forever thinking about the role of ellipses when talk about each other. two normally eloquent people who suddenly cant finish a single sentence when the other is on their mind. not only do they share a cadence and rhythm to their speech but they share in the dissolution of it. the overwhelming-ness of their feelings for each other is conveyed through literal punctuation; always trailing off, an inability to focus
its giving "if i loved you less, i might be able to talk about it more"
Solas and Varric inaudible argument dialogue...
I managed to clean up the dialogue audio of Solas and Varric "arguing inaudibly" in the background during ritual while you're running to break scaffolding.. I wanted to know exactly what they were saying! :) If anyone else is interested and couldn't hear it in the game... đ
bioware since 2012: honestly we shouldnât have redesigned the elves. from now on, regular faces for elves only
me:
"They aren't blighted! Were they dormant?" "Maybe. They're beautiful. Much like you."
a gift for my beloved @aeducanthaig âĄ
"Youâd murder countless people?"
"Wouldnât you, to save your own?"
I MISS THIS!! THE DILEMMA OF EVERYTHING
Solas/Elvhen murals đ„°đ„°đ„°
Sorry, but I just donât buy the whole âactually Mythal decided after centuries of wandering Thedas as Flemeth that modern people deserve a chanceâ thing. Because the fragment of Mythal weâre talking about is the jaded old swamp witch who
-Inhabited the body of a woman betrayed by her lover(s) because they found common ground in their suffering and the injustices done to them. (âOnce I was but a woman, crying out in the lonely darkness for justice.â - DAI)
-Resents that betrayal to the point she views men as disposable playthings that she can lure back to her hut, have her way with, and then⊠murder? I think? (Based on Morriganâs own account in DAO)
-Abused her daughter under the guise of tough love in an attempt to prepare her for a cruel uncaring world. (Again, Morriganâs account, DAO)
-Says during her appearance in Inquisition that she will have her reckoning.
-Spent centuries consolidating her power as well as cycling through different human womenâs bodies via questionable means for the sake of bringing about said reckoning. (âI have carried Mythal through the ages ever since, seeking the justice denied to her.â and about the Inquisitor: âA Herald indeed. Shouting to the heavens, harbinger of a new age.â - DAI)
-During her scene with Solas at the end of Inquisition does NOT say ANYTHING about disagreeing with Solasâs plans, just that she considers him and old friend and is sorry things are going the way they are. (Seriously, is the dialogue in that regret scene in Veilguard supposed to be from a mental connection they had? Because that dialogue just isnât in the Inquisition scene.)
And Iâm supposed to believe that in her last moments, Flemythal backed off and went âactually I think we need to maintain the status quoâ????
None of this paints a picture of someone who has gone soft over time. At least not to the degree that is presented in that regret scene in Veilguard. Sure Flemeth wasnât all bad, she had some tenderness to her. She shows some genuine care for Morrigan and Kieran (if present) and seems hurt when Morrigan implies she was trying not to be the kind of mother Flemeth was to her.
At the end of Inquisition, we canât tell for certain to what degree she approves of Solasâs methods. But it seems like a step in said methods was to absorb her power and doom her, an embodiment of Justice, to take a passive role once more. And we know what happens when a spirit is denied its purpose. Justice denied its purpose could turn to Vengeance. Which, to me, feels like it would better echo the themes of Solasâs pride/wisdom duality, inquisitionâs themes around what it means to become a god-like force of nature, DA2âs question of whether violence is necessary for revolution (which literally has the Justice/Vengeance duality in it with Anders), and DAOâs theme of sacrifice for the greater good.
Like...everyone unquestioningly parrotting the 'god of lies' thing like that isn't strongly implied to be Evanuris propaganda?
Reason 1: he's not a god. None of them are. They just declared themselves that.
Reason 2: there's a codex entry in the Vir Dirthara section of Trespasser which talks about Solas going among the people in disguise and persuading them to his point of view and how this is lies and corruption...except he's currently running a slave rebellion.
Depending on the story indeed...such as the stories of slave owning megalomaniacal mages who wanted those who might potentially sympathise with Solas to distrust him?
