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

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
Patron
Joined
Nov 23, 2014
Messages
17,107
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
They went back to Dragon Age because it was the only IP they had left, the thing they had built their reputation on (being, as it was, the spiritual extension of Baldur's Gate).
Because its own last flop was far enough in the past for people not to remember it.
Bethany Hawke
Who names a fantasy character Bethany, my Lord! :lol:
"Possibly you hang out on RPG Codex."
I'd tag him with this screenshot today and reply "Possibly you hang out on Australian government handouts"
 

ColonelMace

Educated
Joined
Aug 7, 2023
Messages
206
Location
Tsarfat
Having a lot of options to tweak gameplay and difficulty levels as you want is a good thing. It's a shame that they're clearly doing it solely because their target audience (and the developers themselves) wants a "skip combat" button, and not because it will add replay value.
In the future, every large-budget game will feature a journalist difficulty setting. :M
Dare I claim these days are actually past ? Mid2000s to early 2010s to be more precise.
Among other parameters, the indie market + FromSoft's autist in chief Miyazaki slew that dragon.
I know it'll wake again at some point, but the current climate, as illustrated with recent hits (Black Myth, Space Marine 2) is still geared towards challenge (whether it's properly done is another topic).
 
Vatnik Wumao
Joined
Oct 2, 2018
Messages
19,490
Bethany Hawke
Who names a fantasy character Bethany, my Lord! :lol:
The BioWare school of YA naming conventions or the Soyerite one of autistic renamings and conlang tier posturing. Which way, RPG man?

otmB36k.png
 

Pink Eye

Monk
Patron
Joined
Oct 10, 2019
Messages
6,195
Location
Space Refrigerator
I'm very into cock and ball torture
You think anyone will find some great design tips in this fucking thread?
I agree on some parts, but come on, it'd be a very easy PR win if the managers did a PR stunt where they made the boob/ass sliders actually let players make big booba women. Or if they took off that surgery scars option that doesn't fit in a fantasy setting. Rest of the game is probably too hard to fix at this point though.
 
Joined
Jan 26, 2007
Messages
668
Location
Germoney
Anyway, the point is that Dragon Age has never been a high performance IP for EA, and it is not a high performer when compared to other Action RPGs. This game has to be stellar for them to even consider another go-around, let alone keeping the studio open.

Studio closure outright is the worst possible outcome for the people cheering for it to happen. The studio disappears. People are going to apply for other jobs all over the place. If you detest something this much, you want to contain and trap that thing in the icy corporate colds of Canada forever. Not for it to be unleashed onto the world.

zVZrAoQ.jpeg



Just sayin'.
 

Cael

Arcane
Possibly Retarded
Joined
Nov 1, 2017
Messages
22,042
Anyway, the point is that Dragon Age has never been a high performance IP for EA, and it is not a high performer when compared to other Action RPGs. This game has to be stellar for them to even consider another go-around, let alone keeping the studio open.

Studio closure outright is the worst possible outcome for the people cheering for it to happen. The studio disappears. People are going to apply for other jobs all over the place. If you detest something this much, you want to contain and trap that thing in the icy corporate colds of Canada forever. Not for it to be unleashed onto the world.

zVZrAoQ.jpeg



Just sayin'.
Actually, it reminded me a little bit of Parasite Eve 2.

67_desertanmc.jpg
 

Aarwolf

Learned
Joined
Dec 15, 2020
Messages
572
On the other hand, DA:I has sold about 12 million copies, but that took a decade and according to EA/BioWare, the game massively oversold their predictions -- although this could be horseshit, you never really know with something like this.

Kind reminder that up until 2023 it was 6 mln copies - after that DAI was heavily discounted (~5$ on PSN and Steam) and was given away for free on Epic.
 

Decado

Old time handsome face wrecker
Patron
Joined
Dec 1, 2010
Messages
2,674
Location
San Diego
Codex 2014
On the other hand, DA:I has sold about 12 million copies, but that took a decade and according to EA/BioWare, the game massively oversold their predictions -- although this could be horseshit, you never really know with something like this.

