanks to specializations, but your class largely determines the kind of actions you can perform in combat.
“Rook ascends because of competency, not because of a magical McGuffin,” BioWare core lead and Mass effect executive producer Michael Gamble tells me in contrast to Inquisition’s destiny-has-chosen-you-characterization.
“Rook is here because they choose to be, and that speaks to the kind of character that we’ve built.” Busche adds, “Someone needs to stop this, and Rook says, ‘I guess that’s me.’”
Beyond the on-paper greatness of this character creator, its customizability speaks to something repeated throughout my BioWare visit: Veilguard is a single-player, story-driven RPG. Or in other words, the type of game that made BioWare as storied as it is. McKay tells me the team explored a multiplayer concept early in development before scratching it to get back to BioWare basics. The final game will feature zero multiplayer and no microtransactions.
Happy to hear that, I pick our first and last name, then one of four voices, with a pitch shifter for each, too, and we’re off to Minrathous.
Exploring Tevinter For The First Time
Throughout the Dragon Age series, parts of Thedas are discussed by characters and referenced by lore material but left to the imagination of players as they can’t visit them. Veilguard immediately eschews this, setting its opening prologue mission in Minrathous, the capital of the Tevinter Empire. Frankly, I’m blown away by how good it looks. It’s my first time seeing Veilguard in action and my first look at a Dragon Age game in nearly a decade. Time has treated this series well, and so has technology.
Epler, who’s coming up on 17 years at BioWare, acknowledges that the franchise has always been at the will of its engine. Dragon Age: Origins and II’s Eclipse Engine worked well for the time, but today, they show their age. Inquisition was BioWare’s first go at Ea’s proprietary Frostbite engine - mind you, an engine designed for first-person shooters and decidedly not multi-character RPGs - and the team struggled there, too. Epler and Busche agree Veilguard is the first RPG where BioWare feels fully in command of Frostbite and, more generally, its vision for this world.
We begin inside a bar. Rook and Varric are looking for Neve Gallus, a detective mage somewhere in Minrathous. The first thing players will do once Veilguard begins is select a dialogue option, something the team says speaks to their vision of a story-forward, choice-driven adventure. After a quick bar brawl cutscene that demonstrates Rook’s capabilities, there’s another dialogue choice, and different symbols here indicate the type of tone you can roll with. There’s a friendly, snarky, and rough-and-tough direct choice, and I later learn of a more romantically inclined “emotional” response. These are the replies that will build relationships with characters, romantic and platonic alike, but you’re welcome to ignore this option. However, your companions can romance each other, so giving someone the cold shoulder might nudge them into the warm embrace of another. We learn Neve is in Dumat Plaza and head into the heart of Minrathous.
Rhodes explains BioWare’s philosophy for designing this city harkens back to a quick dialogue from Inquisition’s Dorian Pavus. Upon entering Halamshiral’s Winter Palace, the largest venue in Dragon Age history at that point, Dorian notes that it’s cute, adorable even, alluding to his Tevinter heritage. If Dorian thinks the largest venue in Dragon Age history is cute and adorable, what must the place he’s from be like? “It’s like this,” Rhodes says as we enter Minrathous proper in-game.
Minrathous is huge, painted in magical insignia that looks like cyberpunk-inspired neon city signs and brimming with detail. Knowing it’s a city run by mages and built entirely upon magic, Rhodes says the team let its imagination run wild. The result is the most stunning and unique city in the series. Down a wide, winding pathway, there’s a pub with a dozen NPCs - Busche says BioWare used Veilguard’s character creator to make each in-world NPC except for specific characters like recruitable companions - and a smart use of verticality, scaling, and wayfinding to push us toward the main attraction: Solas, attempting to tear down the Veil.
All hell is breaking loose. Pride Demons are rampaging through the city. Considering Pride Demons were bosses in prior games, seeing them roaming freely in the prologue of Veilguard speaks to the stakes of this opener. Something I appreciate throughout our short journey through Minrathous to its center below is the cinematography at play. As a Qunari, my character stands tall, and Rhodes says the camera adjusts to ensure larger characters loom over those below. On the flip side, the camera adjusts for dwarves to demonstrate their smaller stature compared to those around them.
This, coupled with movie-liked movement through the city as BioWare showcases the chaos happening at the hands of Solas’ Veil-break ritual, creates a cinematic start that excited me, and I’m not even hands-on with the game.
