Don't wanna be here? Send us removal request.
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Dragon Age: The Veilguard character key 3D art pieces, by Volta Studio artists:
“TEAM Art Direction : 2D : Bogdan Marica / Stéphanie Bouchard 3D : Mathieu Grenier - Artists : Miguel Membreño Tiago Sousa Alen Rocha Sam Denamark Aline Monteiro Barbara Witkowska Chinh Cao”
Caption:
“Super excited to finally show the different assets we produced for Dragon Age: The Veilguard alongside BioWare and EA! - Our team worked closely with the project Art Director to concept props, full environment tilesets, costumes, armor, creatures, weapons, and 2.5D cinematics that you can now find in game. Collaborating closely with BioWare’s team, we helped ensure every detail stayed true to the Dragon Age universe. We also teamed up with our sister studio, KWM, to bring most of the 2.5D in-game cinematics to life. - Huge thanks to BioWare for their trust. This project was a true team effort, and means so much to us! A huge thanks to everyone on our team who was also part of this journey.”
[source, via]
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The Expanse: Osiris Reborn - key art, gifs, image, logo. more images below, under cut due to length. [source: official Press Kit, two]
Screenshots and variant key art [same source links as above]:

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Email from Sanshee advises these plushes are back in stock [link]
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SAG-AFTRA: "We have reached a tentative agreement with the video game bargaining group, which includes some of the largest video game companies in the world, and we are hopeful that our video game strike will be suspended in the coming days. #/SagAftraStrong [link]" [source, more info]
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Owlcat Games: "We are excited to announce The Expanse: Osiris Reborn, a new sci-fi action RPG based on The Expanse. Become a captain of the most advanced ship in the universe, gather a crew, and challenge one of the most powerful enemies humankind has ever faced. Watch the trailer for The Expanse: Osiris Reborn right here" [source] Michael Gamble: "Looking pretty awesome, OwlcatGames !" [source]
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IGN - 'The Expanse: Osiris Reborn Interview: Just How Mass Effect Is It?'
"The Expanse: Osiris Reborn looks so Mass Effect that some are already calling it Mass Effect: The Expanse. Based on the debut trailer and what we know about how the game works, it’s easy to see why. And to be fair to the developers at Owlcat Games, they’re wearing their inspiration on their sleeves. In an interview with IGN, creative director Alexander Mishulin and head of publishing Andrey Tsvetkov are up-front about the influence BioWare’s sci-fi series has had on The Expanse: Osiris Reborn. But, they insist, it’s more than just a carbon copy."
Rest of post under cut due to length.
"As for fans of The Expanse itself, Osiris Reborn is an exciting project as it offers a new story that sees some of the actors from the much-loved Prime Video series reprise their roles. Owlcat won’t say who exactly (I tried!), but at least we know there’s more The Expanse coming for fans still missing the show after it ended in 2022. In fact, for me, there’s even more to be excited about when it comes to The Expanse: Osiris Reborn. I’m a big Mass Effect fan, I love The Expanse, and I love Owlcat’s Warhammer 40,000: Rogue Trader, which is not just one of the best Warhammer 40,000 games of recent years, but one of the best cRPGs around. Is Osiris Reborn the sweet spot in the middle of a venn diagram of Mass Effect, The Expanse, and Warhammer 40,000? Read on to find out just how Mass Effect The Expanse: Osiris Reborn really is."
"IGN: This sounds a lot like Mass Effect to me, even down to the mechanics and gameplay. Is that fair to say? Alexander Mishulin: Of course Mass Effect is a huge inspiration for the team. It was one of the biggest games of that time, of Xbox 360. It was played from cover to cover by many team members. Being game developers, it's part of our dream to build something like the thing we experienced while we were kids and that made a great impression on us. So in part yes, but while still having Mass Effect as an inspiration, it's still very much an Owlcat game. It's our story with choices and consequences. It's more grounded and realistic. It's also mechanically more modern. And while it still has a similar target in the audience, we are providing more choices and we are more focused on a modern approach where you can make your own playstyle, make your own experience through the game, which separates us in many ways from the mechanical decisions of Mass Effect. In terms of companions, we love companions. We love the companions in Mass Effect, and we want to give them more spotlight. We want to provide you with more opportunities to see them in action, not only in a Suicide Mission, but in most of the missions to see how they can help you go through, or maybe experience some stroke of bad luck and you will go and help them. So they’re a bigger part of the story and, in our opinion, a bigger part of our team. We cannot deny it's [Mass Effect] an inspiration, but it's still our own game and our own dream to make a game with similar feelings and bring it to our modern audience."
