notomys-mordax-blog
notomys-mordax-blog
IDK what I am doing
53 posts
A dusty old bat who doesn't know how Tumblr works.
Don't wanna be here? Send us removal request.
notomys-mordax-blog · 14 days ago
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'It's not too late to learn, Fenris'
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notomys-mordax-blog · 16 days ago
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notomys-mordax-blog · 16 days ago
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so i had this assigment for uni. and i totally didnt manipulate the task to make sure i can draw kuras.
the premise was to interpret 'idol' howerver we want. so i did. uwu
under the cut is a speedpaint if anyone's interested
i hoped to catch that... vintage silent era actor photos vibe
not sure it its 100% in line but i'm still happy with it
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notomys-mordax-blog · 22 days ago
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licensed from @morggo
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notomys-mordax-blog · 1 month ago
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been stewing on an analytical approach to fiction which I call "is this book afraid of me?" and in order to answer this question you determine how hard the book is trying to make sure you don't come after the writer on twitter
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notomys-mordax-blog · 2 months ago
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Ignatz speed paint! Done in about an hour.
I dunno. I think the idea of a character who is an artist sorta forced into the role of a soldier pretty interesting.
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notomys-mordax-blog · 2 months ago
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Hilda! Hilda!
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Details underneath the cut
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here is the version with no background, just hilda, floating through the void.
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uncolored lineart!
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notomys-mordax-blog · 3 months ago
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I wanted to do a style test do I drew Crown Prince Lisle from 7kpp -- I'm playing around with striking a balance between simplifying facial features and character designs. The full game finally came out, and I've been rolling around in nostalgic feelings for the last week or so.
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notomys-mordax-blog · 5 months ago
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I realized after the fact that I messed up Sym's ears >> might go back and fix it later. Idk why, I like the idea of Dys's hair-decoration coming from Sym.
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notomys-mordax-blog · 5 months ago
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sorry about the lack of Solas art. Have this target Solas looking disappointed like that one meme as compensation🤲❤️‍
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notomys-mordax-blog · 5 months ago
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#I love 70s inspired fashion
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morgana voice: looking groovy joker!
i felt the mighty need to do a 70s au for the fashion alone.
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notomys-mordax-blog · 5 months ago
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Me looking for my next favorite character when I start a new series/game/comic/etc.
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notomys-mordax-blog · 6 months ago
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Part 2: Neve Gallus and the Shadow Dragons
Overall: 7/10
Important things first. I absolutely love Neve's design. Her casual outfit with the IDGAF unbuttoned shirt is 10/10. She's both very fashion-forward and feminine, but doesn't look soft. It's neat. The only real critique I have here is that I don't like how most of her face is hidden by her hat. While this felt like an intentional choice, I think it detracted more than it added to her vibes. 
Speaking of vibes, Neve's vibes are impeccable. She's a classic hardboiled detective solving mysteries and putting anything resembling a feeling in a box where it can't hurt her. They really leaned into the film-noir vibes with her voice direction with mixed results. Sometimes it's really effective, but other times it's stilted, especially next to characters who haven't been pulled out of a crime procedural. Overall, I really enjoyed her bit, but I can understand where critique about her voice direction comes from.
Despite her serious allergy to admitting her emotions, you can see how deeply she cares about the people around her by her actions. This worked really well in her interactions with the companions, but was a little bit more uneven when it came to Rook. I really liked seeing the social activities around the Lighthouse, but it was disappointing that Rook wasn't really directly involved in any of them. As a result they felt like an outsider (or like the Boss that people don't want to get too close to).
You could also see this with Neve herself. She liked to give the other characters small, practical advice and support for their problems, but didn't really seem to give Rook (who frankly, has more serious problems than a lot of his companions) the same treatment. I think this is really an area where the writing would have benefited from the addition of some barks and greetings to help link the "relationship-level-up" scenes and make it feel more like the characters are slowly getting to know each other, versus have an uneven sort of ladder where the relationship moves in jumps and starts.