Eventually, we reach Neve, who has angered some murderous blood mages, and rescue her from danger. Or rather, help… barely. Neve is quite capable, and her well-acted dialogue highlights that. Together, Varric, returning character Lace Harding, who is helping us stop Solas and is now a companion, Rook, and Neve defeat some demons. They then take on some Venatori Cultists seizing this chaotic opportunity to take over the city and other enemies before making it to Solas’ hideout. As we traverse deeper and deeper into this hideout, more of Solas’ murals appear on the walls, and things get more Elven. Rhodes says this is because you’re symbolically going back in time, as Minrathous is a city built by mages on the bones of what was originally the home of Elves.
At the heart of his hideout, we discover Solas’ personal Eluvian. This magical mirror-like structure allows the gang to teleport (and mechanically fast-travel) to Arlathan Forest, where Solas is secretly performing the ritual (while its effects pour out into Minrathous).
Here, we encounter a dozen or so demons, which BioWare has fully redesigned on the original premise of these monstrous creatures. Rhodes says they’re creatures of feeling and live and die off the emotions around them. As such, they are just a floating nervous system, push into this world from the Fade, rapidly assembled into bodies out of whatever scraps they find.
I won’t spoil the sequence of events here, but we stop Solas’ ritual and seemingly save the world… for now. Rook passes out moments later and wakes up in a dream-like landscape to the voice of none other than Solas. He explains a few drops of Rook’s blood interacted with the ritual, connecting them to the Fade forever. He also says he was attempting to move the Elgar’nan and Ghilan’nain, part of the Evanuris or Elven gods of ancient times, to a new prison because the one he had previously constructed was failing. Unfortunately, Solas is trapped in the Fade by our doing, and these gods are now free. It’s up to Rook to stop them; thus, the stage for our adventure is set.
The Veilguard Who’s Who
While we learned a lot about returning character but first-time companion Lace Harding, ice mage private detective Neve Gallus, and veil jumper Bellara Lutara, BioWare shared some additional details about other companions Rook will meet later in the game. Davrin is a charming Grey Warden who is also an excellent monster hunter; Emmrich is a member of Nevarra’s Mourn Watch and a necromancer with a skeleton assistant named Manfred; Lucanis is a pragmatic assassin whose bloodline descends from the criminal House of Crows organization; And Taash is a dragon hunter allied with the piratic Lords of Fortune. All seven of these characters adorn this Game Informer issue, with Bellara up front and center in the spotlight.
The Lighthouse
After their encounter with Solas, Rook wakes up with Harding and Neve in the lair of the Dread Wolf himself, a special magical realm in the Fade called the Lighthouse. It’s a towering structure centered amongst various floating islands. Epler says, much like Skyhold in Inquisition, the Lighthouse is where your team bonds, grows, and prepares for its adventures throughout the campaign. It also becomes more functional and homier as you do. Already, though, it’s a beautifully distraught headquarters for the Veilguard, although they aren’t quite referring to themselves as that just yet.
Because it was Solas’ home base of operations, it’s gaudy, with his fresco murals adorning various walls, greenery hanging from above, and hues of purple and touches of gold everywhere. Since it’s in the Fade, a realm of dreams that responds to your world state and emotion, the Lighthouse reflects the chaos and disrepair of the Thedas you were in moments ago. I see a clock symbol over a dialogue icon in the distance, which signals an optional dialogue option. We head there, talk to Neve, select a response to try our hand at flirting, and then head to the dining hall.
A plate, a fork and knife, and a drinking chalice are at the end of a massive table. Rhodes says this is both a funny (and sad) look at Solas’ isolated existence and an example of the detail BioWare’s art team has put into Veilguard. “It’s a case of letting you see the story,” he says. “It’s like when you go to a friend's house and see their bedroom for the first time; you get to learn more about them.” From the dining hall, we gather the not-quite-Veilguard in the library, which Busche says in the central area of the Lighthouse and where your party will often regroup and prepare for what’s next. The team decides it must reach the ritual site back in Arlathan Forest, and Busche says I’m missing unique dialogue options here because I’m Qunari; an Elf would have more to say about the Fade due to their connection to it. The same goes for my backstory earlier in Minrathous. If I had picked the Shadow Dragons background, Neve would have recognized me immediately, with unique dialogue.
With our next move decided, we head to Solas’ Eluvian to return to Arlathan Forest and the ritual site. However, it’s not fully functional without Solas, and while it returns us to Arlathan Forest, it’s not exactly where we want to go. A few moments later, we’re back in the Arlathan Forest, and just before a demon-infested suit of mechanized armor known as a Sentinel can attack, two new NPCs appear to save us: Strife and Irelin. Harding recognizes them, something Dragon Age comic readers might know about. They’re experts in ancient elven magic and part of the new Veil Jumpers faction. The ensuing cutscene, where we learn Strife and Irelin need help finding someone named Bellara Lutara, is long, with multiple dialogue options. That’s something I’m noticing with Veilguard, too - there’s a heavy emphasis on storytelling and dialogue, and it feels deep and meaty, like a good fantasy novel. BioWare doesn’t shy away from minutes-long cutscenes.
