Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Dragon Age Dragon Age: The Veilguard Pre-Release Thread [GAME RELEASED, GO TO NEW THREAD]

Lord_Potato

Arcane
Glory to Ukraine
Joined
Nov 24, 2017
Messages
10,913
Location
Free City of Warsaw
I still remember when I first played DAO and the start of the Battle of Ostegar cutscene version of the song played... It was captivating. And then Cailan did the stupidest thing possible: "CHARGE!!!!!"
Apart from the music this battle was so dumb. I spent the whole sequence thinking:
- why isn't the infantry defending itself behind a shieldwall and instead charges to its doom,
- where are the lines of pikes?
- where the hell is the cavalry attacking darkspawn from the flanks?

The last point was probably an engine limitation (inability to shape a horse/mounted warrior?) but the other elements... pure retardation.
 

La vie sexuelle

Learned
Joined
Jun 10, 2023
Messages
2,161
Location
La Rochelle
I still remember when I first played DAO and the start of the Battle of Ostegar cutscene version of the song played... It was captivating. And then Cailan did the stupidest thing possible: "CHARGE!!!!!"
Apart from the music this battle was so dumb. I spent the whole sequence thinking:
- why isn't the infantry defending itself behind a shieldwall and instead charges to its doom,
- where are the lines of pikes?
- where the hell is the cavalry attacking darkspawn from the flanks?

The last point was probably an engine limitation (inability to shape a horse/mounted warrior?) but the other elements... pure retardation.

Bioware has a Hollywood mentality. They don't think of the battle like a general or even a 19th century painter, but as two groups led by important figures. Think about it, when was the last time you saw formations, tactical retreats and sudden breaks in the line patched up by faithful troops in a movie? Even Kubrick's Spartacus suffers from the same problems.
 

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
Patron
Joined
Nov 23, 2014
Messages
17,106
Location
At large
PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
It's 20th century authors, what can you expect besides "subversion", "riffing off of" something better "exploring in a new way". Which all amount to the postmodernist playbook of metacommentary, based on nothing but the irony directed towards everything, with which a first-year university student conceals his lack of real lived experience and intellectual poverty.

That's a long way of saying "what amount of creativity or depth and meaning do you expect from a videogame" Revering a game as a kid is easy, but you tend to put it under much more scrutiny as an adult.
 

Yosharian

Arcane
Joined
May 28, 2018
Messages
10,438
Location
Grand Chien
Sounds like generic action movie slop with no soul. Compare that to this

Literally Baldur Gate 3's music :smug:

Sorry but DA:O's main theme shits on anything in BG3 from a fucking great height. BG3's music generally is overrated as fuck and by far its weakest aspect. That fucking 'Down By The River' shit is the most mediocre slop I've ever heard in a triple-A RPG.
 

Cael

Arcane
Possibly Retarded
Joined
Nov 1, 2017
Messages
22,042
I still remember when I first played DAO and the start of the Battle of Ostegar cutscene version of the song played... It was captivating. And then Cailan did the stupidest thing possible: "CHARGE!!!!!"
Apart from the music this battle was so dumb. I spent the whole sequence thinking:
- why isn't the infantry defending itself behind a shieldwall and instead charges to its doom,
- where are the lines of pikes?
- where the hell is the cavalry attacking darkspawn from the flanks?

The last point was probably an engine limitation (inability to shape a horse/mounted warrior?) but the other elements... pure retardation.
That was the whole point, I think. My theory on the whole thing:

The plan was for Cailan's force to stay in well-defended fortifications. Loghain was to charge into the enemy's flank when the signal was given. The darkspawn would have been caught between a hammer and an anvil.

However, Cailan has this stupid want for glory. He as much said it when we first met him. He wants it to be an epic battle, where force met force, and the King and the Grey Wardens comes up on top by dint of virtue and "I am the good guy!" That kind of shit doesn't wash in real life, and Loghain tried to tell him so. Cailan kept dismissing him.