Kind reminder that up until 2023 it was 6 mln copies - after that DAI was heavily discounted (~5$ on PSN and Steam) and was given away for free on Epic.

Yes, this is why I always include the time frame. After around 18 months, (edit: most AAA) games start selling at a permanently discounted price unless they are absolute hits like GTA V. And also, every Nintendo Switch game. :outrage:
 

Pink Eye

Monk
Patron
Joined
Oct 10, 2019
Messages
6,195
Location
Space Refrigerator
I'm very into cock and ball torture
Anyway, the point is that Dragon Age has never been a high performance IP for EA, and it is not a high performer when compared to other Action RPGs. This game has to be stellar for them to even consider another go-around, let alone keeping the studio open.

Studio closure outright is the worst possible outcome for the people cheering for it to happen. The studio disappears. People are going to apply for other jobs all over the place. If you detest something this much, you want to contain and trap that thing in the icy corporate colds of Canada forever. Not for it to be unleashed onto the world.

zVZrAoQ.jpeg



Just sayin'.
I still can't get over the shiny forehead design for discount tieflings.

j91sV6A.png
 

damager

Liturgist
Joined
Jan 19, 2016
Messages
1,769
Sounds like they gave away their game for free to boost their portfolio with "sales". Classy. Seems like something dirty real estate firms would do to steal investor money and bank loans before going bankrupt and to jail.
 
Joined
Feb 19, 2021
Messages
560
Hey everyone!

Today, we want to share many of the Accessibility features in Dragon Age: The Veilguard. Regardless of skill level or ability, we want everyone to be able to enjoy the full experience and story of our game. There are several features and settings to customize the game to meet your individual needs; so let’s dig in!


1664f39d5c4eb62252ce954b307d9cb54216539c.png




First off, let’s discuss combat and the difficulty settings. During Character Creation, players can select from one of five curated difficulty levels or create a completely customized experience:


  • Storyteller
    • Here for the story.
  • Keeper
    • A balanced combat experience that emphasizes party composition and equipment choices over reaction times.
  • Adventurer
    • A balanced experience that places equal emphasis on combat, party composition, and equipment choices.
  • Underdog
    • Here to be pushed to the limit, requiring strategic planning and tactical decisions.
  • Nightmare
    • Overwhelming battles that give no quarter. Requires a mastery of combat, equipment, skills, and game mechanics to survive.
    • Selecting Nightmare cannot be undone without starting a new playthrough.
  • Unbound
    • Customize all settings.
    • Settings impact numerous aspects of gameplay. If this is your first time, consider a curated preset instead.


Even after selecting a difficulty, there are more combat options available in the Settings Menu if you wish to make further adjustments. For example, you can adjust elements like parry timing, aim assist strength, or even how aggressive enemies are. See below for a full list of combat settings.




95b41ebe8603ad66cfbc77a38e06cadb17db3b6c.png


UI and HUD elements are also customizable. Many elements of the HUD can be conditionally hidden or turned off entirely. For example, you can fully hide elements like Rook’s health, the objective tracker, or the Mini Map. There are also options for the text size in the UI.




9aa98b76354b84d305da559c581d88390554fa96.png


There are some accessibility aids for interface elements. For example, subtitles are fully customizable allowing you to modify things like the size, opacity, speaker names, and color. Other settings add audio aids to visual-only elements like incoming attack indicators. For anyone with vision deficiencies, there are full-screen color filters to improve visibility.




e643d0af9f51ff59800a8039880da2a2debe6020.png


Beyond the UI and HUD, there are a few more options regarding the game’s visual effects. For anyone who deals with motion sickness, there is a Persistent Dot Option and Motion Blur can be fully turned off. The in-game Camera Shake can also be adjusted from 0-100%. Additionally, there’s an FOV slider in the graphical settings.