Busche says that’s intentional, too. “For Rook, [this story’s about] what does it meant to be a leader,” she says. “You’re defining their leadership style with your choices.” Knowing that Rook is the leader of the Veilguard, I’m excited to see how far this goes. From the sound of it, my team will react to my chosen leadership style in how my relationships play out. That’s demonstrated within the game’s dialogue and a special relationship meter on each companion’s character screen.
Redefining Combat Once More
Bellara is deep within Arlathan Forest, and following the prolgoue’s events, something is up here. Three rings of massive rocks fly through the air, protecting what appears to be a central fortress. Demon Sentinels plague the surrounding lands, and after loading up a new save, we’re in control of a human mage.
Following the trend of prior Dragon Age games, Veilguard has completed the series’ shift from tactical strategy to real-time action, but fret not: a tactical pause-and-play mechanic returns to satiate fans who remember the series’ origins (pun intended). Though I got a taste of combat in the prologue, Veilguard’s drastic departure from all that came before it is even more apparent here.
Busche says player complete every swing in real-time, with special care taken to animation swing-through and canceling. There's a dash, a parry, the ability to charge moves, and a completely revamped healing system that allows you to use potions at your discretion by hitting right on the d-pad. You can combo attacks and even “bookmark” combos with a quick dash, which means you can pause a combo’s status with a dash to safety and continue the rest of the combo afterward. It looks even cooler than it sounds.
Like any good action game, there is a handful of abilities to customize your kit. And, if you want to maintain that real-time action feel, you can use them on the fly, so long as you take cooldowns into effect. But Veilguard’s pause-and-play gameplay mechanic, similar to Inquisition’s without the floating camera view, lets you bring things to halt for a healthy but optional dose of strategy.
In this screen, which essentially pauses the camera and pulls up a flashy combat wheel that highlights you and your companions’ skills, you can choose abilities, queue them up, and strategize with synergies and combos, all while targeting specific enemies. Do what you need to here, let go of the combat wheel, and watch your selections play out. Busche says she uses the combat wheel to dole out her companions’ attacks and abilities while sticking to the real-time action for her player-controlled Rook. On the other hand, Epler says he almost exclusively uses the combat wheel to dish out every ability and combo.
Busche says each character will play the same, in that you execute light and heavy attacks with hte same buttons, use abilities with the same buttons, and interact with the combo wheel in the same way, regardless of which class you select. But a sword-and-shield warrior, like we used in the prolgoue, can hip-fire or aim their shield to throw it like Captain America, whereas our human mage uses that same button to throw out magical ranged attacks. The warrior can parry incoming attacks, which can stagger enemies. The rogue gets a larger parry window. Our mage, however, can’t parry at all. Instead, they throw up a shield that blocks incoming attacks automatically so long as you have the mana to sustain it.
“What I see from Veilguard is a game that finally bridges the gap,” former Dragon Age executive producer Mark Darrah, who left BioWare in 2021 before joining the Veilguard team last year as a consultant, tells me. “Uncharitably, previous Dragon Age games got to the realm of ‘combat wasn’t too bad.’ In this game, the combat’s actually fun, but it does keep that thread that’s always been there. You have the focus on Rook, on your character, but still have that control and character coming into the combat experience from the other people in the party.”
“This is really the best Dragon Age game that I’ve ever played,” he adds, noting his bias. “This is the one where we get back to our roots of character-driven storytelling, have really fun combat, and aren’t making compromises.”
Watching Busche take down sentinels and legions of darkspawn on-screen, I can already sense Veilguard’s combat will likely end up my favorite in the series, although admittedly, as a fan of action games, I’m an easy sell here. It’s flashy, quick, and thanks to different types of health bars, like a greenish-blue one that represents barrier and is taken down most effectively with ranged attacks, a decent amount of strategy, even if you don’t use the pause-and-play combo wheel. Like the rest of the game, too, it’s gorgeous, with sprinkles, droplets, and splashes of magic in each attack our mage unleashes. Though I’m seeing the game run on a powerful PC, which is sure to be the best showcase of Veilguard, Epler tells me the game looks amazing on consoles - he’s been playing it on PlayStation 5 and enjoying it in both its fidelity and performance modes, but I’ll have to take his word for it.