So, when the time came, Cailan charged out of his prepared positions. Without the protection of those positions, the numbers game favoured the darkspawn by a huge margin. And since YOU were delayed in the Tower of Ishaal, by the time the signal fire was lit, Cailan's force was battered beyond the point of resistance. It could no longer serve as the anvil. If Loghain had charged, it would have just fed another army to the darkspawn with little hope of success. Loghain said as much throughout the entire game. People kept dismissing him as trying to cover for his "regicide". It wasn't regicide. Cailan died from terminal stupidity, and nearly took the whole world with him.

Of course, Bioware didn't help Loghain's cause by portraying him with that stupid smirk right before the fight. If they have made him look defeated, they would have given him a better moral ambiguity, which was the whole point of the bloody game (grey on grey morality)!
 

Drowed

Arcane
Joined
Dec 28, 2011
Messages
1,744
Location
Core City
While I'm not particularly a fan of BG, unlike most of the Codex, credit where credit is due. The first two games in the series are impeccable in the artistic aspect, both visually and in the soundtrack.

I don't understand enough about music theory to comment or explain why the music is so memorable, but it is. It's instantly recognizable, iconic, and distinct from any other series. While the Dragon Age music sounds like any generic epic music you could have generated by AI. Origins still had some personality, but Veilguard is completely indistinguishable from anything else.
 

Ryzer

Arcane
Joined
May 1, 2020
Messages
7,666
Prediction: This game will be as good (and by "good" I mean trash) as KCD2 but the latter is made by slavs so Codex will slurp it up and excuse everything.

Empty open-world: "pff it's design"
Boring quest-lines: "This is what the middle-Age is all about"
etc...
 
Last edited:

Alienman

Retro-Fascist
Patron
Joined
Sep 10, 2014
Messages
18,216
Location
Mars
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
I still remember when I first played DAO and the start of the Battle of Ostegar cutscene version of the song played... It was captivating. And then Cailan did the stupidest thing possible: "CHARGE!!!!!"
Apart from the music this battle was so dumb. I spent the whole sequence thinking:
- why isn't the infantry defending itself behind a shieldwall and instead charges to its doom,
- where are the lines of pikes?
- where the hell is the cavalry attacking darkspawn from the flanks?

The last point was probably an engine limitation (inability to shape a horse/mounted warrior?) but the other elements... pure retardation.
Because the King wanted a glorious battle/victory of old. He was obsessed with the prospect of that.
 

Ryzer

Arcane
Joined
May 1, 2020
Messages
7,666
I still remember when I first played DAO and the start of the Battle of Ostegar cutscene version of the song played... It was captivating. And then Cailan did the stupidest thing possible: "CHARGE!!!!!"
Apart from the music this battle was so dumb. I spent the whole sequence thinking:
- why isn't the infantry defending itself behind a shieldwall and instead charges to its doom,
- where are the lines of pikes?
- where the hell is the cavalry attacking darkspawn from the flanks?

The last point was probably an engine limitation (inability to shape a horse/mounted warrior?) but the other elements... pure retardation.
It's nowhere near as retarded as the battle of Kaer Morhen from Witcher 3.
 
Last edited:

Butter

Arcane
Patron
Joined
Oct 1, 2018
Messages
8,616
The main theme of the game by Hans Zimmer


Spoilers: It's mediocre af.

We need to take a step back as a society and ask ourselves why Hans Zimmer is held in high regard as a composer.

Because he's a good composer. This sort of slop isn't done by him, but by his production company (i.e. you pay money for the Hans Zimmer brand).

I've seen a lot of movies he's composed for. The only scores I can actually remember are True Romance and Inception. A lot of it is just generic and lacking in strong themes.
 

Lord_Potato

Arcane
Glory to Ukraine
Joined
Nov 24, 2017
Messages
10,913
Location
Free City of Warsaw
Apart from the music this battle was so dumb. I spent the whole sequence thinking:
- why isn't the infantry defending itself behind a shieldwall and instead charges to its doom,
- where are the lines of pikes?
- where the hell is the cavalry attacking darkspawn from the flanks?

