lightcantrips
lightcantrips
darcy
120 posts
when is a monster not a monster? oh, when you love it
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lightcantrips · 1 month ago
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Armand and Daniel for XY magazine
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lightcantrips · 1 month ago
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memory is a... monster?
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lightcantrips · 2 months ago
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has it ever occurred to anyone that people enjoy consuming media about experiences they relate to and for the record yes this does sometimes include experiences such as "what being an unprotected minority group in a dangerous and politically volatile environment feels like"
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lightcantrips · 3 months ago
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one thing about me is I will always enjoy a special and miserable little man
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lightcantrips · 4 months ago
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Those few moments in game when Wyll gets a tiny bit flustered, like when you say he looks handsome with the horns, or when you flirt with him during the tiefling party - more precious to me than any amount of gold. I want to chew this man into a paste
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lightcantrips · 7 months ago
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My (spoiler-free) thoughts on Dragon Age: The Veilguard
The review embargo has lifted and I can officially say that I've played through Dragon Age: The Veilguard early! 
Here are my spoiler-free thoughts and personal opinions on the overall gameplay experience: 
Narrative:
Rook's dialogue and decisions impact SO MUCH of the game, and come into play later on. From companions remembering your beverage preferences, to whether someone you spared shows up later to help or harm you, it feels like the game is paying attention and that you matter.
The stakes are unbelievably high. The Evanuris are utterly terrifying villains, in ways that Corypheus wasn’t. You really feel the magnitude of their power on a personal level as well as a worldwide level.
Whatever your thoughts on him, Solas is FUN as a character. He’s fun to talk to, fun to talk strategy with, fun to rile up and verbally spar with and fun to grudgingly ally with. Now that he can drop his former act and appear to you as the Dread Wolf, and you get to see his memories, you and he team get to decide how to utilise his knowledge and how far your trust extends.
The setup and payoff of the story beats are absolutely superb. The emotional turmoil as a player of being ensnared by things that was foreshadowed earlier in the game is utterly exquisite. Every thread of the larger tapestry has been woven with so much love by the writing team, and every character’s arc tie into the larger story in interesting ways.
The characters feel like they have full lives outside of the player character. You frequently go exploring their home turf and can meet their friends and family. They interact with each other on their own and move about the Lighthouse to spend time together, leave notes for each other, and talk about each other even when the other isn’t there. The team feels like they all really care about each other as well as you. 
You can tell what your approval rating is with characters, but if you want to romance them you have to put some thought into it. Interactions and world events besides the heart on the dialogue wheel influence their attraction to you.
Gameplay:
The combat is very engaging, and I enjoyed how unique all the enemies were.
Abilities in the skill tree can be refunded so you can redirect to a different specialization, which is really handy if you’re indecisive and overwhelmed at first (like I get when choosing abilities).  Most companions can get healing abilities no matter what class, so you don’t have to worry about balancing your rogues/mages/warriors (most of the time).
Climbing, balancing on ledges, using ziplines and sliding down slopes made environments feel more immersive. Additionally I like how each companion has unique abilities that let them interact with the world (fixing mechanisms, breathing fire, summoning bridges from the Fade, etc), and learning their abilities alongside them helps you grow closer.
The wayfinder light makes everything feel streamlined, so it's way harder to get lost while exploring an area. I hardly had to look at the mini map at all, and usually I’m glued to it! This meant I could actually look around at the beautiful environments and appreciate how lively they were, even without NPCs.
The upgrade system is far less overwhelming than in Inquisition; there are a finite amount of weapons/armour/accessories to be found, which are designed for each specific character like in DA:O and DA:2. There's also no longer crafting from scratch. If you loot an item you already have, it automatically upgrades the single item rather than giving you duplicates.
You know that frustration of coming across higher-level armour that just isn’t as flattering as your current one? Not to worry, you can collect “appearances” which you can toggle on as the visual for the armour while still retaining the benefits of the original.
I cannot stress enough how simple and easy to use the inventory is. It's heavenly. 
Using the shops of specific cities increases your reputation within those cities, which is a good incentive to explore and use the shops. I usually hate in-world shopping but here it was simple, and thinking about it tactically worked pretty well.