Pressing Start
The start or pause screen is as important to a good RPG as the game outside the menus. Veilguard’s contains your map, journal, character sheets, skill tree, and a library for lore information. You can cross-compare equipment and equip new gear here for Rook and your companions, build weapon loadouts for quick change-ups mid-combat, and customize you and your party’s abilities and builds via an easy-to-understand skill tree. You won’t find minutiae here, “just real numbers,” Busche says. That means a new unlocked trait might increase damage by 25 percent against armor, but that’s as in-depth as the numbers get. Passive abilities unlock jump attacks and guarantee critical hit opportunities, while abilities add moves like a Wall of Fire to your arsenal (if you’re a mage). As you spec out this skill tree, which is 100 percent bespoke to each class, you’ll work closer to unlocking a specialization, of which there are three for each class, complete with a unique ultimate ability. Busche says BioWare’s philosophy here is “about changing the way you play, not statistical minutiae.”
Companion Customization
You can advance your bonds by helping companions on their own personal quests and by including them in your party for main quests. Every Relationship Level you rank up, shown on their character sheet, nets you a skill point to spend on them. Busche says the choices you make, what you say to companions, how you help them, and more all matter to their development as characters and party members. And with seven companions, there’s plenty to customize, from bespoke gear to abilities and more. Though each companion has access to five abilities, you can only take three into combat, so it’s important to strategize different combos and synergies within your party. Rhodes says beyond this kind of customizable characterization, each companion has issues, problems, and personal quests to complete. “Bellara has her own story arc that runs parallel to and informs the story path you’re on,” Rhodes says.
In Entropy’s Grasp
As we progress through the forest and the current “In Entropy’s Grasp” mission, we finally find Bellara. She’s a veil jumper, the first companion you meet and recruit in-game (unlike Neve, who automatically joins), and the centerpiece of this issue’s cover image. Because our mage’s background is Veil Jumper, we get some unique dialogue. Bellara explains we’re all trapped in a Veil Bubble, and there’s no way out once you pass through it. Despite the dire situation, Bellara is bubbly, witty, and charming.
“When designing companions, they’re the load-bearing pillars for everything,” Rhodes says. “They’re the face of their faction, and in this case [with Bellara], their entire area of the world. She’s your window into Arlathan Forest.” Rhodes describes her as a sweetheart and nerd for ancient elven artifacts. As such ,she’s dressed more like an academic than a combat expert, although her special arm gauntlet is useful both for tinkering with her environment and taking down enemies.
Unlike Neve, who uses ice magic like our Rook and can slow down time with a special ability, Bellara specializes in electricity, and she can also use magic to heal you, something Busche says Dragon Age fans have been desperate to have in a game. Busche says if you don’t direct Neve and Bellara, they’re fully independent and will attack on their own. But synergizing your team will add to the fun and strategy of combat. Bellara’s electric magic is effective against Sentinels, which is great because we currently only have access to ice. However, without Bellara, we could also equip a rune that converts my ice magic, for a brief duration, into electricity to counter the Sentinels.
As we progress through Arlathan Forest, we encounter more and more darkspawn. Bellara mentions the darkspawn have never been this far before because the underground Deep Roads, where they usually escape from, aren’t nearby. However, with blighted Elven gods roaming the world, and thanks to Blight’s radiation-like spread, it’s a much bigger threat in Veilguard than in any Dragon Age before it.
I continue to soak in the visuals of Veilguard with Arlathan Forest’s elven ruins, dense greenery, and disgusting Blight tentacles and pustules; it’s perhaps the most impressive aspect of my time seeing the game, although everything else is making a strong impression, too. I am frustrated about having to watch the game rather than play it, to be honest. I’m in love with the art style, which is more high fantasy than anything in the series thus far and almost reminiscent of the whimsy of Fable, a welcome reprieve from the recent gritty Game of Thrones trend in fantasy games. Rhodes says that’s the result of the game’s newfound dose of magic.
“The use of magic has been an evolution as the series has gone on,” he says. “It’s something we’ve been planning for a while because Solas has been planning all this for a while. In the past, you could hint at cooler magical things in the corner because you couldn’t actually go there, but now we actually can, and it’s fun to showcase that.”
Busche, Epler, and Rhodes warn me that Arlathan Forest’s whimsy will starkly contrast to other areas. They promise some grim locations and even grimmer story moments because, without that contrast, everything falls flat. Busche likens it to a “thread of optimism” pulled through otherworldly chaos ravaging Thedas. For now, the spunky and effervescent Bellara is that thread.
As we progress deeper into the forest, Bellara spots a floating fortress and thinks the artifact needed to destroy the Veil Bubble is in there. To reach it, though, wem ust remove the floating rock rings, and Bellara’s unique ability, Tinker, can do just that by interacting with a piece of ancient elven technology nearby. Busche says Rook can acquire abilities like Tinker later to complete such tasks in instances where Bellara, for example, isn’t in the party.
