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#quality bioware writing
arcann · 3 months
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Bruh i really thought for a second they meant rivalmances and got scared
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maxim-a · 1 year
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vague bg3 spoilers //
i haven't finished the game yet but i'm in act 3 and romancing lae'zel and if people honestly just gave her a chance (not necessarily as a romance, just in general) and engaged with her story and character they would find there is significantly more depth to her than what people probably think lol
bg3 is really not a game where you can make snap decisions about the nature of a character on first impressions. there's more than meets the eye with all of them
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elfcollector · 1 year
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man the news at bioware is BLEAK
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lucius-the-sinful · 5 months
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top five artificial scents, top five shows you'd rewatch, top five characters who were betrayed
Ty for the ask!!!
Artificial scents:
5. Linen
4. Cinnamon
3. Vanilla
2. Lavender
1. Apple
Shows I would rewatch:
5. Futurama
4. Death Note (until a specific point)
3. Jojo's Bizarre Adventure
2. Kitchen Nightmares
1. Hellsing Ultimate
Characters who were betrayed:
(I took this as betrayed by the writers--as in their character was destroyed by bad writing, lol)
5. Jakarn (ESO, specifically the High Isle DLC)
4. Light Yagami (Death Note, after a very certain point)
3. Jacob Taylor (Mass Effect Trilogy)
2. Wyll Ravengard (BG3, just wish he had more, etc etc)
1. Yennefer (The Witcher Netflix)
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felassan · 3 months
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Snippets from shinobi602, cut for length.
Comment made after the character trailer, before the gameplay reveal:
"I know I sound like a broken record at this point but I'd really wait for the gameplay footage before writing it off. I agree that the tone of the trailer isn't how I would have personally revealed the game lol. But it's definitely a mature story...(with classic DA humor of course) I think people will come around when they see it in motion." [source]
Comment made before the gameplay reveal:
"I just got a sneak peak at the gameplay being shown on Tuesday. A small sample, but enough to get a good taste. It feels like a much better Inquisition to me. Absolutely not Fortnite or Overwatch." [source]
Comment made before the gameplay reveal:
User: "Maybe this gameplay showcase is going to show us all the character creator options, the RPG mechanics and skill trees, the expansive dialogue choices you can make, the minute to minute gameplay and how the world works." Shinobi: "You won't get all of that. But it's a solid chunk. This is just the first step in a long several months ahead. They have to save stuff for more beats down the road too or else you run out of gas lol." [source]
Comment made before the gameplay reveal:
User: "Very excited to see a glimpse into that for the gameplay reveal, hoping the game's beginning is as memorable as the other entries" Shinobi: "It is a massive boost in quality for the series. I'm not talking art style or anything, but just in terms of sheer quality and technical fidelity. Really hard to keep my tongue bitten lol, but I'm excited to see what everyone thinks tomorrow." [source]
Comment made after the gameplay reveal was teased:
"Yup, that's what it looks like, but there's so much more goodness. Looks amazing imo." [source]
Comment made before the gameplay reveal:
"it feels like the ME2 of Dragon Age." [source]
Comment made before the gameplay reveal:
"Oh just wait. The hair tech is phenomenal in this. Even I was thinking "aye is this a Bioware game!?" lol." [source]
Comment made before the gameplay reveal:
"They look different but to be honest the more you see them, the more you get used to it. I love the way Harding looks now. It's more stylized, but also a huge boost in technical fidelity in Frostbite." [source]
Comment made after the gameplay reveal, before the press who saw the demos at SGF shared about what they saw:
"Pretty much every person I've talked to across a dozen different media outlets, ~95%'ish, has walked out of the private demo sessions with glowing praise." [source]
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"I don't mean there aren't any open ended areas to explore. But it's a tight game, with a focus on not wasting the player's time with bloat. They took a lot of that feedback from Inquisition." [source] [re: the game not being open world in design]
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One preview from a large outlet basically boils down to 'Bioware is back'. [source]
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"I'm optimistic. From conversations I've had, they are genuinely serious in trying to make a Bioware classic here. They do not want a repeat of Andromeda or Anthem. I can only go based off what I've heard obviously - haven't played it. We all have our opinions on the combat, but they learned a lot of hard lessons since Inquisition, taken a lot of feedback to heart, and want this to feel like that tight, structured high quality experience we used to get from them. Andromeda and Anthem came in hot at launch. I felt some warning signs before those came out, but here? Right now they're just polishing. It's all polish from here to release. I'm really hoping this is the start of their return to form. That team's been through a lot, I hope it works out for the best." [source]
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User: "I think there certainly is a decent contingent of legitimate dissatisfaction or concern around the game, but I'm not sure that that's an overwhelming segment, but I do think it's something BioWare in EA should not and cannot ignore." Shinobi: "They've definitely taken notice. There's a lot more to show between now and launch." [source]
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"One thing I'm particularly happy about and can't get over is how much better the hair rendering is. It might be a small thing to some but it looks incredible. It's in another stratosphere compared to DAI." [source]
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"Everyone in the previews was gushing about how robust the CC is in Veilguard so there might be a decent chance to make some wild Qunari designs." [source]
On the Next Mass Effect:
"ME will look very, very good. Don't worry." [source]
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I have recorded different versions of my name, and the last time I was told it was Haynrix and I was like, really? Haynrix? - Interviewing Chris Tester part 3
We contiune talking about the transformative power of fanworks, a bit more about romancing Heinrix, how Heinrix is pronounced actually, what a dream come through project would be for Chris and why a stage production of Crime and Punishment was his most memorable work to date and his newly discovered interest in playing D&D.
Part 1 of the interview
Part 2 of the interview
This is the final part of the interview. Thank you so much for reading and listening! (the audio quality is not spectacular but tumblr limits uploads to 10MB). If you quote or reshare, please quote me as the original source.
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F: It's very transformative. You take a game and you get your own stories after the game or with the people you interact with. It's very creative. Because Heinrix is very much an archetype, as you said, he has this duality about this very authoritative man with so much trauma underneath. There is a lot to explore, and that speaks for Olga's writing as well, because only a very well written character would draw you in like that into a story.
CT: I mean, it's a crazy balancing act, definitely. And at any time, it could close off, you shut him down, or he shuts you down. And you're like, Oh, okay.
F: And it was incredibly funny that the first romance lines straddled the line between workplace harassment and flirting. And he is so unnerved and then it doesn't like to cordon you off and say, well, you were too aggressive. Game over. 
CT: Yeah.
You can switch to this closeness path like in a real relationship, you are maybe very flirty, very teasy at the beginning, and then things get real and you get real and it changes. And that was very dynamic. I never experienced that before. BioWare writes great romances, but they are often very one note in their games.
CT: And there's still the kind of like, okay, so are we sleeping together? Yeah. Or we do not. All right. No, okay, great, fine. God, I had to go through all the different fucking options just to go like, Is this, is that, no, no, okay, fine, right, yeah. So in terms of nuance and dynamic, it's you've got your issues over there, but regardless, can I just say the right thing? Uh, or not, you know, or be pure, or whatever. Garrus was always a favourite for me.
F: Oh yeah, Garrus, Garrus is great.
CT: Yeah, yeah. I'll be honest I didn't really appreciate quite how subtly all of the pieces are put together until I played through bits of the game and watched bits of the game afterwards [this relates to Rogue Trader]. Because there are so many different moving parts, but also so much is recorded out of order, it's very difficult to get a full appreciation of the whole, and it's the credit of the directors to just be able to give you enough for you to get it in two or three takes, because we gotta move on because time is money is time. 
And so that's kind of crazy, where you've got to just act in faith in the moment and trust that the people who are listening on the other end feel as if they're getting what they need. Obviously the more you record, the more you get a sense of what the character is about and the palette and the playfulness and all of those kinds of things. But because there are such a multitude of choices anyway, no one can explain to you exactly the context of what it is because that's all such a movable feast as it is anyway.
F: That's a huge credit to voice actors to still get it right in three or four takes.
CT: Well, the aim is to give them options so that they can trial it out and be able to have a playfulness about things. It's always nice when you go like, I'm just going to try this different take on how this might traditionally be read as or something, and then you maybe hear that in the game and go like: Oh, okay, that's a little bit of whatever. 
Because quite often you'll probably be told to read a line no more than three times, and the first time that you read a line, that you read it out loud is the first time that you read the line at all. So, you don't read it in advance, and sometimes that goes in. It's normally the second or third take, I would say, but that depends very much on the voice actor. Because quite often, the whole point is to be quite good at sight reading, and sometimes there's a spontaneity in the reading of something for the very first time, which might give something a little bit unexpected, or a little bit fresher. 