The last point was probably an engine limitation (inability to shape a horse/mounted warrior?) but the other elements... pure retardation.
It's nowhere near as retarded as the battle of Kaer Morhen from Witcher 3.
Kaer Morhen is not a full fledged battle, just half a dozen witchers and sorceresses defending in the ruins of the castle. Not really comparable.
 

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
7,790
A funny title:

1727798876309.png


The actual story's lame. Corinne Busche was demo'ing DA4 for EA CEO Andrew Wilson and some execs and then insta-died in the game, leading to what I'm only assuming is some facepalming and "is that supposed to happen?"

Imagine being the CEO of EA and watching a demo of this game.

"That looks really cool, but when did Fortnite become so purple? I didn't even know Fortnite was one of our IPs, I thought it belonged to Ubisoft."
 

Lodis

Educated
Joined
Sep 1, 2021
Messages
220
Imagine being a CEO or an exec and having to hold in your disgust while a tranny attempts to demo a game with top surgery scars being a defining feature.
 

Butter

Arcane
Patron
Joined
Oct 1, 2018
Messages
8,616
Imagine being a CEO or an exec and having to hold in your disgust while a tranny attempts to demo a game with top surgery scars being a defining feature.
Immediately begins selling his shares.
 

Semiurge

Cipher
Joined
Apr 11, 2020
Messages
7,676
Location
Asp Hole
I loved watching Veggie Tales as a kid. They were a Christian programming. They did lots of movies about the Old Testament, Moses, and a few others that I can't really remember - it's been two decades since I watched Veggie Tales.

What the hell was that claymation movie that basically detailed the life and death of Jesus, or at least I remember it had some kind of Christian theme. I don't think it was He Was Once (1989) because it was more surreal and resembled a music video from a time when music videos used claymation and stop-motion (the '80s). It had a memorably jazzy soundtrack too.

You literally cannot tell me that her Rook is ugly like...you'd just be lying to yourself.
image.png

Looks like your basic blacktino female with bottle-blonde hair. Would be fitting if Tevinter looked like real-world L.A. There's definitely something american about those features.

A funny title:

View attachment 55697

The actual story's lame. Corinne Busche was demo'ing DA4 for EA CEO Andrew Wilson and some execs and then insta-died in the game, leading to what I'm only assuming is some facepalming and "is that supposed to happen?"

Imagine being the CEO of EA and watching a demo of this game.

"That looks really cool, but when did Fortnite become so purple? I didn't even know Fortnite was one of our IPs, I thought it belonged to Ubisoft."

I noticed that the there seemed to be no fall damage in those gameplay previews. Perhaps it had been disabled so that players could bunnyhop like retards.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,624
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Possibly interesting: https://www.ign.com/articles/how-bi...-to-the-finish-line-after-a-tumultuous-decade

How BioWare Finally Got Dragon Age to the Finish Line After a Tumultuous Decade​

As our IGN First comes to a close, we explore how Dragon Age: The Veilguard got here and where it's going.​


Anticipation was running high within BioWare when Andrew Wilson and Laura Miele, two of EA’s top executives, visited the studio in 2023. They were there to see the latest Dragon Age, which had been in development in one form or another for nearly a decade. It was a chance to show that after struggling through the releases of Mass Effect: Andromeda and Anthem, BioWare was finally back on the right track.

The story of their visit came up more than once in our visit to BioWare for September’s IGN First. Director Corinne Busche, who was conducting the demo, remembers rehearsing for “hours and hours” to make sure she got everything right.

“I knew the content like the back of my hand and everything was going so well. But of course we get to the live demo with Andrew Wilson and Laura Miele in the room, and as soon as I fight a Pride Demon I get walloped right off the edge and down into a pit and die,” Busche laughs. “And he turns and looks at me and goes, ‘Well, at least your load times are great.’”

It was an embarrassing moment for Busche, but in its own way, a victory. At that time, the game that would become Dragon Age: The Veilguard was less than three years removed from a major reset, shifting from the skeleton of a multiplayer game with repeatable quests, a tech base, and the outline of a story, to a full-blown single-player RPG. In that time, BioWare had effectively torn Dragon Age down to the studs, implementing a brand-new battle system along with a host of new content. It was a striking turnaround for a game that at one point looked like it might never release at all.