Bellara must activate three of these in Arlathan Forest to reach the floating castle, and each one we activate brings forth a slew of sentinels, demons, and darkspawn to defeat. Busche does so with ease, showcasing high-level gameplay by adding three stacks of arcane build-up to create an Arcane Bomb on an enemy, which does devastating damage after being hit by a heavy attack. Now, she begins charging a heavy attack on her magical staff, then switches to magical daggers in a second loadout accessed with a quick tap of down on the d-pad to unleash some quick attacks, then back to the staff to charge it some more and unleash a heavy attack.
After a few more combat encounters, including one against a sentinel that’s “Frenzied,” which means it hits harder, moves faster, and has more health, we finally reach the center of the temple. Within is a particular artifact known as the Nadas Dirthalen, which Bellara says means “the inevitability of knowledge.” Before we can advance with it, a darkspawn Ogre boss attacks. It hits hard, has plenty of unblockable, red-coded attacks, and a massive shield we must take down first. However, it’s weak to fire, and our new fire staff is perfect for the situation.
After taking down this boss in a climactic arena fight, Bellara uses a special crystal to power the artifact and remove it from a pedestal, destroying the Veil Bubble. Then, the Nadas Dirthalen comes alive as an Archive Spirit, but because the crystal used to power it breaks, we learn little about this spirit before it disappears. Fortunately, Bellara thinks she can fix it - fixing broken stuff is kind of her thing, Epler says - so the group heads back to the Veil Jumper camp and, as interested as I am in learning what happens next, the demo ends. It’s clear that even after a few hours with the game’s opening, I’ve seen a nigh negligible amount of game; frustrating but equally as exciting.
Don’t Call It An Open World
Veilguard is not an open world, even if some of its explorable areas might fee like one. Gamble describes Veilguard’s Thedas as a hub-and-spoke design where “the needs of the story are served by the level design.” A version of Inquisition’s Crossroads, a network of teleporting Eluvians, returns, and it’s how players will traverse across northern Thedas. Instead of a connected open world, players will travel from Eluvian to Eluvian to different stretches of this part of the continent. This allows BioWare to go from places like Minrathous to tropical beaches to Arlathan Forest to grim and gothic areas and elsewhere. Some of these areas are larger and full of secrets and treasures. Others are smaller and more focused on linear storytelling. Arlathan Forest is an example of this, but there are still optional paths and offshoots to explore for loot, healing potion refreshes, and other things. There’s a minimap in each location, though linear levels like “In Entropy’s Grasp” won’t have the fog of war that disappears as you explore like some of Veilguard’s bigger locations. Regardless, BioWare says Veilguard has the largest number of diverse biomes in series history.
Dragon’s Delight
With a 10-hour day at BioWare behind me after hours of demo gameplay and interviews with the leads, I’m acutely aware of my favorite part of video games: the surprises. I dabbled with Origins and II and put nearly 50 hours into Inquisition, but any familiarity with the series the latter gave me had long since subsided over the past decade. I wanted to be excited about the next Dragon Age as I viewed each teaser and trailer, but other than seeing the words “Dragon Age,” I felt little. Without gameplay, without a proper look at the actual game we’ll all be playing this fall, I struggled to remember why Inquisition sucked me in 10 years ago.
This trip reminded me.
Dragon Age, much like the Thedas of Veilguard, lives in the uncertainty: The turbulence of BioWare’s recent release history and the lessons learned from it, the drastic changes to each Dragon Age’s combat, the mystery of its narrative, and the implications of its lore. It’s all a part of the wider Dragon Age story and why this studio keeps returning to this world. It’s been a fertile franchise for experimentation. While Veilguard is attempting to branch out in unique ways, it feels less like new soil and more like the harvest BioWare has been trying to cultivate since 2009, and I’m surprised by that.
I’m additionally surprised, in retrospect, how numb I’ve been to the game before this. I’m surprised by BioWare’s command over EA’s notoriously difficult Frostbite engine to create its prettiest game yet. I’m surprised by this series’ 15-year transition from tactical strategy to action-forward combat. I’m surprised by how much narrative thought the team has poured into these characters, even for BioWare. Perhaps having no expectations will do that to you. But most of all, with proper acknowledgement that I reserve additional judgment until I actually play the game, I’m surprised that Veilguard might just be the RPG I’m looking forward to most this year.
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Thoughts on DA: Vows & Vengeance -
[info compilation post link] [more info on the podcast]
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this post is rather unstructured : )
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I know what BW said about how there won't be official transcripts, but I hope that they decide to post official transcripts of each episode if it's possible, as it's rly important for accessibility & inclusivity.