5ed787d98b774bfd47dd1d8702c5c0794f6c2055.png


As discussed in the PC Features Blog, all inputs are remappable for gameplay in Dragon Age: The Veilguard on both controller and keyboard for all platforms. Input sensitivity and deadzones are also customizable with sliding scales. There are some UI interactions that require an input to be held for a short period of time, but this can be changed to tap instead. All of these options allow you to play the game in whatever way is most comfortable.

These settings and more are available in Dragon Age: The Veilguard! See a full list below to check out all of our Accessibility settings and check out our Accessibility Portal. Chat soon!

- The Dragon Age Team



  • Audio
    • 3D Audio
    • Accessibility SFX
    • Glint Ping SFX
    • Mono Audio
    • Speaker Type
    • Volume Sliders
  • Controls
    • Ability Wheel Controller Activation (Hold or Tap)
    • Disable UI Hold Inputs
    • Input Remapping
    • Invert Axis (X & Y available)
    • Swap Left & Right Sticks
    • Stick Deadzones
    • Trigger Deadzones
    • Vertical & Horizontal Sensitivity
    • Vibration Intensity
  • Gameplay
    • Combat
      • Aim Assist
      • Aim Snap
      • Combat Timing
      • Enemy Aggression
      • Enemy Damage
      • Enemy Health
      • Enemy Resistances
      • Enemy Vulnerability
      • Prevent Death
    • Exploration
      • Frequent Auto-Saving
      • Library (Codex, Glossary, Missives)
      • Object Glint Distance
      • Object Glint Visibility
      • Objective Marker Visibility
      • Pause at any time
      • Waypoint Visibility
      • World & Local Maps available at all times
  • Visual / UI
    • Camera Shake
    • Depth of Field
    • Full-screen Colorblind Filters
    • Hide-able HUD Elements
      • Abilities
      • Damage Numbers
      • Hints
      • Mini Map
      • Objective Tracker
      • Player Health
      • Tutorials
    • Low Health Screen Effect
    • Motion Blur
    • Persist Dot Option
    • Ranged & Melee Threat Indicators
    • Subtitle Advanced Options
      • Background Opacity
      • Speaker Names
      • Speaker Name Color
      • Subtitle Size
    • UI Text Size
    • Vignette
 
Last edited by a moderator:
Joined
Sep 19, 2024
Messages
65
Location
Sigilville, CA
Hey everyone!

Today, we want to share many of the Accessibility features in Dragon Age: The Veilguard. Regardless of skill level or ability, we want everyone to be able to enjoy the full experience and story of our game. There are several features and settings to customize the game to meet your individual needs; so let’s dig in!


1664f39d5c4eb62252ce954b307d9cb54216539c.png




First off, let’s discuss combat and the difficulty settings. During Character Creation, players can select from one of five curated difficulty levels or create a completely customized experience:


  • Storyteller
    • Here for the story.
  • Keeper
    • A balanced combat experience that emphasizes party composition and equipment choices over reaction times.
  • Adventurer
    • A balanced experience that places equal emphasis on combat, party composition, and equipment choices.
  • Underdog
    • Here to be pushed to the limit, requiring strategic planning and tactical decisions.
  • Nightmare
    • Overwhelming battles that give no quarter. Requires a mastery of combat, equipment, skills, and game mechanics to survive.
    • Selecting Nightmare cannot be undone without starting a new playthrough.
  • Unbound
    • Customize all settings.
    • Settings impact numerous aspects of gameplay. If this is your first time, consider a curated preset instead.


Even after selecting a difficulty, there are more combat options available in the Settings Menu if you wish to make further adjustments. For example, you can adjust elements like parry timing, aim assist strength, or even how aggressive enemies are. See below for a full list of combat settings.




