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#still he IS a giant nerd
threebea · 2 years
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My favourite thing about Obi-Wan is that he's a jock that has us convinced is he's just a nerd.
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kagoutiss · 2 years
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was thinking the other day about how parasites are ganondorf’s solution for so many things. now cant unsee him being a massive nerd about parasites
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politemagic · 2 months
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Strip Club Owner!Vessel x Reader
feat. Bartender!III, Manager!II, and Bouncer!IV
attempted sexual assault, eepy boys to the rescue, comfort with Vessel, non-descript reader outside of wearing eyeliner and simply having hair (though no specified length), author has never been to a strip club
a/n: this is mostly unedited so I apologize in advance for any errors, I simply needed this to stop haunting my drafts. it was intended to be a blurb but... uh.... I might have gotten a little carried away.
2.4k words
No one's ever seen the owner of the Pink Pony Club, there's a name listed on their business certificate and an owner's office tucked away in the corner, and the light is on six nights a week. Some of the regulars have caught a glimpse of his shadowed figure slipping out the back door, but they'd never know for sure it was even him. Most business in the club was conducted through the general manager, II. He hired the dancers and the staff, running final decisions through the mysterious owner, Vessel. Every night II keeps a watchful eye on the floor of the club, reporting back to Vessel throughout the night.
On this particular night though it was the bartender, III, who caught the commotion at the far end of the bar. The pristine white suit jacket caught III's eye instantly, the only customer to come in wearing such a bright white was some Wall Street scumbag who was already on his second strike at the club. He watched a streak of white as the asshole reached out to grab onto one of the dancer's arms as they walked by, yanking them back to stand in front of him.
III clocked the startled look in their eyes, the panic in their eyes was accentuated by their heavy eyeliner, giving them a similar look of a deer caught in the headlights. It was only their second week at the club, and he could tell by their reaction that this was the first time they'd encountered a more aggressive customer. III grabbed the walkie talkie from behind the bar, radioing for II to come to the bar, but got no response.
Shit. He's probably on his smoke break. III thought to himself.
He glanced back over, seeing the man's hands running along their waist, fingertips digging into their sides in a tight grip, evidenced by the wince on their face as he pulled them closer, their nose crinkling at his rancid breath. III tried calling II one more time, eyes trained on the pair at the end of the bar as he watched their attempts to wriggle from the man's hold. When he saw the anger in the man's eyes, he knew he couldn't sit around and wait for II's response.
III quickly signaled to the other bartender to watch the end of the bar while he slipped out, his long strides carrying him to the back office in seconds, knocking rapidly.
The door cracked open, a chain keeping the office door from opening all the way, when Vessel saw his best bartender bouncing on his heels at the door he raised an eyebrow in silent question.
"Fucking Kingpin's back." He explained. It was a nickname Vessel himself had coined after the main villain in the Daredevil comics, known for his pristine white suit.
"II?" Vessel asked.
"Not answering."
"What's he doing this time?"
"Got his hands on Y/N." He stated quickly.
A dark cloud passed over Vessel's eyes. If there was one thing about Vessel, it was that he genuinely cared about his employees. He knew they exposed themselves to a certain amount of risk by working at the Pink Pony, and he would stop at nothing to make sure they were safe under his supervision. It was why they'd hired on a new bouncer not too long ago after business started picking up. IV was a retired rugby player, and had no issues literally tossing drunk assholes out onto the street.
"Where." It was more of a growl than a question. He'd approved their paperwork only a few weeks ago, remembering how II described them.
"End of the bar."
The door slammed shut, and III heard the chain sliding out of place before Vessel's looming from appeared in the doorway, brushing past III as he made his way to the bar. He watched as Kingpin's head dipped into the crook of their neck as they tried pushing him away again, and he was seeing red.
"Hey!" He barked, stalking closer to the two at the end of the bar, Y/N's face melting into one of relief at the owner's appearance. When Kingpin didn't move, his lips grazing the skin of their throat as they tried to squirm away, Vessel closed the distance in three easy steps, his hand forcefully yanking his shoulder back and effectively separating at least his mouth from the newest dancer.
"There an problem here?" Kingpin slurred, clearly not registering the pure ire on Vessel's face.
"Yeah. There's a fucking problem. Get your hands off my dancer." He growled, eyes flicking to where the man's hands still gripped Y/N's body, dangerously close to their ass.
"D'worry, I'm good to pay." He said, his voice dripping with arrogance.
"Afraid you're looking for services we don't offer here." Vessel sneered, his grip tightening on the man's shoulder, a flicker of pain flashing across his face.
"I'm willing to pay extra for this one..." The predatory grin on Kingpin's face had Vessel setting aside his good business sense and shoving the man from the stool, releasing his grip on Y/N in the process.
In an instant, IV appeared behind Vessel. Vessel glanced over his shoulder at the bouncer before just giving a simple nod of his head. Iv wasted no time in leaning down, grabbing the man by the lapels of his jacket and hoisting him to his feet. He yanked him forward before stepping behind him, a firm hand on his collar as he ushered him to the exit.
Vessel could hear Kingpin's protests, but one glance at IV proved that the situation was handled as he forcibly shoved him out the door, landing flat on his face against the sidewalk. If he'd been paying closer attention, he probably would have seen the way that IV spat at (not on, he was a professional after all, but that didn't mean he didn't have a distaste for drunk sleaze balls) him before slamming the door shut.
But Vessel's attention was on Y/N in an instant, checking them over for any visible injuries. His stomach lurched at the sight of the red mark against their collarbone, and he reached out a hand, which they hesitantly accepted before Vessel led them back to his office. As he passed the bar, he gave III a thankful nod before stepping aside to let Y/N into the solace of his office.
When the door closed behind him, the thumping music of the club faded to the background, and Y/N couldn't help the tears that sprang in their eyes.
"Are you alright?" Vessel asked in a surprisingly gentle tone, given the events that had just transpired. They nodded their head weakly, not wanting the owner to think they couldn't handle the job. But as a rebellious tear slipped down their cheek, Vessel slowly took a step forward to tentatively reach a hand out to cup their cheek, his thumb wiping the tear away.
"Are you alright?" Vessel repeated, voice barely above a whisper as they observed the dancer's delicate state. He remembered the way II described them, how upon meeting them he was unsure because of their gentle demeanor, yet watching them on stage he had seen a completely different person. They'd said this would be their first official dancing job, and imagined they'd yet to face some of the harsher realities of their position.
When they shook their head, he slid his hand along the side of their face to cup the back of their head, bringing them forward into a tight, comforting embrace. Their face fell into his shoulder, and he could feel their hot tears seeping through the material of his shirt as he stroked their hair gently.
After a moment they tugged their face away, and he let his arms fall to his sides as they stepped back, wiping the smudged eye makeup from underneath their eyes.
"Sorry, I'm just... He caught me off guard. That's all. I'm fine." They said, though the slight waver to their voice told Vessel differently.
"Are you sure?" He asked gently, tilting his head as he took in their quivering appearance.
"Y-yeah. Fine. Promise." They said quickly and Vessel just shook his head.
"You don't look fine to me, sweetheart." He didn't miss the slight panic in their eyes as he passed them to open his desk drawer.
I'm getting fired. He doesn't think I can handle this and he's going to fire me.
"Let me take you home." He said, and they shook their head furiously as he produced a set of car keys from the drawer.
"No, really. I'm fine. I got this." They said, trying to reassure him despite the new tears threatening to spill down their cheeks. Vessel sighed, setting the keys down on the desk to stand in front of them once more. He slowly reached his hands out to grasp their bicep, giving them time to flinch away, but when they didn't he squeezed them comfortingly.
"Sweetheart, it's okay. It's an unfortunate aspect of the business, it's happened to everyone," he says with a deep sigh. "It's okay to be scared, uncomfortable, whatever you're feeling. What isn't okay is you trying to pretend it didn't bother you. No one will think any less of you for wanting to go home, least of all me. It's part of my job to look after you, and that's what I'm doing." Vessel finished, looking deep into their eyes as they slowly nodded their head.
"I can't, I can't afford to-"
"That wasn't my question," Vessel interrupted. "Now, do you want me to take you home?" he repeated and his heart squeezed as he watched them bite down on their bottom lip, nodding their head shyly. A small smile crossed his lips, pleased that they were willing to accept his offer.
"Alright. Go get changed, pack up your stuff, I'll meet you by the back entrance." He said, his hands sliding down their arms to squeeze their hands encouragingly.
He'd spotted II back on the floor and gave him a quick rundown of the situation, explaining that he'd be back in a little bit. About fifteen minutes later the back door swung open, Y/N standing in their comfortable change of clothes and, as promised, Vessel was standing right outside the entrance. He leaned against the wall, scrolling through his phone until he heard the familiar squeak of the hinges.
He slipped his phone into his pocket, a gentle hand on the small of their back as he guided them to his black sedan parked in the alley. He opened the passenger door, ushering them inside before closing it and jogging around to the driver side.
He had them type their address into his phone, driving in silence save for the classic rock radio station playing softly through the car's speakers, street lights illuminating Y/N's face as they leaned their head back against the headrest, fidgeting with their fingers.
"If it's any consolation, you're not the first dancer I've driven home after an incident like that." Vessel said quietly as the traffic light turned green.
"Really?" Y/N asked meekly.
"Really."
"So... You don't think I'm completely pathetic?"
"Of course not," Vessel stated firmly, glancing at them out of the corner of his eye, hesitating before continuing. "I know what it feels like."
Y/N couldn't hide their surprise at his revelation. "You do?" they asked, Vessel nodding his head.
"Why do you think I want to take such good care of my dancers? I was not so lucky, the first time anyone ever grabbed me like that... The owner just told me to suck it up because it's part of the job. But I don't believe that."
"I had no idea that you used to dance."
"It was something that wasn't a pleasant experience for me, because of the place I worked in. Customers could get away with just about anything for the right price. When I bought the Pink Pony, I wanted the experience to be different."
"Wow..." They mumbled, looking at him closely now. They'd obviously noticed how attractive the owner was in their brief meeting, but they hadn't considered the fact that he had ever been something other than just a businessman.
"So, really. It's okay to need to go home. I wish I had been given the same offer."
"I'm so sorry. I... Thank you." they said sincerely, and that small smile reappeared on his face.
"Of course. It won't be reflected on your paycheck, either. I don't want you feeling like you have to suffer just to make ends meet."
Fresh tears sprung up in their eyes, their heart melting for the man across from them. How could someone be so kind and generous, yet work in such a sleazy business? His heart was too pure for what he'd been through, he didn't deserve to be put through that kind of suffering. They reached a hand out to lay atop of his hand resting on the gear stick, squeezing gently.
"Thank you, Vessel." They said softly, and he turned his hand over, squeezing back.
"It's never a problem, Y/N."
The rest of the ride was quiet until they pulled in front of Y/N's apartment complex, Vessel shifting the car into park and turning to look at them.
"D'you want me to walk you to your door?" He asked, and they really thought the fondness in their heart for him couldn't grow any stronger.
"No, no it's alright. I can do this part by myself." they said. They smiled sweetly at him before gathering their bag into their lap, hesitating for a moment before leaning over to press a chaste kiss to his cheek.
Vessel froze, the simple gesture unexpected but not unwelcome. They didn't give him a chance to say anything else, popping the passenger door open and clamoring out of the sedan. They leaned down, resting their weight against the door.
"Good night, Vessel. Thank you again, I feel very lucky to have someone like you looking out for me."
"Always." he replied, watching carefully as they shut the door, walking quickly to the front door of their complex and unlocking the door. Just before they stepped inside, they turned, smiling to see that he was still watching and offered a small wave. He waved back, waiting until they had disappeared into the elevator to shift back into drive, getting ready to return to the club.