I like the title - the alliteration is fun, and the concepts of vengeance and revenge are a DA thematic staple atp. it's neat that it's free and the spacing of one episode per week until mid/late October will help pass the time until launch (the last podcast episode releases 2 weeks before DA:TV Release Day). it's also cool to see DA expand into new forms of media, and I'm excited that we will hear lots more lines from each of the 7 Veilguard companions. 👁️
here is one of the podcast writers, Jeremy Novick, on Twitter.
I’m really looking forwards to Taash and Davrin’s episodes of the podcast in particular ◕‿◕ it feels like we don't know much about them or their backstories relative to the other DA:TV companions at this point in time.
Nadia Carcosa, Drayden and Elio are described as being "podcast-exclusive" characters, I guess this means they will not appear in the game itself (which helps the podcast storyline stay self-contained and the podcast to remain as optional listening). but it would be cool if in the game there is some references to them here and there, like in dialogue and/or codex entries/notes etc. 😊
in the background image of the teaser trailer and what looks like the thumbnail for the podcast[?] on podcasting sites, the two faction symbols shown are the Mourn Watch and the Shadow Dragons. is this a coincidence/just since their symbols look cool, or are these two factions the factions with the biggest roles in the podcast storyline relative to the others? the penultimate episodes are the ones that focus on Emmrich and Neve 🤔
"revenge, redemption, and love": these themes mixed together often produce regret. and there was a quote somewhere in DA:TV marketing materials that said “For DA:TV [the game itself], from the start one of the biggest themes has been regret; how regret shaped peoples’ lives, how people deal with their regrets, how people maybe move past their regrets.”
Mae Whitman previous credits include: Avatar: The Last Airbender, The Perks of Being a Wallflower, Scott Pilgrim vs. the World Brigette Lundy-Paine previous credits include: Bill & Ted Face the Music, Atypical, I Saw the TV Glow Armen Taylor previous credits include: Diablo IV, Octopath Traveler II, Vinland Saga
I wonder when the podcast is set? maybe in the weeks to months before Varric, Harding, Neve and Rook go to Solas' ritual site in the game's prologue? I also wonder what lineages Nadia, Drayden and Elio are? If Drayden has a mysterious connection to the Fade, they're most likely to be human or elven, right?
cat burglar, thief, scoring jobs like the one described in the podcast's plotblurbs - these kind of plot beats remind me of what we learned about an earlier concept of DA:TV when the game was more about stuff like heists and spies.
Nadia being a thief unknowingly employed by the Dread Wolf to track down a powerful ancient artifact before finding herself tangled up in everything: this reminds me sm of one of the 'here's what the DA4 PC's backstory could be and how they could end up caught up in the narrative of the game'-speculation ideas I used to wonder about hhh.
a retired cat burglar.. maybe Nadia has ties to the Lords of Fortune? some of them seem to be more thiefy. although, being wanted by Tevinter authorities for crimes of theft, high treason and murder maybe points towards Shadow Dragons instead.
two lovers going on a job to get an artifact reminds me of Irian Cestes and Vadis from TN. "burglar" also gives me Hobbit/LOTR vibes :D I imagine that over the many years since DA:I, the Dread Wolf has employed many such people [unknowingly to them] on jobs like this.
Elio being "seemingly" banished to the Fade is interesting wording.. so is "banished" actually. (Elio's Fade banishment also makes me think of foreshadowing Solas' subsequent entry to Fade Jail in DA:TV.) ((shoutout to left-in-the-Fade-Hawkes' LIs who I can also imagine desperately searching for answers on a rescue mission across all of Thedas after learning that Hawke was left in the Fade in DA:I...))
Carcosa
I'm reaaally curious about what Drayden's mysterious connection to the Fade is all about and entails.
"a few [answers] they wish they hadn’t" 👁️...
the question is, what the powerful ancient artifact is, and why does Solas want it? if he wants it it's probably ancient elven, right?
On the trailer itself
"This chamber, it feels different from the cave. I can sense something. The Veil is thin here." - I'd guess this speaker is Drayden. it isn't Nadia, as we hear her later on. the speaker can sense the thin/thickness of the Veil and Drayden is said to have a mysterious connection to the Fade. at this point they're in some kind of, well, chamber, as the speaker's voice echoes and you can hear water dripping down the damp walls.
The announcer's voice is so deep hh!
To be wanted by Tevinter authorities for crimes including high treason, maybe Nadia is from Tevinter? treason is "the crime of betraying one's country, especially by attempting to kill or overthrow the sovereign or government." so to commit treason in Tevinter context, you're probably from Tevinter.