95b41ebe8603ad66cfbc77a38e06cadb17db3b6c.png


UI and HUD elements are also customizable. Many elements of the HUD can be conditionally hidden or turned off entirely. For example, you can fully hide elements like Rook’s health, the objective tracker, or the Mini Map. There are also options for the text size in the UI.




9aa98b76354b84d305da559c581d88390554fa96.png


There are some accessibility aids for interface elements. For example, subtitles are fully customizable allowing you to modify things like the size, opacity, speaker names, and color. Other settings add audio aids to visual-only elements like incoming attack indicators. For anyone with vision deficiencies, there are full-screen color filters to improve visibility.




e643d0af9f51ff59800a8039880da2a2debe6020.png


Beyond the UI and HUD, there are a few more options regarding the game’s visual effects. For anyone who deals with motion sickness, there is a Persistent Dot Option and Motion Blur can be fully turned off. The in-game Camera Shake can also be adjusted from 0-100%. Additionally, there’s an FOV slider in the graphical settings.




5ed787d98b774bfd47dd1d8702c5c0794f6c2055.png


As discussed in the PC Features Blog, all inputs are remappable for gameplay in Dragon Age: The Veilguard on both controller and keyboard for all platforms. Input sensitivity and deadzones are also customizable with sliding scales. There are some UI interactions that require an input to be held for a short period of time, but this can be changed to tap instead. All of these options allow you to play the game in whatever way is most comfortable.

These settings and more are available in Dragon Age: The Veilguard! See a full list below to check out all of our Accessibility settings and check out our Accessibility Portal. Chat soon!

- The Dragon Age Team



  • Audio
    • 3D Audio
    • Accessibility SFX
    • Glint Ping SFX
    • Mono Audio
    • Speaker Type
    • Volume Sliders
  • Controls
    • Ability Wheel Controller Activation (Hold or Tap)
    • Disable UI Hold Inputs
    • Input Remapping
    • Invert Axis (X & Y available)
    • Swap Left & Right Sticks
    • Stick Deadzones
    • Trigger Deadzones
    • Vertical & Horizontal Sensitivity
    • Vibration Intensity
  • Gameplay
    • Combat
      • Aim Assist
      • Aim Snap
      • Combat Timing
      • Enemy Aggression
      • Enemy Damage
      • Enemy Health
      • Enemy Resistances
      • Enemy Vulnerability
      • Prevent Death
    • Exploration
      • Frequent Auto-Saving
      • Library (Codex, Glossary, Missives)
      • Object Glint Distance
      • Object Glint Visibility
      • Objective Marker Visibility
      • Pause at any time
      • Waypoint Visibility
      • World & Local Maps available at all times
  • Visual / UI
    • Camera Shake
    • Depth of Field
    • Full-screen Colorblind Filters
    • Hide-able HUD Elements
      • Abilities
      • Damage Numbers
      • Hints
      • Mini Map
      • Objective Tracker
      • Player Health
      • Tutorials
    • Low Health Screen Effect
    • Motion Blur
    • Persist Dot Option
    • Ranged & Melee Threat Indicators
    • Subtitle Advanced Options
      • Background Opacity
      • Speaker Names
      • Speaker Name Color
      • Subtitle Size
    • UI Text Size
    • Vignette
Nice mobile game, when does it come out for android/IOS?
 

BillyIII

Novice
Joined
Feb 3, 2014
Messages
4
Hey everyone!

Today, we want to share many of the Accessibility features in Dragon Age: The Veilguard. Regardless of skill level or ability, we want everyone to be able to enjoy the full experience and story of our game. There are several features and settings to customize the game to meet your individual needs; so let’s dig in!


1664f39d5c4eb62252ce954b307d9cb54216539c.png




First off, let’s discuss combat and the difficulty settings. During Character Creation, players can select from one of five curated difficulty levels or create a completely customized experience:


  • Storyteller
    • Here for the story.
  • Keeper
    • A balanced combat experience that emphasizes party composition and equipment choices over reaction times.
  • Adventurer
    • A balanced experience that places equal emphasis on combat, party composition, and equipment choices.
  • Underdog
    • Here to be pushed to the limit, requiring strategic planning and tactical decisions.
  • Nightmare
    • Overwhelming battles that give no quarter. Requires a mastery of combat, equipment, skills, and game mechanics to survive.
    • Selecting Nightmare cannot be undone without starting a new playthrough.
  • Unbound
    • Customize all settings.
    • Settings impact numerous aspects of gameplay. If this is your first time, consider a curated preset instead.


Even after selecting a difficulty, there are more combat options available in the Settings Menu if you wish to make further adjustments. For example, you can adjust elements like parry timing, aim assist strength, or even how aggressive enemies are. See below for a full list of combat settings.




95b41ebe8603ad66cfbc77a38e06cadb17db3b6c.png


UI and HUD elements are also customizable. Many elements of the HUD can be conditionally hidden or turned off entirely. For example, you can fully hide elements like Rook’s health, the objective tracker, or the Mini Map. There are also options for the text size in the UI.




9aa98b76354b84d305da559c581d88390554fa96.png


There are some accessibility aids for interface elements. For example, subtitles are fully customizable allowing you to modify things like the size, opacity, speaker names, and color. Other settings add audio aids to visual-only elements like incoming attack indicators. For anyone with vision deficiencies, there are full-screen color filters to improve visibility.




e643d0af9f51ff59800a8039880da2a2debe6020.png


Beyond the UI and HUD, there are a few more options regarding the game’s visual effects. For anyone who deals with motion sickness, there is a Persistent Dot Option and Motion Blur can be fully turned off. The in-game Camera Shake can also be adjusted from 0-100%. Additionally, there’s an FOV slider in the graphical settings.




5ed787d98b774bfd47dd1d8702c5c0794f6c2055.png


As discussed in the PC Features Blog, all inputs are remappable for gameplay in Dragon Age: The Veilguard on both controller and keyboard for all platforms. Input sensitivity and deadzones are also customizable with sliding scales. There are some UI interactions that require an input to be held for a short period of time, but this can be changed to tap instead. All of these options allow you to play the game in whatever way is most comfortable.

These settings and more are available in Dragon Age: The Veilguard! See a full list below to check out all of our Accessibility settings and check out our Accessibility Portal. Chat soon!

- The Dragon Age Team



  • Audio
    • 3D Audio
    • Accessibility SFX
    • Glint Ping SFX
    • Mono Audio
    • Speaker Type
    • Volume Sliders
  • Controls
    • Ability Wheel Controller Activation (Hold or Tap)
    • Disable UI Hold Inputs
    • Input Remapping
    • Invert Axis (X & Y available)
    • Swap Left & Right Sticks
    • Stick Deadzones
    • Trigger Deadzones
    • Vertical & Horizontal Sensitivity
    • Vibration Intensity
  • Gameplay
    • Combat
      • Aim Assist
      • Aim Snap
      • Combat Timing
      • Enemy Aggression
      • Enemy Damage
      • Enemy Health
      • Enemy Resistances
      • Enemy Vulnerability
      • Prevent Death
    • Exploration
      • Frequent Auto-Saving
      • Library (Codex, Glossary, Missives)
      • Object Glint Distance
      • Object Glint Visibility
      • Objective Marker Visibility
      • Pause at any time
      • Waypoint Visibility
      • World & Local Maps available at all times
  • Visual / UI
    • Camera Shake
    • Depth of Field
    • Full-screen Colorblind Filters
    • Hide-able HUD Elements
      • Abilities
      • Damage Numbers
      • Hints
      • Mini Map
      • Objective Tracker
      • Player Health
      • Tutorials
    • Low Health Screen Effect
    • Motion Blur
    • Persist Dot Option
    • Ranged & Melee Threat Indicators
    • Subtitle Advanced Options
      • Background Opacity
      • Speaker Names
      • Speaker Name Color
      • Subtitle Size
    • UI Text Size
    • Vignette
Presenting basic accessibility features as something special... *sigh*
 

Shaja

Educated
Joined
Nov 12, 2023
Messages
210
Location
Santa Monica Pier
Interesting video from Mark Darrah. Looks like he´s the one keeping some common sense and sanity in the company. At least from the ones that are shown on camera.

 
Last edited:

Nikanuur

Arbiter
Patron
Joined
Mar 1, 2021
Messages
1,759
Location
Ngranek
Bioware... what a name it used to be, right? Man, back in the day, when something was 'special,' it meant you were looking at exotic landscapes, lush flora and fauna, imaginative buildings, richly atmospheric settings, environmental objects, and props, etc.

Today, if you'll pardon what’s not even that big of a hyperbole, 'special' apparently means flashy, colorful UI elements, icons, and pop-up hints constantly bombarding you every time something so much as moves.

In another time and place, I’d find myself captivated by the details of a thoughtfully designed little fantasy bookshelf like the one shown in the video of that redesigner guy.
But in this world, here, and now, after Bioware's master designer put craft into portraing the little element, trying to capture the feel of decrepitude and all, the team behind the gameplay—aka the ones responsible for keeping things trendy who act like they know very little of actual gameplay experience—have buried it under shiny clutter so that it feels an absolutely insignificant filler piece of the screen. Worse, they’ve made it seem like something I don’t even want to look at, much less wonder about, like whether it might contain a forgotten +1 skill scroll or a story-related secret, or whatever.
 

Vaeltaja

Witchgrove Games
Developer
Joined
Jan 20, 2023
Messages
162
Location
Finland
Anyway, the point is that Dragon Age has never been a high performance IP for EA, and it is not a high performer when compared to other Action RPGs. This game has to be stellar for them to even consider another go-around, let alone keeping the studio open.

Studio closure outright is the worst possible outcome for the people cheering for it to happen. The studio disappears. People are going to apply for other jobs all over the place. If you detest something this much, you want to contain and trap that thing in the icy corporate colds of Canada forever. Not for it to be unleashed onto the world.

zVZrAoQ.jpeg



Just sayin'.
If you turn this picture upside down it looks like she has an ass on her head trying to push a giant turd out.
 

Camel

Scholar
Joined
Sep 10, 2021
Messages
2,818
More decline.
Here are the difficulty settings listed by Bioware:

Storyteller

  • Here for the story.
More decline.

Keeper

  • A balanced combat experience that emphasizes party composition and equipment choices over reaction times.
Adventurer

  • A balanced experience that places equal emphasis on combat, party composition, and equipment choices.
Underdog

  • Here to be pushed to the limit, requiring strategic planning and tactical decisions.
Nightmare

  • Overwhelming battles that give no quarter. Requires a mastery of combat, equipment, skills, and game mechanics to survive.
  • Selecting Nightmare cannot be undone without starting a new playthrough.
Unbound

  • Customize all settings.
  • Settings impact numerous aspects of gameplay. If this is your first time, consider a curated preset instead.
Bioware says that you can tweak the gameplay and combat options outside of the preset difficulty settings too, including the option to adjust elements like parry timing, aim assist strength, and how aggressive enemies are, as well as the option to reduce enemy damage and health and prevent death altogether.
https://www.si.com/videogames/dragon-age-the-veilguard-difficulty-settings
 

Morgoth

Ph.D. in World Saving
Patron
Joined
Nov 30, 2003
Messages
35,993
Location
Clogging the Multiverse with a Crowbar
Interesting video from Mark Darrah. Looks like he´s the one keeping some common sense and sanity in the company. At least from the ones that are shown on camera.



If Darrah, who got fired from Bioware, is attempting to latch up on the "Tim Cain on Games" series, he's miserably failing. Bloke got nothing interesting to say, unlike Tim, who's a treasure of experience and stories.
 

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