Good chat.
Beautiful đ Fabulous ⨠Gorgeous đđŹđ°
Vigilante Joker or the Villain Joker. Who would you choose? /me
Person A: *calmly sitting and reading the newspaper while sipping an herbal tea*
Person B: *theatrically bursts into the room, wearing every glittery article of clothing and jewellery they own* WELL TAMATOA HASN'T ALWAYS BEEN THIS GLAAAAAAAAAAAAAAAAAM
Just crying out XD
What if, and hear me out-
Narrator: You come to your bedroll, ready to sleep away the day's adventure, but pause.
1.) Think of the Emperor, focus on it and hope it notices.
2.) Go to sleep. It's been a long day.
Narrator: You feel the Emperor's attention turn to you. It seems to be weary as well, but you have its attention.
1.) Good night, love.
2.) Any chance you'd like some company tonight?
3.) It's over. I just want you to know that officially.
The Emperor: Good night, my love.
Narrator: You feel a pleasant shiver of adoration bleed through you. Your face grows flush as you can practically feel various tentacles caressing you. It fades, though you hold to the feeling as you finally settle down for the night.
2.) Any chance you'd like some company tonight?
The Emperor: I would, but I must conserve my strength and focus on keeping you from becoming one of my own kind- no matter how magnificent of a mind flayer you would make.
The Emperor: Sleep well, my love.
The Narrator: You feel a rush of adoration bleed through you, as well as newfound exhaustion. Finally, you bed down for the night, though your dreams are not nearly as refreshing as you had hoped for.
3.) It's over. I just want you to know that officially.
Narrator: You feel the mind flayer search your mind, a deep sense of dread and desperation sweeps over you, though it is just as quickly shoved aside, hidden. You now feel nothing, save for your own conviction.
The Emperor: I see. A pity, but we still need one another regardless of the nature of our relationship. An ally you still are to me, and I to you. Nothing more.
Narrator: His attention falls away from you, and you are left alone, to bed down and get well earned rest.
hey what if villain!john got the upper hand in the scene where heâs fighting bruce but then he looked bruce in the eyes and realized he couldnât actually hurt him bc he still loved him too much
what if he started crying and then bruce got up and held the crying john in his arms and finally hugged him back like he sHOULDâVE-
Gay Icon Venom
Batman: The Enemy Within - Episode 5
Cliff notes on the new info on Dragon Age: The Veilguard in todayâs issue of Game Informer (magazine hub link):
Edit/update: I tided up this post. ^^
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In CC you can customize things like shoulder width, chest size, glute size, hip width, how bloodshot your eyes are, nose crookedness, and more
There are hundreds of sliders for body proportions
CC detail: âFeatures like skin hue, tone, melaninâ
There is nudity in DA:TV, âwhich I learned firsthand while customizing my Rookâ in CC
Rookâs backstory also affects âreputation standingâ, along with the other previously-known things like in-game dialogue etc
Lords of Fortune are pirate-themed, âpiraticâ
Rook ascends because of competency, not because of a magical McGuffin, contrasting with the 'destiny-has-chosen youâ angle DA:I has for the Inquisitor
Rook is here because they chose to be, âand that speaks to the kind of character that weâve built. Someone needs to stop this, and Rook says, âI guess thatâs me'â
The 4 voices we can choose for Rook each have a pitch shifter in CC
The game starts inside the bar (as previously detailed in other coverage)
In some dialogue wheels there is a âromantically inclined âemotionalâ responseâ option. These are the replies that will build relationships with characters, romantic and platonic alike, but you can ignore them if you want to. Giving a companion the cold shoulder might nudge them into another companionâs embrace however
Bellaraâs surname is Lutara
In the streets of Minrathous (in the opening segment of the game), there is a wide, winding pathway with a pub which has a dozen NPCs in it (is this The Swan tavern?)
