less than an hour to go. I have to say, they've been improving the discourse since that trailer with their little reveals and whatnot. makes the earlier trailer all the more weird
Combat looks ass. Hope it's not entirely linear.
Edit: It's level 1 combat but man why even bother showing that.
Seems like the DA Youtube channel has been answering a few questions and dropped something kinda big:
Don't really get it either. Surely they can show off better bits of gameplay than a level 1 action rpg guy mashing on enemies that don't really react (or do anything back because they're level 1) Also had to mute it half the time because I don't want intro dialogue spoiled to me.previews are positive, which makes me wonder why are they struggling to show the game
Whisper it, but Dragon Age: The Veilguard has me thinking the unthinkable: it looks like BioWare is back
Right, let's get all the negative stuff out the way first. One: I'm not sure about the new name. Dragon Age: Dreadwolf …www.eurogamer.netDragon Age: The Veilguard: The First Preview - IGN
We recently saw Dragon Age: The Veilguard for the first time, where we learned tons of new details about its battle system, exploration, and more.www.ign.comPreview: Dragon Age: The Veilguard could be Bioware back at its best | VGC
The demo for Dragon Age: The Veilguard that we saw during Summer Game Fest Play Days was about 1,000,000 times better than the trailer at the Xbox Showcase.www.videogameschronicle.comFirst Dragon Age: The Veilguard Gameplay Ups The Action
After ten years, BioWare is showing off the next entry in its fantasy RPG serieskotaku.comDragon Age: The Veilguard Preview - A World Worth Saving
At Summer Game Fest 2024, we got to sit in on the first hour of gameplay of Dragon Age: The Veilguard and the hype we are feeling right now is incredible.www.cgmagonline.comDragon Age: The Veilguard is a fantasy epic filled with big decisions
For fans of Dragon Age, the latest installment is aimed at expanding the world you probably already love. And once again, there are big decisions to make in Dragon Age: The Veilguard.www.engadget.com
"And what's interesting in this game is, if you don't romance characters, they may decide to find their own romances for themselves, whether within the team or within the world itself."
"One of the things we tried to do with The Veilguard is it's not just romantic relationship building," Epler continued. "You need to get to know a person before you can really build that kind of relationship with them, and if you choose not to build a [romantic] relationship, we never want to feel like you're being cut off. There's no 'okay, well, their arc isn't progressing, I'm done'.
"We want to make sure the non-romantic relationships are deep as well, with friendships not just for companions and yourself, but also between companions across the party."
Don't really get it either. Surely they can show off better bits of gameplay than a level 1 action rpg guy mashing on enemies that don't really react (or do anything back because they're level 1) Also had to mute it half the time because I don't want intro dialogue spoiled to me.
I always hated it that the studios never build romances between companions. Already had liked to see Carth and Bastila get together and always rejected the Liara, she would have anyway jumped on any other person, she would likely make out with Vega to make the dreadful duo.If you don't romance characters in Dragon Age: The Veilguard, they'll find other partners for themselves
Dragon Age: The Veilguard features a far more fleshed out romance and relationship system than in previous BioWare game…www.eurogamer.net
Not that I necessarily agree, but I’ve actually asked myself already whether I’d even enjoy Inquisition nowadays as much as I did almost ten years ago (holy shit, time flies… I feel old now). I’ve played many games in the meantime that certainly left a much more lasting and, more importantly, positive impression on me.Let's be honest here, was Dragon Age ever good? Origins was bland, 2 was bad, Inquisition was even worse.
Let's be honest here, was Dragon Age ever good? Origins was bland, 2 was bad, Inquisition was even worse.
Yes I played Origins and 2 this year and had a grand time. better than the slop of adventure games we've gotten since their release.Let's be honest here, was Dragon Age ever good? Origins was bland, 2 was bad, Inquisition was even worse.
They hated him because he spoke the truth .jpgLet's be honest here, was Dragon Age ever good? Origins was bland, 2 was bad, Inquisition was even worse.
Origins has poor pacing (fixable with mods) but is overall an extremely competent CRPG, even today.Let's be honest here, was Dragon Age ever good? Origins was bland, 2 was bad, Inquisition was even worse.
RPG Site: So, can you just broadly talk to me about… in that preview, we don’t even see the menu, right? So can you talk to me about where the game sits and what it’s like in terms of that RPG progression, from the perspective of hardcore RPG fans?
Corinne Busche: Incredibly deep! So if I were to contrast Mass Effect versus Dragon Age, for instance… I really view Mass Effect as an ARPG. Big action, minor RPG. We're almost the total inverse of that.
So a few missions in, you unlock the skill tree right away, Every level up, you get skill points, of course. The skill tree is absolutely enormous and it is bespoke for your class. So when we talk about the specializations, we know that skill trees can be overwhelming to players as well. So what I love – I'll try to paint a picture for you….
When it is unlocked, imagine almost a gigantic spider web-like visual. And if I'm a mage right at the very center is the core of the Mage kit.