"IGN: Who do you play as? Alexander Mishulin: You play as a mercenary, and there is a twist to that. When you are creating a character, you are creating a character with a sibling. As in real life, while you are similar to your brother or sister, you’re still very much different. So when you're creating a character, you start as a mercenary. I can't talk a lot about the story, but you will get in a not really great situation and will start to try to get over that. And also mechanically speaking, when you're creating your own character, you can start creating your own playstyle. You can choose from more pre-generated characters that are thematic to various parts, like being a sniper for example. You can also mix and match everything and create something of your own that is more fitting to your character, or just more fitting to the way you play the game. IGN: And is it like Mass Effect where you can create a male or female character who is fully voiced? Alexander Mishulin: Yeah, the game is fully voiced, also with the main characters. You can create male and females. There is a very robust and expansive character creation with a lot of options to choose from. Nice hairstyles, nice features, everything you would expect from modern character creation."
"IGN: You’ve said you will meet some of the characters people know from the show. Can you say which characters from the show people can expect to meet? Have you got any of the actors? Are they based on the likenesses of the actors from the show with voice work? Alexander Mishulin: We can confirm that there will be actors from the show. But at this time I can't say the name of the characters or the name of the actors. I'm sorry. IGN: But that's really exciting because they're reprising their roles, aren't they? Which given the show has ended will be exciting for fans to see them again. Andrey Tsvetkov: Absolutely. As Alex has mentioned, some of the actors will be returning to their iconic roles and you will see them in the game."
"IGN: One of the things that Mass Effect was famous for was being able to romance your party members with sex scenes. Is that something you have in your game? Alexander Mishulin: Of course. Companions are a huge part of our games. And in all of our games we had various interactions, including romances, and there will be romances in this game too. I can't go into the specifics of which particular characters, or which particular romances of course. But such interactions will be present. As for companions, as I already said, your sibling, either brother or sister because this character will have the same gender as your character — so it's either two brothers or two sisters — you can think about this character as your first companion and most loyal companion from the start. As for other companions, we are not going into details on them, but they represent specialists and professionals from different fields of knowledge. And of course you'll be meeting Martian characters, Earth characters, and Belter characters. All of them will be part of your team, and this will add additional dynamic inter-relations. Because as you know, a lot of events in The Expanse are politically charged, so you can expect some of your companions to have strong opinions about your decisions regarding the politics and allegiances to particular factions."
"IGN: You’ve said the game will have zero-g sections where you go out on the hull of spacecraft. Some of the best moments of The Expanse show were the zero-g scenes. It’s a grounded, hard sci-fi universe, an adult show with gore, nudity, and sex. Will the game be similar in tone to the TV show? Alexander Mishulin: Yeah, The Expanse is very much an adult game with all of those themes, with difficult and tragic moments. Being a cover shooter, you can expect that there is a lot of graphic violence. So yeah, it's very much on par with the show. But in terms of tone, we are exploring The Expanse from a little bit of a different side. You will be seeing dark moments, but you sometimes will be seeing light moments too, because it's not only doom and gloom everywhere. So you can expect to see the more ordinary life of the people of the various factions. Even in the hard situations there are times when people just rise up and become successful. And so you can expect to see the hardship of the Belt characters, but you can also see some of the Belt characters who become very successful and rather powerful. It's our understanding of The Expanse universe. And it's also — sorry for the tautology — it's expanding the setting itself, allowing you to see some of the locations you know from the shows or from the books in different states or in a different light."