And then you realise halfway through, there's a word I have no idea how to pronounce. Is it von Valancius? Von Valancius as it's written or von Valen and you're just like, the hell? Okay. And then you need to go back.
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F: Or his name actually, because as a German, we have Heinrich as a first name. So is it Haynrix? Is this Hainrix? But we can say it's Low Gothic, so it doesn't matter.
CT: I have recorded different versions of my name, and the last time I was told it was Haynrix and I was like, really? Haynrix? Okay. Sure? But I've not had a definitive conversation about that, so I don’t know whether or not they change it or, or whatever.
F: I settled on, it's Low Gothic and not the German version and it's fine because that's a fantasy language. It doesn't matter. And I know from other voice actors that sometimes you don't get any directions on how something is pronounced.
CT: Quite often we're just taking an educated guess. I mean, they're very good in terms of some pronunciations, but if no other character is saying this word except you, then there's probably not a guide for it in which case you just make sure that you record it somewhere. So, it's consistent. So, if you're saying it more than once, at least you're saying it wrong consistently. So that becomes the new, right?
F: What was your most memorable work to date? Stage or voice acting?
CT: Stage or voice acting or whatever? God, I would say one was a production of Crime and Punishment. There you go. It was a three-person adaptation of the massive book really condensed into about 90 minutes, essentially. Quite a radical adaptation, but it was a beautifully written adaptation, and I think I did it probably about 2017, 2018. That was wonderful storytelling because it had so much of the original flavour in it and also this ambiguity of character. A much more ambiguous character than someone like Heinrix. Someone who is so eminently fallible and flawed, and yet trying to find a through line through it and a making of sense and the justification for the reasons why people do bad things. That is pretty iconic for me as an experience. 
I do feel lucky that a lot of the things that I'm able to explore in the video game or in the voiceover world generally are completely new and unexpected things. Whereas on stage, unless you're doing a lot of new writing, the vast majority of the time, it's a role that you're familiar with or have seen or have heard about. It's pre-existing. Whereas with some of these video games, you get to create that whole original world or character and that kind of stuff. Which is why if anybody asks me, what role do you want to play? I'm like, the role that I don't know exists yet, and Heinrix is very much one of those. Like, I had no idea and neither did I have any idea that it would develop in the way that it did. 
But the whole process itself is a lot of fun and you work with very cool people to tell a completely new and original story. But having that ambiguity, having that tension within the character, every actor has to find that for themselves anyway, just to keep creatively engaged and alive, but have that so vividly running as an undercurrent and for it to be able to go in different ways, that's such a cool kind of thing. I'm just so up for more of those kinds of opportunities. Maybe hopefully in the future, we'll see.
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F: Has voicing Heinrix opened any doors? Did you notice an uptake in offers?
CT: I think it means that a few more people probably know who I am, and that's cool. A few more people. Yeah, it's definitely been referred to. Other than that, I don't know. But it certainly doesn't hurt being involved in such a high profile and well respected, well-loved game. I mean, for me as well, because I've done various different aspects of stuff in that world. That doesn't hurt. 
I love the whole Warhammer 40k universe, at the same time I don't want to just be like, I'm a 40k actor and that's all I do because that world also probably doesn't need just another white middle-class man in it, even if that is like 70 percent of the world. Like you say, they're trying to broaden it out and diversify it and necessarily if it wants to get to a bigger audience and have a healthier ecology on so many different kinds of levels. So, I don't want to go all in on just that, even if it's a very rich world. So, it was a real pleasure. 
F: Would you want to broaden your repertoire into radio plays, because I know on your LinkedIn, you write, you're the voice when Cumberbatch is busy and listening to you, there are undertones of Benedict Cumberbatch in your voice, and Benedict before he became really popular, he did something like Cabin Pressure, which is so fun.
CT: Yeah.
F: Would you be open to doing radio plays like that?
CT: Definitely. I've just recently come from a voiceover conference in the UK and did a couple of workshops and that reminded me of what the work is that I want to actively seek out. And there's a lot of audio drama stuff floating about, a lot of that is available via social media or is operated in the U.S. as opposed to in the UK., though there are some great ones in the UK. as well, and it's tricky to know why and how to validate some of those things. So, it's something that I would love to explore doing more of as well as, you know, you can do these audio drama things, which are kind of like shorter versions of audio books, almost essentially with not so many voices. And I think those medium and short form ways of storytelling would be lovely. It would be great because I'm not right for a lot of video games. 
I don't think I'll ever be actually a very prolific video game actor if that makes sense because I'm okay at shouting and I can play some monsters and I've got a couple of accents in the bag and that kind of thing in terms of doing voices. People will say it's about the acting Chris, it's not about voices, but doing some voices and being able to nail certain things there are people that are brilliant at that. But there are people who have probably a wider palette of voices than I will ever have. 
I never started out as a voice actor. I'm very much an actor who uses the voice, and I'm trying to broaden that out a little bit more as I keep on going. But I want to open myself up to more different types of stuff to be creatively fulfilled. The prospect of going into a recording session and screaming “grenade” and “bang” is not very fulfilling. I did that for a few games, and then I'm done with that. Like the money's not good enough for me to do that. I mean, never say never. If the money does become good enough, then we can talk. But you push your voice and it's a different kind of acting, I'll put it that way.
F: So, last question. What would be a dream come true project for you?
CT: A dream come true project? Probably something entirely original that I can't imagine. I would love to be able to work on an audio project where I'm working with other actors in real time. I would love to be able to work with most of the cast in Rogue Trader, for example, but I’d love it for us to be able to have dialogues where you're actually responding to each other as opposed to insert A, B or C here, that kind of thing. Because that's the one thing I kind of miss so much from the audio side of work is you getting something unexpected from the other person and then riffing off it. You have to self-generate as a voice actor that a director will go do you want to try it like this? Or maybe like this, it's supposed to be funny. Try it dead pan, that kind of thing.
But quite often that kind of spontaneous element of discovery only comes from when someone gives you a line in a way that you really didn't expect, and maybe it makes you laugh, when it's supposed to be tragic or whatever, those kinds of things. The biggest thing I miss about stage work is when you're working with an actor at the top of your game and they raise you up to their level. It's terrifying, but in the best way. Some actors can do that effortlessly because they're so in the moment, because they don't know what they're going to do next, even though they can find their light and make sure that the audience is still seeing their brilliant acting at the same time. Clever, clever bunnies. That feeling because they don't know exactly where they're going, you're kind alive to the moment in a way that quite often you're not, and if there was a way to be able to replicate that in an audio way and a long form storytelling way, then that would be cool. 
I've just started playing a little bit of D&D and I don't know if I'll ever get good at that, especially in terms of like, so I've got to come up with words. Oh my God. Whereas I will never watch a D&D playthrough for four hours on YouTube myself, personally, life choice, I can start to understand the appeal of that because there's an element of that spontaneity and playfulness, but in a group. So, if there was a way to do that with actually scripted drama, I'd be all in on that. That would be amazing. Or some kind of hybrid. So I don't know exactly what that is, but that kind of thing would be quite cool. 
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F: That's what the BBC did with Cabin Pressure. I attended one live recording and it was just amazing. You have all the other actors [apart from Benedict Cumberbatch] that are household names. And to see them act and how little takes they actually need for the lines and everything is amazing.
CT: Yeah, there's an appreciation of the craft, but it's also the fact that it's not into a void. It's not like, okay, we've done three. Is that okay? We're onto the next. I think in many ways it can make the work much easier, because you're using your imagination, but in a different way, because you're operating with a stimulus. And that's always exciting.
F: And good D&D is just like improv theatre.
CT: Yeah, exactly.
F: Really good players are spontaneous. Just very creative.
CT: That should be celebrated and I think harnessing more of those kinds of things would be fun, because in all honesty, still probably about 60, 70 percent of the work that I do is in the corporate and business sphere. That's just because of how I sound. I didn't go out to court that work particularly, but in terms of the stuff that pays the bills regularly, that's the kind of stuff that I do. Even then, you're trying to find levels of playfulness or colour so that you're not just coming over with: “in a world where you can trust a big corporation to take your money.” So, there's any kind of nuance or subtlety to that, that will be a good thing. So that's the kind of stuff that I crave as a result.
F: Thank you for your time.
CT: Oh, my pleasure.