RPG Site: So I’m gonna interrupt you briefly here and say something – this may resonate with you, it may not - but when you say that, I think, er… Final Fantasy X Sphere Grid.
Corrine Busche: Heavily influenced! Absolutely. Final Fantasy X - one of my all-timers. I will tell you that 12, especially the Zodiac edition, is my favorite. The level of ability selection, passives, in our case also traits - I would say the amount of customization is more analogous to that. The organization is more similar to the Sphere Grid.
So Final Fantasy XII might be in my top three favorite games. I'm highly influenced by that when it comes to our progression. But if you, if you want to paint a picture, the spear grid is more… not an exact match, but it’s more akin.
What we've done though, to make it more accessible, is that each of the specializations is on the outer edges of the grid.
Origins is at the very least super decent, with competent plot, gameplay, and characters. It came out quite a few years before the big CRPG revival of the mid-2010s, and as such it was one of the very few (and at the time, seemingly one of the very last) games of its genre, which may contribute to my being fond of it, but I believe it's worth playing for folks who enjoy CRPGs. However, I can't speak for DA2 and Inquisition as I have yet to play them, but I wouldn't mind trying them out someday.Let's be honest here, was Dragon Age ever good? Origins was bland, 2 was bad, Inquisition was even worse.
Why should we validate our interests in a thread where the topic is about Dragon Age, to someone who is already cemented in thinking of the franchise in a negative manner?Let's be honest here, was Dragon Age ever good? Origins was bland, 2 was bad, Inquisition was even worse.
Busche says players complete every swing in real-time, with particular attention paid to animation swing-through and canceling. On the topic of canceling, I watch Busche "bookmark" combos with a quick dash. With this mechanic, players can pause a combo's status with a dash to safety and continue the combo where they left off afterward. Alongside the dash, there's a parry for some classes, the ability to charge moves, and a revamped healing system that allows players to quickly use potions by pressing right on the d-pad.
Though companion skill trees pale in comparison to Rook's expansive tree, which features passive abilities, combat abilities, and more, as well as paths to three unique class specializations, there's still some customization here.
Busche says there are more explicit synergies, with intentional combos where specific companions can play off each other, and you can queue up their abilities to do just that. That’s what the pause-and-play combat wheel is for in Veilguard.
In this screen, which pauses the camera and pulls up a flashy combat wheel that highlights you and your companions' skills, you can choose abilities, queue them up, and strategize with synergies and combos the game recognizes, all while targeting specific enemies. Select what you want and release the wheel to watch your selections play out.
- The Rogue has access to three specializations. The Duelist is the fastest of the three, with two blades for rapid strikes; the Saboteur uses tricks and traps; and the Veil Ranger is purely range, sniping enemies from afar with a bow.
- The Mage can utilize necromancy with the Death Caller specialization; Evokers wield fire, ice, and lightning; and the Spellblade uses magic-infused melee attacks.
- The Warrior can become a Reaper, which uses night blades to steal life and risk death to gain unnatural abilities; a Slayer, a simple but strong two-handed weapons expert; or the Champion, a tactical defense fighter.
For the penultimate step of the character creator, at least during the demo BioWare shows me, players select a faction. The Grey Wardens return, joined by other returning favorites and new additions like the Antivan Crows, the Mourn Watch, the Shadow Dragons, the pirate-themed Lords of Fortune, which is what I chose in my demo for the current Game Informer cover story, and the Veil Jumpers.
Each faction has unique casual wear, which is worn in specific cutscenes when the character isn't donning armor, and three unique traits. The Lords of Fortune, for example, gain additional reputation with this particular faction, have increased damage versus mercenaries, and perform takedowns on enemies with slightly less effort. Veilguard game director Corinne Busche says this faction selection, which ties into your character's backstory, determines who your Rook was before, how they met Varric, why they travel with Varric instead of their faction, and more.
"Gameplay-wise – each of our classes has a specialization, and each of them is tied to a faction," Epler continues. "But beyond that, each faction has a [companion] as well as [people we're calling agents, ancillarily] who exist as the faces of these factions. We didn't want to just say, 'Here's the Grey Wardens, go deal with them.' We wanted characters within that faction who are sympathetic, who you can see and become the face of the faction, so that even if there are moments where the faction as a whole may be on the outs with you, these characters are still with you; they've still got your back."
As BioWare prepared to show me the character creator for Dragon Age: The Veilguard in its Edmonton, Canada, offices, I expected something robust – it's 2024, character creators have come a long way, and Bioware has a rich history of good customization. Despite my expectations, I was not prepared for how robust it actually is in Veilguard. Robust enough, even, that BioWare used it to create most of the NPCs in the game, save for mainline characters like companions. Setting hyperbole aside, it is a staggeringly rich creation system, and I look forward to seeing player-created near-replicas of celebrities and monstrous creations that'd be more at home in a horror game.