This unfortunately also extends to her romance. I am the kind of person who really enjoys NPC romances. It not only makes me feel like the characters have more agency, but it is often a two-cakes scenario when it comes to interesting ships. The gender inversion of the detective x femme fatale of the pairing between Neve and Lucanis is really interesting, and they both use acts of service as their love language. Unfortunately, while the two of them have a lot of chemistry with each other, their chemistry with the player character is pretty flat. Lucanis's romance suffers more, in my opinion, because the content is so much sparser, but I also felt it with Neve.  My poor head canons need to do a lot of heavy lifting to make the Veilguard relationships work. 
Neve's role in the story is twofold. She helps provide a number of useful connections in Northern Thedas (Harding also plays this role). Additionally, she's our guide to Minrathous. For a Rook who does not have a Shadow Dragons origin, she's responsible for convincing the player that the city is worthy of saving. Personally I feel like the narrative emphasized how hopeless the whole situation in Dock Town a bit too much. I would have liked the narrative to give approximately 15% more weight to scenes like Hal and his fish-stand to show that Dock Town had good people and was worth trying to salvage.
Admittedly, I'm also pretty disappointed that we finally get to see THE BIGGEST AND MOST MAGICAL CITY IN THEDAS, but are limited to just exploring Dock Town which feels like a pretty generic fantasy dock town. I feel like this was a big missed opportunity. Frankly I would have preferred if Veilguard was set entirely in one city and we had the chance to really explore that one location. 
Neve is one of two characters who can become hardened. This is done not through her personal quest, but through an early-game decision to choose which of two cities to protect from a blighted dragon attack. Thematically I like how the game is moving away from good versus evil choices. One of the major themes the story was trying to tell was that there are sometimes no "good" choices. There are some interesting parallels between Solas and Rook and the themes of regret. What I found awkward here was that there really wasn't justification for why Rook played such a key role in the defence of the city (and subsequently why people outside of Neve/Lucanis blamed Rook for what happened). I also think that the narrative could have done a smoother job explaining that with Minrathous, the problem was not in the defence of the city, so much as it was the political implications. I think this choice would have felt more interesting if they worded it more explicitly to be a choice between protecting the civilians in a city from the immediate brutality of the dragon attack (Treviso) versus protecting the civilians in a city from the long-term brutality of an oppressive political regime (Minrathous). 
As a slight aside, I did feel like it was kind of goofy that Neve, who is a well-known public figure, could just waltz into a venatori gathering. 
Her personal quest is a paint by numbers affair. You help her with a case that spirals into a confrontation with her nemesis, a venatori mage. She needs to be guided through choosing to leverage the help of a shady organization, or crack the case through legitimate channels. It folded in nicely with the main story, but did illustrate the problems with the venatori as one of the main groups of villains.
Part of me almost wishes that the outcome of Neve's personal quest would depend on whether or not she was hardened, versus something that you explicitly chose. I feel like hardening Neve had much fewer implications on the story than hardening Lucanis, and I would have liked to see some story changes. 
The Shadow Dragons
I really liked the idea of the Shadow Dragons. I think they were probably my favorite of the factions. It was really brutal to see what happened to them if you chose to save Treviso over Minrathous. I also feel like their existence could have gone a long way in explaining why the culture of Tevinter was so different from what we might've expected given how it was depicted in the games based in Southern Thedas. Throw in a few lines about how attitudes of slavery in Tevinter have been shifting over the last 10 years due to changes in policy from Dorian and Mae, underground movements like the Shadow dragons and maybe, for bonus points, a certain elf who has been cutting his way through slavers. 
Not including Fenris in the Shadow Dragons really does feel like a missed opportunity. Quantum characters are one of the general design problems with the Dragon Age games. Getting to see cameos of characters from previous entries into the series is a lot of fun, and something that the series wants to do. Unfortunately, because of the complexities that would arise from the different configurations in people's worlds, these cameos either have to be super shallow so an NPC can be easily slotted in -- or people's previous canon need to be handwaved a-la Leliana-lyrium-ghost. Personally, I'd prefer half-assed explanations about why a character who should have been dead (or otherwise incapacitated) is back in action, but that's not really a good solution either. Frankly I think returning characters end up creating a sort of damned-if-you-do-damned-if-you-don't situation. 