"IGN: This game sounds very ambitious and a step up from what I know Owlcat for. It’s described as a AAA action RPG, Unreal Engine 5. When you have comparisons to Mass Effect, people will think of this as a flashy, big budget sci-fi adventure game, which is on a level we've not seen from you as a studio before. It would be great to get some insight into the scope of the project. How have you gone about changing the way the company works to be able to do something like this and meet expectations, which will be high? I know it's hard to say how long the game is, but is this a shorter, tightly constructed linear game? Alexander Mishulin: Yeah, it's a huge step up and a big change to everything in the way we make a game, because all of our processes are really reimagined for this game. But in a lot of fields our expertise allows us to make the step, to take those risks. For example, we are pretty sure about our storytelling, about how we depict characters, depict choices, and provide you with those choices and consequences. When you have this basis, building up on that to make dialogues more cinematographic, make more cutscenes that involve the player and immerse them into the atmosphere, is far easier because you already know how to tell the story, you already know how to present those characters. So we are building up on our strong sides and expanding them to allow us to build this kind of game. And also we of course expanded our own team as well. We hired a lot of professionals, including the people who were working on other AAA titles similar to those, especially on Cyberpunk. So we are building up on their experience as well. In terms of scope of the project, of course it will be smaller than, say, Rogue Trader, which is an immense adventure. But you can still expect most of our staples. So it's not a linear adventure. You will be traveling through the solar system and you will be able to select whoever you want to go on that mission, or do you want to go and help your companion or continue along the story? Time is sometimes also a factor, like if you go into the location earlier or later, something will change and your previous decision will affect the location as well. So all this intricate storytelling is very much in place and you can expect us to deliver on that. It especially works well with the politics, because there are three factions and there is a political game you will be slowly dragged into, and as you start to realize it you understand you can go with it and champion some of the factions, or you can betray them and be a double agent and learn the secrets and sell those secrets to other side. So all this dynamic is in place, but in a shorter adventure. And this adventure is far more cinematographic. That is one part of the reason it is a little bit shorter, because we are trying to bring more action to life, more choices to life. We are not telling it like it was in a book where you read a lot, but you will see a lot of the things that were previously just written with your own eyes, and that requires a lot of effort."
"IGN: Do you have a release window in mind? How far along is the project? Andrey Tsvetkov: Obviously we have a release window in mind, but we won't be sharing it today unfortunately, just because there still might be room for wiggling a little bit, and we will be saving this one for later. What we can say is that we've been working on this project for quite a while now. We started pre-production in 2022. We are not rushing this, right? We are taking our time to do this in the proper manner and we are very excited about how it's actually shaping up. But we will take our time to finish it and we'll be sharing the information about the release window when we are absolutely ready and we are absolutely confident that we can deliver the experience we want in this specific time window."
"IGN: I've got one last question. In the world of The Expanse, humans struggle in space and space travel is difficult. Do you have any mechanics that challenge the player to cope with being in space or space travel in the same way we see in the books and the show? Alexander Mishulin: We actually thought about adding that to the game and even designed some of those. But we decided that we will show those things, we will tell you about those things, but we will not let you play them or manage them because it leads to additional tediousness and draws your attention away from the story and characters. And we want our focus to be very much on the story and the characters. So you will be seeing them, seeing all those elements in cutscenes. You will be seeing the moments when the Juice is coming in and the chairs go into the flat positions. You will be seeing ships that either accelerate or decelerate. You will be seeing all the somersault maneuvers and everything. But you will not be driving the ship by yourself. Of course all the trajectories for space travel will be realistic, not like going straight but taking into account gravity and gravity wells and going around the planets and everything. We are in The Expanse so we're very much grounded and bound by realism, but we don't want realism to take a lot of fun from you. Just sometimes a little bit of fun, but not a lot of fun! But you can expect some of the flesh physics to be in play. Just an example, of course when you're having a shootout in a zero-g environment, the blood will perform in the correct way, not just splattering on the ground. There are a lot of such small details everywhere. The Expanse: Osiris Reborn is coming to PC via Steam, Epic Games Store, and GOG, PlayStation 5, and Xbox Series X and S."
[source] <- there is some concept art at the link
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Dragon Age: The Veilguard spoilers under cut. (Concept art by Matt Rhodes)




Matt Rhodes: "Black Codex (2015) - 1/3 Dragon Age had an unreliable history by design. People had an imperfect view of the events that have shaped their world. However, from the very beginning of Dragon Age, there was a secret document refered to as The Black Codex. It held the true history of Thedas. This helped to steer the half-truths, misunderstandings, and lies that shaped the world. The story of the Veilguard was going to reveal so much actual truth, it meant the Black Codex could no longer be a secret. This series of illustrations was a way to explore the major events of Thedas' history, so that we could easily refer to them when designing murals, costumes, architecture, etc... Beat boards like this were meant to be "single frame storyboards" to quickly communicate a big idea. 1) Titans watch over their peaceful garden 2) Dwarves tend to the Titans, like helpful bacteria. The spirits begin to envy their form. 3) The first spirits use Titan material to craft bodies for themselves, becoming the first elves. 4) The titans and elves wage terrible magical war against each other. It only ends when Solas finds a way to tranquilize the titans, severing their spirits from their bodies." [source]
Art by Matt Rhodes.