The next day, Y/N couldn't hide their surprise as they found a small bouquet of flowers sitting at their normal spot in the dressing room. They asked the other dancers, who said that they'd already been there when they arrived. When they looked closely, though, they found a small notecard reading simply
We're lucky to have you, too.
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A portrait of a boy torn appart by time itself
Marty McFly: the World’s First Human Time Traveler
(Rambles and alt-colors under cut)
For as long as I’ve loved Back to the Future, I’ve never done any art for it. Is part of the reason for that Marty’s dang hair and the fact that I could never get it right? Maybe. But! In light of me getting tickets to go and see the BTTF Musical on tour with my (equally as big of a nerd) father, I was hit with a vision and just had to draw it. So here we are, the boy torn by time himself, Marty “The World’s Coolest Loser” McFly.
Honestly very proud of this piece. I learned how to fake holographics in a 2D piece, render lightning, and draw Marty’s stupid hair all in the span of creating it and I’m glad to say I now have those skills under my belt. Expect more BTTF alongside my recent Gatsby obsession and slowly returning LSOH adoration. See you in the future! 🎸⚡️⏰
Non B&W photo version and Plain Marty cause I’m proud:
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kingofthegophers · 2 years
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I gave him the umbrella sword and he looks so silly hehe
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pizzaqueen · 2 years
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Eddie tries to convince Steve to dress as Conan the Barbarian the Halloween after they get together. Unfortunately, no amount of cajoling will convince Steve
(It goes something like:
“I’m not running around in basically a diaper!”
“One, it’s a loincloth, two you get a sword?”
“No!”
“Pleeeeeease?”
“…no!”
And so on until Eddie twigs that Steve just wouldn’t be comfortable and he feels bad for not figuring that out before he asked even though Steve would look hot as Conan)
He does convince him to dress up as Colwyn from Krull though and somehow, even though this costume requires pants and a shirt, it’s a million times hotter than Eddie imagined Steve as Conan would be (and Steve still gets a sword!)
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lexosaurus · 2 years
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Regarding your really interesting post about whether or not people share with others what they do in phandom: another potential factor is when they joined fandom! If earlier in life, when kids called you cringe for it, maybe it’s more of an instinct to hide fandom activities. If later in life, particularly as you’re learning how to embrace your inner cringe, maybe the instinct to hide fandom activities isn’t so ingrained.
I entered fandom pretty late, and started embracing my inner cringe pretty early, so I find it easier to talk to irl folks about phandom activities I do. I’ve never really had an irl partner, tho, so I wouldn’t know what the barriers to sharing phandom activities would feel like then
That is true! As I've been reading all the (fantastic) responses, I think also a lot of it has to do with like. Your personality and who you hang out with.
If you're an outwardly, unapologetic nerdy person who, as you put it, embraced their inner cringe eloquently, then you tend to attract people who also have nerdy hobbies who are maybe more into fandom stuff which would make the "i write fanfiction" convo actually not that stressful.
But if you didn't embrace your fandom cringe or if you grew up in a time/place where fandom stuff and fanfiction especially was the #1 quickest way to lose all your friends and be a social outcast, then as an adult embracing that cringe is harder, connecting with people who are more unapologetic is harder, and you don't tend to attract those same circles as others.
Not to say that people who aren't engrossed in fandom culture are inherently bad people—I'm literally dating one and all my best friends are also non-fandom types—but it does make that "I like fandom stuff and read/write fanfiction" convo a LOT more stressful.
I have one friend irl who I know draws fanart for a different fandom, and I discovered that by accident, but even then I was too shy to admit that I also was into fandom culture so I just smiled and complimented her art. And now we don't even live in the same state 😭
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poisoned-pearls · 11 months
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I have ran out of patience and general okayness today bc of fucking traffic making me 30minutes late and other shit, but oh my god I have such a pet peeve abt how azul is analyzed sometimes. like people seem to kinda understand the concept of vil (the celebrity) and vil(the guy) but can’t keep that idea up with azul-
like. Idk. People seem to downplay his bullying bc the English translation and context kinda does, but like. He was bullied for genetic parts of his body. Like how he looked, how slow he was, how big he was. Those all are things he couldn’t control-
like he developed an eating disorder bc of kids calling him fat. And he still believes everything they said was true. It’s why he overblots. He’s changed and built a persona he then works to live up to, and finally when he feels like he fills it he’s constantly terrified something is going to reset his progress, and he’ll be right back at square one.
and like, unlike most of the other overblotters. He doesn’t get better afterwards. His new favor system isn’t his way of getting better, it’s his way of coping. He’s putting himself right back on that toothpick pedestal.
but like. Azul (the guy) and Azul (the concept he’s built himself up to) are much more intertwined than Vil’s is, so idk. Like Azul (the guy) is a board game nerd, but Azul (the concept) is the guy who learned how to roll dice perfectly because he hates things being out of his control
Azul is so HEAVILY centered around control. He has to control his image control his diet control the way he’s perceived
Because he has to live up to Azul (the concept). Because if he doesn’t, then he’s just that fat little octopus they bullied.
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scattered-winter · 2 years
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NEW TRANSFORMERS MOVIE NOT DIRECTED BY MICHAEL BAY REAL NOT CLICKBAIT
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fishy-lava · 2 years
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rich people are so weird about things like i cannot tell you the amount of times ive seen people at school be like “i want a new phone” so they destroy their current fully functional phone right there for no reason and be like “my parents will buy me a new one” like what is wrong with you your phone was fine why did you do that why do rich people think everything is disposable when they get bored of it
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yo9urt · 8 days
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sometimes when i see majima i get mad because he's so beautiful
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mvncesa · 1 year
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the wiki: anti-venom can create wings but he chooses to swing on webs :)
me: what a fucking Nerd
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felassan · 3 months
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June 14th 2024 Developer Q&A (from the official BioWare Discord) - Complete transcript
Under a cut due to length.
Update: This post has now been updated into a word-for-word transcript.
[Link to video recording of Q&A] | [Link to equivalent post for second Q&A (August 30th)] | [Link to video recording for second Q&A]
Update: This post has now been updated into a word-for-word transcript.
If you would like to listen to the Q&A for yourself in video format, or listen to it again, Ghil Dirthalen recorded it and has now uploaded a video of it here. This blog post is linked in the description under the video. ( ˶´ ᵕ `˶ )
Corinne Busche, John Epler, Matt Rhodes and Community Manager Katey were the devs that were there.
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Katey: Hello!
John: Hello.
Katey: Beautiful, your mic sounds beautiful. How's everybody doing?
John: Excellent. I, just as a headsup, I have some folks doing some service, in the next room so, if I, if you hear background noise, that's what that is.
Katey: No worries at all. Well I hope that everybody who's been waiting in here is really excited, because I'm super excited. I'm Katey. I'm the Community Manager. If you don't already know, you can usually see my name at the top of this Discord server. But I'm joined here with some awesome guests that I'll let introduce themselves. Let's start with Corinne.
Corinne: Can you hear me okay?
John: Yep.
Katey: Yep, we can hear you beautifully.
Corinne: Great, perfect. I'm Corinne Busche, Game Director of Dragon Age: The Veilguard.
John: Awesome. I'm John Epler, Creative Director of Dragon Age: The Veilguard.
Corinne: John!
John: Hello.
Katey: And then we've also got Matt Rhodes, who may be struggling to find the unmute button which is at the bottom left.
Corinne: Our, our resident artist-poet, Matt Rhodes.
Katey: I could unmute him, actually, I don't know if I can unmute him, but if he needs help, he can message me on the side.
John: The joys of being a giant nerd is I spend a lot of time on Discord anyway, so.
Corinne: Well there you go, right?
Katey: Fair enough. Alright, well, we have a ton of questions to answer. We probably won't be able to get to all of them today. You all have sent in so many really really great answers, sorry, questions for us to answer. And if we don't get to them today, we're hoping to be able to do things like this in the future. So without further ado, I'll get started. First question's a bit of a soft ball, I feel. If you could belong to any of the main factions shown in the game, which would you choose?
Corinne: I mean, listen Katey, you say softball, but like, this is hard! I’m gonna cheat, and I’m gonna give you two. So for fashion, the Antivan Crows, all day long. Their threads, you’re gonna love it. For vibes, though, like the ones that capture my vibe, Mourn Watch. Gimme those necromancers.
John: Those are good answers. I have, I have one for fashion, and also for, just general faction I’d like to be a part of. Veil Jumpers. Who doesn’t like a nice walk in the forest, y’know? Even if that forest is filled with horrifying monsters and terrifying anomalies, but yeah.
Katey: I love that. I know that Matt has a few technical issues – oh, he’s unmuted. There we go. Or maybe not. That’s okay, I think we can move on.
John: The Fade has taken Matt.
Corinne: That’s right, that’s right.
Katey: Yes. One quick thing, if you check your settings, the cog-wheel in the bottom left, make sure that your voice, like, your audio is all good. If you’re still hearing the music, feel free to maybe, force-quit Discord and rejoin by just joining the stage directly. And mute the music before you come in. Okay. I can move on to the next question for now. I’ve seen, so this question was from Acra. I’ve seen a lot of talk about only having two companions in your party instead of three for this game. What is the reasoning behind this and will we still get the same companion conversations and banter as seen in the previous Dragon Age games?
Corinne: Ooh, this is such a good question. Thankyou, whoever submitted this one. Yeah, I’ll guess I’ll start and then I’ll turn it over to John Epler. So, first of all, as you saw in the gameplay reveal, this is a much more intimate experience. We’ve pulled the camera in. For those that aren’t aware, the reason why is we want you to feel like you actually are in this world, right? Like, you’re walking these city streets of Minrathous, you’re looking up, seeing the buildings all around you, you’re a part of this place. So it’s much more intimate, and we believe as the narrative unfolds this creates a lot more immersion. Now, how that relates to companions is in doing this, we went back and forth on it a lot, but we actually found, with this perspective, having two companions, really allows them more visibility and presence. We’ve talked about the incredible depth and focus we’ve put on fleshing out these companions, they’re very fully-realized. So here, you really get to see them more clearly, you get to see them shine. When you see Lace Harding jump into the air and unleash a volley of arrows, you can only really get that because of that more intimate view. So I love the spotlight that’s been put on them. But, I think, in addition to the banter, one of the things that people are wondering about is, okay, but what about gameplay? So again, this has come about from our testing, working with the internal team, also our lovely Council of players. We just found that when you’re playing in the combat system, when you’re planning your strategies, two really felt like the right number to manage. So keep in mind, Rook has a lot of different types of actions, Abilities, individual attacks that are more fully fleshed-out than ever before. Timing and positioning matter a lot. So this really felt like the right balance to have. The number of inputs and actions we’re asking you as a player to take, including directing your companions, is higher than ever before. And I will also say, I engage with the companions, like I actively control what they’re doing more than I ever have before in any of the other three games. But John, I’ll toss it over to you for the banter. That’s kind of like the, we got a two-for-one there.
John: Yeah, yeah.
Corinne: I think that’s a, a great question.