Back to the Shadow Dragons. I liked them! I think my only quibble is that the Viper being the Black Divine was a weird narrative choice. I'm not complete with my save-mintrathous playthrough, so this might end up coming up more in the future, but thus-far, this revelation has been treated like a fun Easter egg. I also thought it was kind of funny (derogatory) that the ventatori who captured him didn't think to unmask the mysterious masked leader of the rebellion. I think the reason they didn't was because the narrative didn't want to deal with the fallout ... which is kinda lame. 
Another intrusive thought I had whenever I saw him was that there is a whole masked empire in the south, and whether or not people thought that the Viper was from Orlais. This is a dumb thought, but it is one that I couldn't help but think.
How I would fix it: 
Neve's storylines are folded into the main story much closer than Harding's. This means that resolving them would require addressing some of the deeper flaws in Veilguard's narrative. Despite my desire to write multi-thousand word essays analyzing the flaws of the game, I did ultimately enjoy playing it and would describe the experience as being a mostly fun romp with likeable characters and an interesting story that sometimes flubs the execution. I ran across a post describing DAV as one of the most polished unfinished games they've ever played, and this really resonated with me. 
The Venatori (and Antaam) were one-note villains with the same pedigree as Corypheus. Note how I didn't name a specific Venatori. Aelia, who was the main antagonist of Neve's route, didn't really have much going on besides "evil venatori blood mage". While I don't think we need to make the pro-slavery nationalists sympathetic, I do feel like they would be more effective villains if it was more clear what their goals would actually look like for the people on the ground. As an aside, my eye twitched a little bit every time the phrase artifact or ritual was used. This felt like a huge opportunity to add a little bit of flavor into the stew. I don't think we need major lore reveals, but what seems more interesting: "We've got to stop the Venatori from using an artifact to complete a ritual" or "We've got to stop the Venatori from using the Chalice of Lost Souls from making legwarmers soul weave"? 
Not specifying what the ritual or artifact was really made it clear that these things were just MacGuffins, and doesn't give the player any idea about why the Venatori are evil. While I think the scenes in Arlathan were they tortured animals while sitting on human chairs, it at least gave some specificity to their evil. 
The Tevinter presented in Veilguard doesn't really reflect how the Empire was presented in the previous games.  If the narrative choice to downplay racism and slavery was done because the creative team no longer felt interested in those themes or equipped to write them a statement should have been made to this effect. Regardless, the in-game cultural shift would be much less jarring for a returning player if some in-universe explanation had been provided. In the previous section I discussed a few different factors that may have shifted the attitude of the general population in Tevinter. This would help show the player that the Tevinter they've heard about isn't really representative of what the "average" Tevinter citizen is like. I think this could be accomplished really smoothly with a banter between Neve and Harding. Harding is surprised to see that the elves are treated more poorly in the South than in Tevinter. She can talk about the horrific blood orgies she's heard about. Neve can bring up that the average Tevinter citizen is horrified that the Danariuses of their country are how other nations perceive them. Additionally, this would help give the player a better idea of what the stakes for allowing the Ventori to get a foothold in Minrathous would be. It's the cultural traditionalists of Tevinter who want to go back to blood orgies. 
My making the Venatori more compelling villains, I think you'd end up fixing 70% of the problems with Neve's story. 
In terms of the other 30%  percent, this is really where you feel the pain of removing the small ways the player can interact with the companions. Even though walking up to the companion and overhearing "hey Rook" is narratively identical to needing to press x to initiate the same "hey rook" conversation, it feels different from a gameplay perspective. Adding this back in would help make it feel like Rook was actually talking to his companions. I would also have really liked to involve Rook into the slice-of-life activities at the Lighthouse! Let the player decide if Rook would be interested in joining a book club, or explore what kind of cook Rook would be. I think this would help the feeling that Rook is a weird boss who listens in on people's conversations. 
In Conclusion: 
I like Neve a lot and think that the idea of a detective procedural set in Thedas has a lot of potential. I really liked her interactions with the other characters (especially Bellara!) and enjoyed watching her slowly warm up to the party. It's just a bit of a shame that I didn't get the same sense of slowly building friendship from the player-character. 
