Heroic Liberator
Arcane
"We have Cyberpunk at home" UI.
Means my prediction is even MORE likely to come trueWhich is complete nonsense since blood magic is precisely the kind of magic that doesn't require interacting with the Fade, same as with blight magic.This is my prediction: they will plagiarise Earthdawn/Shadowrun and have the mere act of using blood magic weaken the veil further, thus make it no-no for the failguards.
Everything was always exactly like this!All Dragon Age games have simple mechanics. I understand the nostalgia makes people believe older things were hardcore, but we were younger and still retarded.While it sucks that you probably don't get to spread your own ability point or maybe it's gone forever (it's abstract, and you don't know what's the difference between 59 and 61), it's good to see that at level cap you barely touch the entirety of the skill tree.Warrior:
Rogue:
Mage:
There is a chance that this game has decent replay ability.
Feel free to do a mental gymnastic saying the DAO RPG system is better. You couldn't.
It just looks "Okay" to me. it's similar to Path of Exile or something. We'll cope.This UI is horrible tho
There were East Asians in Origins, though. This is their biggest retcon. Orlais was a mix of France and China. Isolde and Liselle look explicitly East Asian, and Marjolaine doesn't not. Then they made them white in the sequels. Celene looks like she could be Anora's sister.Why no Asians in Origins? It takes place in not-England, it was 2009 tech with the same faces all over, whatever. Black and Asian elves is to be expected in 2024 and it doesn't break any lore. Origins even had a black elf I think.
Orlais in Origins is literally presented as fantasy France. There wasn’t a single hint of any East Asian influence anywhere. Using Origin’s notoriously bad character models as “proof” is a braindead take.There were East Asians in Origins, though. This is their biggest retcon. Orlais was a mix of France and China. Isolde and Liselle look explicitly East Asian, and Marjolaine doesn't not. Then they made them white in the sequels.Why no Asians in Origins? It takes place in not-England, it was 2009 tech with the same faces all over, whatever. Black and Asian elves is to be expected in 2024 and it doesn't break any lore. Origins even had a black elf I think.
This looks fine.
Yeh pretty sure it's as transparent as: 'We would like the now wealthy gaming market of Asia to buy our product' and has next to zero in-universe reason. They COULD have done some world building to justify it I suppose, but I doubt they went to that much trouble.
This is my prediction: they will plagiarise Earthdawn/Shadowrun and have the mere act of using blood magic weaken the veil further, thus make it no-no for the failguards.As expected,
It's convenient to ignore that Black Cock, sorry, Black Rock - is not the "biggest" entity out there
They handle 8 trillion dollars. Also, they aren't the only investment institution who's involved in applying a type of credit score on the financial market based on "social values".
And Amazon is known to be so woke. They produce The Boys Season 4.
They also produce the likes of Rings of Power. Also, Amazon isn't in the same line of business.
Let's ignore the working condition in their storages, Union busting
Those things are not highest on the priority list for a positive social credit score and are offset by adhering to things like DEI (Diversity-Equity-Inclusion).
But I'd rather be in real world
In the real world that's a typical 'Asian female' design, when created by LGBT activists (disregarding the ears). The same type of activists who are responsible for basically all female character designs in companies like today's Bioware and others in the Western AAA sphere. Carefully designed not to be found too attractive by straight males and to avoid adhering to the East-Asian beauty standard.
The problem with """"diversity"""" is the following. If the setting is Asian inspired, African Inspired, middle Eastern Inspired, Mesoamerican, etc is "muh cultural appropriation" so you can only have Europeanesque settings. And the "diversity" can only be archived by """diversifying"""" European cultures hence everything fells the same.
At the very least origins had them and could only go up from there, get better, refine etc. Not remove like they did afterwards. And in a videogame every mechanic is simple, you don't need a PhD to play or finish a game. Was never the case.All Dragon Age games have simple mechanics.
Wasn't daemon possession and stuff a result of *any* magic? So plagiarised from Warhammer, as opposed to Earthdawn?That's pretty much what was implied in Origins, that blood magic, human sacrifices and general bloodshed and horror damages the veil locally, which leads to hauntings and demon-possessed places.
Wasn't daemon possession and stuff a result of *any* magic? So plagiarised from Warhammer, as opposed to Earthdawn?That's pretty much what was implied in Origins, that blood magic, human sacrifices and general bloodshed and horror damages the veil locally, which leads to hauntings and demon-possessed places.
I don't know what supposed lore source is there that blood magic weakens the veil, but demonic possession being more common among blood mages in DA I've always understood as being due to the sort of individual that becomes a blood mage having a greater chance of being powerhungry and probably overestimating his own power as well. Regular mages for the most part wouldn't go out of their way to seek demons either for boons or to try and control them.Wasn't daemon possession and stuff a result of *any* magic?That's pretty much what was implied in Origins, that blood magic, human sacrifices and general bloodshed and horror damages the veil locally, which leads to hauntings and demon-possessed places.