John: So - it’s a great question, yeah. I mean honestly, I don’t think you could actually stop the writers from writing banter. I will say for myself, it’s, it’s one of the more light but fun things to do. You get to write little stories, little arcs between different characters. And I mean, The Veilguard is no different. Banter is still absolutely core part of it. You know, we’ve got global banter, you know, the general stuff that you get in all spaces, as well as mission-specific stuff. But, yeah, it’s definitely still a big thing. I think it’s, if anything it’s the most we’ve, we’ve ever done for pairings of companions. Beyond that we’ve also made sure, and I mean I’ve been on Dragon Age for a while, and I know there’s been issues, you know, things like, okay, well I don’t wanna miss this banter. So we’ve even added stuff like some interruptible and resumable banter as well, just to make sure that, because again, it’s a core part of the experience. Everyone loves hearing these companions talk to each other, everyone loves hearing these little stories and relationships develop over the course of the game and, as mentioned before, companions are the heart of this experience and banter is a big part of that, so, you still have it, it’s, if anything, like I said, you could not stop the writers from doing it even if we tried, so.
Corinne: That’s right, that’s right. Well, John, you know, listening to you speak, one thing that comes to mind, maybe people are wondering, with two companions in the field do I get less interaction between, that, like do I get to see my companions interacting in a broader group more often.
John: Oh -
Corinne: And, the way you’ll gather them around the kitchen table, there’s just so many of those moments where they’re all interacting with each other.
John: Well, I think –
Corinne: Those are some of my favorite parts.
John: Yeah, and I think, yeah, and actually that’s a, a good call, because I think the other side of it is, we’re not talking too much about your home or anything, but, we also want to make sure that they feel like they have a relationships and a life outside of just, the times you take a certain pair of companions out on the field. So we made sure that, they have those interactions there as well.
Katey: Love that. Let’s see. Um, Matt, are we, are we all set, are we good? Yes? No? Okay. I can continue and we can come back to some of your questions. Alright. So that, I loved the answers to those. How customizable is the backstory of Rook? Will we get to determine their past in the Character Creator? And that was asked by Briar.
John: Yeah, so. Absolutely. So, one of, each, Rook has six different backgrounds that you can choose from. Each of them is tied to one of the major factions in The Veilguard and each one sets out who Rook was before they recruited, were recruited by Varric, and. Well that sets out the broad events. As you go through the game, as you’re gonna have conversations, either with members of your faction, other characters, you can define, not just what those events were, but what they meant to you, what was your motivation, what was the kind of person you are as you build up Rook, because again, we wanna make sure that roleplaying is at the heart of this experience. And taking Rook, giving them, again, giving them background to ground them in the world but then letting you decide what that means and what that says about you is also a big part of it, so. And again, there are six different factions in this game, two which, anyone who’s played Dragon Age for a while will remember. You’ve got the Grey Wardens. You’ve got the Antivan Crows. We also have, in addition to that, we have four new ones, because we’re in northern Thedas. We have the Veil Jumpers. We have the Mourn Watch. We have the Shadow Dragons, and we have the Lords of Fortune, so. Again, a lot of different options, a lot of different background, and a lot of opportunities to really define what your, who your Rook was, and who they are now, so.
Katey: Amazing. Will crafting return? If yes, has it been improved over the system in Inquisition? Asked by Some Dude.
Matt: Testing.
Katey: Oh hey Matt!
Corinne: “Some Dude”, is that, I’m gonna assume “Some Dude” is a username. Great question.
Katey: Yes.
Corinne: Welcome Matt, the lovely Matt Rhodes.
Matt: Testing, testing.
Corinne: Welcome, welcome, hello. Alright, so, will crafting return? You can absolutely improve and customize your gear, yes, that is a big part of RPG progression, so yes you can improve and customize it. I will say, though, it’s different this time around, and it does get into spoiler territory, so I, I’m gonna be a little bit cagey about it, but there might be a mysterious entity that assists you with that that’ll be an important part of the narrative.
Katey: So mysterious.
Corinne: Oooh!
Katey: Matt, I’m gonna actually go back to our first question so that you can answer, so everyone knows.
Matt: Thank you.
Katey: What faction, what faction you would choose if you could choose one for yourself?
Matt: Absolutely, oh, for me it’s definitely the Lords of Fortune. I’ve had a chance to try out a bunch of them, but I think I’ve finally settled on them. And it’s largely just because pirate-barbarian is just such a great combination of elements, so. Treasure-hunting plus beaches and palm trees and all that stuff, it’s a, it’s a really good mix, so that’s kinda my default.
Katey: I think I’m with you there, for sure. How about this one - this one was definitely asked probably amongst the most in Discord. Axolotl asks, can we kiss or romance Manfred the skeleton?
Matt: Uh, I, I would say, not that skeleton, but we’re not saying no skeletons.
Katey: I love that answer.
Corinne: This is my favorite answer so far.
Katey: Alright, so I’m gonna get back on track here. Alright. What, what were some of the development considerations that you had to take into account to ensure that this new game flows and functions with prior games, and Dragon Age Keep, if Keep is being utilized?
Corinne: Ooh, that’s a good one too. So, first of all, I would, I would point everyone to, we did an interview with IGN that goes into some of the details there, so, like, if you want a deeper dive on it, check out that article. But just to summarize, we have taken a different approach on how you import your decisions this time around. It’s now actually been fully-integrated into the Character Creator, and kinda serves a dual purpose, to be honest. I, I playfully, it’s not called this in-game, but I playfully think of it as ‘Last Time On Dragon Age’.
Katey: I love that.
Corinne: Right? Now, when I talk about its dual purpose, it’s been ten years since the last Dragon Age game released, so it serves as a refresher on critical events as well as allowing you to re-make those decisions that are critical to you. The thing I love about it is, it’s very highly visual, it uses the familiar tarot card aesthetic, so it’s actually really visual and playful experience as you go through it. It is very much important to us that it’s built into the client, though. You can play this game entirely offline. No connection. You don’t have to link to your EA accounts, like that’s been a really big request. So, the refresher plus make those decisions in-client, I think we’re all pretty happy about that. I don’t wanna spoil anything by revealing what decisions you can import, like, look, y’all don’t want the spoilers, but I will say, it’s been a really interesting creative intersection for us, because on the one hand, this is a whole new adventure. You’re in northern Thedas, these locations that you’ve literally never been to before. So that affects some of what will matter and what we’re not using this time around, as far as decisions. But obviously there’s some very, very clear connections to existing characters. It’s no secret that the Inquisitor, our dear Inky, is gonna show up, so, that’s, that’s a factor.
Katey: Peachy asks, will this next game be an open-world game, or is it just contained to Tevinter?
John: Yeah, that’s a great question. So, you are in northern Thedas, but the game only begins in Minrathous, it doesn’t stay there. I’m, I think one of the most exciting things for me, honestly, and again, to Corinne’s earlier point about spoilers, I don’t wanna get into too much spoiler detail, but getting to go to, and work with the art team, work with the narrative, work with the design team to build out these locations that we’ve talked about. Places that characters have referred to as where they’ve come from, places that characters, obviously, in previous games, have hailed from, has been absolutely exciting. So, it’s, you do start in Tevinter, you do start in Minrathous, but again, that’s not the entire game by any stretch. So yeah.
Corinne: Yeah, and the first half of it is, is it an open-world game? We’ve gone back to what we believe delivers the best, most curated –
John: Mhm.
Corinne: - intense narratives. So, this is a hand-crafted experience, it’s mission-based. Now, these locations can open up. You can go back, solve mysteries, do some really great side-content. Not fetch-quests, not grind-quests, some really great side content.
John: Mhm.
Corinne: But, I wanna be clear. It’s, it’s a really curated, hand-crafted experience.
John: And just to, just to bounce off of that very quickly. The most important thing for us, to what Corinne was saying about hand-crafted, obviously we’ve talked about how, you know, narrative, story, characters, are the most, are critical to us, and this has allowed us to build these experiences in a way that emphasize that, extremely long, while still, again, tying into the story threads and the story beats, so.
Katey: Awesome. TastefulToxel wants to know - will the companions have unique specializations like Dragon Age II, or will it be the same ones we will have access to as the player in like DA: Origins, or Inquisition?
Corinne: Oh, cool. Hey TastefulToxel. Yeah, so, cool question. I think the best way for me to describe this is that, yes, our companions will have Abilities that are truly unique to them. But also, the companions do fall into the archetypes of mage, rogue, and warrior. Like, for instance, you might be surprised to hear, because she has a bow, but Bellara is, in fact, a mage, and I, I love that. So, some of the Abilities, the bulk of the Abilities of the companions are based on their own unique personality. Like, Neve is the only mage that is an Ice Mage, so you get distinct Abilities for her. But, because she’s a mage, she does have access to Abilities that all the mages share, like Time Slow. So we really like the balance there. It’s like a good mix of representing their archetype, their class, and also their distinct specialization or personality, whatever you wanna call it.
John: Yeah, actually, I would actually say the word ‘personality’ is a really great one because that’s, again, each of these characters exists, each of these characters have a history, have a story of how they became who they were, and part of that was finding that intersection between narrative and gameplay, and making sure that, again, we, we serve the needs of gameplay but also allow these characters to breathe and exist as their own people, not just in conversation, but out of conversations, as well.
Corinne: I would also say as part of that core mage kit, healing spells are there, so any of your mages, you wanna make ‘em a healer, do that.
Katey: Lunasoul Darkmoon asks, will The Veilguard have tactical combat still?
Corinne: Ooh, such a good one, such a good one. Okay. Yes! Combat gets quite tactical, like, obviously this is an evolution of the combat system, and I talked about immersion, wanting you, to put you in the world, like you’re actually living and existing in it, but it is very tactical. And, I will say, we have a robust difficulty system. The tactics are increasingly important the higher difficulty level you go. So like, look, if you’re showing up for a highly tactical experience, I would crank that difficulty level in particular. But I wanna make clear, I’m, super, I wanna make sure I’m super clear in my answer. You saw the gameplay reveal. Our pause-time tactical mode is not overhead. It stays close to Rook. It does allow you to cycle between targets, both in and out of combat, there’s a reason for that. As the game progresses, and you didn’t see this in that opening hour of the game, but it’ll display strategic information on the enemies, so like, what are their vulnerabilities, what are their elemental weaknesses, their enhancements, what are they resistant to? So your type of Abilities, learning into elemental gameplay, matters a lot. I’d also say, this is a long answer, it’s such a good question – tactical decision-making also takes the form, I would say this is front and center, of coordinating your Ability usage between Rook and your companions to create synergies, or really devastating – we call them – detonation combos. So, let me give you a couple of examples, because it can be a little hard to visualize, so hopefully this helps. So one of the tactics that I personally enjoy in my own builds, I just recently played as a Veil Ranger, I love it, it’s one of my favorites. If I’m fighting Fade-touched enemies in Arlathan, I like to use Bellara’s Galvanized Tear to pull enemies together, it’s like a gravity well. You then Slow Time with Neve and, Slow Time affects the world around you, but it does not affect you, so you clump them up, you Slow Time, and then with Rook, I come in and do, like a devastating AOE or damage over time spell or Ability, and it’s even better if it’s a lightning-based Ability, because the Fade-touched in Arlathan are vulnerable to that. So there’s so many layers of coordination and strategy and tactics. Now we did talk about the devastating, like, detonation combos, honestly, that’s probably one of my favorite features, because that’s when you’re really leaning into explicit teamwork between your companions and Rook, or, the companions together. So when I, when I build out my team and I’m going into a mission, I try to ensure that I have at least a couple of possible synergies, detonation combo synergies within my team. Might be between Harding and Neve, or it might be between Neve and me, or it might be both. So here, I would go into battle, I’d pause time, open the Ability Wheel, get information on the enemy, and the Wheel will actually tell me that there is a synergy combo, you might have seen a screenshot that says “combo available”. It will remind you of those synergies between companions. You can queue both of those Abilities up at the same time, go, close out of the pause-time menu, they’ll both execute, both Abilities will happen, then the detonation AOE happens, applies debuffs to all the enemies in a radius of it, it’s so satisfying, it’s so satisfying, I can’t wait for y’all to see it. But the interesting thing is that too is a tactical choice. I’m choosing to use my companions to do that, and that means, in that moment, I’m not using them to heal me, or to give me that defense bonus, or to knock an enemy off a ledge, so it’s about the opportunity cost. I, I could spend the rest of the session talking about this, I, apologies for being long-winded, but this is just one of my favorite parts of, of the game.