F: It went by so fast. We went over time; I still have a lot more questions.
CT: Oh, sorry.
F: No, no, no, no, no, no. That, that's, that's absolutely fine. Thank you.
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bellamer · 12 days
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If Davrin is a fully fleshed character with a fully fleshed romance, with his redeeming qualities and flaws as all characters should have, I’ll be proud of BioWare. Proud that they finally got it right. But not that proud because why the fuck did it take you people so long to finally figure out how to do black characters ? Jacob Taylor was the worst racial stereotype of a character that they pushed out, literally made him an adulterous man with father issues, who cheats on you six months in with a side chick and gets her pregnant not to mention that he’s racist but he works for a racist terrorist organization so of course he’s racist. Then you have Liam Costa, and Liam isn’t really bad per se and I haven’t romanced him but he, along with a lot of characters in Andromeda just felt flat because the game so was rushed that it felt like they didn’t have time to flesh these characters out so it really isn’t just a Liam thing, it’s an entire game thing. And don’t bring up Captain Anderson. I love Captain Anderson, he’s great but he eventually gets killed off so while he’s great, his death still leaves us with one less black character that actually brings something to the table so we still have Jacob who’s the absolute worst and Liam who we’re probably not going to see again due to Andromeda being so widely hated that it’s uncertain that they’re going to even return to it with Ryder and the Tempest crew.
But it’s 2024, we should know how to write black characters by now. Like it’s not fucking hard to get black people in the writers room for advice on how to handle these characters.
Like I’ll give them a flower if they actually took the time to get it right and right their wrongs but I’m not going to suck their dick and act like they’re the greatest of all time when it took them way longer than it should have and there’s still the high chance of them not getting it right because their track record fucking sucks and the fact that even though it’s 2024, not even Larian studios could give their black character a speckle of attention and with the way fandoms are still openly racist, Davrin could have the best possible romance and storyline and he’ll still be sidelined for a white character fandom-wise because a majority white fan base with crumple at the thought of actually trying to like a black character
In conclusion my hopes are high that BioWare will do better with Davrin than their previous black characters and that they’ll treat Davrin better than how Larian treats Wyll but given their previous track record my hopes are not that high and video game studios will still put the preferences of their white audience over their BIPOC audience so while there’s a high chance that they’ll do better there’s still a higher chance that they’ll completely fumble the ball
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sullustangin · 4 months
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Spoiler Free SWTOR 7.5 comments
As it says on the tin.
Honestly, I am really liking the consistent content that Broadsword is putting out. Big patches are 4-6 months apart, little ones are pretty regular. Each patch -- whether it's a big 7.x or it's a 7.5.x -- has something that tries to address a player request/complaint. Since Broadsword took over, the amount of content might be more modest in terms of scale, but it seems like more care has been applied to it. Based upon the player survey and other quality of life improvements -- and even some hasty u-turns--, they are taking player feedback into account. I feel better about the game in Broadsword's hands than I did with Bioware.
Technically, I did not experience major problems with the patch. As reported in the patch notes, there is one cinematic where a key character's mouth does not move. That doesn't break the game, though you may want to wait to record the scene if you're into that. There's another point where you have to hit the right spot on the floor for your jetpack to disappear so you can pass through the next door, but that's an easy fix. Gearwise, I'm seeing reports of being at least in 332 greens, but as usual, player skill may vary.
Patch 7.5 starts the conclusion of the two storylines that have taken the mainstage of 7.0: the Holocron of Nul storyline and the Heta Kol storyline, which started back in 6.2 (pandemic patch). I feel like some of the "huh?" in the plot was baked in from where Bioware started it, so Broadsword is trying its best to finish the story they were given. Is it a busfire? Yes. Is it their fault? No, but they have to finish it.That said, this patch actually makes the player make choices, and you AGONIZE over them. It's not just personnel choices but also diplomatic ones. I haven't felt that way in a considerable amount of time. Yes, you do make choices in 7.0, but it's one person living or dying, be a jerk or don't be a jerk. Lower stakes. The stakes are higher here in 7.5 -- or at least it feels that way. That's an important part of game writing: even if the choice does not matter, there needs to be the illusion that it does -- a certain level of immersion. You do have cascading consequences of choices as well. I'm looking forward to playing this patch on my LS toon to do different choices, more so than I did previously. "Let's not be a jerk this time" is less than compelling than "Can I do it differently, this time?"
Overall, there is progress in the storyline -- this doesn't feel like a "busy work" patch or "here's a new daily area to keep you occupied". (To be clear, I loved the Port Nowhere and Ord Mantell content in 7.4 -- it was a giant love letter to smugglers -- but at the same time, it was a bit of filler, to be honest). The quests you need to do are necessary to gain the trust of a naturally fearful faction of sentients (no spoilers) -- it makes sense they aren't your besties for life right off the jump. You will yell at the screen at the end of the whole thing, because it does make sense and yet it's the worst option for your character, personally, and it's out of your hands. (And it is not out of character for the person who makes that decision...)
No new date night content -- maybe in 7.5.1. There is some romance content for those of us that romanced Lana and Theron.
If you are big into Mandos and have been impatiently waiting for Lane to give you a buzz, this is your time and your hour. If you enjoy training hunter pets in other games, your time has arrived.
There is also a new Spring Festival event on Dantooine. In truth, I find it sort of derivative of the Tillers' reputation you could earn in World of Warcraft during Mists of Pandaria. It isn't exactly the same (we don't have a cooking profession), but the general ideas apply, right down to the dailies involving having a beer and going fishing, as well as scouring the world for seeds. There's also animal rescue built in here as well, so it's a bit of everything for any hero who wants to retire or at least slow down.
But of course, something sinister is on the farm, and so I anticipate Scooby Doo Mystery Hour shall continue as the event carries on.
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Given that Broadsword "maintains" games such as Dark Age of Camelot, there has been the fear that they'll move SWTOR into retirement, but I don't think that will happen, as it's still a live intellectual property (Star Wars), they're making gobs of money off it due to Cartel Market, and there's still a player base. (And let's be real, Favereau and Filoni play it, and they do matter to Disney and EA.) I don't know when 8.0 will come out, so we may have another round of storylines in 7.0 -- sort of like how we had an extended 5.0 (Iokath and Traitor Arc) after Bioware was stripped down in 2017. That said, Onslaught was quite good after the KotXX shenanigans and dev changes had settled. I still hold the view that Bioware is a sinking ship, and EA moved the Goose that Lays the Golden Egg to Broadsword for safekeeping. I think we might get an 8.0 in 2025 or 2026, but how that will look or work -- no idea.
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crossdressingdeath · 1 month
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DAI does that with a lot of things. Morrigan gets to claim to be a Elven expert, even though you know that is far from the truth if you've played Origins where she didn't know shit. Cullen gets final say in his dialogue options despite you knowing that he's lying. Grey Wardens gets shit on and the Inquisitor can wildly overstep.
DAI has this weird mix of a) expecting you to have read all the books/comics so that they don't have to explain anything and b) assuming that you haven't played the previous games so they can try to rewrite what happened.
Yeah, the required reading for DAI was ridiculous. WEaWH is always the big one because most of the others you can get by without it (even Cole's backstory isn't necessary to appreciate and understand the character, and enough of it comes up in-game to get by), but knowing what Celene and Gaspard did is kind of fucking important, Bioware. And then even when Celene purging the alienage comes up it's used as a mark against Briala for being in a relationship with her at the time even though if I'm understanding the excerpts I've seen of TME Briala breaks it off as a direct result of the purge and (as Dorian rightly points out) that'd be more Celene's scandal than Briala's anyway. Like, they try to make Celene purging the alienage into Briala's crime because she was sleeping with the empress at the time and that's just... ugh. But it's like, I would argue that it would be fair and honestly best practice to assume that people playing the third game in a series have played the first two games? DA has an overarching narrative even if the connections aren't particularly close, if someone wants to start partway through they can but the writing should expect people to be familiar with the games' stories. Maybe have some codex entries summarizing the previous games or a little intro cutscene, but... I don't know, I'm worried about the fact that apparently DAV doesn't need you to have played the first three games when literally all the setup for it is in DAI. Expecting people to have played all the games in a narrative-driven RPG series and not to have jumped in partway through is fair! Expecting people to have read five supplementary novels and two coffee table lore books to understand the plot is ridiculous. At least Tevinter Nights and The Missing so far seem to only be relevant to DAV in that they show some glimpses of what's been going on between games and give us a point of reference for some of the new characters...