To cap off our IGN First coverage for Dragon Age: The Veilguard, we’re going to take you inside BioWare on the eve of a major milestone in its history. In the course of reporting on this story, I spent two days at BioWare, played hours of Dragon Age, and had a lengthy sitdown interview with Studio General Manager Gary McKay. Here’s what I found.

undefined
BioWare GM Gary McKay is unassuming when you first meet him. He’s older than the average game developer, favors plaid button-ups, and likes to talk about hockey. Hockey comes up a lot around BioWare, actually – it is based in Canada, after all. The studio resides in one of the handful of high-rises overlooking Edmonton’s downtown core, which is dominated by the arena that serves as the home of the Edmonton Oilers. It's appropriate — hockey fans can tell you all about how the Oilers, who enjoyed a dominating stretch in the 1980s, and are now haunted by ghosts of their own.

McKay is the one to give a tour around the current studio space, which opened in late 2019 – just in time for the COVID-19 pandemic to upend onsite work. Like so many other studios, BioWare is a clean, minimalist space identifiable as a game studio mainly by the various trinkets from its past – a Javelin suit from Anthem in the lobby, a Morrigan statue in the window looking down on the Oilers arena, replicas of weapons and helmets from Mass Effect and Dragon Age – with meeting rooms with names like “Jade Empire.”

undefinedIn the lobby at BioWare. Photo credit: Kat Bailey.
In a studio so steeped in history, McKay is a relative newcomer. He took over as BioWare General Manager in the wake of Casey Hudson’s second departure after stops at Disney, Marvel, and numerous other studios; in his 25 years career, he worked on Def Jam Vendetta, Turok, and an RPG that was apparently based on the metal group Iron Maiden. He preaches order and a commitment to quality in a studio that at times has been compared to a pirate ship and has experienced a worrying amount of crunch in its history.

“I certainly read a lot of the same stories you did,” McKay says. “I feel like we've brought a little order to the chaos without stifling any creativity.”

McKay inherited a studio that in many respects was not in great shape. In the span between 2017 and 2020, BioWare cycled between multiple GMs as several of its most prominent creators departed. Lead writer David Gaider exited in 2016. Mike Laidlaw, one of Dragon Age’s chief architects, left BioWare in 2017. Former GM Aaryn Flynn left to start his own studio and released Nightingale. Casey Hudson left, came back, and then left again.

In 2020, Dragon Age had yet to enter alpha and was coming out of a period of experimenting with its implementation of multiplayer. Since the release of Inquisition in 2014, BioWare's Dragon Age team had been pulled away multiple times to try and save different projects that were in trouble, canceled at least one version of the sequel, and pivoted to multiplayer. It was the type of development hell that has killed many other projects, or at least badly damaged their quality. In the meantime, the COVID-19 pandemic hit, upending the entire games industry.

It was in this period that BioWare began laying the foundation that would shape its course for the next several years.

“[Dragon Age] was really focused on some pretty clear decisions we needed to make, such as multiplayer, which we decided not to pursue for all the good reasons. And when I think about the state, I think about, ‘What is it that we wanted to do with this game?’ And it was really about going back to our roots and what we're great at, which is single-player hero fantasy games, obviously set in the world of Dragon Age around incredible storytelling. Characters that just jump out at you in the game,” McKay says.

“I mean, the characters in this game… you're filled with love and loss and complex choices, and so, we really wanted to make sure that we are coming back to the heart. So it's not a multiplayer game, it's not micro-transactions, it's an offline game. These are all the things that we really wanted to return to what we feel would be a successful game.”

To that end, BioWare revealed in early 2021 that it was abandoning the development of Anthem Next, pivoting Dragon Age back to being a single-player RPG and handing the reins to Busche, with former co-leads Mark Darrah and Matt Goldman both opting to leave the company (Darrah would later return as a consultant). Busche, a veteran designer with an eye for systems, set about overhauling Dragon Age’s combat and progression.