ArtStation filenames: Image 1 - Black Codex 1 - in the beginning Image 2 - Black Codex 2 - spirits desired corporeality Image 3 - Black Codex 3 - spirits made bodies Image 4 - Black Codex 4 - Solas tranquils Titans
[source]
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Dragon Age: The Veilguard Free Promo DLC
If you have steam you might want to go check out the Dragon Age: The Veilguard page and snatch up the free promo dlc that lasts until the 9th!
As of right now this is just for pc users, but this dlc was previous also a promo item for the xbox. It features cosmetic items that may trigger trypophobia for some people, so little heads up!
I've put images of the items below the cut.
Mage
Watchful Poniard
The small blade sees obstacles and drinks deep to remove them.

Watchful Staff
A trusted tool that facilitates observation and will never reveal secrets.

Rogue
Watchful Bow
The arms tremble as if hungry for the arrow's target.
Watchful Saber
The long blade sees goals and opens the path to desired outcomes.
Warrior
Watchful Blade
Observes and obeys with perfect precision, as a good tool should.
Watchful Maul
It sees. It crushes. It waits. The chains are ornamental now.
Watchful Shield
Protection, warning, and when merited, shelter from the storm.
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Baldur's Gate 1 and Baldur's Gate 2 are now on the Xbox Game Pass [source]
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Neve Gallus Week Prompts Survey!
Neve’s week is set for July, and we would love to have you join us! We’re opening a survey so that you can tell us what prompts you’d like to see for the event! The prompts will be posted the day after Harding’s week ends, on June 23, 2025.
If you have any ideas, please send them through the form above! The survey will run until June 3rd at midnight Pacific Standard Time. Look for the prompts after #hardingweek2025 closes!
Make sure to check our Rules and FAQ, and feel free to send us an ask if you have any additional questions!
Can’t wait to see you all for #neveweek2025!!!
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IGN: "Electronic Arts is canceling its planned Black Panther game and shutting down developer Cliffhanger Games, IGN has learned. In an email sent to staff from EA Entertainment president Laura Miele, Miele said that these changes, alongside other recent cancellations and layoffs, [...] In addition to closing Cliffhanger and canceling Black Panther, EA is also laying off some individuals on both its mobile and central teams. When asked for an exact number of individuals impacted, EA declined to comment. [...] Additionally, IGN understands that the current intention is for Bioware to continue working on Mass Effect." [source]
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Some more snippets from recent articles, under a cut for length (source links included under cut):
1.
David Gaider: ""Here's the hope: [Baldur's Gate 3's success] shows any company with an IP like Dragon Age or a good RPG IP in their basket what's possible when you double down on committing to the genre and not approaching it with the idea that RPGs, on their own, are just this niche thing," he says. "You don't need to go 'oh we need the action audience, we need to increase the mass appeal' – what, because RPGs are niche and nerdy and will never achieve mass success? No. If you double down on what that genre does well, people will [play it] – it's the Field of Dreams method of game development, I guess." "But while that sounds like something they should learn, I don't think many publishers learn lessons like that. My fear is that what they start asking developers under their wing is 'we want results like Baldur's Gate 3,' and the developer will say 'okay, well I need X and Y amount of resources,' and they'll say 'can you not get the same results with half of the resources you need?'" Of course, the developer is probably going to say 'yes, of course we can,' but the answer is no, that's not how it works." [...] "It's a troublesome thing," Gaider says. "It's so easy for companies to take the wrong lessons: the idea that romances should become rote, that, if you've got a character, it's like 'let's tack on a romance' that's just some extra lines of dialog and maybe a cutscene, then that's what players want. It's not really pushing the envelope – it's not pushing the medium forward. If we get to a point where romances are seen as just a staple you add in, I think that would lead to backlash where people could rightly say, 'look, this whole romance thing just feels very heartless and like a check on a list of features." "I would hate for people to look at the example of Baldur's Gate 3 and think that they can pick and choose what parts they can replicate or that it ends up being a laundry list of features, as opposed to a directive of its development.""
[source]
2.