The devs used the DA:TV CC to make each in-world NPC, except for specific characters like companions
There is smart use of verticality, scaling and wayfinding in the gameplay
If you play as e.g. a qunari Rook, the camera adjusts to ensure larger characters like them loom over those below. The camera also adjusts appropriately for dwarves to demonstrate their smaller stature
Neve Gallus is described as being capable
The Venatori Cultists we fight in the opening segment of the game are seizing the chaos caused by the demons unleashed by Solasâ ritual to try and take the opportunity to take over the city
As you traverse deeper and deeper into Solasâ hideout, more of his murals appear on the walls, and things 'get more elven'. Rhodes says âthis is because youâre symbolically going back in time, as Minrathous is a city built by mages on the bones of what was originally the home of the elvesâ
At the heart of Solasâ hideout is his personal eluvian
Demons are fully redesigned in this game, on their original premise as creatures of feeling that live and die off the emotions around them. âAs such, they are just a floating nervous system, pushed into this world from the Fade, rapidly assembled into bodies out of whatever scraps they findâ
In the opening, we stop Solasâ ritual and save the world. âFor nowâ anyways. Rook passes out moments later and wakes up in a dream-like landscape to the voice of Solas. He explains that a few drops of Rookâs blood interacted with the ritual, connecting them to the Fade forever. (I guess this is why they said in the Discord Q&A on June 14th that Rook has good reasons to want to avoid blood magic)
He also says that he was attempting to move Elgarânan and Ghilanânain (confirming who the two Evil Gods are) to a new prison, because the one he had previously constructed was failing. Unfortunately, Solas is trapped in the Fade by our doing, and the two gods are now free. âItâs up to Rook to stop themâ, thus setting the stage for our adventure
Rook wakes up after this with Harding and Neve âin the lair of the Dread Wolf himselfâ, a special magical realm in the Fade called The Lighthouse. Itâs a towering structure centered amongst various floating islands. This is where the team bonds, grows, and prepares for its adventures. It becomes more functional and homier as you do. âAlready, though, itâs a beautifully distraught headquarters for the Veilguard, although they arenât quite referring to themselves as that just yetâ.
Because it was Solasâ home base, it's gaudy, with his fresco murals adorning various walls, greenery hanging from above, and hues of purple and touches of gold everywhere. Since itâs in the Fade, which is a realm of dreams that responds to your world state and emotion, the Lighthouse âreflects the chaos and disrepair of the Thedas you were in moments agoâ
Clock symbols over dialogue icons signal optional dialogue options
At this point you can head over to Neve, engage in dialogue, and try and flirt with her
There is a dining hall in the Lighthouse. A plate, cutlery and a drinking chalice are at the end of a massive table. Matt Rhodes says that this is a funny and sad look at Solasâ isolated existence, and an example of the detail BioWareâs art team has put into DA:TV. âItâs like when you go to a friendâs house and see their bedroom for the first time; you get to learn more about themâ
There is also a library, which is the central area of the The Lighthouse. Itâs here that the party will often regroup and prepare for whatâs next
The team decides that it must reach the ritual site back in Arlathan Forest. Corinne Busche said that the writer was "missing unique dialogue options here because Iâm qunari; an elf would have more to say about the Fade due to their connection to it. The same goes for my backstory earlier in Minrathous. If I had picked the Shadow Dragons background, Neve would have recognized me immediately, with unique dialogueâ
The team decide their next move. They go to Solasâ eluvian and back through to the ritual site in Arlathan Forest. However, itâs not fully functional without Solas, and while it returns them to the Forest, itâs not exactly where they want to go. Then a demon-infested suit of mechanized armor known as a Sentinel attacks them, and two NPCs appear to save you: the Veil Jumpers Strife and Irelin. Harding recognizes them, which you would expect if you read the comic Dragon Age: The Missing. They are experts in ancient elven magic. A cutscene ensues and we learn that Strife and Irelin need help finding Bellara Lutara. This cutscene is long and has multiple dialogue options.