"Who the hell is Nadia Carcosa?" - this sounds like Varric. :>
"So, what's the mark?" - I'd guess this speaker is Nadia. they sound scrappy/seasoned (Nadia is nearly retired), and the speaker is probably asking for more details on the job they've just acquired to do. does she sound like she could be a dwarf to anyone else or is this just me? :D maybe that's just my daydreams hhh
"The Eye of Kethisca" quote: presumably the middle man who Solas hired to hire someone, thereby keeping his own identity secret
The Eye of Kethisca itself: this must be the "powerful ancient artifact" from the text blurbs. there are no hits for "Kethisca" on the DA Wiki, so this is a new name/thing. it must be creepy-deepy, because when it's mentioned in the trailer you can hear creepy voices whispering ominously. :D "Kethisca" doesn't sound elven, but you could easily have an artifact that's e.g. ancient elven but acquired another name or been called something else by others in the centuries since.
"The Eye was made from a rare gem mined here in the caves beneath us. It was crafted centuries ago by a powerful Dreamer." - Solas speaking. I wonder how oblique/lies of omission/technically true (you know what I mean? that thing he does) Solas is being here.. like maybe the Dreamer was an ancient elvhen Dreamer not a human Tevinter one, like maybe the centuries ago were centuries and centuries and centuries ago dating back to Elvhenan rather than later on temporally at say, a more recent time in history like the height of the Imperium. "Eye" makes me think of spherical things, "gem" makes me think of how lyrium (Titans' blood) is a mineral. caves makes me think of dwarfy things and the Deep Roads. as for "mined":
"The runes say the Evanuris fought the Titans. They mined their bodies for lyrium and... something else. It's not clear."
what if the Eye is the heart of a Titan, a foci? Solas' Orb was spherical and the hearts of Titans look spherical here in the Death of a Titan mural. the way he frames it makes it sound like the mark is a rare jewel mined from caves by a Tevinter human dreamer long ago before being crafted into something, but I wonder if it was, more technically, the heart of a Titan mined from the body of a Titan even longer ago by, say, a member of the Evanuris, before being crafted into a foci. Solas needed his own foci in DA:I to carry out his plans, and then it was broken. there was more than one foci in ancient Elvhenan; after DA:I and Trespasser, I could see a world/storyline in which, during the long years between then and DA:TV, Solas at some point learns that another one of the foci artifacts survived into the modern day, and decided to try and get his hands on it so that he can carry out his plan using another foci instead. and since the foci can do Fadey/Veily stuff, that could be how Elio got yeeted in there. reminds me a bit of the scene when the Inquisitor yeets Cory at the end of DA:I. (here I'm just speculating wildly for fun hhh. Solas' Orb doesn't really look like a gem etc. and the Lyrium Knife tears the Veil, so maybe this storyline was set before he got that or sth)
also I wonder where these caves are? beneath Minrathous? Solas has a hideout beneath Minrathous, as we know, and the deeper you go the more elfy things get.
Magister Andante: I think this is our first time hearing about this character. their name reminds me of Andraste.
"Magister Andante? It's about Nadia. She's about to do something quite reckless." - this sounds to me like Neve speaking. it kind of sounds like she's meeting the magister clandestinely, at night. she seems to know Nadia.
"Listen to me, you've been tricked. This isn't a simple grab-and-go for the money. There are bigger forces at play. We have to put this back and leave." - I'd guess this speaker is Elio. it sounds like at this point he and Nadia have found the Eye and taken it, but he's trying to get her to see reason/warn her. it's a tense moment with the sound of battle all around them.
"I'm sorry, but I won't let you pay for my mistakes." - Nadia refusing to listen to Elio. the sounds of battle get louder and it sounds like there's an explosion or something? plus the dragon roar. maybe Mr dragon is breathing fire everywhere. :D I wonder as well if it's Elio grunting in pain at this point. I'd guess this is the moment where Elio is seemingly yeeted into the Fade perhaps?
"Nadia, I presume. I am Solas, and I am, I believe, the one that you seek." - Solas again obviously, only this time sounding way more godly and Fen'Harelly in persona (booming) than he did when he was talking more demurely/plainly about what the Eye is.
"The name I seek is the Dread Wolf" - Nadia again obviously :) so something in the job went wrong, she figures out who hired them, and goes to find the Dread Wolf presumably because she either blames him for Elio being stuck in the Fade and/or she thinks he might be able to get him out or tell her how.
"The Eye will destroy you" - and this sounds like Neve again maybe?