Katey: That was a great answer. Can you choose Rook’s pronouns? If yes, being, is being non-binary an option? And also, how detailed is Character Creation?
Corinne: Hell yeah you can select your pronouns! Absolutely. You can actually select both your pronouns and your gender, because those are related concepts, but they’re not actually the exact same thing, so. It’s really cool. Yeah, you can be non-binary. We have they/them, she/her, he/him. Yes, emphatic yes. How detailed is the Character Creator? Oh my goodness, y’all. Like. Very! I don’t wanna give away too much just yet, but it’s very, very deep. It has been revealed, it’s out there in a couple of articles, about the focus on hair, the focus on skin-tones that are done respectfully, full-body customization, hell yeah, we love to see it. But we’re, we’re gonna, we’re gonna come back, we’re gonna show you a lot more on Character Creator, but we wanna make sure we have the time and space to, to do that.
Katey: Will there be a Photo Mode in-game?
Corinne: So that is something we’re actively looking into. We know there’s a tonne of interest, so stay tuned on that one. But we are very much looking into it.
Matt: I can add to that, is a feature that is, that, we like, we like the idea of, and, and, it’s not just player-facing but internally, it’s a really helpful thing for us as we’re, as we’re building things out to have that so it’s, it’s, we’ll let ya know.
Corinne: Yes, yeah, absolutely. We, we are as geeked on that possibility as you all are.
Katey: A lot of people were asking about Abilities. This one is from Clemmy. Abilities, I don’t think I saw this answered yet, but are we going to be limited in how many Abilities we can pick from the Wheel?
Corinne: Ah! Yes, yes, yes. So, Ability Wheel does have a capacity. You have to choose which three Abilities you wanna bring for Rook, which three for one of your companions, and which three for another companion. And what I, what I like about this is there is, kind of, an emergent gameplay depending on who you and your companions are coming into the mission with. Now the reason for that is, it actually creates really interesting balance of strategizing, having to do that strategy about your kit, your combat kit, before the mission. And then the tactical decisions once you’re in the field in combat, deciding what to do. But, I do wanna clear one thing up, because, while there are three Ability slots for Rook, there’s so much more than that. Other actions that you can perform directly from the Wheel include, you’ll have an Ultimate Ability, associated with your class or your specialization, so there’s variance there. There’s a type of items that you’ll get that function like Abilities, they’re typically like buffs and enhancements in form of Runes. So you’ll control that for Rook and/or the team from the Wheel. You may have also seen that you can direct which targets your companions will focus on, but what you might not know is that a lot of the companion gear really synergizes with that directing your companions. When you issue those commands, that too will proc based on the gear they have equipped. Really interesting and strategic effects. They can be more Ability-like, more, like, procced effects, there’s just so much from the Wheel, that once you get in and see everything working together, becomes more and more apparent.
Katey: We have another question from TastefulToxel which is, will Fireball and Cone of Cold be back as skills, or as spells in Dragon Age: The Veilguard?
Corinne: Ohh, I love, all these combat questions, really good. So Fireball and Cone of Cold aren’t specifically back, however, their successors are. Frost Nova and Meteor. So these serve the exact same combat role and function as those other Abilities. I would also say, it gives ‘em quite the glow-up, so. Meteor in particular, like, so satisfying nuking a group of darkspawn with a well-placed Meteor, it’s really wonderful.
Katey: What accessibility features are available? I would love to know if there’s an arachnophobia mode. Will there be mod support?
Corinne: Oh my goodness, arachnophobia. I am wicked afraid of spiders too, my partner always laughs at me. I’m just terrified of them. That said, that’s one we’re going to save for a little bit closer to launch before we’ll go into full details about accessibility features. But I do wanna assure you, we’ve spent a lot of time thinking about this topic so you can play the game in a way that really works for you. I’m, I’m excited to share that with you when the time is right.
Katey: So this one is from a username named Cookie. How long is the time-skip from Inquisition to The Veilguard? I know we’ll probably get more info on this, but I’m so curious.
John: Yeah, so, anyone who’s paid attention to Dragon Age, and I can say as somebody who’s been on Dragon Age since Origins, timelines are always a little iffy. They change, and they morph over development as we see how long events taking. But, for The Veilguard, we were actually pretty consistent from the start. It’s been about ten years since the events of Trespasser. As you may or may not have noticed, Varric’s become a little bit of a silver fox. I know, I’ve heard, seen, I’ve seen a lot of comments on that on social media, but, yeah, ten years. Solas’ ritual is taken time to set up and you’re kinda coming in at the end of that hunt, so.
Katey: Siddy is asking the hardest-hitting question which is, is Solas still bald?
Matt: Yeah. I mean, if you’ve watched the gameplay thing, we can all confirm, yes, Solas is still bald, Solas is still Solas. We’ve, we’ve, I really, I really like how Solas has turned out this time around. I will say, here’s a comment on this specific question that’s gonna sound like a non-sequitur, but, once you get a chance to play it a little bit more, maybe you’ll see it. In Thedas, ancient elves, they go bald when they’re like millennia old, so. Solas wasn’t always bald. So if you were to end up, end up seeing what Solas looked like in the past, things might be a little different. You’ll have –
John: - Now, now that said, I’m sure some of you are wondering what happened to Solas’ wig from Tevinter Nights. I’m sure he still has it somewhere, so.
Katey: He’s just taking care of it elsewhere.
John: He’s just taking care, it’s, it’s his most important possession.
Corinne: The Pride there, huh?
Katey: I have another one for Matt. This is, will we be able to, will we be able to change companions’ appearances and outfits, or are they fixed, similar to Dragon Age II?
Matt: Yeah we, Dragon Age II was, we loved how the followers turned out in that but it was, it was sad given, given our constraints that we had to keep them with just one, one basic outfit. So we really tried to make some space for them this time around. So they’re, they still have, kind’ve iconic color palettes and things like that, but they do have a wider range of appearances that you can, that you can find for them. Some, some are just cool, but then there are some that are tied directly to their, to their narrative and just kinda what’s happening in their life.
Katey: Another one for ya, which is, will we be seeing or visiting Kal-Sharok? It’s, and, Tyrant says that they’ve been obsessed with it forever.
Matt: Yeah, me too. I, I will say, what’s, what’s been really cool, so in previous games, we’ve kind’ve alluded to this before. It was a lot of fun to hint at the locations that were off the map, the mysterious places that you weren’t gonna go, you weren’t going. And so you could just bring in some props or some characters, a piece of art, things like that, and you know, even Tevinter was only vaguely hinted at and then we would just add drips and bits and pieces, so that stuff was really fun. In The Veilguard, we’re actually getting to visit, most, like a whole lot of those locations that had only been hinted at for real, so you actually do run around Tevinter and a bunch of the other locations that we’ve revealed. But this also means, like, we’re not completely filling out the map, and so that there are actually new things that we can start hinting at, that we can start drip-feeding, and so, it’s, it’s kind’ve fun. I’d say, yeah, for what we can show of Kal-Sharok, and, and other locations, it’s just, there’s, there’s more to do.
Katey: Awesome. MrFightmonster118 asks, will the dialogue wheel slash options be similar to Inquisition and Mass Effect: Andromeda in the sense that it’s more tone-based?
John: Yeah, so, we have a number of different types of wheels in our game. All the dialogue wheels are based off the same principle. Anyone who’s played a Dragon Age game remembers what they look like. In Dragon Age: The Veilguard we have tone wheels which are, you know, again, roleplaying your character, picking consistent tone. We also have emotion wheels where you can pick specific emotional reactions. And choice wheels which are, I don’t have a strong emotional or tone tie here but I do want to make a choice based on what I do. Investigates obviously return as well, but. We do want players to understand as much as possible what it is they’re going to be picking, and understand, and again, choice and consequence is fun, we wanna make sure the choice is clear, even if, again, one of the best parts about consequence is making sure that’s not entirely clear, so.
Katey: How extensive are Rook’s decision trees for dialogue going to be with the companions and also with NPCs throughout the game?
John: Huge. I mean, again, it’s a Dragon Age game, we wanna make sure you have choices, we wanna make sure you can choose both your roleplaying but also choose outcomes of conversations, choose how events unfold, so, I mean, again, it’s a Dragon Age game, we wanna make sure that we also react to decisions you’ve made, so. For example, you may be talking to a follower who is an elf, and if you yourself are an elf, obviously you’re gonna have a different perspective on events than someone who’s not an elf. Sometimes that means different conversation options, sometimes that’s going to mean entirely deep dialogue trees, as well as based off decisions you’ve made throughout the game so, again, making sure that the game feels like it’s noticing what you’re doing is a huge part of how we’ve written out the dialogue wheel, or dialogue trees, in this game.
Corinne: Blueberry has a question for Corinne. It was mentioned that there will be, that we will be able to romance who we like. Does that mean that all companions are romanceable by all player characters regardless of race or gender, as it has been in the past?
Corinne: Yeah, yeah. So, we have talked about this in some of the interviews, I’ve seen a few articles about it, so I’d recommend everyone check out those articles. But let me just give you a quick overview. Each of the seven companions have full romance arcs and they are romanceable by all genders, absolutely. But something that’s really important to, to us on the team, so I wanna make sure that we clarify and just double-down on, that doesn’t mean playersexual. And if anyone’s unaware of what we mean by that, it doesn’t mean that they can form or twist their identities to who you the player are, like they, they won’t suddenly have a preference for men or women based on what you’re playing, right? Instead, they have their own fully fleshed-out identities, they are true and authentic to that. So in this game, they are all pansexual, with their own histories of romance. Sometimes you’ll hear about preferences, or things of that nature. And what I really love is, if you don’t pursue a romance with them, they’ll actually build their own romances with each other. So, in one of the interviews I talked about Lace Harding and Taash getting together. I give that example because honestly, it’s one of my favorites. I’m gonna put a question back to the community, though. I’ve heard we’re going with “Laash” for that ship-name? You tell me, like, what is that ship-name?
Katey: That one just rolls off the tongue, I feel like that works. This next question is from FallenArtesia. What are the markings on the faces of the elven Warden and Veil hopper?
Matt: So there’s a, quite a few, probably, I think, easily more than we’ve done before, tattoos from various, various cultures. We’re bringing the vallaslin back, of course. But there’s, yeah, ton of different options, especially when we’re, again, going into all these new regions. Each, each area has its own kind’ve visual language for that. But yeah, we are bringing the vallaslin back and then a couple of the characters have them, but we’ve kind’ve customized them a little bit, they’re a bit more specific to their personality.
Katey: And this is a question for all of you. What are you, what are you as a developer most proud of about the game, and what are you most excited for players to experience when it’s out?
John: Ooh, that’s a good question.
Corinne: Isn’t it?
John: Corinne, you wanna go first?
Corinne: Yeah, sure. Gosh. So I suspect for most of us, myself included, it is really gonna be the depth and authenticity of the companions, journeying along with them on their arcs, learning about their hardships, what they care about, being by their side, that, that authenticity is just so good. They all feel like my dear friends. But, I have to say, the closest runner-up for me, has to be the Character Creator, has to be. That Character Creator, the makeup options, the range of sliders. I’m a qunari fan, so even just the, the way you customize the horns and combine that with the really great-looking hair. Character Creator has to be my, my, like very close runner up.