And you all fell for it.
what is friendship if not inflicting poorly made memes which make no sense to anyone else on them
dao thru dai: the world is built by unreliable narrators. everyone has a vastly different opinion on things that colors their perception of life and the state of living. there is no one real answer
datv: the veil cant come down because thats bad
So, full disclosure, I haven't been a Solas fan before.
I am now.
And that's because of Veilguard and the many, many ways in which I felt let down by this game.
The aspect that bothers me most is the reduction of nuance and complexity.
Rook's hero's cakewalk (because âjourneyâ really isn't the right word) is a ready-made path that offers no deviation at all and never challenges the player in any meaningful way.
Sure, you can spend some time pondering the pros and cons of saving Treviso or Minrathous. Ultimately, it makes no difference. Rook does their best, they just canât be in two places at once.
Same with the companion character arcs. What does it mean if you decide to you turn Emmrich into a lich? For the most part, it's idle musing. Indulgence. Heâll be happy either way, there are no real stakes. Yeah, your actions do have consequences, just not the sort of consequences that make a substantial difference. Itâs the illusion of choice â reduced to cosmetics.
The problems with decisions that cost nothing is that they donât feel like an accomplishment. They also donât allow for character growth. Rook doesnât change, they remain static. Even the section in the Fade where Rooks faces their regrets is easy and comparatively lightweight. Varric was killed by Solas, Harding resp. Davrin died in combat and either Bellara or Neve was abducted by Elgarânan. Itâs not like Rookâs decisions actually caused these events, itâs not like Rook actually failed through a choice they had to make that turned out to be the wrong one. Everyone was there willingly and volunteered to fight the good fight. Rookâs regrets are not about real guilt, they are about feeling sad and guilty. And that â it needs to be said â is not the same thing. At all.
At the same time, the story carefully avoids any kind of true ethical dilemma.
It's not even about the lack of mean or edgy dialogue options; thatâs just a symptom. The cause is the writersâ unwillingness to let realism intrude in Rookâs fairytale â the lack of anything that would require Rook to compromise on morals, or fight temptation. Rook is never faced with any sort of moral conundrum, or allowed to act out any kind of vice that realistic characters have. In its straight-path simplicity, Rook's story is apparently written for children and people who remain child-like in their yearning for simple, uncontested truths.
Of all the sorts of conflicts that a story can offer, Veilguard carefully avoids the most realistic and (in my opinion) interesting ones: Character vs. self and character vs. society, aka, politics. The game firmly refuses to go there. To the point where it creates a completely unrealistic consensus on all sides that eliminates yet another sort of conflict: character vs. character.
If Rook and their companions would talk politics, theyâd all be on the exact same side. In a two party state, theyâd all cast the same vote.
I am sure that there are many players who feel comforted and reassured by that fact, who sincerely believe that this is how stories should be written. That stories should reflect the world not as it is but as they think it should be. But for everyone who likes their stories a little more realistic, that lack of meaningful interpersonal conflict, that lack of real diversity which comes not from appearance but from different cultures and opposing viewpoints amounts to a frankly cringe-worthy, artificial and juvenile surface-level interaction between characters. Or, to phrase it differently: the diversity remains skin-deep and doesnât extend to the philosophical, and even in the few instances where it does, it shies away from the political.
Which means that the only conflicts that remain are the most boring and stereotypical ones: character vs. monsters resp. the supernatural, where all foes are evil in the blandest way (Supremacist Venatori! Fascist renegade qunari! Power-hungry necromancers!). These conflicts are resolved through exploring maps and endless, repetitive combat.
The only thing that brings a bit of nuance to the game is Solasâs story. And there is an element of character vs. character in Rookâs and Solasâs relationship, but the sad truth is that what could have been a fascinating mirrored character journey falls flat for all the reasons already explained â because where Solas is a character as layered and controversial as it gets, Rook is anything but.
Solasâs story shows how even people with the best intentions and the greatest integrity are ultimately broken by what life throws at them, both by the decisions that are forced upon them and the choices they make on their own. It shows how a prolonged war is always a sunk cost fallacy: Iâve gone this far, if I stop now, it was all for nothing.