"when asked about it in a recent interview with GamesRadar+, [David Gaider] said there's a "sharp divide in the player base" between people who want to freely romance everyone in the cast [of characters in a game] and players who want to be realistically rejected. "This is one situation where you can't do it both ways," Gaider told us. "Yeah, it's got to be one or one or the other. And those players who are on either side of this argument are never going to be okay with what's going on, like, on the other side." [...] [the DA2-style approach to companion romances is] something BioWare tried out in Dragon Age 2 and quickly abandoned by the time Dragon Age: Inquisition rolled around. "That was my doing and my preference," Gaider said, "because I think it takes away an element of agency from the character, and, I mean, there are players who absolutely prefer [that approach] and it's totally justified." "But I think you do some get something in return for that, because [then] it feels like every romance is always on the table. It means you have to craft a story for this character where romance is a possibility. And that limits the different types of stories you can do. They always have to be somebody who ultimately could romance the player. And so that is quite limiting." "I wanted characters who had their own motivations [and] maybe I had to earn their friendship," he said. "Maybe there's a different path... where they could distrust me, or we could have rivalries. They could have their own motivations that didn't align with my own... And I like the idea of characters with agency, where romance is a possibility, maybe, or maybe they have their own relationships.""
[source]
3.
"I reminisce with Gaider about Troika's chaotic RPG, and he tells me that it inspired Bioware's approach to slow, non-combat-focused storytelling. [...] "One thing that Bloodlines did that I was like 'I really want someone to do this,' was that there's a whole plot that takes place in a haunted hotel [Ocean House] where, unlike the rest of the game, there's no actual combat, but it's tense from beginning to end. I remember at the time that it's all anybody on the Bioware team could talk about." "For a while, it actually enabled me to have some ammunition," he laughs. "Whenever the level designers would be like 'we have to sprinkle some popcorn fights everywhere because players get bored,' I was like 'no, they don't! That doesn't need to be a thing!" "I remember when we were working on Dragon Age: Inquisition and I wanted to have the part where you go to Val Royeaux and you're at the masquerade ball [not have] any combat, and I just couldn't convince everybody. So you kept having to duck out of the masquerade, go have a fight, then come back into it. Players need to be kept interested, absolutely. Players need to feel like the things they're doing are having an effect. But I think it's always underestimated that part of that can be story – politics can keep people interested. What the player doesn't need to do is just fight, even if it's an RPG.""
[source]
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Image from Dark Horse. Text in image reads:
"Effective February 24th, 2025, we have closed Dark Horse Digital. Sales are no longer offered on the DHD website. But, you can still log in and read the comics in your bookshelf. Support for the Dark Horse Comics and Plants vs. Zombies Comics apps for iOS will end March 31st, 2025. We encourage app users to download the books in their bookshelves by March 30th, 2025. The ability to download to your device cannot be guaranteed after that date. For access through the website, users without DHD accounts should create one and sync it to the app by March 30th, 2025. We appreciate our fans and regret the inconvenience and disappointment caused by this news. We know you have questions so please go to our Frequently Asked Questions page for more information. -- The Dark Horse Digital Team"
[source] [link to FAQ]
Some further info from the FAQ (there is more in the FAQ, the below are just some quoted portions of it):
"Users can continue to log in to the website and read the comics in their bookshelves. We plan for online access to the DHD website to be available at least through summer, 2025." --- "Q. Did I lose access to my comics collection? A. You can continue to log in to the DHD website and read the comics in your bookshelf. We plan for online access to be available at least through summer, 2025. When the website is eventually retired, online access will end." --- "Q. Do I own the comics in my bookshelf? A. Technically, you do not. As with Kindle, Nook, and other e-book companies, you license the right to read the book on supported and authorized devices." --- "Q. Can I download comics from the website? Can you send me PDFs? A. Unfortunately, we are unable to allow downloads to your computer or provide PDFs." --- "Q. Can I get a refund? A. We are able to offer refunds for 2025 transactions made on the website. The deadline to request a refund is April 30, 2025." --- "If you don’t’ have a DHD account, you can create one using this LINK. Note: The ability to create a new DHD account will end on March 31, 2025."
[source]
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youtube
Video from IGN with Alix Wilton Regan: 'Perfect Dark Star Breaks Down Her Iconic Characters - Mass Effect, Dragon Age, Cyberpunk and More!'
Some notes under cut due to length:
Dragon Age: Origins was Alix Wilton Regan's first major audition
Romancing Sera over the cookies was a favorite moment for her
Inquisitor's romance scenes with Iron Bull are still burned into her brain
"Could one thing in this fucking world just stay fixed?!" - AWR loves this line as it's so her. When she said this line she really meant and felt it. It's one of her favorite lines that she has ever recorded
She loves Sam Traynor. Her grandfather taught her chess, so she really liked that Sam likes chess
When AWR was auditioning for Sam, the devs were big on how Sam is a Londoner through and through, and AWR was like "well. That's me"
AWR: "I was confused initially about the toothbrush [in the Citadel DLC] storyline, not gonna lie. It took me a little while to get my head around it"
When AWR did Sam's final romance scene (white picket fence and the two kids) it was really emotional to do. She remembers crying and being really upset. "I think that might have been the first time I'd ever properly cried in the booth in character, it was very moving."
AWR: "The Inquisitor is probably almost certainly 99% not coming back, to state the obvious. I feel sad, even now, just to think about it, because I've, it's not just that I loved the Inquisitor so much. I loved the Inquisitor so much and I loved all the supporting characters that she had in her party. And I made great personal friends on the projects, that are still my friends, that have still carried over to this day. It was sort of the perfect job for me, that character encapsulates who I am, what I love, what I stand for in the world. I feel that the way that they resolved that storyline was done with such tenderness and beauty. And I'm really quite good at speaking Dalish now." [on the reception of DA:TV] "I feel absolutely devastated for BioWare as a studio that they got such mixed reactions to the game. I personally thought it was a really strong game. I thought that it was just BioWare kind've being more BioWare. I also think a lot of people kind've wanted to see it fail, wanted to see them fail, either because they're just really bad people on the internet, of which there are unfortunately many, as we have discovered, but people were attacking the game before it was released. It's ridiculous. How can you judge a game, a film, a TV show, a book, an anything, before it's actually released? You can't. That's an idiotic stance to take. But I only ever want to see the folks from BioWare thrive because I adore them, basically, and whatever they go on to do next, I have no doubt that their talents will be richly rewarded. We're really lucky we'll get more gold from them in the future."
[source]
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Article: [Link] - "'We'll call you back': BioWare's first impression of The Witcher 1 was a bad demo, followed by CDPR declaring that they wanted to 'create the best RPG game ever'"
Excerpts:
"Towards the beginning of The Witcher 1's development, Adam Badowski, CDPR's co-CEO and studio head, alongside other team members, showed a demo to BioWare co-founders Ray Muzyka and Greg Zeschuk. "I presented the demo, and this demo wasn't great," Badowski says. "Afterwards, Ray and Greg ask the question, 'Okay, so what do you want to achieve?' We said that we would like to be the biggest, the best RPG team in the industry. We would like to create the best RPG game ever." [...] At this point, CDPR only had 15 people in the team, with the hope of expanding to 35 in the not-so-distant future. Regardless of how hardworking everyone clearly was, it was undoubtedly an awkward moment around the table. After a bad demo, the realisation that it was only a small team working on this project, and the declaration that despite all of this, they wanted to make the best RPG ever. All BioWare could muster up was a "We'll call you back". But luckily, the lasting impression must've been a good one, as eventually BioWare did get back in contact with CDPR. "They were super supportive," Badowski says. "Our first engine [the Aurora Engine] was from BioWare.""
[source]
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GameStop sale.
Dragon Age: The Veilguard - Deluxe Edition for PS5 - $15.00, down from $69.99
Dragon Age: The Veilguard - Deluxe Edition for Xbox Series X - $15.00, down from $69.99
Dragon Age: The Veilguard for Xbox Series X - $21.24, down from $24.99
and:
Dragon Age: Inquisition - Game of the Year edition for Xbox One - $9.99, down from $39.99
also, since some people like to collect these things:
They also have copies of Game Informer Magazine Issue 367 (the DA:TV coverage edition) for $3.99 on clearance.
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Matt Rhodes: "Veilguard. Living World - Rivain. These illustrations were a way to explore the relationships between different groups and classes in a region. Rivain hosts a wide range of cultures, from Qunari, to pirates and scoundrels, to pantheists, to the chantry." [source]
Art by Matt Rhodes.
File names: 1 - Living world Rivain, 2 - Living world Rivain lines, 3 - Living world Rivain sketch [source]
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