Matt: Oh yeah. For me, I would say, as far as, what, what I can say I’m most proud of on this one, the, I can speak for the art team. We worked incredibly hard to make the story more visible than ever. Games are a visual medium, but, you know, it’s, sometimes it’s easier to do things in text format or written in a Codex somewhere or alluded to off-screen. But we really leaned in to trying to make sure that every design, prop, character, environment, the VFX we’re choosing, everything, all, all these choices, were putting the story on-screen so that you can really see it unfold. And I think, having worked on all of the Dragon Age games, I would say Veilguard represents one of the best attempts at that we’ve made yet.
John: I’m gonna cheat, because I’m going last and I get to do that when I go last, and kinda combine both Corinne’s and Matt’s answer. Honestly, the companions are, for me, the absolute highlight of, just, being able to work across all the disciplines, building characters who look and sound and behave in very specific and characterful ways. These are the deepest companion arcs we’ve ever done. Not just on Dragon Age, but at BioWare in general. Each, each companion has their own story arc, you can go through decisions you can make, they really do take center-stage, and I think, as you play through with them you see the care and love that the team has put into each and every one. I mean there’s, there’s moments in each arc that make you cry, make you angry, make you excited and, and the way that they integrate into the story as a whole is just, for me, something that’s been really fun. Finding ways to bring these characters together, finding ways to make this, this narrative, this story of, you know, you need to put together a team and stop the end of the world, it’s just been absolutely exciting and thrilling. And again, you see the team’s love in every single piece of it. As for what I’m most excited? For me, I’ve been, I mean Dragon Age has been part of my career, part of my life for literally the last decade and a half. I’ve worked on it since Origins and there’s something about The Veilguard that feels like a amazing mix of, novelty but also familiarity. It’s like coming home in a way that I think is going to be very exciting for people who are existing Dragon Age players, but there’s also so much here that’s just new and exciting for people, new players and old players alike. And going to parts of the word, seeing things we’ve never seen before, and just getting to take this amazing world, this amazing series and expand on it and build on it in ways that have just been, honestly, an absolute thrill, the best part of my career. And I’ve been in games for seventeen years now, this has been the absolute highlight for me, so. That’s what I’m excited about.
Corinne: John, that was, that was such a good answer, and I just, I just wanna “yes, and -” that. It, I so completely agree with you. There’ve been times in the companion arcs where even, knowing exactly what’s going to happen, we work on the game, with some of these decisions, I, I’ve had to set down the controller, let out a heavy sigh and go “oh my god, what am I gonna do here?” Yeah, the depth of them is wonderful. And, I do wanna say, I, I’d be, I wanna put this out there, when we talked about as a developer, what are we most proud of, can we just give a big shout-out to the dev team? I am so proud of them. This team has poured their heart and soul into this.
John: Absolutely.
Corinne: Anyone from BioWare who’s listening in, thank you so much, y’all are just the best.
John: Hear, hear.
Katey: I absolutely love that. I knew that question was going to have some of my best, some of my favorite answers, and it delivered, so thank you three. This one’s a fun one. Why does Varric have dark hair now? I feel like John mentioned this a little bit earlier, but.
John: Just for [inaudible].
Matt: He’s been, he’s been adventuring for a while now. His hair is, is more gray, but he’s been in very dark scenes so far, so. We’ll see him in some more contexts.
Katey: In this question, we actually took from Tumblr, because there were a few really good ones in our ask box. Will the Inquisitor be appearing in the flesh, or are we just choosing their major Dragon Age: Inquisition decisions?
Corinne: Alright! Yeah, yes! They will. The Inky does appear. We know how attached y’all are to the Inquisitor, I’ve seen the love for your OC. Yes, the Inquisitor shows up. Now, we, we’d already confirmed that in a few places, so, let me just say, you can also customize them, includes some of our new customization options, yeah, they’re gonna show up and they’re gonna be your Inquisitor.
John: And I think, I think beyond that, I mean, the story of Solas and the story of the Inquisitor, obviously are tied, they’re tied together as much as any story, so. It would have been strange for us not to bring them in for this one. They have, they’re gonna be a part of the story, so.
Katey: Will there be any planned DLC? Just curious, as I always love the DLCs. Oh, and transmog armor. This one came from Lavell.
Corinne: Oh, heck yeah, good question. So, right now, our focus is entirely on the quality of the game. Like, it’s so important at this stage for us to be all-in, all attention on, just, finishing this game and delivering on the quality, the promise of it. So honestly, like, that’s all I can really say about it. We’re 100% focused on this being the most complete game we can make it. I will say, kind’ve related to that though, and I just wanna underscore this, I wanna emphasize it. There’s not gonna be any microtransactions, there’s not gonna be any battle passes, you don’t have to connect online, our focus is making this the most complete singleplayer game we possibly can. Now, this was kind’ve a two-for question, I love when we do that. Will there be transmog? Hell yeah. I’m the kind’ve player that, that believes fashion is the real end-game. Yeah, there’s a transmog system, absolutely, it’s sick.
Katey: And then this next question is from Scott. I was asking if any of the characters will be explicitly asexual, or on the ace spectrum?
Corinne: So good. Such a good question. So, look, I’m just, I’m gonna be really forthcoming with y’all and a little bit vulnerable here. I’m ace, I’m a gray-ace, I don’t mind sharing that, I’m kind’ve public with it. I will say though, that none of our companions this time around are explicitly ace. When we look at the characters, their motivations, who they are, we always assess, like is, is this the right time? This time it wasn’t. But what I will say for everyone on the ace spectrum out there, I would love to represent an ace relationship sometime in the future when it feels like the most authentic fit for a companion, when we can do it best. Oh, and I do see some questions, you know, some questions, what do we mean by ace? Asexuality. We often refer to it as the ace spectrum.
Katey: Can mage Rook do blood magic? Will blood magic be a skill tree separate from regular magic?
Corinne: Okay. Um, this gets a little spoilery, so let me just say, Rook has some pretty good reasons to avoid blood magic. Rook is not gonna want to be interested in that. But I will say, the mage skill tree is packed with all kinds of spells, traits and perks to give you a ton of flexibility in your magic. Gonna go off-script just a little bit, because –
John: Oh no.
Corinne: I’ve seen, like, can you tell us about the specializations for mage? I’m not gonna tell you the deets, but there is a necromancer one, there is an elemental one, and there is one that’s actually more of like a combat mage, it’s my favorite.
Katey: Can we name the griffon? We also have a griffon emoji now in this Discord server.
John: Excellent. So, someone on your, in your party, again, spoilers, may have already named the griffon, but, don’t worry, Assan is a very good boy, so.
Corinne: All these griffon emojis are, y’all are killing me.
Katey: Yeah, I love that, griffons in the chat. Let's see. Will we have a camp/home/headquarters that we’ll be able to customize?
Matt: Well this time around, in Inquisition you had Skyhold. In this case you have a headquarters called the Lighthouse. More to be seen on that. But, it’s, it, narratively it, it serves kind’ve a different purpose but also the same purpose. As far as customization goes, there are elements of it that change over time, and some things that you can adjust. I, I don’t know how much we’re really going into that at the moment.
Katey: This one is –
Matt: But yeah, I would say, it’s like, there’s some, it, one thing I like about it is it definitely does start to feel very much like a home over time.
Katey: Sorry for almost cutting you off there Matt. We have another very hard-hitting question, if I'm, if I do say so myself.
John: I love this one.
Katey: We need to - Same. We need to know, does pasta and noodles exist in Thedas? Thank you.
Matt: Well, and I’ll take it as a chance just to geek out about worldbuilding, because, again, we’re, The Veilguard for us is a really kinda dream opportunity to go to places that we’ve only ever heard reference to, or we’ve seen hints at. And so, in going through the worldbuilding process and trying to, trying to build these places out, not just as neat things from the IP but also as, you know, if you’ve, if you've read about this stuff, if you’ve been following along, you’ve got your own version of it in your head. You’ve imagined what it might be like, you’re, and probably hoping for something spectacular. And our brains are always far better at creating this stuff than any game developer, any artist, or anyone can really do justice to, so you really have to swing for the fences to make something very satisfying and exciting. You know, is, that can be everything as big as architecture and landscape and biomes and ecosystems, but it does get into things like art and culture, costume design, and also food, and this time around we did, you know, that was one of the many things that we, that we did, looking to, just to try to catch the character and the feel of a place to make it feel believable and lived in, so. That’s my really long answer for, yeah, I’m sure, I've, at least one place does have pasta.
Katey: I loved that. This next question is from Spectre Karro. Are we getting a mabari?
John: Ooh, that’s a good question. I will say, you’re spending most of the game in the north of Thedas. Mabari are not nearly as big of a thing up there, so. In this particular instance, no, you will not get a mabari, sadly.
Katey: Honestly, I should’ve pulled this one up to where we answered the first question about the griffon, but, can we pet the griffon?
Matt: You, I’m really sorry to have to be the one to tell you – nah, I’m kidding, yes you can. But it’s not even just petting the griffon. I’ve, this isn’t a spoiler, I think you can actually, I’ve actually hugged the griffon, so, that feels like, even there, a step up. Yeah.
John: There’s lots of opportunities to interact with the griffon.
Corinne: Can we see, can we see Assan in chat if we wanna see him in the Lighthouse hanging out?
Katey: Assan in chat everybody.
Corinne: Assan in chat, alright!
Katey: I love it.
Corinne: Okay, y’all this was so important to the team too. Like, this is the team’s like, just such huge support for this feature, so props to them.
Katey: This one is from Coriander. Will we get to see any of the Character Creator before the game releases?
Corinne: Yes, yes you will. We’ve got a, you’ve probably seen, we’re laying out a roadmap for, you know, what we’re gonna show and when we’re gonna talk about, so, yes you will see it as we get a little bit closer to launch.
Katey: And then we’ve got this question which is, will we be able to play as a qunari, dwarf, elf, or human?
Corinne: Hell yeah, hell yeah you will. All four, and all four have that full-body customization. I already talked a little bit about, I mean listen, I’ve always loved the qunari. I will say in Dragon Age: Inquisition it was hard to get a good-looking qunari hairstyle, so yes you can play as them, you can customize them, the horn options are rad, the hair options are rad. And also, I guess related to this, your lineage gives you a lot of really unique dialogue options, so that’s a really lovely aspect of choosing your lineage as well.
John: Yeah, I would, so to actually just to bounce off that, to an earlier question about backgrounds, each lineage, there, depending on the lineage you choose and the background you choose there are some specifics call-outs to, for example, if it’s the Mourn Watch, the Mourn Watch being a faction from Nevarra of mages, you play as a dwarf, obviously your experience in that faction is going to be different than, say, a human or an elf, so. There are also specific call-outs tailored to those combinations and, with again, giving, the intention of giving each lineage their own little flavor as to how they're, they fit into that faction as a whole.
Katey: Okay, John, I’ve got a question from someone named Joe for you. Where is Barkspawn and is he okay?
John: That’s a Great question. Barkspawn is safely gnawing on a bone next to a fireplace somewhere in Ferelden, don’t worry, he’s fine. You may question, ask yourself, but John, it’s been so long, in which I say, mabari live exactly as long as they need to.
Corinne: Getting into the deep-cut questions now.
John: Deep-cut questions, yeah.
Katey: Yeah. We are really speedin’ through these. Let’s see. Will Rook have a set of default name?
John: Yeah so, Rook’s last name is defined based on their faction, again, we wanted to tie that into your backstory, but also, there’s a, that’s a name generator that can give you a selection of first names. Obviously if you want to make your own first name, that’s definitely something we support as well. If you’re somebody who maybe has a little bit more difficulty coming up with a name, so for example you name every single character “Bob” because that’s the only name you can think of, we also give that opportunity for that generation, so.