Rookâs victories, on the other hand, come without a cost â both in terms of moral corruption and in accountability. The guilt Solas bears is real. The fight against the titans, followed by his war against the Evanuris, requires compromising his own morals, one day at a time, one century after another, heâs trying to save the world yet doomed to fail. Sacrificing the spirits to win a battle after the war has gone this far? Every single war leader around the globe would make the same decision. In fact, all of them do: They do sacrifice the lives of others if it will help them win, they do send soldies into the trenches to die, whether these soldiers want to or not, and they are rarely, if ever, truthful about the reasons why.
In a certain way, the story of the spirit of wisdom turned flesh is reminiscent of the biblical Fall of Man: the original sin. Solas has fallen, and heâs broken. In trying to heal the world, heâs trying to heal himself. The burden is too heavy, the responsibility to great, the knowledge that he is responsible for all of it too devastating. Solasâs greatest conflict is character vs. self. It has the potential to be great. In a way, it is. Itâs the single redeeming quality that, depending on your interpretation of what went on behind the scenes, the writers managed to salvage from the original concept of Dreadwolf or the lone pillar that withstood all their attempts to bring it down.
Only sadly, infuriatingly, in the end, that fallen heroâs ending is put into the hands of a protagonist who judges him from the perspective of someone who has never even stumbled â not because they are wiser, braver, or kinder. No, just because the writers were gracious â or cowardly? â enough to never let them fail.
The game gives Rook a moral high ground which isnât earned in the slightest because Rook never had to walk even a quarter of a mile in Solasâs shoes. They donât know what they would have done in his stead, they have no idea what it actually means to see the sorry shape the world is in and know that it was your hands that shaped it. And even where Rook might actually be culpable â the interruption of Solasâs ritual that freed the remaining Evanuris â anyone is quick to assure Rook that it wasnât their fault.
Whatever regrets Rook carries, theyâre born from self-doubt and trauma response. Survivorâs guilt, mostly. When compared to Solasâs immense guilt, Rookâs regrets are, for lack of a better term, insignificant. That Rook manages to face them doesnât mean that they are more truthful or emotionally mature, it just means that Rookâs story is a tale for children and Solasâs is not.
Itâs not that Iâm necessarily opposed to the idea that the player decides Solasâs fate through their actions. Itâs the injustice of it all that bothers me: The player is led through a game that provides a safe space for their character, one that is devoid of any interpersonal conflict and any ethical quandary. Rooks succeeds through kindness and heroism and taking their companions on team bonding exercises.
As if Solas could have won the war against the Evanuris if heâd taken the time to take his companions on coffee dates.
The juxtaposition â Rook vs. Solas â fails, simply because of this deep divide. Rookâs story is detached from reality and yet Rook gets to be Solasâs judge, jury, and executioner. On what grounds?
As I said, right in the beginning, I havenât been a Solas fan before. But by the end of Veilguard, I was firmly, irrevocably, Team Solas, just because I was so annoyed that the narrative put Rook in a position of moral superiority. I detested my own character. Jesus, what a goody two-shoes! I was rooting for Solas simply because his story was so much more: a genuine tragedy, a study in complexity. Rook, on the other hand, remains bland, snotty, unchanged. Untried.
The thing is, I donât believe that my reaction was one the writers had intended. I strongly feel that they didnât mean for me to pick up on their double standard, that they expected me to walk away fully satisfied, convinced that Rook and The Team were the Good Guys because they went on picnics and petted the griffon, their final victory well-earned and just. If only Solas had had a Team and taken care of their emotional needs â he could have taken down the Evanuris with nary a scratch!
Itâs all so very disingenuous.
Rook and, by extension, the player exist in a bubble of sanitized content. That is clearly deliberate. The player is meant to like it there. (In that sense, itâs only logical that they changed the title from Dreadwolf to Veilguard.) And clearly, it does resonate with a certain kind of their player base: mostly with people, I think, who would like their real life to be a bubble too and whose only experience with moral corruption is when they find it in others.