The thing that gets me with DAI is that the game really wants you to side with the Templars whether it makes sense or not. Like... let's take the choice between mages and Templars as an example. The game wants you to side with the Templars. It really does, it tries its best to dissuade the player from siding with the mages if you go that route (Cullen's little "Oh... it's so dangerous... we shouldn't do it..." routine is notable when compared to Leliana and Josie, both of whom favour the mages, being very professional about you picking the Templars), it does its utmost to claim that the rebellion was unwarranted when it absolutely was not, the rebels are constantly framed as weak or mean or evil or stupid while the Templars were just misled (by... a guy who told them he'd let them murder all the mages and left out the "in service to Corypheus" bit, they still joined his little walkout to murder people, but the game doesn't get into that), it even lets you switch quests well past what should've been the point of no return if you're on the mage route (WHY CAN YOU SWITCH AFTER LEARNING THERE'S A FUCKING MAGISTER IN FERELDEN TRYING TO ENSLAVE A BUNCH OF MAGES, BIOWARE, WHY THE FUCK IS THAT AN OPTION) whereas with the Templars you can't even learn what your advisors' plan for getting you in alive is until you're locked in. And I'm not going to lie, CotJ is legitimately the better quest. I did it once to see and god damn it is quality, I don't dislike IHW but... yeah CotJ is definitely stronger.
But then you actually look at the story and... why the fuck would you side with the Templars? They left the Chantry because the Divine told them not to murder people. That's explicit, people tell you that repeatedly. They're making excuses for it, but there's always an acknowledgement that... yep, that's why the Templars left, they wanted to kill people and were mad about being told no. Leliana (the most familiar face among the advisors and given Cassandra's previous appearance was threatening Varric and Cullen's was playing yes man to Meredith for nine years and only changing sides once she became a threat to him/because not doing so would mean fighting Hawke Leliana's the one people are most likely to want to side with) is pro-mage and dismisses Cullen's claims that the Templars could help close the Breach as speculation. Which... it is. This situation is completely unprecedented, no one knows what's going to happen. But given mages are incredibly powerful and Templars are repeatedly portrayed as mostly useless in any sort of real danger that doesn't involve children or indoctrinated Circle mages (it is not a coincidence that the only people locked in the tower in Broken Circle who survive with their minds and bodies intact without the demons actively choosing to let them live for funsies are mages; the only Templar who's alive and unpossessed is Cullen, and the demons very obviously could've killed him at any time and just chose not to because they were having fun toying with him) I'm gonna say the mages are a safer bet. Also because... they invited Quiz. That could be a trap, but you know what's definitely a trap? Walking into a fortress full of heavily-armed mage killers who openly want you dead. Meeting with the Templars is really, really stupid (especially if you're a mage) and you don't even learn the plan for getting you inside unharmed until you actually select the quest. Also that plan is basically just "if there are witnesses with societal power the Templars can't murder you unprovoked" because reminder: the Templars are the absolute worst. Why would you ever want these people around. And then if you meet with the mages first like "Well I'll figure it out once I've heard what they have to say, I don't have to commit if I do things this way so I might as well" you learn that there's a Tevinter magister serving an evil Tevinter cult just chilling in Redcliffe and why the fuck would you go to the Templars at that point this needs to be dealt with. The game wants you to side with the Templars but it gives you no reason to do so, I really wonder sometimes if the writers weren't talking to each other at all.
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shardain · 1 month
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you know what, i'm still mad that everyone forgot about the shitty things bioware did in favor of glazing veilguard.
like man yall were so righteously angry about the senior writers getting fired via a tweet for 5 minutes and forgave them and started excusing the firings the moment info about the game started coming out. 'well, most of the writing was done, so it won't effect the game's quality' was an argument i saw an alarming amount of people use to justify and forgive the layoffs. idk. there's no excuse to me to fire all your senior writers via a twitter post they had to see in their own time, and i can't for the life of me understand how that is the unpopular thought on the situation.
like, what the hell man.
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landgraabbed · 1 month
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hi Cat, can you share your thoughts/criticisms of DATV? i think the game is gonna flop.
hey nonners, idk. this is a complicated question. i mean, game's not even out yet so it's unfair to pass judgment on it. i can only judge bioware's approach to pre-release marketing. and i got a lot of thoughts on that.
honestly i think it will be a perfectly serviceable game and technically it will run well (i mean, it has been steam deck verified which tells me that performance was a big concern for devs). i don't think quality has much bearing on the love people can have for a game. and vice-versa. the people who are hyped to oblivion and want to preorder will like it. the people who hate it bc it has poc and queer and disabled characters will still hate it. people who analyze the game's mechanics and writing will dissect the game and be predisposed to finding things they dislike. over time opinions will mellow out and we'll see how the veilguard will be remembered.
i can't trust bioware to make an rpg that i will want to play after their last failures. different people will differ on where the string of failures started. from a quality standpoint my line is dragon age 2. me3 to me failed to deliver on the promise of the first 2 me games save for shining exceptions like the citadel dlc and javik. from a numbers standpoint the last successful game was inquisition which won goty in 2014 due to a serious lack of competition mostly, especially since witcher 3 was pushed back to 2015 (which pains me personally as that put it directly in bloodborne's path to goty in that year). thing is bioware seems to be doing all they can to avoid a flop. veilguard is bioware's hail mary after a string of failures. they are ditching the ea app to capture as many people as possible. the combat has fully careened into action, and although they keep telling us these will be the best companions ever, really, guys, the gameplay is more and more focused on the protagonist alone. the crpg roots of the series are getting cut down to attract a broader audience. perhaps at the cost of ostracizing some like me who enjoy the party-based, party-building mechanics like me.
how well this will go i don't know. on one hand i think bioware has been historically bad at showing the full scope to new and returning players. empress celene has been haunting the edges of the world since origins. the full grasp of her character is locked behind books. afaik some companions have been introduced already in supplemental materials. this sort of move didn't go well for ff15. on the other i think this game missed its window. the gaming landscape of today isn't the same as it was in 2014, and in 2014 the skyrim at home open world design was already outdated. i've been hearing about the crpg renaissance since 2016. i accompanied it. it remained a niche part of gaming until it didn't: baldur's gate 3 released last year to audience and critical acclaim. going forward i expect mainstream rpgs to take cues from bg3. and the mission based almost extraction shooter-esque design that veilguard seems to have might not land as well in 2024 as it would have in 2020.
eta: or it could go well, idk. morrowind and final fantasy were bethesda's and squaresoft's hail maries and saved those studios.
right now the marketing has missed the mark on me. it is patronizing and seemingly needs to punch down the previous da games to prop this one up. it concerns me that the game may be releasing in 2 months (as per jeff grubb) and we quite frankly haven't seen shit. just bioware telling us that trust me, these companions are deep. trust me, the combat is good. trust me, the city built on slave labor is totally the coolest one you've seen. everyone copies fromsoftware but they don't seem to learn to drop a trailer and shut up until they got more things of substance to show. and this isn't just a bioware issue.
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exhausted-archivist · 9 months
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In regards to my last reblog on the scale of Thedas, latitude and stuff. I’ve been thinking about how much thought I give all this. Especially because this topic is one I’ve been talking with a lot of people about lately. It crops up a lot with people who, like me enjoy natural world building or are fanfic writers. Or really anyone who sits down and reads the lore at length. More times then not the question of Thedas’s scale comes up.
So, I want to establish I am very well aware that I’m likely giving it more thought than the devs. I have that luxury as a fan and consumer of the series. It is extremely relevant for me because I like making maps for the series, plotting out travel paths, and scaling things for da ttrpg campaigns I write.
So because I think about it a lot, I notice all the many different scales of Thedas in terms of travel time. How the scale they gave the ttrpg doesn’t match up with any scale they established in the main games or books. I think if the devs sat down and thought about establishing a standard scale and also considering just basic stuff we also wouldn’t have the Deep Roads be 2-4 miles / 3.21-6.43 km below sea level and display a lack of geothermal qualities. I think they’d consider how they built a world with at least 9.1 million people and tons of mega fauna such as giants and dragons and 14’/4.26 m tall bears that hunt dragons, all squished into roughly 1/4 of Europe and how much that isn’t really sustainable. How there would be much more impact if nature encroachment in civilization and how common things like that would be in places. Which they do consider it to a degree, I’m not saying they don’t. But I think if they thought about it just to make the world something that holds up a little better to idle musings, it wouldn’t be a bad thing. That the world would feel more real and alive and also narratively give them more to work with.