Katey: I definitely always have trouble coming up with what I wanna name my characters, so that’s great. This next question is, when will the voice acting cast be announced?
John: So, we worked with a lot of very talented actors on this one. I am super excited to talk about the voice acting cast. We’ll be talking a bit more over the summer, we’re not quite ready to announce names yet.
Katey: And I think we have a similar answer to this next question, which was, will there be a Collector’s Edition? When can I pre-order?
John: Yeah, same answer, we have, we’ll talk more about the different editions of the game soon.
Katey: Are there any special musical guests writing the sound-track? Will tavern songs return.
Corinne: Oh my goodness, yeah. There are tavern songs. And huge credit to the audio team and performance teams because they’re pretty great. There’s one in a little tavern in Minrathous called The Swan, and the song you hear there might just, it might be, it’s up there, it might just be my favorite of the tavern songs.
Katey: Let’s see, are there any – ope, I have just asked that one. What are the required PC specs?
John: Much like the other two, we will have more information on required PC specs soon.
Katey: Saph from the Discord server noticed that two, Dragon Age II’s main theme from the soundtrack brought back much of the iconic thematic material of Origins’ main theme, but I heard less of it in Inquisition’s. Can we expect The Veilguard’s main theme to recall more or less of that original thematic material than Inquisition?
John: So we’re not, we’re not quite ready to talk about music yet in specifics, but in broad strokes I can say the process for us is always the same. Working with the composer, working, figuring out themes, figuring out what kinds of elements we want to keep, tying specific elements to, maybe specific characters. It’s a really in-depth process and a really collaborative process. We have some fantastic audio people on our team that have done an amazing work, amazing job, working with composers, and, with the team as a whole to make sure that, again, we said earlier about cohesiveness. Making sure that the music feels like a cohesive part of the experience.
Katey: And this one, I see is also for John, but I think anyone can answer this. When writing the overall story of this game, what themes did you want to have as the prominent focus?
John: I mean again, it’s interesting, so it’s interesting, because when we were writing these games, and this has been true on every Dragon Age I’ve been part of, what you start with and where you end up aren’t always necessarily the same. Sometimes you start writing out a theme, you realize actually it’s more interesting if we attack from this angle, or maybe if we twist it a little bit. I will say for Dragon Age: The Veilguard, from the beginning one of the biggest themes has been regret. How regret’s shaped peoples’ lives, how people deal with their regrets, how people maybe move past their regrets and, each of the characters, you know, the stories as a whole, have elements of this tied throughout. We really wanted to have that thematic, that cohesiveness to the game’s story and the game’s writing so.
Katey: And I know that, you know, we’ve, we've kind’ve already answered this a few times, but can we play as dwarves and does the world react to your race and backstory? Probably be good to just directly answer that one.
John: Yes you can play as a dwarf. Yes the world does react to your race and backstory. And, again, you’ll have unique dialogues or unique conversation options based on that, on that backstory and as well as that race.
Corinne: I’ll give you a little nugget here, because I saw it scrolling through real quickly. Do you have beards, like. So when I think about can I play as dwarves I think about, do we have glorious fantastic beards? Hell yeah, we do.
John: Yeah, I can say, as somebody who plays a lot of games with character creator, the beards on, I don’t know what magic the character art team did for the beards, but they feel like a beard should feel like, it’s great. They look awesome.
Corinne: Just saw somebody say “it’s beard time”, I love it. It’s beard time!
Katey: Will our heroes and companions leave us if we go against their wishes?
Corinne: Oh my good – do y’all just love pain? Do you want us to make you cry? If you go against their wishes, if you make decisions they don’t like, I will tell you, you can piss them off, you can, they might not agree with you and they, they will take some time away. That said, this is the biggest threat to Thedas we’ve ever seen, so they’re, they are always gonna be willing to show up to defend Thedas but, yeah, you can piss them off and they’ll leave for a minute. As it relates to them showing up to defend Thedas, well yeah, they will, unless…
John: No spoilers Corinne!
Corinne: Aughhh, I’ll leave it there, I’ll leave it there.
John: No spoilers.
Corinne: Okay, alright, alright. But they want it!
John: Yep.
Matt: Don’t try to stop me, Smee!
Katey: This one’s a fun one about some inspirations for the game. Dracanmo would like to know if any songs, books, movies or anything have had inspired any of the writing for the characters?
John: I mean, honestly, the thing about art is, art is always a synthesis of your own experiences both in the real world but also the art you consume, the art you pay attention to. I don’t think that any characters have what I would describe as, this character was a direct reference or direct inspiration but, I mean, yeah, they’re all inspired by the things that we do, the things, both, again, in the real world, and also in the media we consume. And you’re gonna see elements of characters that, yeah, the things that we’ve enjoyed, the things that’ve shaped us, show up in these characters. I think, for me, it’s, it comes down to, and I, I, writing is a deeply, can be a deeply personal experience, so even if you don’t intend for it to be the case, things, parts of you are going to show up in your character, I think that’s true for all the characters in The Veilguard. And, you know, sometimes it’s, exploring, exploring the, y’know, things that, about yourself that you may like or may not like, and it’s also about exploring things about characters that you like or don’t like, so. That’s kinda my long-winded way of saying yes, it’s impossible to not have that happen when you’re creating art. But I wouldn’t say that there’s one where you can say, oh this is this character, this is this character.
Katey: What was the thinking process behind making Harding a companion this time around? Was she always going to be one or did it evolve into one because she was such a lovable character?
John: Ohh, yeah. So Harding, I mean. When we released Inquisition, it was impossible not to see the love that people had for our murderous girl next door dwarf. She’s always been a fan favorite obviously, but I think beyond that, it’s something that there, that Harding’s writer wanted to explore. There was more of a story to tell there, more perspective, and beyond that, Harding obviously has a strong connection to Solas, and to the, to Varric, and to the events of the past ten years, so. I wouldn’t say it’s always been, but I’d say Harding’s probably one of the first ones we settled on as like, yes, this is a character we want and the writer had a story that they wanted to tell with her, so, it just made sense.
Matt: You know, I think actually, to piggyback on that, that’s something I hadn’t really even thought about that much, but, and it’s not a huge part of her character, but, she tends to be one of the people that have the most insight into he was.
John: Yeah, that’s exactly it, that’s exactly, and yeah, that’s a great way of looking at it too. It also provides you with a little bit of that, that perspective. For players who’ve been around, you know, who played with previous Dragon Age games, but also for new ones, who was Solas? What kind of character was, was he?
Matt: Yeah.
John: Yeah, it’s a great, it’s a great, using characters to provide windows onto the world is honestly one of my favorite things.
Matt: And, and when I say was, I just mean, in Inquisition.
John: Yes, that’s, that’s exactly it, yes. Thank you for correcting that.
Matt: Yeah.
Katey: And what approach are you taking to quest and world design in The Veilguard?
John: I think for us it just comes down to relevance and narrative heft. We want to make sure that each quest provides either a perspective on the world or perspective on the characters, or feels immediately and obviously relevant to what you’re, what you’re doing here. You’re here to save the world and, again, at the end of the day, one of the things that we heard, we heard loud and clear, was some feedback about how relevant, or in this, in our case, not relevant, previous quests have felt, so for Veilguard, we really wanted to make sure that these quests felt like something that you, somebody faced with the end of the world would believe was necessary and important. So, again, there’s quests of all sorts and sizes, but all of them share that same feeling of, this is the kind of thing that The Veilguard would do. This is the kind’ve thing that my hero would do, especially faced with the end of the world.
Corinne: Yeah, that’s, that’s really good John. That’s so right. I would just, again, double-down on how hand-crafted all the quests are, and whether, whether you’re doing, like, the main story, or you’re journeying with your companions, or you’re out exploring and you encounter a mystery. Everything’s handcrafted, intentional. We spent a lot of time listening to what y’all said, and of course everyone has slightly different tastes, but, you know, you’re not gonna be gathering shards in the Hinterlands. Everything is built with intention, and, you know, a dev there lovingly handcrafting the experience.
Katey: Are there any locations in the game that can only be accessed by making specific story choices?
John: So I don’t wanna get too much into spoilers here because this does start getting into spoiler detail, but I will say that locations can fundamentally change based on decisions you make. Some of the parts of the world that you go to, you can have, the decision, the choices you make have an impact on how these spaces exist and develop, so, yeah, and again, don’t wanna too many into, into story spoilers, but, your decisions do impact how the world shows up.
Katey: And will we be able to control our companions in combat through tactical mode, or if the PC, or player character, gets KO’d, like in previous games?
Corinne: Right, so. If Rook gets KO’d, your player character gets knocked out, this time around it is time to re-load your save, or better yet, the companions have really interesting progression, you can spec them out to be able to revive you, but that’s, that’s if you’ve invested in their own progression and what they can do. And that said, I, I mentioned this earlier but I, I personally spend more time in the nature of this combat system when everything comes together, interacting and directing the companions than I have in any of the other games, so, like, like that, that interactivity between them, once you play it you’ll see how, just engaged the team is.
Katey: A user named It’s Sarah said, my real most important Dragon Age question is, will Solas still occasionally or dramatically speak in iambic pentameter?
John: You know, I was, I actually spent a little bit of time trying to figure out if I wanted to answer this question in iambic pentameter and then I very quickly gave up. Massive kudos to Patrick who, who always writes Solas so well. Again, Solas is a returning character, it’s the same Solas you know and love, or hate, depending on who you are. Same writer, so, I think, this has been, the answer is, well of, yeah, it’s Solas.
Katey: Will our decision of who in particular was left behind in the Fade be important?
John: So, while that decision does not show up, that – sorry, let me, restart. Not for The Veilguard. That decision doesn’t show up here. Now, that said, that doesn’t mean that’s that’s not a decision that will ever be important in the future, so. Again, not for this one, though.
Matt: I’m glad to hear you say that, John, because one of my favorite stories was Bob getting stuck in the web in reboot and it just feels like -
John: That’s a, that’s a deep cut!
Corinne: Very, that’s a deep cut.
John: Holy smokes.
Corinne: My goodness.
John: The sound of my childhood.
Katey: Will we have mounts again? If so, any hints to what types we’ll have?
Matt: So no, no, mounts, excuse me. Mounts were, they were, they addressed a need in Inquisition that we don’t have in Veilguard, and you’ll see why, when you get to play.
Katey: LightningStar asks, how is the side quest design? Will they be mostly story-based, or will there be a lot of radiant quests or resources or Power, like in Inquisition?
John: We talked about it a little bit earlier, but, no, they are all hand-crafted and story-focused. Again, narrative, the companions, not just the companions but the characters in the world as a whole are so much at the core of The Veilguard that, anything other than hand-crafted quests just felt like it would be a disservice to the game we were building.
Corinne: Yeah. And maybe, we can clarify as well, because, like Power was such a divisive mechanic in Inquisition. There’s no mechanic like that that blocks your progression until you fill a bar, right, like that’s just not a thing in this. You have the autonomy to engage in these, these quests as you like. There’s no, like, y'know, grind-out gates before you can progress.
John: That’s right, yeah. Again, we wanna make sure that, again, that doing this content feels as natural and part of the logical flow of the story as possible.
Katey: So, it looks like we only have time for three more questions, so I’m going to get through those. With this next one, is from someone named Jason. Will there be a similar system to the War Table missions?