I don't know what supposed lore source is there that blood magic weakens the veil, but demonic possession being more common among blood mages in DA I've always understood as being due to the sort of individual that becomes a blood mage having a greater chance of being powerhungry and probably overestimating his own power as well. Regular mages for the most part wouldn't go out of their way to seek demons either for boons or to try and control them.Wasn't daemon possession and stuff a result of *any* magic?That's pretty much what was implied in Origins, that blood magic, human sacrifices and general bloodshed and horror damages the veil locally, which leads to hauntings and demon-possessed places.
Looking at the concept and promotional art for Origins and comparing it to Inquisition and Veilguard is a surreal experience.
A Deep Dive Into Dragon Age: The Veilguard’s Combat, Abilities, Skill Tree, And More
If you're at all familiar with the Dragon Age series, you likely already know BioWare has experimented quite a lot with its gameplay. From Dragon Age: Origins' real-time strategy RPG approach to Dragon Age II's mostly-set-within-one-city action experience to Dragon Age: Inquisition's strategy-action mix, BioWare hasn't quite defined the franchise's combat. However, a through-line is apparent from Origins to Inquisition: BioWare seemingly wants this franchise to be action but has attempted to shift to that without abandoning its longtime fans.
With Dragon Age: The Veilguard, BioWare has completed its transition from strategy to real-time action, but thanks to an optional tactical pause-and-play combat wheel that harkens back to the series' origins, I feel it's found a great (battle)ground for Dragon Age combat. Of course, it's hard to tell how Veilguard's action will hold up over what is sure to be a dozens-of-hours-long RPG, but if what I've seen so far is any indication, the studio is on to something.
A Shift In Strategy
"I think the first thing to keep in mind is that combat [...] in the franchise has been an evolution," game director Corinne Busche tells me within BioWare's Edmonton office. "Every single entry reimagines what combat is like and I would say our goal was to make sure we had a system that allowed players to feel like they actually were able to step into the world of Thedas. They're not a player observing from afar – they are inside of this world. Being this authentic world that's brought to life, the combat system needs to support that, so you are in control of every single action, every block, every dodge, every swing of your sword."
Busche says players complete every swing in real-time, with particular attention paid to animation swing-through and canceling. On the topic of canceling, I watch Busche "bookmark" combos with a quick dash. With this mechanic, players can pause a combo's status with a dash to safety and continue the combo where they left off afterward. Alongside the dash, there's a parry for some classes, the ability to charge moves, and a revamped healing system that allows players to quickly use potions by pressing right on the d-pad.
Busche says each character will play the same in a way, regardless of class, in that you execute light and heavy attacks with the same buttons, use abilities with the same buttons, and interact with the combo wheel in the same way. During my demo at one point, we use a sword-and-shield Warrior Qunari that hip-fires and aims their shield to throw it like Captain America while hammering down big damage with a sword. Pressing the same buttons as a mage might throw out magical ranged attacks instead of a shield.
Abilities, like a Spartan-like kick from a Warrior or a Mage's firewall that deals continuous damage, add to the player's repertoire of combat options. Warriors can parry incoming attacks, staggering enemies in the process. Rogues have a larger parry window, and Mages can't parry at all but instead throw up a shield that blocks all incoming damage so long as they have the mana to sustain the shield.
"That is just the baseline that allows us to get that level of immersion of, 'I'm actually in this world; I'm a part of it,'" Busche says. "But again, the abilities, the strategy, linking my companions' abilities together to perform devastating combos, that is really where the depth and the complexity comes into play."
Abilities And The Skill Tree
Warrior Rook Skill Tree
This extends to companions, who, at your choosing, bring three abilities (of their five total) into combat, executed either with quick select buttons or the pause-and-play combat wheel. Every time you rank up a companion's Relationship Level, you unlock a skill point to spend specifically on that companion – this is how you unlock new combat abilities.
Though companion skill trees pale in comparison to Rook's expansive tree, which features passive abilities, combat abilities, and more, as well as paths to three unique class specializations, there's still some customization here.
You can find the skill tree for Rook and companions within Veilguard's start or pause menu. This menu contains pages for Veilguard's map, journal, character sheets, and a library for lore information, too. Here, you can cross-compare equipment and equip new gear for Rook and companions, build weapon loadouts, and customize your abilities and builds via the aforementioned skill tree, which looks relatively easy to understand.
You won't find minutiae here, "just real numbers," Busche says. In other words, a new unlocked trait might increase damage by 25% against armor, but that's as in-depth as the numbers get. Passive abilities unlock jump attacks and guarantee critical hit opportunities, while abilities add moves like firewall and spartan kicks to your arsenal. As you spec out this skill tree, which is 100% bespoke to each class, you'll work closer to unlocking a specialization (which doesn't take reaching the max level of 50). Every class has three specializations, each with a unique ultimate ability. Busche says BioWare's philosophy with the skill tree is "about changing the way you play, not the statistical minutiae."