The contradictions and lack of consideration for the natural world has always been one of my critiques of Dragon Age, among other things. The reason why that is, is mostly because of a noticeable trend the lack of natural world building in fantasy. It’s a topic that has been discussed elsewhere and at length by other people, but to summarize nature is slowly having less and less impact in fantasy even in an ambient quality. Obviously this isn’t a universal statement, nor a universally required thing for a story to explore and have. That there are things that do focus on and explore it, but speaking in general terms, it is a trend in the majority of media.
Which for me is a bummer as it is an aspect of writing and world building I enjoy. I really like themes of man vs nature and to have that you need to have a basic level of natural world building. Which BioWare doesn’t really explore in Dragon Age despite having elements of it - such as how regular raw lyrium is explosive, mages get sick around all lyrium unless it is diluted to a safe amount for mages, and raw lyrium straight up kills them if they’re in the same room.
So then you have questions of how do mages go/handle being underground with such a risk? Dwarves have stone sense but would mages be able to tell when they’re getting close to large lyrium deposits because they’re getting sick? Does this impact grey warden mages? Darkspawn mages?
Things that don’t get fully acknowledged or explored despite being mentioned casually in codices most people don’t read. And they don’t for a couple of reasons such as potential coding issues but also all the questions you’d have to ask:
How would you implement that as a mechanic? Would you lock mage players out of entire areas featuring raw lyrium? Would they take environmental damage if you wanted the players to explore it regardless? Would it be a mechanic only applied by in harder difficulty modes? Do you acknowledge it in banter but not in any other way? Create a way to explain why the pc mage and their mage companions aren’t dropping dead?
BioWare’s answer seems to seemingly just ignore it because it would make gameplay too challenging/punishing and likely might not be fun for a player to deal with. But they compromise by keeping the lore active in the canon through codices and low impact additions. Which is a completely okay solutions, not my preferred but I get why they do it.
When I approach this lore, I do so without expecting them to fully flesh out each nation or know which city has the most resources and the geologically rich lands in said country. Dragon Age, and BioWare in general, relies on semi-soft world building. The world was after all designed for a game. They only need to build out what they need and what hopefully won’t paint them into a corner with future installments.
Additionally, the writing style for Dragon Age doesn’t suit the hard world building that I prefer, I’m quite aware of that but also know that when it comes to talk about world building in any media, there is always the issue of people (like me) who world build for fun and consider all these small aspects but ultimately they aren’t always needed and necessary for the story a game like Dragon Age is telling.
Dragon Age is told with the intention of things being given from an unreliable narrator. Built on the concept of: there’s three sides to the truth, what x thinks happens, what y thinks happens, and then what actually happened. Which works and I love the premise.
That said, I think that it also impacts lore that shouldn’t be subjected to the unreliable narrator. Foundation or anchor lore points to be specific. Which, as we know, BioWare has always struggled with consistency in their lore, particularly with Dragon Age.
Distance is one of those foundational points that shouldn’t change, and it’s also one of those points that you don’t have to give exact travel times. You can leave it vague and stick to the official statements like the ones we have of Ferelden being the size of England (or Ireland depending on the source you use). If you’re going to be giving specifics, then I think being consistent with how long it travels to get to point a to b and not changing it multiple times in one game should be a basic expectation that is met.
Other ones the series has and is pretty consistent with is how we know Thedas has 24 hours a day, they have seasons like we expect, and are in the southern hemisphere.
Do they sometimes slip up because editing doesn’t catch they’ve made a reference that applies only to the northern hemisphere? Yeah, and that’s not bad. There are a lot of people working on the project and things slip through.
I know I have the luxury to think about Thedas in a capacity that allows for the hard world building that I like. I also know I focus on and enjoy aspects of lore that are not exactly popular for their main audience and are pretty niche.
I don’t expect BioWare to world build how I do because I’m not world building for a massive and varied audience. Not even when I do world building for my tabletop games, because I’m catering to a smaller and more specific audience.
Still I think it’s valid and worth pondering these little elements of the world building. For fun, appreciation, and to nurture one’s own creativity and understanding of media, the world, and what they think makes a believable world.
Devs might not have time to consider it but we sure do and that’s half the fun of enjoying media I think.
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commanderquinn · 1 year
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meta: sam coe - post-campaign analysis
allllrighty i am officially post-campaign so time for first thoughts. since im still collecting my feelings/opinions on the main quest i dont want to go super into that. i wanna wait and consolidate into a deep dive on that one. BUT i am a fic writer with a fixation on socioeconomics, intergenerational trauma, and more specifically the phenomenon of atheists clinging to their religious parents morals because they haven't taken the time to evaluate their biases and the reasons they still hold them
translation: the silver spoon space cowboy is an interesting concept. poory executed in the case of starfield, sadly, but great framework for fandom to chop the head off of and bring to their own individual comfort interpretations.
this meta will include spoilers for the following:
-sam's questline and the npcs involved
-his romance
-cora, the safety storyline around her, and how she's the best part of the space game
-why bethesda was fucking stupid to turn the cowboys into cops when they have the perfect opportunity for not that. i went in hoping for retired/reformed army rangers fed up with war looking to defend their home from fascism given the "han solo simulator" marketing, but all i got was this lousy ass rendition of the texas rangers, which i for SURE did not want
-i WONT be going into detail about the main plot for this post, just fyi. i wanna save that, and sam's relation to it, for its own essay. id still recommend not reading meta's until you finish the game tho
-i miss obsidian's writing. this game made me want to play outer worlds for the 100th time. that will probably come up a lot
this is probably gonna sound more than a bit scattered and off the fucking plot for the first section, but bare with me, im making a point eventually i promise. gotta make sure we're all on the same page first.
now that ive done a majority of his content, it's clear what the intent was for sam and i applaud it. i like it when good hearts in bad systems spot the fundamental flaws and decide to abandon it entirely, or work to change it. i hate perfect characters. i hate characters that have no growth to find. sam is a great character for showing the awesome power of a perspective change. but damn. what a waste when you're talking about a format where a writer is constricted to:
-an exact conversation trigger (bethesda games have always relied on interrupt & player approach, and i didnt notice any variation on game engine front but i wont know until they release the ck so)
-word limit on all responses (yes, you can make long dialogues in engine. but those words still have to be f u n d e d from a dev standpoint. words are not free in video games. capitalism sucks for art.)
-multiple conversation branches that ALL have to circle back to the original topic (they have to follow a set pattern of establishing a subject, then the players possible responses to that subject, the npcs responses to those responses, AND provide a seamless, one dialogue tie-in path to the next branch. it sounds super easy until you're the shmuck writing it, and then it doesnt feel so easy anymore)
-get approximately two personal quests with, what was it, 12 motion scripted scenes? (im watching other peoples pts now so ill try to remember to count, but it was. hmm. lack luster imo. im not saying quantity is vital. im a bioware fanatic, i know the power of quality when its actually delivered. i didnt have any moment like that for sams quests and it was kind of crushing. ill get into it.)
-appeal to a wide enough audience to obtain profit by holding back eXtReMe ViEwS (id like to point out that there is, at this exact moment in time, an active pr campaign (and a few scattered gaming content creators) surrounding starfield talking about how pronouns are politics and should be left out of gaming. over a setting flag in a save file. you literally dont even have to press a button about it. like, you pick your characters body. masc bodys are auto assigned m pronouns. fem bodies are auto assigned f pronouns. you literally dont even have to SEE the button, and it never gets brought up. the only purpose it serves is so the game knows what voice lines to fire. that. is. it.)
im not going to humor the "thats dumb, bethesda makes political games" contribution to the argument.
i get straight people think they're being super helpful and witty on that one, but i think the world would collectively benefit from allies taking just a few extra seconds before standing on that soapbox to maybe consider that calling existence "politics" might be, gee idk, insulting. maybe more than a lil dehumanizing. maybe super easily solved by just NOT giving into their parents obsession with playing devils advocate. i think if maybe allies could shut the fuck up for a minute or two at a time and go look for voices of authority within the communities they're defending instead of trying to talk over them, that'd probably work out better. might help cut out the completely useless middle man their parents taught them to be when they drilled home "you have to respect everyone's opinion"
no the fuck you do not, actually. i, as someone on this earth attempting to be a compassionate person, owe people a chance at understanding. i do not, under any circumstance, owe someone any kind of respect WHATSOEVER if they cannot respect me as a human being. full stop. i dont owe it to them, i dont owe it to their religion, i dont owe it to the government they try to establish. i do not owe respect to people attempting to oppress me. i never have and i never will.
but remember. there is context to be found in the passing of time. yes, you need to tell grandma to stop being racist. no, you do not need to banish grandma to the nursing home if there's still a chance that she's willing to sit and listen. a chance that she'll empathize with social perspectives that the racist society she was raised in never allowed her to have. breathe and give grandma the chance. then send her to the home if she's still racist.