âThereâs a heavy emphasis on storytelling and dialogue, and it feels deep and meaty, like a good fantasy novel. BioWare doesnât shy away from minutes-long cutscenesâ
For Rook, this story is about what does it mean to be a leader? We define their leadership style with our choices. âFrom the sound of it, my team will react to my chosen leadership style in how my relationships play out.â This is demonstrated within the gameâs dialogue and a special relationship meter on each characterâs companion screen
Bellara is deep within Arlathan Forest, and following the events of the prologue, something is up here. Three rings of massive rocks fly through the air, protecting what appears to be a central fortress. Demon Sentinels plague the surrounding lands.
In gameplay/combat, players complete every swing in real time. Special care was taken in development for animation swing-through and cancelling. We can dash, parry, charge moves, and a completely revamped healing system that allows us to use potions at our discretion by hitting right on the d-pad. You can combo attacks and even âbookmarkâ combos with a quick dash, which means that you can pause a comboâs status with a dash to safety and continue the rest of the combo afterward
Abilities can be used to customize your kit. They can be used on the fly as long as you account for cooldowns
When you pause and pull up the ability Wheel, it highlights you and your companionsâ skills. There you can choose abilities, queue them, target specific enemies, and strategize with synergies and combos
Each character plays the same 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, regardless of which class you select
Sword and shield warriors can hip-fire or aim their shield and throw it like Captain America
Warriors can parry incoming attacks which can stagger enemies. Rogues have a larger parry window. The mage the writer played couldnât parry at all. Instead they throw up a shield that blocks incoming attacks automatically, so long as you have the mana to maintain it
On the start/pause screen: it has the map, journal, character sheets, skill tree, and a library for lore information. You can use it to cross-compare equipment and equip new gear for Rook and their companions, build weapon loadouts for quick change-ups mid-combat, and customize you and your partyâs abilities and builds via an easy-to-understand skill tree. There arenât in-depth minutiae, just "real numbers". For example, an unlocked trait might increase damage by 25 percent against armor, but thatâs as in-depth as the numbers get. Passive abilities unlock jump attacks and guarantee critical hit opportunities, while abilities add moves like a Wall of Fire to your arsenal if youâre a mage. As you spec out this skill tree, which is 100 percent bespoke to each class, youâll work closer to unlocking a spec, complete with a unique ultimate ability
âSentinels and legions of darkspawnâ
Combat is flashy and quick, with different types of health bars. Greenish-blue represents a barrier, which is taken down most effectively with ranged attacks
The game is gorgeous, with sprinkles, droplets, and splashes of magic in each attack a mage unleashes
The game looks amazing on consoles both in fidelity and performance modes
The mission to find Bellara is called âIn Entropyâs Graspâ. You find her. She is the first companion you recruit (as Neve auto-joins). If your background is Veil Jumper, you get unique dialogue here with Bellara. She explains that everyone there is all trapped in a Veil Bubble, and thereâs no way out once you pass through it. Despite the dire situation, she is bubbly, witty, and charming. She is spunky and effervescent
Companions are the faces of their factions, and in this case with Bellara, their entire area of the world. She is our window into Arlathan Forest. She is described as a sweetheart and a nerd for ancient elven artifacts, which is why sheâs dressed more like an academic than a combatant. Her special arm gauntlet is useful both for tinkering with her environment and taking down enemies. While Neve uses ice magic and can slow time with a special ability, Bellara specializes in electricity, and she can also use magic to heal you. Her electric magic is effective against Sentinels. âHowever, without Bellara, we could also equip a rune that converts my ice magic, for a brief duration, into electricity to counter the Sentinelsâ
If you donât direct your companions in combat, they are fully independent and will attack on their own
You progress at this point through the Forest, encountering more and more darkspawn. Bellara says that they have never been this far before because the underground Deep Roads, which they usually escape from, arenât nearby. However, with âblightedâ (BLIGHTED!) elven gods roaming the world, and thanks to the Blightâs radiation-like spread, itâs a much bigger threat in DA:TV than any prior DA game
The Forest has elven ruins, dense greenery and disgusting Blight tentacles and pustules
The style of the game is more high fantasy than anything in the series thus far and almost reminiscent of the whimsy of Fable. Matt Rhodes says that this is the result of the gameâs newfound dose of magic: âThe use of magic has been an evolution as the series has gone on. Itâs something weâve been planning for a while because Solas has been planning all this for a while. In the past, you could hint at cooler magical things in the corner because you couldnât actually go there, but now we actually can, and itâs fun to showcase that.â The Forestâs whimsy will starkly contrast to the gameâs other areas. The devs promise some grim locations and even grimmer story moments because, without that contrast, everything falls flat. Corinne says itâs like a âthread of optimismâ pulled through otherworldly chaos ravaging Thedas. At this point in the game, Bellaraâs personality is that thread
We can advance our bonds with our companions on their own personal quests and by including them in our party on main quests. Every Relationship Level you rank up, shown on their character sheet, nets you a skill point to spend on them. âThe choices you make, what you say to companions, how you help them, and more all matter to their development as characters and party membersâ. Each companion has access to 5 abilities.