Quests sometimes reach a point where you can't continue at your current place in the story, and must return to in later acts. When re-exploring familiar areas, everything feeling big enough to be fresh with each visit, and new loot and codex entires appear.
A couple little things I appreciated:
The control sounds are very pleasing. From the whoosh of opening the combat wheel to the clinking of upgrades to the subtle whir of holding the decision button, they're a nice touch.
If companions are interrupted in conversation by combat, they resume it afterwards with a "what were you saying before?".
Photo mode is so fun to play with, and you can adjust blur/brightness/lens/depth within the scene. You can also toggle on and off the visibility of your Rook, your party, NPCs and enemies!
Assan learns new interaction tricks at the Lighthouse as the game goes on.
Nitpicks:
Overall I had an incredibly positive experience. The gripes I had were tiny things like:
I genuinely like the new art style of the game as a whole. However, the blurriness of some of the features in contrast with some elements being very crisp was distracting.
When trying to sell valuables for faction points without using Sell All, it takes quite a long time to count up all the individual sales, and it isn't a live counter. So it's kind of annoying if you get +3 points for each item you sell, need 150 points to get the next tier of items, and over 10K worth of valuables that you want to sell to other factions. 
If you do lots of quests without returning to the Lighthouse often, occasionally companions at the Lighthouse will have dialogue pertaining to the quests you've just finished as if you haven't done them.
You can pet the dogs and cats in the cities, but Rook turns their back to the camera to do it and it blocks most of the action unless you rotate quickly.
Gender stuff:
I was incredibly moved that not only can Rook be trans/nonbinary in the character creator if you so choose, but they get options to feel differently about their identity and journey, and it impacts their dialogue and how they relate to other characters! To access this make sure to interact with Varric's Mirror in your room in the Lighthouse. There are many conversation options throughout the game to discuss your identity with other characters, or relate your change of self to other situations. Crucially, it comes up when entering a romance and you have to communicate with your partner about it, which I never even THOUGHT of including in a game because it seemed impossible to even allow trans main characters to begin with.
There are also multiple trans and nonbinary characters throughout Thedas. What I found the most realistic was that just like in life, it is a consistent presence in any character's life, and comes up in conversation more than once. I have never seen a game this forthcoming and open about the topic of transitioning, and it was so validating. 
Final thoughts:
I adore the other games in the franchise. Something about The Veilguard affected me in a way no other game has. I cried multiple times while playing this game, both from joy and sadness. What struck me most is that the people who worked on this game REALLY listened to feedback from previous games, and were very set on making a piece of art that meant something to people. Even during the last few years of me testing the game, things have been adjusted and changed in direct response to our reactions and suggestions. It's surreal and quite touching.
I hope you enjoy this game as much as I have. See you in Thedas.
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lightcantrips · 7 months ago
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i only recently realized march's roots are showing in his summer portraits 🫣
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lightcantrips · 7 months ago
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hii I drew wyll again
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lightcantrips · 7 months ago
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Listen. The masses liked the first redraw and honestly? I'm surprised I haven't redrawn this scene sooner lmao.
Ref under the cut~
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lightcantrips · 8 months ago
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lightcantrips · 8 months ago
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Necromance by Brendan Joyce
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lightcantrips · 8 months ago
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lightcantrips · 9 months ago
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Was going to marry Valen but I don't think I can get in the middle of what the fuck is happening between her and Juniper. Toxic Yuri over wine
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lightcantrips · 9 months ago
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march fields of mistria top surgery scar mod
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lightcantrips · 10 months ago
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Happy 1st Anniversary Baldur's Gate 3! 🎉
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lightcantrips · 10 months ago
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choices made in anger is such a crazy image. if you know what i'm talking about
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lightcantrips · 10 months ago
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something about characters that stay soft and warm despite their world being callous and cold. something about characters that struggle to keep and protect that softness, who get angry when it's threatened. something about characters who are kind and loving even when others do not offer them the same grace, not as an act of self-harm but as an act of strength. characters who choose, every day, every minute, every second, to be better than what they've been given. i love u
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