(yes that was an analogy for how i imagine a perspective conversation with jacob would go. i do not have high hopes of that man finding self awareness given. well. who he is as a person.)
now. if you've played through sam's content, you already know why im bringing all of that up, but lets put together a list of all the things that Make Sam Coe Who He Is before we wrap it all up in a pretty bow that hopefully reads a lot less scattered than this "yo society got some trauma actually" lead up ive dumped on you
quick interrupt just for me: i love that im back on tumblr where i dont really have to give all that much of a fuck about making sense. any audience i could find here is equally unhinged so mostly i just have to format it in a way that makes your brain not hurt. sorry if you dont have adhd <3
1: lets talk about cora's hair.
im going to make the race observation because its bothering me from a dev standpoint AND the gamer crowd is already starting to make cuck memes which sucks to see.
i get that this doesnt matter in a colonialism scifi future where a service like enhance exists and we're talking about two rangers that apparently went under cover regularly, but it matters in the context of how sam was handled in a 2020 era commercial, creative environment. im just going to MENTION that cora coe's biological mother (that jab was me not liking her as a person, not me giving a shit that she's white) is paler than pale, and sam does NOT look like some of his earlier promo images. bethesda as a company also has a very long history of making characters arguably tan to avoid this shit.
9/16 edit: was asked for source, heres the exact image im referencing, which is still his set image on the starfield wiki to date:
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(im going to preemptively warn any white artists building the urge to argue over this: you DO NOT want to die on a hill about lighting for this one, fucking trust me. thats not what this conversation is, and if you dont understand that as a White Artist, you need to sit this one out until you understand the full weight of the conversation and the profound effect of media treating skin color like a rare diversity accessory. bethesda has a very very long history of this. their last major story title, fallout 4, (76 was a money grab made in the other studio and i barely want to call it a game) had a whopping total of two black characters in its main cast, and both of them acted in subservient roles so please. please please please just. stop trying to defend bethesda on this one. its dehumanizing, cowardly, and malicious in this day and age. i promise im not trying to bite anyones head off here, im just Old And Tired when it comes to suburbanites in fandom.)
i think having solomon be canonically black would have been a really important aspect. i think it would have given the opportunity to show white people why its fucked up that they get SO EXCITED to save war mementos (or in the case of starfield a nasa memento) and will go on and on about how vital it is to save that piece of history, but when you bring up memorializing the importance of race as it pertains to human history and cultural history/pride, they suddenly start getting Very Uncomfortable and throw out phrases like "what does it matter we're all human" while standing next to the gun their grandfather smuggled home from the war
there is no brightness slider on pc and i havent gone reshade tweaking so everything is still washed out on my end (dont worry, as an rtx user, imma be makin a rant post on that) b u t. cora coe has a pale as fuck mother and a vaguely tan father with blue eyes and straight hair, meanwhile my precious angel has a darker complexion and curls that look like they're closing in on the 3c range so like. im getting vibes that sammy boy mighta been whitewashed during game dev, and thats about as far into THAT topic as im gonna bother to venture for this post.
2: his dad
were we supposed to have more daddy issues content??? istg it feels like there was the initial map talk and then nothing. im not saying that i cant pull blood from a stone and give you an entire essay on that glimpse of family trauma just from a few lines of dialogue, but still. feels like thats maybe something that should have gotten more detail.
"no forgiveness between me and my old man. it's uh... coe tradition."
oh boy. oh boy oh boy oh boy. what a line to start his personal quest
before we go ANY FURTHER im gonna drop a reference to one of my favorite aaron sorkin scenes of all time. its from the movie he did about the chicago seven, and i think it fits VERY well when having a conversation about how sam is shaped by his father
unfortunately the exact scene i want to show isnt clipped anywhere easy i could find, so here's an article that talks about that scene specifically if you want more context but dont want to watch the whole movie. what we're really focused on is this:
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which is a scene where a fictional account of bobby seale, the leader of the black panther party at the time of the chicago 7 trial, said that above quote to a fictional account of tom hayden while they were having a conversation about how the stakes of this trial are life and death for him as a black man, but little more than a family dispute and a dark spot on their records for the (all white) chicago 7.
its a GREAT continuation of sorkin’s fascination around father son conflicts (he covered it a time or two during his writing days as west wings original creator, which is a great political show id strongly rec) and it really really works when used in comparison to those rebellion days sam had that he still flagellates over
sam was a privileged kid without a foundation of emotional support or a safe environment to vent to. he didnt have the words needed to communicate what he was feeling and thinking and experiencing. he didnt have the means to express himself in a way that wasn't immediately criticized by the people in his life. it doesnt take a degree in psych to figure out that sam first ran for the stars to run from his father. and it sounds like that was tradition
from the MOMENT YOU MEET HIM, jacob is full stop "my way or the highway" until you hit him with the good ol bethesda persuasion and his disposition pulls a 180 to hand you the next plot device
sam: "you know why im here."
jacob: "oh? and what's that? you come to your senses? realize where you ought to be for once?"
w o w
i wonder why sam never felt safe in his own home. i wonder why he doesnt feel safe leaving cora there. i wonder why that miserable fucking attitude and guilt has sam convinced that jacob will be the worst possible thing for his curious daughter's self esteem.
yes, grandparents sip a different kind of koolaid when it comes to their grandkids. no, that is not enough to protect that child from that much intergenerational trauma. sam's made a bad choice keeping cora in space, but he's made an EXCELLENT choice keeping her away from jacob.
forget "showing respect" to his son's choices, jacob won't give them the time of day. he brushes off constellation and wont go meet them for himself, he insists that cora being "in her family home" is the only priority (isnt THAT telling) and, as if that wasnt enough to prove he's incapable of empathy, the fact that he outright, direct fucking quote during that first scene with him, says to sam's face
"the only mistake im seeing here is you"
fuck anyone who walked away from that scene of a parent saying that to their own kid and had the response of "i dont understand why sam wont let jacob take care of cora." fuck you, genuinely from the bottom of my heart, if that was your reaction.
i looked for opportunities to get sam to talk about what the rest of those "30 plus years of experience with the man" really looked like after that. the fact that it was used as a plot device without any (from what I COULD FIND in my first pt, if i find any ill edit this) kind of dialogue discussion about that trauma around his father's behavior/mentality and the terrible influence it had is such a waste. chances are!!!!!! id fucking agree with him!!!!!!!!!! SO TELL THEM TO ME BETHESDA!!!!!! give me the chance to storm back into that house with the full story and let that geriatric fuck know why he will not be allowed back into my daughters life (yeah we're gonna be calling cora our daughter on this one bc, again, she's the best thing in the game) until he can learn to be a safe emotional environment for her
and THEN, at the end of the romance, the wrinkly mf drops a "hey can you go over sam's head and make the parenting decisions now" 20 minutes before your vows get exchanged in his living room (WE'RE GONNA TALK ABOUT THAT MESS OF A WEDDING LMAO ITS A LOT but im probably gonna save it for another sam post where i talk more in depth about why packing a complicated romance in that tightly just Dont Work). like wow. wowowowwow. if that doesnt perfectly sum up how he views the dusty's (shhh i really hope that name catches on pls i keep seeing ppl use captain instead its heartbreaking) role in the family now, and confirm how he's always viewed his own son, idk what does
3: lillian "i can abandon my kid and demand she be taken care of in the same breath" hart
i was originally going to go into hella detail on his relationship with his ex but honestly i think im just gonna leave a few paragraphs and not touch on her again bc its bad for my blood pressure.
okay, here's the deal. im biased in the sense that i had a mother with attachment issues and lets just say that his ex is worth about as much to me as a pile of dogshit. it'd be one thing if she had that moment of "oh. sam and cora bond really well and i dont fit" and decided to look at that and evaluate if she wanted to continue trying to be a parent.
but she didnt have a moment of reflection. she didnt talk to a therapist. she didnt have a discussion with sam. she went back to work and decided "oh well, my kid doesnt like me" and then left her daughter with an open wound and no shot at closure. which is just. wow. that's active abandonment. she WALKED OUT of cora's life because she couldn't stomach the idea that she didnt immediately win over her daughter without any effort to connect to her.
then she has the nerve to yell at sam for not doing the best for cora. like bitch, you cant even consistently answer the phone??? what are you on??? she's REPEATEDLY broken cora's heart with false promises, and clearly made no effort to truly atone for that given just HOW angry sam is ALL the times he brings it up.
and she does it all for what????? a beat cop reputation and some shiny medals????? like shut the fuck up with that righteous indignation piglet, you're killing smugglers under someone's made up authority to protect COMMERSE, not creating galactic peace. the idea that THAT SHIT is worth more to her than her own daughter having a mother who's around for all her life milestones is inFURIATING and id fucking deck her if i could.
the fact that there's zero chance to call her out other than one single "thats a pretty awful thing to say" option is a real cop out from bethesda. they realized they put a woman in a position where she could be really, truly yelled at for something like child care, and chickened out on following through with it so they wouldnt take any heat.
thats gross and should piss you the fuck off, by the way. that sure the fuck isnt what equality looks like by any measure. you don't empower women by acting like they're infallible creatures you cant call out for being flawed. and you sure as shit dont empower the next generation of women by forgiving their abusers.