Each companion has issues, problems, and personal quests to complete. âBellara has her own story arc that runs parallel to and informs the story path youâre onâ (Theyâve said that all of the companions have this too in previous promo material)
You progress deeper into the forest and Bellara spots a floating fortress and thinks that the artifact needed to destroy the Veil Bubble is in there. To reach it, we must remove the floating rock rings, and Bellaraâs unique ability, Tinker, can do just that by interacting with a piece of ancient elven technology nearby. Rook can acquire abilities like Tinker later to complete such tasks in instances where Bellara, for example, isnât in the party
Bellara has to activate three of these in the Forest to reach the castle. Each one you activate brings forth a bunch of Sentinels, demons, and darkspawn to defeat
You can create Arcane Bombs on enemies. It does high damage after being hit by a heavy attack
It sounds like mage characters can charge heavy attacks on their magical staffs. âthen switch to magical daggers in a second loadout accessed with a quick tap of down on the d-pad to unleash some quick attacksâ
Some enemies are âFrenziedâ, meaning that they hit harder, move faster, and have more health
After a few more combat sections, including against a Frenzied sentinel, we reach the center of the temple. In there is an artifact called the Nadas Dirthalen. Bellara knows that this means âthe inevitability of knowledgeâ. Before we can progress, a darkspawn ogre boss attacks, hitting hard with unblockable, red-coded attacks and a massive shield that you need to take down first. It is weak to fire
After defeating it (itâs a climactic arena fight), Bellara uses a special crystal to power the artifact and remove it from the pedestal, which destroys the Veil Bubble. Then, the Nadas Dirthalen comes alive as an Archive Spirit, but because the crystal used to power it breaks, we learn little about this spirit before it disappears. Bellara thinks that she can fix it (fixing broken stuff is her thing), so the group heads back to the Veil Jumper camp. The writerâs demo then ended.
The design of the game is not open world. The devs describe it as a âhub-and-spokeâ design where the needs of the story are served by the level design. A version of DA:Iâs Crossroads return (the network of teleporting eluvians) and this is how players will traverse across northern Thedas. âInstead of a connected open world, players will travel from eluvian to eluvian to different stretches of this part of the continentâ. e.g. Minrathous, tropical beaches, Arlathan Forest, âto grim and gothic areas and elsewhereâ. Some of these areas are large and full of secrets and treasures. Others are smaller and more focused on linear storytelling. Arlathan Forest is an example of this, but it still has optional paths and offshoots to explore for loot, healing potion refreshes, and other things.
Each location has a minimap, though linear levels like In Entropyâs Grasp wonât have the 'fog of war' that disappears as you explore like in some of the gameâs bigger locations
The game has the largest number of diverse biomes in DA history
The Thedas of DA:TV âlives in the uncertaintyâ. âthe mystery of its narrativeâ, âthe implications of its loreâ
The writer is surprised by BioWareâs command over the notoriously difficult Frostbite engine, and by how much narrative thought the dev team poured into these characters, even for BioWare.
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[source: the Game Informer pages from Issue 367 - the cover story from June 18th (link), two]
When your Batsy isn't around đ˘
Sad clown