As an aside, Tevinter Nights definitely enhances the experience of playing Veilguard. In addition to providing introductions for most of the companions, it also introduces a lot of important NPCS, this is where you see Neve first confront Aelia.  
As another aside, I'm tired of games with end-of-the-world stakes. DA2 is probably my favorite entry into the series, and it has a much smaller scale than the other games. I really would have enjoyed a game consisting of helping Neve unravel mysteries in Minrathous and think that narratively, that sort of story is much easier to tell in a satisfying way.
So those are my thoughts on Neve. I would drink whisky with her while we speculated on who the Viper actually was, but first we need to do something about those Venatori (explain what the heck the cult actually wants).
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notomys-mordax-blog · 6 months ago
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Regrettably, I have not gotten all of my feelings about Veilguard out of my system. I've decided to cope with this by continuing to post novels regarding my thoughts about the narrative. Since I'm generally here for the characters, I'm organizing my thoughts on a character-by-character basis. I'm going to include my general opinions about the characters, things I liked and disliked about their involvement in the game, and thoughts I have about how I may have improved upon their narrative or things that might have made their stories more effective (for me). 
Part 1 Lace Harding
Overall: 5/10
She's a really cute character with an adorable design. Say what you will about the change in art style, but I find the ladies of Veilguard to be absolutely gorgeous. I also liked the visual storytelling that we had with her design. I could really imagine her adding the little embroidered details to her clothing while away on a scouting mission. 
Lace is our returning companion. When this was revealed, I thought that she was a good choice. She was a fan favorite in DA:I and struck the right balance between being familiar, without having too much pre-existing plot that would need to be incorporated into the story. She's the cute girl-next-door, with some really interesting undertones of having been raised in a farm with all of the bloody pragmatism maintaining a farm requires. 
Before we dive into her story arc, I think it's worthwhile to address her personality. While I don't disagree with the sentiment that she'd be different around Rook (a co-worker) versus the Inquisitor (a literal holy figure), I don't think they've struck the right balance between bubbly and cute with the salt-of-the-earth pragmatism we saw when she was younger. This feels odd, because the situation in veilguard is just as, if not more, pressing than the situation in inquisition.
The romance between Taash and Lace didn't really do it for me. I think there are some interesting parallels between the characters, specifically they are both bicultural (although have very different experiences with what this entails). I also think it's interesting that Taash is very much a person who has gotten comfortable with their own anger, while Lace (who hypothetically has this anger) isn't comfortable with letting her friendly and bubbly mask drop. I like the implication that Lace is the kind of person that people underestimate and mischaracterize, Taash has a very direct kind of sexuality that seems at odds with the "girl-next-door" persona that Lace usually carries, but unfortunately I just didn't buy the chemistry between these two.  
Her story arc consists of getting whacked with a magical MacGuffin and obtaining mysterious magical powers. These powers reveal the painful history of the dwarven people, in which the proto-elves magically lobotomized their ancestors in order to create physical bodies. The dwarves in the DA series suffer a problem that seems pretty common to a lot of dwarves in fantasy series. They have the most fascinating lore and interesting culture, but they never really seem to fit properly in the narrative. The role of the Deep Roads with the wardens helped tie Orzammar to the main conflict better in DA:O, but one of the main problems I had with Harding's story was that there was this really fascinating lore reveal that has been hinted at since the beginning of the series, but it's never really tied back to the main conflict. There is essentially a throw-away line in which harding muses about how messed up it is that the entire economy of modern dwarven society is essentially (unknowingly) mining the bodies of their ancestors. 
The end result is an interesting narrative beat that doesn't really hit right. It feels disconnected with the main conflict, and literally absorbing her race's entire ancestral trauma without any real consequence or impact on her characterization. I'm of the opinion that the lore reveal was really interesting, and something that the series has been building up for a while. 
This is where I'd put my thoughts about Lace's Faction, if it existed
Lace is the only companion who doesn't belong to a faction. 
She's also well positioned to be a bridge between South Thedas and the North, she could have acted as a proxy for the player and been used to explain differences between how the previous games characterized Northern Thedas (especially Tevinter!) and what we experienced. While I believe she has a line or two about how poorly elves are treated in the south, I think this was a largely underutilized aspect of her character.