Corinne: Ooh, interesting. So, we haven’t talked much about the player’s base, the Lighthouse. And we’re gonna save that for a beat, but what I will say is that the Lighthouse, your headquarters so to speak, it has its own unique purposes and functions this time. So that’s an area that we’ll, we’ll leave for you when we talk more about the Lighthouse, and then when you have a chance to hop in, you’ll be able to see what those unique purposes and functions are.
Katey: If there is dual-wield for warriors, will it rely on dexterity or strength?
Corinne: Ah, okay, yeah, yeah. So we did wanna bring dual-wielding back. It is part of the rogue kit this time. So warriors are really focused on mighty two-handed weapons, can’t wait til you see, when you swing and connect with those weapons, there’s, there’s a real heft to it. And then of course sword and shield, so. We’re leaving the dual-wielding to the rogues, but you, you can see just, the amount of hits you can get in in rapid succession dual-wielding as a rogue is really satisfying.
Katey: And the last question that we’re able to get to today, is, what have been some of the challenges and advantages of working on a single, on a single game for so many years? How did you sustain the work in yourselves and the process?
John: That is a fantastic question. I will say for myself, I’ve often joked, and I don’t know how much of a joke it actually is, that when this game is out and I suddenly don’t have to keep all these pieces of game and lore and story and everything straight in my head, I’m suddenly gonna be able to speak Latin or something because there’s gonna be a ton of brainpower freed up. But for me it’s just, you know, it's, the thing that keeps me sustained is just knowing the game that we’re building is the right one. Knowing that the beats are coming together, and knowing just how much people care about this franchise, care about these games, and how excited people are going to be when they get to see the fantastic work that the team has, has been doing. And that really is, I can say, I’ve been on this project since the start, and even today, I see things on a daily basis, I’m like holy – smokes, sorry, I almost swore, I can’t believe what the team is doing, I can’t believe the, how good this looks, I can’t believe. Because it’s a huge game. There’s pieces that I, I don’t see every piece of the game every day so, I get pleasantly surprised on a daily basis and that, I will say, you know, confession, sometimes if I’m having a particularly long day, I’ll spend about an hour late at night just watching cutscenes coming in, watching the work coming together and just, sitting back and being like, holy smokes, I cannot wait for someone who hasn’t seen this every day for so long as I have to experience this and just be blown away by the work, so.
Corinne: It's, it’s been very real, hasn’t it? And, and I will just say, speaking on behalf of the dev team, everyone’s working so hard, they’re putting so much passion, so much of themselves into it. Like this is a franchise they truly love, and seeing your support, cheering us on, it’s just meant a lot to them, so, let me just say thank you to all of you.
Katey: And I wanna say thank you to you three for taking the time to do this. I know that it matters a lot to the community to be able to, you know, get some time with you guys and, you know, make sure that some of their dying questions are, are answered, so thank you so much for taking the time out of your day to do this. For anyone who’s still listening I promise that I’m that I’m working on a way for these questions to be immortalized somewhere. Stay tuned for that so that you don’t have to worry about this, just, you know, disappearing into the ether. So, stay tuned, thank you all for your time. Anything else we wanna say before we jump off?
Matt: Thanks everyone.
John: Thank you. Yeah, I’m super excited to show more of this and, yeah, this is gonna be, hopefully this is the first of many of these opportunities to talk to you all directly. Again, it’s been a while, and getting to talk about this game has been absolutely exciting. I know for myself, as well for the rest of the team, so thank you all.
Corinne: Just thank you, it’s, the Dragon Age community, how much it means to you, how much it means to us, it’s just wonderful to see you all so invested and excited to come here and talk to us. Thank you again, truly.
Katey: We'll hopefully do something like this again soon. Okay, cool, have a great day everybody! Talk soon!
John: Bye y’all!
Matt: Bye.
[source: The dev BioWare Discord Q&A on June 14th]
Update: If you would like to listen to the Q&A for yourself in video format, or listen to it again, Ghil Dirthalen recorded it and has now uploaded a video of it here.
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tobiasdrake · 25 days
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I really do love how much you can tell about Doomguy just from looking around his room.
Like. Yeah, all the stuff you expect to see is there.
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He's got his big ol' gun rack.
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What appears to be a rock he uses as a punching bag.
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Whetstone for sharpening his knives. All the Real Manly Violence Man stuff you'd think would be there.
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But also a pair of nunchaku. Doomguy has never used nunchaku in any of his games. Those are just there because apparently he's the kind of dork who likes to play around with nunchaku and pretend he's doing kung fu.
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Also a jump rope. Gotta keep his cardio up for all that running and jumping he has to do.
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He reads Guns & Bullets magazine, but he also reads Science Monthly. Which makes sense that he'd be a bit of a techie since....
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...he seems to have made his new Praetor Suit by disassembling the old one and rebuilding it to be higher-quality. You can see from the guts of the suit that it's powered armor, and he just... knows how to work that.
He's mad. Not stupid.
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He also reads cooking magazines, of course. His only friend is Doom J.A.R.V.I.S.; He's gotta be self-sufficient. Though how he got those pizzas delivered is certainly beyond me.
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And, of course, he has a collection of regular books that he likes to read as well. Though his taste in literature reveals a certain trend.
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Also, he reads comics.
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So many comics.
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So, so many comics that he's left discarded comics lying around on his munitions cases. This man is a nerd.
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And if you doubt his nerd cred, remember that he even keeps collectible toy displays. Doomguy is explicitly the kind of person who will go out of his way in a firefight with the forces of Hell itself to go snatch up a new toy for his collection.
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He even has collectible toy figures hanging out on his computer desk. He put a little hard hat on one of them.
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On the other side of his desk, he's got some leftover pizza from the inexplicable delivery service, plus takoyaki flavor chips and some candy. It seems Doomguy is a fruity candy kind of guy, not a chocolate guy. Man after my own heart.
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Oh, you know he has shredded every single surface of the Fortress of Doom at some point. How do you think he learned to react so quickly in combat?
That is, of course....
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When he's not ROCKING OUT with one of his three separate guitars. I bet the middle one's his favorite. It has a place of honor under the giant demon skull.
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Some people might say that a record player and casette tapes are old-fashioned but cut him some slack; He's a Gen X-er.
Of course, there's one thing that any walk through Doomguy's room reveals more than anything else. The one thing that matters more than the world to him. The thing that drives him in his every waking moment.
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He loved his bunny rabbit. My favorite thing about the portrait - Well, my favorite thing about it is that it's a piece of fanart that got officially canonized, but aside from that - is that he's wearing his Praetor Suit in it.
That's not something he brought from home. He commissioned an artist to paint that after becoming a Night Sentinel. He still loves his poor, late bunny rabbit.
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And he keeps her close to him when he's home.
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starsspin · 1 year
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sometimes i remember that liam was in the fallen order and they did him so dirty and for no reason. 
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mediumgayitalian · 6 months
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“Oh, fuck.”
The clatter of her practice sword on the ground is almost louder than the crunch that rings out from his wrist. He inhales sharply, biting back a shout — no matter how many times it’s happened, he will never get used to breaking a bone. That shit hurts.
“Fuck, fuck fuck. Fuck, Seaweed Brain, is it broken?”
“Think so,” Percy grits out. He tries for a smile, and Annabeth matches it, small and worried. He leans into the hand she cups over his cheek. “Not too bad, though. If I just dump my water bottle on it —”
“Absolutely not. Water healing leaves you achey when it rains, you know that.” Shifting to wrap her arm around his waist, she helps him stand, shouldering some of his weight like it’s his ankle that’s broken. He lets her, reaching down to squeeze the hand resting on his hip — I’m fine. We’re good. She turns her hand to wrap clasp their hands together — Okay. If you’re sure.
They walk together to the infirmary, taking their time. Aside from the pain pulsing from his arm, it’s not too bad — camp is as balmy as usual, and the spring break energy is practically visible, it’s so potent. The Demeter cabin has plants growing everywhere, flowers and fruit trees blooming as bright as a box of new crayons, and the air is filled with shouts of laughter and teasing. Annabeth’s steps fall in time with his, and she’s a comfortable warmth at his side, pressed from shoulder to hip.
“You still okay?”
“Yep.” He catches her eye, smiling crookedly at her. “Doesn’t even make my top fifty.”
She rolls her eyes, hipchecking him. “Don’t I know it, ya klutz.”
“Not sure I would call being flung from the St. Louis Arch being a klutz. Or exploded in a volcano. Or crushed under the sky. Or slashed by giants. Or chased by —”
“You’re talking, but all I’m hearing is Annabeth, please, please pinch me, as hard as you can —”
“Hey! Get those claws off me, gods you’re worse than an empousai —”
“— and when you’re done pinching me please put me in the tightest headlock you can manage —”
“I am injured! You are beating up an injured person right now!”
“— and then please just bite a chunk out of my shoulder —”
“Cut it out or I’m telling Mom!”
“Wimp,” she taunts, finally releasing him. “I don’t go running to Sally every time I lose a fight.”
“Wha — you do so!”
She ducks through the infirmary door, smirking like she can’t hear him.
“You literally — you snitched on me last week! I got grounded for two days!”
“And you deserved it,” she says primly.
He gapes. “I did not!”
“Anytime you two are done,” Kayla drawls, shoving a clipboard at them. They accept it with matching sheepish grins, cowed at her perfectly arched eyebrow and slowly tapping foot. “I got patients to deal with and older brothers to harass. Let’s get this moving.”
She is shockingly good at humbling people for a thirteen year old. The two of them turn to their clipboard, chagrined, letting her stomp away with an exasperated He’ll be with you soon! Don’t set off the sprinklers again!
“That was one time,” Percy mumbles, ears reddening.
Annabeth pats him on the back. “There, there,” she says mockingly. “The fact that it was one time definitely negates the fact that you flooded the entire Big House because you got jumpscared by a child.”
“Harley can be sneaky, okay. Let me live.”
“Literally no.”
Annabeth does most of the paperwork for him, ‘cause she’s a nerd because his wrist is far too swollen for him to write properly, so it takes maybe half the time it normally would. The infirmary is crowded as Hell, though (he knows, he’s been), so they settle in for the wait, amusing themselves by tearing little pieces off of a blank form, balling them up, and tossing them in increasingly harder places. Percy is winning 7-4, although Annabeth might just pull through if she manages to toss her paper ball into Travis’ wide-open snoring mouth.
“Hey, guys. Sorry for the wait.”
Aw. She missed. Percy was looking forward to that.
“Hey, Will.”
He drags his attention away from the son of Hermes to greet his friend, but frowns before he can open his mouth.
“Woah, dude, you good? You look exhausted.”
Will snorts. “Welcome to spring break, man.” He holds his hand out for the clipboard, scanning it briefly. “Sparring injury? Oh, thank the gods. I could use a break. Here, face me.”
He climbs up onto the minimal left over space on the cot, tucking his legs under his thighs. Percy turns to mirror him, hesitantly sticking out his arm — A break? he mouths to Annabeth, meeting her eyes over Will’s head.
She shrugs.
“Just spent four hours putting Jake’s nose back on his face,” Will mumbles, placing a careful hand on his fingertips and his forearm. Percy flinches — his skin is blisteringly hot. Like someone just dropped a hot stone onto him. “I never want to sing a skin cell hymn again in my life.” He prods at Percy’s wrist for a moment, gentle enough not to hurt. “Okay, hold still, I’m gonna fix ya right up.”
Healing hymns are familiar, by now, but Percy will never get tired of them.