- Large circle: Class
- Diamonds: Abilities
- Medium circle: Major Passives and Ability Upgrades
- Small hexagon: Traits
- Small circle: Minor Passives and Stat Boosts
Companions In Combat
If you completely ignore companions in combat, they will attack targets, use abilities, and defeat enemies all on their own. "[Companions] are their own people, "Busche says. "They have their own behaviors, they have their own autonomy on the battlefield, they'll pick their own targets. As their plots progress, they'll learn how to use their abilities more competently, and it really feels like you're fighting alongside these realized characters in battle."
Speaking to companion synergy, Busche adds, "I see all the abilities Harding has, and I see everything that Bellara is capable of. And sometimes, I'm using vulnerabilities synergistically. Maybe I'm pausing or slowing time with Bellara so that I can unleash devastating attacks with Harding, knocking down the enemy, and then me, as Rook, I'm rushing in and capitalizing on this setup they've created for me. It is a game about creating this organic sense of teamwork."
Busche says there are more explicit synergies, with intentional combos where specific companions can play off each other, and you can queue up their abilities to do just that. That’s what the pause-and-play combat wheel is for in Veilguard.
In this screen, which pauses the camera and pulls up a flashy combat wheel that highlights you and your companions' skills, you can choose abilities, queue them up, and strategize with synergies and combos the game recognizes, all while targeting specific enemies. Select what you want and release the wheel to watch your selections play out.
Putting It All Together
During a mission within Arlathan Forest after Veilguard's prologue, Busche utilizes Veilguard's dual-loadout mechanic. As Rook, you can create two weapon loadouts for quick switch-ups mid-combat. As a mage Rook, she uses magical attacks to add three stacks of arcane build-up to make an Arcane Bomb on a Sentinel, a mechanical set of armor possessed by a demon. If you hit the Sentinel's Arcane Bomb with a heavy attack, the enemy will take devastating damage. Once the Sentinel has an Arcane Bomb on it, Busche begins charging a heavy attack on her magical staff, then switches to magical daggers in Rook's second loadout, accessed with a quick tap of down on the d-pad to unleash some quick light attacks, then back to the staff to finish charging its attack. She then unleashes the heavy attack, and the Arcane Bomb explodes in a liquidy whirl of green magic.
"I've seen [Veilguard's combat] refined over time [and] I love it," BioWare general manager Gary McKay tells me. "I love that balance of real-time fluid action, but also the ability to have the depth in the RPG, not just in terms of pause-and-play, but the depth in terms of how you bring your companions into the battlefield. What are you going to do with their skill points? What's the loadout you're going to use? Everything is about bringing Rook to the center of the battlefield, and I love it."
Former Dragon Age executive producer and Veilguard consultant Mark Darrah feels Veilguard is the first game where the combat is legitimately fun. "What I see in Veilguard is a game that finally bridges the gap," he says. "Uncharitably, previous Dragon Age games got to the realm of 'combat wasn't too bad.' In this game, the combat's actually fun, but it does keep that thread that's always been there. You have the focus on Rook, on your character, but still have that control and character coming into the combat experience from the other people in your party."
I get the sense from watching Busche play several hours of Veilguard that BioWare has designed a combat system that relies heavily on players extracting what they want out of it. If you want to button mash and use abilities freely when their cooldowns expire, you can probably progress fine (although on the game's easier difficulties). But if you want to strategize your combos, take advantage of elemental vulnerabilities, and min-max companions and Rook loadouts, you can do that, too, and I think you'll find Veilguard rewards that with a more enriching experience.
The Tevinter Chantry has been there since Origins. Haven was an offshoot of it.Blood Magic only made sense in a setting that was devoted to the relationship between the demon world and the human world, as well as a clear search for the divine element. That's why it only made sense in Origins, and the other games, which abandoned the spiritual tension, demon magis was a just an incomprehensible addition. Also, I don't know if you remember, but since 2 Tevinter also has its own Chantry, which also makes the religious element incompatible with Origins (we had the whole national-religious fight theme there).You can't play a Blood Mage. Blood Mage is not a specialization in this game. The game set in Tewinter, home of blood magic, and they don't let you play a Blood Mage.
I'm at my fucking limit you guys.
Veilguard is a mirror of modern fantasy, where fairy-tale creatures reflect the modern middle-class fantasies of life as an endless Pride Parade (just as in their grandparents' fantasy fairy-tale creatures expressed the connection with tradition that was important to the old bourgeoisie).
All around me are familiar facesLooking at the concept and promotional art for Origins and comparing it to Inquisition and Veilguard is a surreal experience.
Is there a Dragon Age Orient?
She looks like an average pan-faced gook who spends all day yanking snakes out of rice patties or some shit.
Since DAI re-retconned Elven having bigger eyes, there are no other defining feature for an elf except for their ears and body size.Remove the ears, and what is left?
Had to call out this another retarded example because this literally does not happen in the generally perceived as the worse "nu-bioware" game: Dragon Age 2 - the story is focused heavily on Mage - Templar conflict. And there are examples where you are given binary choices, just like in DAO.Are you going to fight against blood magic?
1. Yes!
2. Of course!
3. Immediately!