As is usual, there are four races to choose from: Elves, Qunari, Humans, and Dwarves. After selecting Qunari, Busche pages through various presets, explaining the game allows for more detailed looks at each and the ability to choose pronouns with she/her, he/him, and they/them separately from gender, select different body types, and more. You can view your character, referred to as Rook in-game, in four different lighting scenes at any time, including The Veilguard's keynote purple hue, a bright and sunny tropical day, and a gothic night.
Head and body presets can be selected individually and customized to your liking with 40 different complexions that include smooth, rugged, youthful, and freckled skin tones, skin hues ranging from cool to neutral to warm, undertones to those skin tones, and even a melanin slider. Busche tells me BioWare relied on consultation to represent all people authentically. There's a Vitiligo slider (where you can adjust the intensity and amount of it) and sliders for your forehead, brow, cheeks, jaw, chin, larynx, and scalp. You can select your undergarments, with nudity as well because "this is a mature RPG," Busche adds, and use the "Body Morpher" to select three presets for each corner of a triangle and then move a cursor within it to morph your body or head into a mix of these presets. It's an impressive technology I'd like to see adopted in other games.
Im most impressed, however, by the hair options on display; there are a ton, and as someone with long hair, I'm especially excited about the fun selections I can make. You can finally dye your hair with non-traditional colors, and it's gorgeous. EA's Frostbite engine uses the Strand system to render each style fully with physics. "The technology has finally caught up to our ambition," Dragon Age series art director Matt Rhodes says.
Before starting the game proper, a playstyle screen allows players to customize various options affecting how Veilguard plays. Here, you can select difficulty, or playstyle as BioWare calls it, with options like "Storyteller" for those interested more in the story versus the combat, "Adventurer" for an experience that seemingly balances story and combat, and a difficulty called Nightmare – there might be more, but this is all I see during my demo. At any point during Veilguard, you can change the game's difficulty unless you select Nightmare, which is the hardest of difficulties. That's a permanent selection.
There's another difficulty option called Unbound, though, allowing players to customize their gameplay experience to their liking. You can adjust how wayfinding helps you in-game; there's aim assistance and even an auto-aim option. You can adjust combat timing to make parrying easier or harder, with a balanced, forgiving, and a third harder option. You can change how much damage your enemies do to you, and how much damage you do to enemies by adjusting their health. There's also an option to adjust enemy pressure. And, if you're not interested in death-related setbacks, there's a no-death option you can turn on.
That’s so cool. Im glad they added customizable difficulty. It takes away a lot of stress.difficulty and gameplay customization
A Look At Dragon Age: The Veilguard’s Difficulty Options And Gameplay Customization
Using the Unbound difficulty option, you can customize parry timing, enemy health, and more.www.gameinformer.com
Yep, this game seems like such a welcome return to form for Bioware so far.That’s so cool. Im glad they added customizable difficulty. It takes away a lot of stress.
Companions have an armor slot, a ring slot, an accessory slot, and a weapon slot, while Rook has access to even more – a helmet, two weapon slots, a belt, an amulet slot, and two ring slots. A belt having its own slot might sound odd as it's not an armor piece people typically think of when kitting out an RPG warrior. However, the belt is an important facet of Rook's kit. The better Rook's belt, the better the potency of their healing potions, which are replenished by destroying green pots scattered about the world. That's not all, though, as higher-quality belts can proc [editor's note: proc is a term used as a shorter way of saying "programmed random occurrence"] additional effects like momentary invulnerability.
Busche tells me a lot of the gear in Veilguard is bespoke to your Rook or their followers, which is to say, an armor piece for a Warrior-class Rook probably won't be in a chest for a Mage-class Rook. On a similar note, armor designed for companion Bellara Lutara can't be used for another companion like Lace Harding.
Every companion in the game has a Relationship Level related to Rook, and the choices you make (and not even specifically about the companion, but in the world in general), what you say to companions, how you help or don't help them, and more all play into it. Every time you rank up a companion's Relationship Level, you unlock a skill point to spend specifically on that companion. Though companion skill trees pale in comparison to Rook's expansive tree, which features passive abilities, combat abilities, and more, as well as paths to three unique class specializations, there's still some customization here.
Giving one companion the cold shoulder might nudge them into the warm shoulder of someone else on the team. Busche says companions can form romances with each other, although I'm unable to confirm if that means locking Rook out of forming a romance with them.
I only see topless nudity in the character creator, and when I later ask BioWare if there is bottom nudity as well, I'm told that's something it wants to let fans discover for themselves in the game. Interesting answer, considering we're talking about genitalia here, but I don't push further. Though the game's leads wouldn't share too much about romance options in the game, I have a feeling nudity will play a part in some cutscenes and that's what BioWare is alluding to.
Im glad to see more games being open to nudity. I think baulders gate 3 was pretty great in the way that it handled it. The way bioware has done it in the past which is by having things like underwear shower scenes, or treating a nude body like a reward for furthering a quest line, always struck me as immature, and not doing much in the way of fostering body positivity.