4: cora's safety
which brings us to the big sticky: sam is a disaster and i DONT think that keeping cora on a combat-active spaceship is right. i think she'd be much better off living in constellation hq (aside from the main plot obvsly) with a constant open comm to her dad and the ability to bring her to outposts and secured sights.
the problem with the biomother's abandonment isnt the distance. its the lack of attempt to connect. its the lack of forming a bond. its the fact that she had zero desire to understand her child once she figured out her child didnt "love her the most" when thats literally not a thing. the problem was never the physical space, and it wouldnt have to be in sam's case, either.
he's a dad that's there for cora day in and day out, he just never got the chance to grow out of the panic stage of a parent worried the first fever is going to kill the baby. he didn't have his dad because he had to get out to protect himself, he doesnt have a mom because of how long she's been dead, and lillian checked the fuck out at an early stage apparently. so sam was left to be the nervous wreck trying to keep history from repeating itself. the man's flying blind in the face of all the combined generational trauma of himself, his father, and his ex, all while trying not to fuck up shaping a human life.
you're damn fucking right he keeps cora glued to his side, i legitimately do not think his own ptsd would allow him to do otherwise without someone like the dusty to come and and go "hey dude, maybe its time we read some emotional intelligence and trauma books so we can start getting cora into a stable environment for literally the first time in her life? also im going to teach her gun safety for my own sanity because you keep letting her walk all over you and its scaring the fuck out of me thinking my daughter is going to try to raid a pirate ship at 15 because no one taught you proper boundaries."
5: his morals
its been 30+ years and his father wont let go of arguing and micromanaging long enough to try to understand his son. lillian is a workaholic who believes her only inherit value is what she can provide to an organization that views living, breathing human beings as occasionally expendable while screaming about its pursuit of freedom and equality.
sam coe is a man who got told what he was supposed to be his entire life, tripped into drugs and crime in an angry, sheltered act of rebellion, and walked away from it all with a very skewed, very flawed interpretation of morality as a result.
lillian and his father are the clear moral compasses in his life. like yeah, sure, he'll talk about how cora is his driving force until he's blue in the face. and he's not lying!!! he's not even technically wrong. she is his active motivation day in and day out. but she is not his Morality. she hasn't developed enough as a person to be able to be that kind of beacon. she's a kid rushing herself through childhood because she thinks that will make her better and no one in her life recognizes it enough to stop it. she shouldnt have to be the moral guide for someone who's supposed to be guiding her
sam cant let go of the ranger envy. he couldnt stomach being around it, but he cant look at that discomfort long enough to identify why. he can walk into a bank and plain as day go "ah, don't you hate the smell of capitalism," but he can't bring himself to blink the stars out of his eyes long enough to ask why the rangers are so willing to put smugglers to death without trial. sam has enough awareness to identify the system is flawed, but he doesnt have the guts to really stare that down
he'll make cracks about walter having too much money and influence, but he wont actually mention how he and his wife are the root cause of an extraordinary amount of pain and suffering and perfectly avoidable manslaughter as a result of their business. i get that constellation runs as a dont as dont tell organization, but if sam's going to give me shit about nabbing a paper weight from a guy's desk, i think we should talk about how he doesnt display anger for walter's business practices.
sam coe, at his heart, is a dreamer who doesn't want to look too close at things. he was taught that some things just Are, and looking for too many answers will find you trouble. he's got the spirit of an explorer dampened by a lifetime spent under cops.
you can hear it in his voice whenever he talks about how proud he is of cora for being a goddamn prodigy. you can hear the wonder and the excitement there. you can hear the curious kid in him that probably got pushed out of the way while he was trying to shape himself into a Proper Coe
i think sam coe is a dreamer who was forcibly taught to fear learning as a child, and thats the real tragedy of him.
so let's start to tie our bow here.
sam is a man who, in a way that only a privillaged kid can, stumbled into neon's life of drugs and smuggling and self harm through destructive behavior with both eyes firmly shut.
he didn't fall into drugs after a lifetime of being submersed in the culture of it. he didnt take them because he grew up surrounded by people that just knew that's all life was ever going to hold. he didnt get into smuggling because he was starving. he didnt take on his first "criminal act" because there was a life and death battle going on somewhere in his life.
this man was drowning in guilt and shame centered around not "being a proper coe" by the time he was free of his father's control, by all accounts. you can hear how much self hatred he has over the memory of that time in his life. look, im not going to say that age and recovery doesnt come with regret, but he talks about it like degeneracy and something to be guilted about rather than just... living life. like so what you did some drugs?? so what you did a capitalism no no?????
corporations arent people. you shouldnt steal from them because itll put YOU at risk, but under no circumstance should anyone hold onto any guilt for stealing from them. money is fake and capitalism murders people every hour of the day. fuck the system, its fucking rigged, look out for you and yours while capitalism is stealing your natural resources and making private homesteading prosecutable (translation: in our actual, real life here, the government can throw you in jail for building a house without a permit. go look up at the sky and think about the moral journey humanity had to take to get us to that point, and then come talk to me about how i shouldnt encourage people to steal from corporations)
anyways back to the video game, as far as the "what if he was unknowingly smuggling something like organs or weapons" argument, there's no desire for me to defend it, tbh. i dont view crime as a personality brand the way cops do. someone being convicted of a crime doesnt make me see them as lesser, it makes me see them as a person who did a bad thing. i do bad shit all the time. we all do. we're human. sometimes there's an excuse for the behavior, and sometimes there isnt. that's not the end of the world. you own up to your actions, you apologize, and you put in the effort to make amends that fit the situation. end of story. the obvious exception to that being when someone you have victimized tells you to fuck off because they dont want your further involvement.
yes. yes there are people in the world that are genuine monsters that spend their time and energy looking for ways to do the cruelest shit imaginable to their fellow human beings. but those are fucking outliers, so no, im not going to let a conversation about morality be derailed by a fraction of a percent of the population
but people (like the rangers) who aren't ready to look at the whole picture of context, who would rather hyper focus on the unbending rule of the land, don't see that. they see a "type" of person once a crime has been committed rather than "a person who found themselves in this scenario"
sam was raised by cops. he fundamentally does not understand how biased his own view is. he'll sometimes make a vague mention of crime being a necessity, but you can hear how many strings are attached there just from the way he talks about it. he truly views crime as a black and white subject with exceptionally few slivers of grey to be found. you can hear the "law and order is what separates us from the rest of the animal kingdom" in his voice whenever he talks about how the rangers are "good people" he just "didnt fit anymore" and it's heartbreaking
he'd be so much better off if he would take a moment to reevaluate his priorities and look a lot closer at that guilt he carries and why he carries it. i think it would even help him better connect with cora in the long run. it would for sure give him a better handle on why letting his daughter take on college courses this early in her life isnt something to brag about. its a bad sign that she's pushing herself to Be Something in the exact same way he used to. he just doesn't recognize it because her way is "healthy" by society's fucked up view of child prodigies
tl;dr
i don't need to fix sam coe. he's stubborn, traumatized, and sheltered, not broken.
give that man good enough head and i'm absolutely sure he could be talked into reading some -clutches pearls- marxist literature
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iocainesmoothie · 6 months
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Been playing ffxiv, paid to skip HW but really enjoyed stormblood, saw emet-selch for the first time.
I'm very impressed that his first introduction to the player was to be shot and rag dolled down the stairs, it immediately differentiates him from the other ascians who just say ominous and vague nonsense that never amounts to anything. It was almost more sinister, because it really illustrates the point that the ascians are noncorporeal horrors piloting a meat puppet.
Also very minor detail but I noticed even back in stormblood, instead of writing a boring talk quest as "go talk to so-and-so", instead they say "go meet SOMEONE at such-and-such place". Like it's so very minor, but instead of straight up telling me who you're going to meet they just sorta hint and say how excited that person is to see you again.
Mechanically it's the exact same boring quest format, and maybe I don't otherwise even care about that character, but even that tiny bit of speculating who it is and the implication that they have any kind of emotional response AT ALL is already elevating the writing.
I get the majority of quest text boils down to telling the player to go to X or talk to Y or collect Z and there's only so many ways to do that, and clarity of communication is always top priority, but in something long format like an mmo where the player has likely plugged in a hundred hours already you can kinda assume they've been trained to expect a certain order of events and can play with the format a bit.
Also the last duty of sb was one of those "everyone shows up at the big battle as npcs and cheers at you to go on to the big boss while they hold back reinforcements" fights and it's very anime but honestly it always works on me.
Been leveling up dark knight, but I bought the level 80 warrior boost because I hate playing with other people and I wanted to solo a bunch of the main scenario raids instead of queueing. Also I'm playing dark knight because aesthetics, and tanking for a group is too much responsibility for me.
Honestly dk kinda sucks compared to paladin and warrior, way less mitigation and self healing, and though it feels like I'm doing more damage it's still not as much as a pure dps.
Also bought a bunch of clothes on the shop in a moment of weakness, but now my outfit is so cool I don't want to change into anything else! And I kinda miss wearing vanilla gear and seeing your outfit change as you pick up upgrades. Oh well atleast I'm cute and it avoids those awkward moments when a piece from a new set doesn't fit with your current fit.
Ffxiv clothing designs are so gorgeous, even the shitty low-level vanilla garbage is kinda cute. Ppl who buy store stuff obviously look good but I have way more respect for the glamours I see where people just got really creative with in-game items. The graphics are like 10 years out of date but the hair and clothes and faces are still miles better than some of biowares stuff (guys I love you I'm on your side let's figure this out you can't just make everyone bald)
Also I've noticed the cuts scene cameras do a trick anime does a lot to cut down animation costs, the framing and panning and angles do a LOT of the work when they otherwise can't get these limited models to emote that much. Or else they just fully cut away and let a sound effect imply an action took place and your brain just fills in the difference.
Anyway I'm addicted and am probably wasting a lot of time on things I should be doing instead but it's nice to have something to hyper fixate on for a while, and I haven't even started SB or EW and I've heard they're both life changing so maybe I'll just glut myself until I've wrung all the dopamine I can out of it.
Also I've realized there is such a jump in writing quality in SB that I'm only really emotionally attached to lyse and hien and the general, the rest of the scions are all kind of... idk unlikable?? They're all the same kind of snarky but not really funny, and speak intelligently but not really with any character or having much to say. Allisae being maybe the exception but I feel like she doesn't get much screen time compared to her brother.
It was very touching that she's the tough prickly one, but very honestly tells you she feels alone and sadly asks you not to leave her in a moment of vulnerability before the fight where she reaches for your hand desperately before her soul is teleported away. Like damn yeah this is manipulative but you got me! I'm invested now!
Also that little crystal cat boy was in arr and I never finished/paid attention to his quest line so idk how he ended up i SB, guess I'll find out.
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felassan · 1 year
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BioWare Blog post: An Update on the State of BioWare
by BioWare - August 23, 2023
"Hello again, Today, rather than discuss one of our upcoming projects, I’d like to share an update about the studio itself and outline our vision for BioWare’s future. In order to meet the needs of our upcoming projects, continue to hold ourselves to the highest standard of quality, and ensure BioWare can continue to thrive in an industry that’s rapidly evolving, we must shift towards a more agile and more focused studio. It will allow our developers to iterate quickly, unlock more creativity, and form a clear vision of what we’re building before development ramps up. To achieve this, we find ourselves in a position where change is not only necessary, but unavoidable. As difficult as this is to say, rethinking our approach to development inevitably means reorganizing our team to match the studio’s changing needs.  As part of this transition, we are eliminating approximately 50 roles at BioWare. That is deeply painful and humbling to write. We are doing everything we can to ensure the process is handled with empathy, respect, and clear communication. With that last point in mind, I want to take a moment to explain how we got here, what we’re doing to support our colleagues, and what this means for BioWare’s current and future games. WHAT’S HAPPENING NOW After much consideration and careful planning, we have built a long-term vision that will preserve the health of the studio and better enable us to do what we do best: create exceptional story-driven single-player experiences filled with vast worlds and rich characters. This vision balances the current needs of the studio—namely, ensuring Dragon Age™: Dreadwolf is an outstanding game—with its future, including the success of the next Mass Effect™. We’ve chosen to act now in part to provide our impacted colleagues with as many internal opportunities as possible. These changes coincide with a significant number of roles that are currently open across EA’s other studios. Impacted employees will be provided with professional resources and assistance as they apply for these positions. While it’s unlikely that everyone will find a new role within the company, we are committed to supporting our staff as they navigate this change. Our sincere hope is that they can continue their exemplary work at studios who stand to benefit immensely from their talents. IMMEDIATE IMPACT If you’re wondering how all of this will impact development of Dragon Age: Dreadwolf, let me be clear that our dedication to the game has never wavered. Our commitment remains steadfast, and we all are working to make this game worthy of the Dragon Age name. We are confident that we’ll have the time needed to ensure Dreadwolf reaches its full potential. I can also tell you that every member of our team, even those departing BioWare, deserves credit for crafting a spectacular experience. These are our colleagues and friends, and we would not be here without them. I am so proud of all the work our team has done. WHAT COMES NEXT While this is an extremely difficult day for everyone at BioWare, we are making changes now to build a brighter future. We’re excited for all of you to see what we’ve been building with Dreadwolf. A core veteran team led by Mike Gamble continues their pre-production work on the next Mass Effect. Our commitment to quality continues to be our North Star. As cliche as this sounds, there truly is never a good time to enact changes like this, but we trust that we have the right leaders and team in place with vision, passion, and proven track records to deliver world-class Dragon Age and Mass Effect experiences that our fans will love. For now, I want to thank everyone at BioWare—past and present—for making the studio what it is. I also want to thank our community for your continued support. We’re eager to reveal more about Dreadwolf, and we look forward to discovering what else the future holds. Gary McKay General Manager, BioWare"
[source]
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mass-effect-galaxy · 3 months
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Dragon Age: The Veilguard
Not really sure what to make about it. First of all, BioWare, please give the guys who made the reveal trailer last week a new task where they can’t do any more serious damage. That one was really lightyears away from what we have seen here. That fallout was absolutely justified.
Now, this one. This is clearly Dragon Age. In fact, it is so much Dragon Age that I have the feeling I had heard every single line that was said at least twice in a DA game before. Dialogue and character interaction felt somewhat underwhelming given the stakes in those scenes. Maybe, there were some cutscenes cut out (hoho) that would raise the tension. Maybe not and that’s just the quality of the writing.
The graphics definitely look much better than in the trailer. Still not what you would expect from an AAA game in 2024, but BioWare never was up to date in that field. 
The gameplay looked as it was to be expected: The logical continuation on the path toward a more flashy-looking action-heavy RPG, that had already started with DA2. Last year, a critic had predicted that DA4′s gameplay would be what was fashion about 8 to 6 years ago, when AC Odyssey, Horizon Zero Dawn, and God of War came out. Judging from the material shown here, that prognosis was accurate.
Watching this combat was somewhat boring. But this was early in the game where you have no abilities and the enemies are extremely generic. Let’s hope it does get better during the game (to be fair, it didn’t in DA:I either, save for the dragons).
I have some questions lore-wise, though. For example, do they have electricity in Tevinter? Or why do we see spotlights and hear loudspeaker announcements? There was mention of some factions (dragons-something), are we supposed to know them? Why are we being attacked by Venatori? They are supposed to be history.
Bottom line: Better than I feared after the trailer, less than I hoped for. After seeing the gameplay reveal for AC:Shadows yesterday, if I could only play one of these two games, it would AC:Shadows, not DA:Veil... sorry, DA:The Veilguard.
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