This post is already upwards of 2k words, so I'll save a more in depth analysis of my feelings about what happened with Southern Thedas and the Inquisitor. Let's just say that I laughed (negative) when Emmrich and Harding decided to go on their camping trip almost immediately after I received notice that the South was completely overrun with Blight and on the Brink of collapse. 
I think part of my longing for a dwarven faction is that in fantasy stories, dwarves often have super cool lore that isn't really explored. DA:O was a bit of an exception, because of the importance that the Deep Roads had to the story, but in the later games ... it doesn't really feel like the dwarves are super related to what's happening in Thedas. With all of the big worldbuilding reveals about the Titans, it would have been nice to have a dwarven faction, and Kal-Sharok is right there. I've been dying to see more of this society since they were first introduced, and I feel like they really would have been an interesting thematic inclusion, given that the entire world is in danger of being blighted. I go into more depth about why I think a dwarven faction would have improved Lace's story later. 
How would I fix this?
Whenever I find something narratively unsatisfying, my brain immediately jumps to fix-it mode. 
So I think the first problem has to do with the characterization of Harding. As mentioned earlier, I always understood her as being a character who is outwardly really bubbly, but also very ruthlessly pragmatic. I don't think this characterization was really well portrayed in Veilguard. Making it more clear that Lace has a brutal side would really go a long way in making the Titan's anger and grief feel more impactful, and making it more clear that she has some darker impulses that could make her embracing her anger dangerous. We get a taste of this in some of her banter's with Taash, but I think I would have liked to see her act on some of these impulses. It's odd that Neve and Lucanis are the only companions who can be hardened. This feels like a perfect place to Harden Harding (heh). 
So, we tweak Harding's characterization and add some gameplay impacts. Better, but Harding's story still feels like it's dangling in space. 
My first impulse was that Harding was the wrong character to tell this story. Narratively, the story doesn't really take advantage of her connection to the Inquisition or Southern Thedas. After all, Lace Harding is a surface dwarf with no real connection to her dwarven heritage, she identifies much more strongly with being ethnically Ferelden than being dwarven. Furthermore she is the most devoutly Andrastian member of the party. Surely a character who identifies as more ethnically dwarven would be better suited to tell this story, why was the Lace chosen when Dagna was right there? 
Given the overall narrative of Veilguard, I think the best way to make the story of the Titans feel connected to the main plot would be to have a dwarven faction as described above. However that would involve some heavy narrative shifting. Without shifting too many major beats, I feel like Harding's story could have been made much more impactful if we were asked to choose "what's next?" for her. She's been given the burden of learning traumatic ancestral knowledge for a group of people she's ethnically related to, but not culturally related to. I think it could have been much more interesting if we gave Taash's choice to Lace. Once the Gods are defeated and the heroes can go home, what does she want to do? 
Taash will probably get their own novel later, but I found it really thematically goofy that the thematic thesis of their character involves "gender isn't a binary, but culture is (apparently)". While thinking about Taash and Lace as a couple, I considered that one of the commonalities the two characters have is the fact that they are visibly part of an ethnic minority that they don't really fully relate to. If anything, Lace would probably experience this to a greater degree than Taash because she's a surface dwarf. Unlike Taash who was raised by a person with a very strong connection to their culture, Lace and her mother feel very integrated with Ferelden society (as mentioned, they've even adopted the majority religion of the region). 
Does Lace Harding return to her mother and the country that she obviously loves, or does she embrace her role as an "oracle" and return to dwarven society (either Kal-Sharok or Orzzamar would have worked)? Unlike Rivaini or Qunari culture which could easily exist in a blended capacity, the cultural taboos of dwarven societies could explain why this needs to be a binary choice.
I also think that this could have made the choice to sacrifice Harding a little bit more impactful. Part of the reason why it hurts to lose Davrin is that you lose Assan too. I think if it was more clear what Harding's future looked like, it would have been more impactful to lose it.