The cool thing about ambrosia and nectar is that as pleasure food for the gods, it’s pleasant. It’s whatever taste you want, whatever you need to have most, you get it. But healing hymns are intentional the way nectar and ambrosia aren’t. Ambrosia and nectar happen to be healing for demigods — healing hymns were constructed to knit you back together, like you mother smoothing a bandaid over a skinned knee. They’re warm and sweet and deeply, endlessly comforting in a way most things simply cannot claim to be. They don’t feel like a medical procedure or a hasty patch job, they feel like someone gripping you tightly and promising you’ll be okay. They feel like getting carried to bed when you fall asleep on the couch. They feel like sitting down after hours of standing, like a drink of water when your throat is drier than sand. Healing hymns draw the pain and sick and ache from your body, and they feel like relief.
But this time, Percy can’t focus on it.
With every word, Will seems to get a little duller. Nothing like the horrible ash-grey he went in the war, dragging the poison from Annabeth’s body, but like his usual sunny disposition was dialed down a few notches. Enough that Annabeth frowns in concern, drumming her hands on her thighs, watching him closely.
“There,” Will says, pulling away. Percy turns his now-healed wrist, noticing the slight pant to Will’s breath, the strain to his smile. The shake of his blistered fingertips.
“You look overworked,” Annabeth says quietly.
Will holds his hands up in a what can you do gesture. “Spring break.”
“You said.”
“It’s just busy, is all.”
“Yeah, but —”
“Guys,” he interrupts, smiling tiredly, “there are two hundred ADHD demigods at this camp right now who have been trapped in a classroom for six months. There are three of us. I’m going to be a little drained; we’re all a little drained. But I’m fine, okay?” He gives them a second to scrutinize his expression, eyebrows raised in amusement. “I have been running my infirmary for years. I know how to pace myself, and I certainly know how to make sure my siblings are pacing themselves. If something goes really wrong, Chiron is a whistle away. I can go longer than you guys without sleep, anyway. Apollo kid health.”
“If you say so,” Percy says reluctantly. “I just — I can wear a wrist brace, man. Not every injury needs to be handled when it happens. You can tell people no.”
“I appreciate that, Percy, and I’ll keep it in mind. Anyways, I’ve got more patients. Stay off that wrist for the rest of the day, okay? It might be tender for a bit.”
Percy turns to Annabeth as Will leaves, frowning. He’s has never noticed the so-called spring break stress before (his camp spring breaks are usually a blast, but now that he’s thinking about it, he can’t think of a single spring break where he spent any time at all with Will, which is odd), but it can’t be good for him. There’s gotta be something they can do to ease some of the bruising under their friend’s eyes.
“I could set off the fire alarms again,” Percy suggests. “That’ll certainly get this place cleared out.”
Annabeth snorts. “I think that’ll cause more harm than good, Seaweed Brain. It’ll just fall in him to clean it all up, after.”
“Shoot.”
Percy counts nine of the forty cots currently unused. Will, Kayla, and Austin are rushing from cot to cot, handing out nectar, wrapping bandages, rattling off hymns at light speed. All three of them look exhausted, squeezing shoulders when they pass each other, knocking hips, exchanging tired smiles. This is so clearly something they’re used to.
Annabeth’s head rests on his shoulder.
“It wasn’t always like this,” she whispers. “When it was fully staffed…”
Percy exhales heavily. Yeah. He remembers. There was a lot less complication, once upon a time. The most chaotic the infirmary would get was when Lee would challenge his siblings to Hymn Karaoke — trying to heal with pop songs. There was a lot more laughter, at one point. A lot more people.
Percy sighs, squeezing his eyes shut. It never does well to dwell, but he — gods, he wish they all had more time. To sit with it, to acknowledge…everything. Siblings. Friends. A camp that’s smaller than it’s supposed to be.
Annabeth squeezes his hand again, and he squeezes back, resting his head on top of hers.
“Hey,” she murmurs after a moment, pursing her lips at the front door. “Look.”
Slinking through the entrance like a criminal is Nico, in all his dork ass black camp shirt glory. He looks around shiftily, like he’s trying to make sure no one sees him, and when his gaze lands on Percy and Annabeth his eyes widen. Annabeth smiles at him, but it does nothing to ease the spooked look to his face, back arched like a startled cat. He turns to leave, but before he can slip back out the door —
“Nico!”
The son of Hades whips back around so quickly he brains himself on the doorframe. Percy ducks his head and bites his lip, hard, because he can feel Nico’s glare at the side of his head like the press of hot coal, and if he laughs as badly as he wants to then the infirmary is about to look like a Spirit Halloween.
Will turns back to his patient, squeezing his eyes shut and rattling a hymn off so quickly it makes a burst of light pop from his whole body, and rushes over to where Nico’s standing. He only trips over two things, which is remarkable for him. Percy would be proud if he wasn’t a little embarrassed on his behalf.
“Nico! Hi!”
“He-ey, Will,” Nico says, voice cracking badly on every vowel. Annabeth shoves her face into Percy’s shoulder, body shaking.
“I didn’t know you were coming! I thought you were in the arena all day.”
Nico shrugs, shoes scuffing the floor. “I am. I just — uh, I got hurt? So. Came to see you.”
Will’s beam is so bright it hurts to look at, a little. Percy squints and realises that’s not just the excitement, actually — he really is glowing, faintly. His hands flap slightly at his sides.
“Well, you’re in the right place, then.”
“Yeah.”
Neither of them say anything for a minute, rocking back on their heels. Will watches Nico closely, biting his lip. Nico looks resolutely at the floor.
“We weren’t this bad,” Annabeth whispers, “were we?”
Percy shakes his head. “Nah, there’s no way.”
“Gods. It’s so — I don’t know whether to smile or take a dip in the Lethe. It’s embarrassing and endearing at the same time.”
“Painful to watch, but I can’t stop looking,” Percy agrees.
“What’d you hurt?” Will asks, finally. “Did you pull your shoulder again?”
A look of panic flits briefly across Nico’s face until he smooths it to something neutral, aloof.
“Yep. Totally. During — sword fighting, I swung — I did this really big thrust, actually. Just — hugely powerful, training dummy exploded on impact.” He clears his throat. “Some might say too powerful. If you can imagine.”
Percy cradles his head in his hands. “Oh my gods — ”
“Don’t laugh don’t laugh don’t laugh,” Annabeth chants, “oh my gods, don’t laugh —”
A light flush dusts Will’s cheeks. He brushes a strand of hair behind his ear, fiddling with his earrings. “Woah, really? I’ve never heard of that before.”
Nico smirks, standing up a little straighter. “Well, it’s not the first time. I tend to go pretty hard.” Remembering his supposedly hurt shoulder, he exaggerates a wince. “Too hard sometimes, I guess. Could you do the — the energy thing?”
“Oh — gods, yeah, sorry. Hold on.” He stares at Nico’s shoulder, hesitating. “It, um, works better with skin-to-skin contact.”
“I have seen crystal vases less transparent,” Annabeth says, aghast. “In two years he’s going to remember this and try to drown himself.”
“I will be counting down the days,” Percy says gleefully.
On rare, rare occasions, the gods answer his prayers. Clearly, both Nemesis and Aphrodite are looking at him kindly today. Percy makes a note to scrape some of the good stuff off his plate for them both today. Hell, maybe he’ll skip the portioning and toss them an entire roast chicken each. Or something. They deserve it.
Will places both hands — interesting, Percy notes, his wrist was snapped cleanly in two and he only needed one hand, wonder why that was — on Nico’s shoulder and closes his eyes, screwing up his face in concentration.
“Huh. I’m not feeling much damage. You said it was your right shoulder?”
“I heal quick,” Nico says loudly. “I mean, some of the damage might have — um.” He clears his throat. His face glows a faint crimson. He clears his throat again. “Y’know?”
Will’s face is a similar shade.
“Right, right. Yeah. Um, brace yourself.”
Instead of starting to sing, Will closes his eyes, holding completely still. After a moment, the tips of his fingers begin to glow; soft, ambery yellow, flickering like lit candles. He opens his eyes again and focuses intently on Nico’s bare skin, tracing patterns around every defined muscle, leaving a trail of light behind. He lingers, for a moment, when he connects the last string of light, waiting until it has faded entirely from Nico’s skin to remove his hands and shove them in the pockets of his coat.
“That better?” he asks softly.
Nico swallows. “Yeah.”
“Good. I’m glad, Nico. It means a lot that you — came to me. When you needed it.”
“I trust you, I guess.” Nico looks away. “You know what you’re doing.”
“I think I just threw up in my mouth a little,” Percy says thoughtfully.
Annabeth laughs, shoving his shoulder. “Don’t be mean.” She pauses. “Me too.”
With a sigh that can only be described as besotted, Will steps reluctantly away.
“I have patients,” he says, in the same tone of voice Percy usually says I have midterms. “So I gotta…”
“Yeah, no, go. Do your —” Nico gestures vaguely. “Doctor thing.”
“Right. Yeah. I’m gonna — go.” He turns, walking back towards a group of Hephaestus kids who appear to be tightly entangled in some kind of net. After a few steps, though, he pauses, biting his lip, then darts back over to Nico, pressing a lightning-fast kiss to his cheek — “Um, bye. Thank you for visiting. Bye,” — and then runs back over to his siblings, shy smile on his face.
Nico’s jaw is brushing the floor of his father’s palace. He stands, still as a statue, for four entire minutes.
“I think he just died,” Annabeth observes, eyebrows climbing higher and higher up her forehead with every passing second “Damn. Survived so much only to literally die because a cute boy kissed his cheek. A true hero’s end.”
Percy, because he is a kind, concerned friend, clears his throat loudly.
“Yo, di Angelo, you alive?”
Nico startles so violently he falls right over. Percy shoves his fist in his mouth to keep from cackling.
“Shut the fuck up,” Nico hisses venomously, scrambling upright. “Both of you, shut the — not a word —”
Percy and Annabeth make the mistake of looking at each other and simply erupt. Percy can’t feel his stomach. His lungs have abandoned ship. He’s glad as hell he’s in the infirmary because he is heaving for breath, tears streaming down his face, entire body convulsing. Nico stands in front of them literally shaking with rage, entire body redder than one of Apollo’s sacred cows, trying and failing to string together a threat that will ease any and all of his suffering. Annabeth screeches, almost falling off the bed as she cackles. Percy cannot even find the strength to catch her, his muscles are so weak.
“I fucking — I hate you! Both of you! You’re dead to me!”
“Your face!” Percy shrieks.
“Percy Jackson, I am going to turn you to fucking dark matter! I despise your very essence! I —” He stomps his foot. “I’m leaving, and I’m going to leave a rotting corpse in your cabin! Screw you!”
“Oh my gods,” Annabeth wheezes, digging her nails into his arm. “Oh my gods, that was —”
Percy wipes a tear from his eye. “I love being alive. I love being alive so much.”
“It really is great.” Composing herself, and biting back the leftover giggles that keep bubbling out, Annabeth looks back towards Will. He stands much straighter, now, smile back to full brightness. His siblings, too, look rejuvenated, snickering to each other and making kissy faces behind Will’s back. “So many beautiful things to witness. I’ve never seen his face go that red.”
Percy sighs. “This is genuinely going to carry me through the semester. I think his soul died a little. And Will just — gods, that kid is bold.”
“Oh says you, Mr. Do I Get A Good Luck Kiss.”
“Hey, I earned that.”
Annabeth grins, punching him in the shoulder. He grabs her wrist and tugs her towards him, chasing the curve of her smile. She laughs into his mouth and it taste like strawberries and freedom, and he presses a kiss to her cheek, to her jaw, and the side of her neck, resting there, breathing against her skin. After a moment her hands come up and slide in his hair, gently untangling the knotted mess.
“He is one thousand percent going to put a zombie in your bed, you know,” she says after a moment.
Percy snorts. “Yeah, I know.” He smiles. “Worth it.”
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