“Of course, as a multiplayer concept, the battle system at that time was oriented around, ‘What is it like to play with other players?’ And as you can imagine, things like companions weren't nearly as at the forefront as they are now. Your coordination was around other players. So when we went back to our roots, we looked at what worked really well around teamwork, companions, the deep, rich RPG strategies,” she says.

Was it a complete reboot? McKay says no. “No, I don't see it as a reboot. No, I don't see it that way at all. I saw it more about making sure that we are laser-focused on leveraging and leaning into the things that we see as success, things we've had success in, and learning from those things that we saw some challenges in. And just making sure that we obviously learn from them, we grow from them, and then lean into our successes. So, I never personally saw it as a reboot, no.”

Busche largely agrees, " In game development, a large part of your initial efforts are your tech stack, the underlying foundations that drive the game. We'd also learned a lot about how to work within Frostbite, so the nice thing about doing a pivot like this is you're not coming in from square one, and our wonderful narrative writing team had an outline in place of what this story was going to be already. We'd done some of the voice casting already. So those bones still exist today, but from the structure of the game, going to an offline RPG, combat system complete rework, the progression systems are so rich now. That was all from the ground up."

So even if The Veilguard wasn’t a reboot, it was at least a reset – not just for Dragon Age, but for the studio itself. McKay acknowledges the challenge of pivoting from multiplayer to single-player, saying that this was the moment that the “rubber really hit the road” for the studio. It had spent years trying to make multiplayer games. Now it was getting back to what it was good at.

undefined
Reminders of BioWare’s early days are everywhere. Darrah, who returned to consult on The Veilguard in 2023, has been around in one capacity or another since the late 1990s. He remembers having to build his own desk after joining BioWare work on Baldur’s Gate as a programmer.

“It was definitely a time of a lot of people who didn't know any better making games,” Darrah says. “And I think there's a power in that because honestly at the time, RPGs, at least Western RPGs, were kind of considered to be a dead genre or a dying genre, and so a team that didn't know any better was able to make something that otherwise a more experienced team might've not even tried to make.”

Over the span of almost 20 years, BioWare went on a remarkable run in which it created a succession of RPGs that are now considered stone cold classics: Baldur’s Gate, Neverwinter Nights, KOTOR, Mass Effect, and Dragon Age. In that time, BioWare became known for its distinctive house style – a mix of romance and humor, deep world-building and memorable characters. It built BioWare a devoted fanbase that it retains to this day.

“What BioWare does best is telling stories through characters,” Darrah says. ”That's always been a strength. But I don't think that we really said it out loud to ourselves and really focused on that kind of storytelling. And when we forgot about it, sometimes we got it anyway, but sometimes we didn't, and that's when our storytelling didn't live up to expectations."

Darrah is one of several longtime BioWare veterans who have had a say in The Veilguard’s development. Creative Director John Epler, meanwhile, got his start on Sonic Chronicles and the Dark Brotherhood and has worked on every Dragon Age since Origins. Working as a cinematic designer on Inquisition, Epler remembers Gaider telling him, “‘[Dragon Age] is a story about people. It's a series about people.’ And for us that's always kind of been the north star that we've kept to. It's about the characters more than anything else. That's the most interesting part of the games of the stories that we tell.”

Storytelling comes up again and again at BioWare, which is home to some of gaming’s most beloved tales. But as BioWare started to shift toward multiplayer, it got away from this core strength. In 2023, Gaider went as far as to claim that writers had become “quietly resented at BioWare” up until the point that he had left in 2016. Hudson assured worried fans that the multiplayer version of Dragon Age would have a story in 2019, but behind the scenes, it wasn’t much more than an outline

“It definitely would have had its challenges,” Epler says. “One thing that always comes up is world state. How do I know if I'm playing with my friend? Do I need to wait for them to catch up? Are they making their own decisions? But even when we were still more multiplayer-focused, we did still want to tell a story about Solas. It just became a lot more challenging because, again, multiplayer games and single-player games have different pressures, have different needs as a project, as a story. And once you add other people's perspectives into it, it becomes even more challenging.”