Closing Thoughts
Lace Harding is a good example of a few of the problems with Veilguard. Taken on her own, she's a likeable and fun character, but her characterization feels somewhat shallow compared to what is right there, simmering underneath the surface. Objectionable aspects of the character are smoothed down. In Cullen's bad ending it's implied that Lace straight up mercy-kills him! My girl gets stuff done (with a smile, even if those things are ... emotionally challenging)  If you squint you can kind of see that the implications are still there, but it's so subtle that it truly feels like head-canons are doing the heavy lifting. 
As an aside, two aspects that I think negatively impact Lace's character are the general omission of the Chantry in Veilguard's story, as well as the narrative decisions made around the Inquisitor and Southern Thedas. 
Her freckles are cute tho.
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notomys-mordax-blog · 6 months ago
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I've let my thoughts marinate for a while after finishing up Dragon Age Veilguard. In the spirit of contributing to a fandom that I love, I'm going to be shouting my general thoughts about the game into the void instead of having the decency to keep them in my head.
TLDR: it's complicated. Better than expected, but still pretty flawed.
Things I liked:
I was initially pretty meh on the toonier direction they took the character art in. It felt like ... knock-off overwatch. However the style really grew on me as I played the game and I found that the character models were really expressive in a fun way.
The environment design was really colorful and fun! One of my biggest critiques of DA:O was how ... brown and ugly the game was. While I think it was probably the right artistic choice to remove the hilariously over the top post-combat blood splatter effects, I do miss it. This game had some really interesting visual design.
Watching Solas's worst memories like episodes of Real Housewives with the crew.
The combat was also more fun than expected. I definitely prefer tactical combat in games, and don't generally enjoy action games, but I had fun with it and felt like it struck (for me) the right balance between difficulty and frustration.
There were some really interesting and subtle things in some of the writing (especially when combined with character expressions). There were little characterization details that I thought were really well done (for example: the fact that Lucanis was obviously the most rattled at weisshaupt) . The prison of regret was a high point in the series.
I really liked a lot of the big lore reveals.
It was fun seeing some of the environments that we've only heard about. in the previous games.
I actually really enjoyed how direct Taash's gender adventure was. There was no room for "well actually, they aren't non-binary, they are this unique fantasy term that isn't actually queer". I also enjoyed how it acted as a vehicle for the other gnc characters in the story to have their moments. Bonus points for also having non-binary characters doing something other than gender with their lives.
The game was functional, complete and ran well on launch! I had to put down BG3 for like two months because it was unplayably buggy when I picked it up, and the ending of DA:I really doesn't have any impact without Tresspasser, which came out much later.
Things I didn't like:
The writing was very uneven and pretty awkward at times. The number of times the phrases "Gods, Rituals and Artifacts" were uttered by different characters, often without any further explanation, really made me itchy. It was really weird to me why the characters kept calling the Evanuris Gods (especially with a non-elven Rook). I also wanted to grab Neve by the shoulders and shake her whenever she talked about the venatori doing a ritual. WHAT KIND OF RITUAL? GIVE ME SOME JUICY LORE TIDBITS BEFORE I CHEW MY ARM OFF.
The venatori and the antaam were straight out of Saturday cartoon villains. Their motivation also made absolutely no sense from a world-building point of view (maybe if they leaned more into the fact that the elven gods were also the Tevinter old gods ...?). This whole conflict really felt ... underbaked.
I can respect the game design choice to want the player to be completely heroic, and frankly -- given that most people don't pick the "evil" path, it makes sense to devote more effort in creating permutations of the good path ... but I do feel like they really could have pushed the themes of "as a leader, sometimes you won't have any good choices" a little bit harder (idk -- I think it would have been interesting if instead of the blight dragon, you would have to chose whether or not you'd ally yourself with the venatori and leave Treviso to the Antaam or vice versa).
DA:I does a good job convincing me that Inky is creating complicated alliances between different powerful factions. DA:V falls flat in this regard. I think they were aiming for the different factions to feel small and scrappy, but with the exception of the Shadow Dragons (and maybe the Lords) ... the Wardens, the Mourn Watch, and the Crows are major political forces ... which feel weirdly small.