#dragon age: the veilguard#dragon age: dreadwolf#dragon age the veilguard spoilers#dragon age 4#the dread wolf rises#da4#dragon age#bioware#video games#long post#longpost#solas#dragon age: vows & vengeance#dragon age: tevinter nights
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Not to be dramatic or anything, but thank you for your great chasemarsh art and for drawing the girls. Sometimes I genuinely worry that Victoria and Kate would be forgotten by this fandom, when they shouldn't bc they're also very important female characters to the story. people tend to treat Max and Chloe as if they're the only female characters so thank u for doing Kate and Vic justice!
Heya!
Thank you for the kind words, both Kate and Victoria are hella important characters and I'm glad to see them still get love. One of the things that motivated me to start making fanart was seeing how barren the other character tags were compared to Chloe, Max and Rachel
At some point Chasefield was the 2nd most popular ship in the fandom but as time went on I feel like the new batch of fans we're getting didn't really explore the game's world as well as the older generation did or got into the franchise through watching speedruns or even worse, they saw tik tok edits of only the max/chloe scenes and nothing else
It's actually painful lol we used to have ask blogs for characters like Brooke, people would do shitposts and scenarios that involved all the other blackwell kids- now whenever i feature them somewhere id get questions on who's who
I'm hoping that my project at least has that old fandom spirit of appreciating Arcadia Bay and the world building
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speaking of VortexVN, I'm gonna start doing monthly updates. So far in January I managed to do the following;
-Added in an achievement system
It's gonna be list/text only, adding in pictures and stuff is just beyond my basic programming knowledge but I will include funny references specific to each route
-created a character sheet for Victoria:
i actually don't like how her sprites turned out i'm gonna revamp them next week
-Polished the waking up cutscene:
won't show the whole thing but this is the third frame
also just wanted to say that the demo launch was a success!
As of January we reached 59 downloads for the PC version and 80 browser plays for the web version, so in total 139 people played the demo... Holy shit amazeballs
Now going into this I knew it will never reach Love is Strange numbers and level of hype cause it's been almost 10 years but oh my god I didn't expect this many people playing lol
It’s kind of a gamble making a fan game featuring a divisive/antagonistic side character
my goal was around 50 downloads and browser plays for the FINAL RELEASE of the game, we hit that shit on day one with the goddamn demo- ya'll are amazing for that
I'm gonna try my best to get this project done as soons as May or June of this year, game deving isn't easy but I will try to update yall on a monthly basis.
Next week's tasks are the new journal entry and revamping Victoria's sprites
#life is strange#lis#max caulfield#victoria chase#chloe price#kate marsh#chasemarsh#rachel amber#chasefield#VortexVN#VVN update January
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is it like…unethical to have anime figurines? Because of overproduction? Are you a bad person if you have those or video games or something? I’m not trying to be rude I’m just genuinely asking if those are things that you should abstain from if you want to be a good person
i think it can be easy for guilt-prone people like myself to get carried away and argue our way into a corner where everything we enjoy and consume is in some way unethical or wasteful, but imo the key is always moderation and learning where the stuff we like comes from.
i'll admit i'm not really into fig collecting, i like soft toys so i know more about the production of plush compared to the life cycle of a figurine. if you care about workers rights and being less wasteful, you can research different manufacturers and buy from those whose production methods match your values. yes its all plastic but i don't think abstaining from all plastic consumption is sadly realistic.
the easiest way to be an eco-conscious fig collector is to buy used figs from the resell market, if you're into older series this is often the only way to get merch anyway. on average japanese used merch is in better shape than north american merch and resellers have higher quality control standards.
you can also be vocal and give feedback to merch companies and support products that are more eco-friendly. Goodsmile recently tried to launch a greener cardboard box for their nendoroids, but unfortunately backtracked due to consumer backlash. i think we should also have a discussion about blind boxes, i love the knickknacks but imo the concept encourages excess consumption. being vocal and organizing like-minded people about steering your hobby in a more responsible direction i think is more productive than just abandoning something you enjoy.
I think it's just important to be mindful of overconsumption. are you buying this collectors item just to tick off a box or is it something you will genuinely cherish? sometimes it can be both, but if you find yourself collecting more out of obligation to your collection than out of joy i would reassess my relationship with said collection.
i didn't touch on video games but considering many games now are digital releases i don't think its really harmful to buy games or ever was. i think we should ask ourselves how much graphics power is enough and to keep games accessible to lower performing older machines instead of an arms race demanding you keep up with the latest specs to run a game that inexplicably requires 100 GB of disc space. i think the biggest battle is to vouch for the longevity of gaming PCs to reduce e-waste and dialing back required specs in the game dev industry, some installs nowadays are just needlessly bloated.
i would heavily caution against falling into a good person/bad person dichotomy with stuff like this, it can really mess with your head to have this mindset and at its most severe can enter moral OCD territory. unless you specifically enjoy collecting orphan skulls as a hobby i think there's always levels of nuance.
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