In the wake of the reset, BioWare set about fleshing out The Veilguard’s story, layering in reams of lore while building out each companion’s arc. As the keeper of the various reference docs containing Dragon Age’s dense history, Epler says he has no shortage of material. “If you told me to write spec for five more Dragon Age games, I could probably come up with that in a couple of weeks because I'm always thinking about Dragon Age,” he says.

The Veilguard has been compared against Dragon Age: Origins, which tends to be seen as the game that bridges BioWare’s CRPG past with its present. Epler, who worked on Origins himself, acknowledges that its darkness and tragedy has “always been part of Dragon Age’s DNA” but also says that wasn’t all that it was. “Something that I think we occasionally lose sight of is Dragon Age: Origins also had moments of levity. You have Alistair kind of comes across as a goofball. There's a lot of funny moments with Dog. And I think it's that contrast that Origins did that we really lean into in the Veilguard. There are characters who are a little bit lighter. But even they have tragedy. They have moments of personal despair.

“Because I think if you just, again, lean super hard into everything being grim all the time, nothing good ever happens, it becomes fatiguing. You kind of lose the sense of impact. You need that contrast between the higher moments, the lighter moments, and dark moments. Because that’s life. Life is not just a series of unending tragedies or a series of unending triumphs. It's a contrast of both and that's how the despair, how the tragedies hit harder.”

But while fans tend to focus on the ways they're different, there are some unexpected ways in which they are the same. Stylized as it is, The Veilguard is also plenty violent, even if its characters aren't constantly spattered in blood like Origins. That's at least partly down to McKay, who half-jokingly says that he wants that "visceral, emotional response when you see some blood."

Within BioWare, McKay has apparently become known as the "more blood guy," periodically leaning in and wondering why one scene or another isn't just a bit more violent. Busche laughs, "I'll never forget when we got the medical triage center stood up, Gary says, 'Wow, this looks really great, but could you zoom in on that cot there – shouldn't this guy be bleeding a lot more.'"

Gary nods, "When you play it and see the blood, you'll think, 'That's the thing Gary was all over.'"

In the meantime, there are also the comparisons that Dragon Age is drawing against Baldur’s Gate 3 – a defiantly old-school RPG that suddenly emerged to become a massive hit en route to winning multiple Game of the Year awards. The histories of Baldur's Gate and Dragon Age are intertwined, with the latter originally starting as a modernized version of BioWare's formative hit. BioWare even tried to create Baldur’s Gate 3 itself back in the 2000s, only for it to be canceled due to an accounting error in one of gaming history’s stranger what-ifs.

BioWare’s reaction is to treat Baldur’s Gate 3’s emergence as a net positive. To The Veilguard’s team, it’s more proof that getting back to the studio’s original strengths was the right move. “Yeah, I didn't really feel that earthquake in terms of people being worried about it. I think what I really saw last year more than anything was a renaissance in the RPG genre,” Darrah says. “Last year was arguably the strongest year we've ever seen in terms of RPGs. Not only do we have [Baldur’s Gate 3], we also had Hogwarts, we also had Starfield, we had tons of RPGs come out last year that covered a really wide swath of what an RPG can be.”

He adds, optimistically, “I think it silenced some of the naysayers. It didn't cause a massive shift in the way The Veilguard was being developed, but I think it made some people who maybe were thinking, ‘Well, we should really be making action games because action games sell 10 million copies and RPGs sell 6 million copies,’ and silenced those voices.”

In Dragon Age lore, the Crossroads is a dimension between the Fade and Thedas that is filled with magical mirrors called Eluvians. Along its paths are reflections and glimpses into the past. It’s only appropriate that this shimmering world in-between should feature so heavily in The Veilguard, as BioWare is at its own version of a crossroads.

Everyone knew what was at stake when EA’s top executives flew up to Edmonton in 2023. Dragon Age was finally making progress, but BioWare had a lot to prove. The development team set up four televisions with demos featuring different areas of the game in a small room called Neverwinter Nights and collectively held its breath.