All of the companions were pretty ... unobjectionable and straightforward heroes. As someone who personally loved the dynamic between Anders and Fenris in DA:2, I was pretty disappointed by the lack of inter-party conflict. Serious cultural conflicts between characters such as Emmrich and Tassh were resolved .... without much fuss. I didn't feel like any of the conversations about the fact that Lucanis kills people for money had any teeth.
In that vein, I felt like the worldbuilding was also pretty defanged. Topics of racism and religious oppression were very prominent in earlier games. I think it's pretty obvious why having an oppressed racial minorities gods being the main villain would be a bad look. Heck, I can also understand and respect these themes being less fun for the writers to explore in the hellhole that is 2025, but I think this could have been handled in a more elegant way. Instead it felt weird and hand-wavy.
The crows really must've hired a PR team after that whole incident with Zev. My headcanons really had to do some heavy lifting.
We finally get to see Minrathous, the biggest magical city in Thedas ... and the area we explore is just a generic fantasy fishing town? We see the cool floating canons in the intro sequence! Give us more of those.
The game was inconsistent about incorporating bits of Rook's origins into the dialog. For example, the seer in Rivain explaining their relationship with spirits felt really weird with a Lord of Fortune Rook. Another (minor) example, Mourn Watch Rook eats the fish, it would have been neat to have the option for him to be vegetarian (given that this is common in Nevarra).
Romance is my favorite part of dragon age, and I felt like all of the romances were very ... paint by numbers.
Dreadwolf would have been a much better name.
Some of the comments from people involved in the game (specifically the AMA -- but also the whole "this is the most romantic dragon age game ever") had a weird vibe.
Where are Solas's agents? What happened to them?!
We were not betrayed by any of our apostate companions, 0/10 this is an important aspect of any dragon age game.
Rook felt like the boss that nobody wanted to invite to do anything fun. The companions seemed like they had a lot of dynamic with each other, but they never really directly spoke with Rook. It was weird how you couldn't talk to them. You had to awkwardly listen in on their conversations. Pretty much all of the companions have more chemistry with each other than Rook.
I have more thoughts about specific characters and plot points that I may share later, but I needed to expunge this from my mind like an exorcism.
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notomys-mordax-blog · 6 months ago
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2025: The Year of Finishing Something, Anything
One of my goals in the new year was to finish a project. I am the kind of person who always has about five different creative projects brewing at any point in time, and I wanted to actually execute upon one of them.
I learned a lot about my working styles over the course of this year, specifically that while it undoubtedly dampens my ability to finish something (anything), that I'm happiest when I can round robin between my different projects. I work intently on something for about a month or so, and then find that I don't have the focus/energy to work on it. I don't regularly drop projects, but I definitely ... have a bunch of things going at once.
I have always considered this pattern of working a weakness and wanted to break it, which was unsurprisingly the goal of this goal. I wanted to break myself of what I viewed as a bad habit. (un)Surprisingly, it didn't work. I launched myself into my half-finished VNs with a fervor, but after a month or so of heads down time, wanted fresh challenges, and would pick up another project from my backlog. In allowing myself to do this, I made some serious progress on a bunch of my different in-progress projects. I realized something, that I might as well work with my short attention span rather than against it.
I stopped with the DevLogs about halfway through the year (in terms of other stuff that was going on in my life 2025 was not my year) but I kept with the goal of trying to get something done.
And you know what? I did it. I finished an end-to-end draft of a novel that I've been kicking around for close to four years now. It's called "The Spellbreaker and His Wizard" and is a buddy cop mystery wrapped in a problematic fantasy romance. Honestly, the romance isn't terribly problematic in the grand scheme of things, but I've been calling the book "problematic wizard romance" in all of the earlier drafts, so it's stuck.
There is still another round of edits that will be needed because I can stick a pin in it and call it complete, but I have all of the scenes put together in a logical order (and thus, is at a point where I can really pull in beta readers'/editors). The ending of this story has really been a lesson in the need to know the answer to your mystery before your characters do, frankly this project might be put on a shelf and cannibalized for parts in more refined, but it was really satisfying to bring this project to a stage of completion.
Cheers.
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notomys-mordax-blog · 7 months ago
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anders the man that you are
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