McKay’s frames the response to the demo this way: “Unbelievable excitement…We spent a full day with him and Laura. And the excitement in Andrew's eyes. The excitement that he was portraying in the meetings was infectious. I know this seems – maybe it doesn't seem so weird – but he inspired us in how he was excited about what he saw, what he thought this is going to unlock for BioWare…again, getting us back to the success that we've had in the past.”

One way or another, the sense of relief within the studio after the demo was palpable. But hard times were still to come. The same month that Baldur’s Gate 3 released, BioWare laid off around 50 workers, including longtime veterans like narrative designer Mary Kirby, who had been with BioWare since Dragon Age’s inception and was, in the words of Gaider, “Varric’s creator, Mistress of the Qunari, Writer of the Chant.” It was Kirby who wrote Lucanis, The Veilguard’s resident assassin.

At a higher level, the layoffs came amid an internal shakeup at EA that effectively resulted in it being split into sports and everything else. That summer, rumors spread within BioWare that it was about to be acquired. Star Wars: The Old Republic was allowed to go third-party, ostensibly so that BioWare could focus on Mass Effect and Dragon Age (McKay won’t comment on the status of Mass Effect, but most rumors suggest that it’s still early in development).

BioWare, it should be said, has long had an interesting relationship with parent company EA. Kotaku’s 2019 report about the state of Dragon Age mentions the sense within BioWare that they are the “weirdos” within a publisher known for its sports games and shooters. EA Sports FC and Madden are what fuel EA, adding billions of dollars to its bottomline. They bring in the kind of revenue that can make even very successful games look like rounding errors.

McKay, for his part, waves away suggestions that BioWare is a mismatch for EA’s portfolio, saying that it “couldn’t be further from the truth” and that EA has been supportive of the studio’s efforts. “I feel that we've had the full support and when you think about the support in terms of giving us the time to deliver on the creative promise of what we wanted to do, we've had 100% support from EA. And we don't even look at it as EA and BioWare necessarily. We've got that support, and there's other titles that are making interesting RPGs as well, and so I don't see it as something separate or something that we're carrying the torch. I just see it as having an incredible support group to allow us to deliver on the promise of what we want to do.”

BioWare’s rollercoaster ride continued through Dragon Age’s reveal in 2024. Reactions to the initial reveal trailer were negative, sending the studio scrambling to release an early gameplay tease just days later to placate fans. The name change from Dreadwolf to The Veilguard wasn’t particularly well-received either. After that, though, impressions were generally very positive. My colleague Alex Stedman wrote in her first hands-on preview, “After hours of hands-on time spread across two days, I’m pleased to say I walked away with excitement and curiosity, but mostly, relief to wave many of my concerns goodbye.” These sentiments were echoed elsewhere, with many critics praising its polish – a miracle given the state of Dragon Age in late 2020.

When I ask Ampere analyst Anna Kerr her expectations, she says she doesn’t have specific data for Dragon Age: The Veilguard, but that overall interest in the series has spiked since its reveal. She notes that June saw about 480K MAUs across Steam, Xbox, and PlayStation, which she rates as positive for a series that saw its last release in 2014. She also says RPGs have been the second most popular genre across PlayStation, Xbox, and Steam in 2024.

As for how important Dragon Age: The Veilguard is for BioWare, she says, “I can't really say without knowing other factors that are only internal, I assume, but obviously there's a lot of passion and love for the Dragon Age series and for BioWare. Fans have high expectations around really any product they deliver. And so it's a question of whether they deliver that with the length of development time and this being another major entry in a beloved franchise. There's a lot at stake, at least, in meeting the expectations of fans.”

No matter how it turns out, BioWare is lucky to be putting out a game at all. History is littered with games that get mired in conflicting visions, get rebooted, and sometimes never make it out at all. Now, McKay says hopefully, "I think we're on the doorstep of something pretty amazing."

When Dragon Age: The Veilguard releases on October 31, one quest will finally end. Another may be about to begin.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom