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Post by Andrew Waples on Aug 6, 2024 22:55:34 GMT
It does sound good, and it'll be interesting to see how this works in practice. I do like that the world doesn't revolve around you. You are not the center of everyone's world, at least early on. That being said, I hope the timer, so to speak that triggers it is generous. I don't want to accidentally miss companion content either. Also, I hope this means party banter is triggered much faster than DAI on console.
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Post by illuminated11 on Aug 6, 2024 23:14:22 GMT
Please no Meredith. Let Hawke have one win. Though I could maybe see us fighting some red lyrium monster in the shape of Meredith.
Sounds fantastic. Characters rooted in the specific contexts of their surroundings helps give them further depth and dimension. And them not always existing at the beck and call of the player will reinforce their personal agency. Now we just have to see how the execution lands.
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Post by Ice-Quinn on Aug 6, 2024 23:22:14 GMT
It does sound good, and it'll be interesting to see how this works in practice. I like it, too! I do wonder about certain companions being mandatory for certain missions. While this isn’t new to DA, it’s going to depend on what level they’re talking about (i.e not just quests they have a character-driven interest in). Could be annoying if it’s too forced, and bringing different companions along adds to replayability. re: the Meredith discussion above ^: if you’ve watched DA: Absolution, the ending alluded to Red Templars, and an ominous female voice, apparently in a position of command. Let the speculation begin! 🫣 woohoo
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Post by githcheater on Aug 6, 2024 23:42:37 GMT
Not that imagine many here need it, but if you switching over to PC, all the Dragon Age games are 90% off on Steam & EA Play right now. Is Steam the center of the Gaming Universe?
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Post by githcheater on Aug 6, 2024 23:55:51 GMT
It does sound good, and it'll be interesting to see how this works in practice. If I refuse to drop everything upon running into Neve, when do I start missing out on pursuing this optional slavery investigation? Hopefully it is not like with Fenris if you ignore him for a few days that that you are locked out of all of his content. dragonage.fandom.com/wiki/Bait_and_Switch_(quest)If Hawke opts not to accompany Fenris to Danarius' Manor, or neglects to enlist him at the end of the quest, the option of recruiting him (and undertaking all of his companion quests) is permanently lost.www.ign.com/wikis/dragon-age-2/FenrisIf you take Fenris around the outer walls of Kirkwall in the Free Marches during Act 2, you'll trigger a sequence of events that lead to Fenris' companion quest of the Act. Fenris deems seeing to this matter of utmost urgency and lashes out angrily against Hawke, threatening to leave the party if the quest is put off for too long. You must accept the quest right there and then to retain the elf as a companion....However, I suppose losing Fenris as a companion would not have been the end of the world ... I missed out on Karlach, Minthara & Halsin in BG3 because of my in-game decisions ...
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Post by Hrungr on Aug 7, 2024 0:08:37 GMT
"If you choose not to engage with some of these companion-centred events, they'll resolve on their own." - My hope is that the wording is carefully chosen and it's something you have to choose to turn down before it'll resolve on their own and not something you could accidentally miss. That and/or a warning if you're about to advance the main plotline too far and that companion content will auto-resolve.
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Post by Hrungr on Aug 7, 2024 0:09:14 GMT
Not that imagine many here need it, but if you switching over to PC, all the Dragon Age games are 90% off on Steam & EA Play right now. Is Steam the center of the Gaming Universe? YES.
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Post by githcheater on Aug 7, 2024 0:14:05 GMT
Is Steam the center of the Gaming Universe? YES. That was THE INCORRECT answer to my "unnecessarily provocative post".
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Post by colfoley on Aug 7, 2024 0:30:19 GMT
"If you choose not to engage with some of these companion-centred events, they'll resolve on their own." - My hope is that the wording is carefully chosen and it's something you have to choose to turn down before it'll resolve on their own and not something you could accidentally miss. That and/or a warning if you're about to advance the main plotline too far and that companion content will auto-resolve. or resolve in potentially negative ways.
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Post by Hrungr on Aug 7, 2024 0:45:55 GMT
"If you choose not to engage with some of these companion-centred events, they'll resolve on their own." - My hope is that the wording is carefully chosen and it's something you have to choose to turn down before it'll resolve on their own and not something you could accidentally miss. That and/or a warning if you're about to advance the main plotline too far and that companion content will auto-resolve. or resolve in potentially negative ways. Imagine if "not helping" actually turns outs out to be the best choice in some cases.
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Post by sjsharp2010 on Aug 7, 2024 1:09:43 GMT
Not that imagine many here need it, but if you switching over to PC, all the Dragon Age games are 90% off on Steam & EA Play right now. Is Steam the center of the Gaming Universe? On PC pretty muc hit's the main one as most of my librar is there. Pretty much the onl ygames I have that aren't are really th eME anf dDA games and m yFifa's tha tI hav on PC a sthose i own through the EA app
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Post by Hanako Ikezawa on Aug 7, 2024 1:10:58 GMT
I’m okay with certain companions being mandatory so long as it’s only for their personal questlines. What I don’t like is companions being unavailable for undetermined lengths of time. I get their reasoning, but if I want to bring a certain companion on a certain mission but we can’t that just hurts the game. The fact Neve is taking an abduction case makes me wonder how long a time this game will cover, since either there are stretches where the big bads aren’t doing anything like DAI or Neve needs to get priorities straight. Do like how not all require combat at least for parts. With companions resolving them on their own if we don’t do it, I wonder if they do the missions it’ll be like BG3 where there’s an option to let them choose what to do. If there are time limits to do it, hope it’s tied to main story progression and not number of side missions done or hours played. Curious to see how much the armor and animation changes depending on body customization.
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Post by Ice-Quinn on Aug 7, 2024 1:38:32 GMT
or resolve in potentially negative ways. Imagine if "not helping" actually turns outs out to be the best choice in some cases. BioWare tradition dictates that we *have* to be in everyone’s business: “Hey, asari stranger on Illium… let me tell you how to handle your love life with your krogan suitor”. “Yo Alistair, let me totally harden and seduce and manipulate you, so we can have an epilogue slide saying I’m your royal mage mistress”. “Yes, Morrigan. Let’s kill your mom, and then go for Jamba Juice!” I can’t wait to do all that again.
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Post by themikefest on Aug 7, 2024 2:33:19 GMT
If companions are mandatory for a certain quest, will they have to be mandatory for the game? Meaning will I have the choice to not recruit a companion or two?
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Post by Hrungr on Aug 7, 2024 2:49:00 GMT
On Felassan's Tumbler, much of the Edge #401's Dragon Age article had been transcribed. www.tumblr.com/felassan/758096427125768192/edge-the-future-of-interactive-entertainment?source=blog_view_login_wall&redirect_to=%2Ffelassan%2F758096427125768192%2Fedge-the-future-of-interactive-entertainmentA lot of it we've heard in earlier interviews, but there are a few tidbits which are noted below. Beware, there are some minor early game spoilers in there. The long-awaited sequel was first announced with the subtitle Dreadwolf, in reference to its antagonist, Solas – an ancient elf who once stripped his people of immortality as punishment for betraying one of their own. In doing so, Solas created the Veil, the thin barrier through which wizards pull spirits and demons invade the waking world. In other words, many of Dragon Age’s defining features, from its downtrodden elves to the uneasy relationship between mages and a fearful church, can be traced right back to one character’s decision.
“The world exists as it does because of Solas,” Epler says. “He shaped the world because of the kind of character he was. That’s, to me, what makes Dragon Age so interesting. Everything can tie back to a person who to some degree thought they were doing the right thing.”
Epler is very proud of Inquisition, the game on which he graduated from cinematic designer to a lead role (for its DLC). “But one of the things that we ran into on that project was an absentee antagonist,” he says. “Corypheus showed up and then disappeared. You spent ten hours in the Hinterland doing sidequests, and there wasn’t that sense of urgency.”
This time, The Veilguard team wants you to constantly feel the sword of Damocles dangling above your head as you play – a sense that the end of the world is coming if you don’t act. “There’s still exploration – there’s still the ability to go into some of these larger spaces and go off the beaten path to do sidequests,” Epler says. “But there’s always something in the story propelling you and the action forward, and allowing you to make decisions with these characters where the stakes feel a lot more immediate and present. And also, honestly, more real.”
No sooner have you finished character creation than Dragon Age: The Veilguard thrusts you into a choice. As […] protagonist, Rook, steps into focus on the doorstep of the seediest bar in town, you decide whether to threaten the owner for information or make a deal. Brawl or no, you’ll walk out minutes later with a lead: the location of a private investigator named Neve Gallus, who can help you track down Solas.
Around every other corner in Minrathous is an exquisitely framed view, a level of spectacle you would never see in Inquisition, where resources were spread much more thinly. “When you know that you’re gonna be heading down a canyon or into this plaza where the buildings open up, you have those perfect spots to put a nice big temple of Andraste or a mage tower,” art director Matthew Rhodes says. “You get those opportunities to really hit that hard.”
For the really dedicated shoegazers, BioWare has invested in ray-traced reflections, so that the neon signage can be appreciated in the puddles. There are also metal grates through which you can see the storm drains below. “The idea behind that is purely just to remind the player often of how stacked the city is,” Rhodes says. “Wherever you’re standing, there’s guaranteed to be more below you and above you.”
One of BioWare’s core creative principles for The Veilguard is to create a world that’s actually worth saving – somewhere you can imagine wanting to stick around in, once the crises of the main quest are over. To that end, the team has looked to ground its outlandish environments with elements of mundanity.
“A guy’s normal everyday life walking down the streets of this city is more spectacular than what the queen of Orlais is seeing, at least in terms of sheer scale," Rhodes says. “One of the things we’ve tried to strike a balance with is that this is actually still a place where people have to go to the market and buy bread, raise their kids, and try to make it. It’s a grand and magical city, but how do you get your horses from one place to the next? Where do you load the barrels for the tavern? It’s really fun to think of those things simultaneously.”
Then there’s The Veilguard’s own tactical layer, as described by BioWare. Though the fighting might be faster and lower, like a mana-fuelled sports scar, the studio is keen to stress that the pause button remains as important to the action as ever. This is, according to Busche, where the RPG depth shines through, as you evaluate the targets you’re facing and take their buffs into account: “Matching elemental types against weaknesses and resistances is a big key to success in this game.”
You pick between rogue, warrior and mage – each role later splitting again into deeper specialisms – and draw from a class-specific resource during fights. A rogue relies on Momentum, which is built up by avoiding damage and being highly aggressive, whereas a warrior is rewarded for blocking, parrying, and mitigating damage.
Those resources are then used on the ability wheel, which pauses the game and allows you to consider your options. The bottom quadrant of the wheel belongs to your character, and is where three primary abilities will be housed. “Rook will also have access to runes, which function as an ability, and a special ultimate ability,” Busche says. “So you’re bringing five distinct abilities with you into combat.”
These abilities are complemented by positional options at the top of the wheel, where you can instruct your companions to focus their efforts on specific targets, either together or individually. Doing so [...] damage enhancements inherent in their weapons and gear. “So,” Busche explains, “as you progress through the first two hours of the game, this full ability wheel is completely populated with a variety of options and different tactics that you can then string together.”
Screenshot caption: “You’ll be exploring new regions across Tevinter and beyond – Rivain is a certainty, and that’s only accessible via Antiva travelling overland.”
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Post by colfoley on Aug 7, 2024 2:52:42 GMT
If companions are mandatory for a certain quest, will they have to be mandatory for the game? Meaning will I have the choice to not recruit a companion or two? I imagine recruitment may be mandatory but you can still get rid of them and/or they can still leave you if they don't like you well enough.
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Post by themikefest on Aug 7, 2024 2:55:11 GMT
If companions are mandatory for a certain quest, will they have to be mandatory for the game? Meaning will I have the choice to not recruit a companion or two? I imagine recruitment may be mandatory but you can still get rid of them and/or they can still leave you if they don't like you well enough. If Bioware removed the choice to not recruit a companion, they reduced the replay value of the game.
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Post by colfoley on Aug 7, 2024 3:03:01 GMT
I imagine recruitment may be mandatory but you can still get rid of them and/or they can still leave you if they don't like you well enough. If Bioware removed the choice to not recruit a companion, they reduced the replay value of the game. Between each origin story we get we have roughly at least six playthroughs in the game in a technical class, throw in each and every class, specilization, voice, romance option, and who knows what else and that can be further distilled. As would the ability to, as I mentioned already, get along or not get along with companions. Given how long this game almost promises to be based on the dialogue, sure variations but still think it will be quite meaty, I think we'll be fine.
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Post by themikefest on Aug 7, 2024 3:22:15 GMT
If Bioware removed the choice to not recruit a companion, they reduced the replay value of the game. Between each origin story we get we have roughly at least six playthroughs in the game in a technical class, throw in each and every class, specilization, voice, romance option, and who knows what else and that can be further distilled. As would the ability to, as I mentioned already, get along or not get along with companions. Given how long this game almost promises to be based on the dialogue, sure variations but still think it will be quite meaty, I think we'll be fine. Thinking and knowing are two different things. How different will a cutscene be without this or that companion? How different will the banter be without that character at base? I like having the option not to recruit a companion or two. Hopefully that option is in the game. Look at ME1. Without recruiting Garrus/Wrex, the player misses their dialogue after each mission in the comm room. If the player chooses to ignore those characters throughout the game, their dialogue is still heard. If Wrex isn't recruited, the player will miss out on a lot of stuff involving Wrex in ME1 and the rest of the trilogy.
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Post by Hrungr on Aug 7, 2024 3:46:23 GMT
Re: Combat“Rook will also have access to runes, which function as an ability, and a special ultimate ability. So you’re bringing five distinct abilities with you into combat.”So the breadth of your combat abilities seem to be spread out now between your Activated Abilities & the ones that are tied to your Core Moves (Jump Attacks, Dodge Attacks, Reflected-Damage Blocks/Parries, Parry-Ripostes, etc.). Eg. Jump + Attack = Twin Blades (see gif). Note: The Rogue's Twin Blades boosted their Momentum, not use it.
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Post by Andrew Waples on Aug 7, 2024 3:55:19 GMT
Is Steam the center of the Gaming Universe? YES. /kidding
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Post by Hrungr on Aug 7, 2024 4:01:45 GMT
YES. /kidding There is some actual BioWare irony in this. Apparently, BW had the chance to partner(?) with Steam at its inception - and turned them down. They didn't see a future in it at the time.
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Post by Hrungr on Aug 7, 2024 4:38:31 GMT
Brian J. Audette @bjaudette I've been making video games since 1999. There have been highs and lows on every project I've been on, but Dragon Age: The Veilguard is the best game I've ever worked on, with the best team. As a fan and a developer, I am so very excited for people to experience what we've made.
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Post by colfoley on Aug 7, 2024 4:47:50 GMT
Re: Combat“Rook will also have access to runes, which function as an ability, and a special ultimate ability. So you’re bringing five distinct abilities with you into combat.”So the breadth of your combat abilities seem to be spread out now between your Activated Abilities & the ones that are tied to your Core Moves (Jump Attacks, Dodge Attacks, Reflected-Damage Blocks/Parries, Parry-Ripostes, etc.). Eg. Jump + Attack = Twin Blades (see gif). Note: The Rogue's Twin Blades boosted their Momentum, not use it. There's a line. At least one of them. Been thinking about the one regard of this game and its combat the last couple of days read lines like this and from the Game Informer article about the variance and charging attacks. And just wonder how it could work with bows. Like my fear with this game is that they won't hit the balance right and bow combat was kind of segregated off from melee in Inquisition but here just wonder if more of the focus is going to be on melee. Like we haven't seen high level stuff yet but...just wonder how much of it could be handled kind of like GoW, though in that case some of what I am wondering was handled by GoWs equivalent to rune abilities. But they have included things like charging heavy attacks and light attacks and just have to wonder if there is going to be trade offs and things you can do especially with the 'ammo quivers' that we know also exists. Like most games don't use their action bow combat like this but I think there could be furtile ground to start incorporating light and heavy attack usages into firing off arrows or even the shield or long range combat. Like I could see a quick light attack just snapping off an arrow, holding it down aiming it, holding down heavy attack really aiming off a more powerful shot. Trade off for damage. And then maybe things in the ability tree which would give yout he ability to use up more of your 'arrows' the longer you hold it down, heavy attack it holds it down for one super shot, light attack you unleash a lot of multi shots at multiple targets or even multiple targets on the same creature. Other thing I noticed in the article, well two fold, think it was interesting that one of the issues that Inquisition ran into, which informed its entire world building by implication, was how hard it was to deal with the tac cam and the architecture within buildings. So the tac cam was arse and they had to move around that and thus set most of the combat outside in the wilderness. Looking forward to the DA equivalent of Room clearing in Veilguard. Second point, I know everyone knows where I stand on companion control and my preference for real time tactics...but there are still some notes here. On the more positive end of the equation its not that they have reduced the amount of strategy/ tactics you can do, they just moved it around a little bit. But then this begs the question with the pause button...like they say that events happen so fast that it makes switching companions a distraction. I can kind of buy this explanation in part and buy their explanation that you can still get invested in things...but then you can pause combat...which should give you as much time as you want to switch companions, so it does not fully add up either.
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Grog Muffins
Seethingway
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August 2016
grogmuffins
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Mass Effect Andromeda, SWTOR, Mass Effect Legendary Edition
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Post by Grog Muffins on Aug 7, 2024 4:48:52 GMT
I don't see being forced to use companions you don't like or don't enjoy the way their classes function as a good thing. Unless it's restricted to personal quests, taking choice away from the player is not a good thing. Also, them becoming unavailable at certain points is not necessarily a good thing either, I don't remember people appreciating the older Final Fantasy games forcing characters from your party to be split after you sent a lot of time building them and creating a good party composition of classes and abilities and then being forced to use the ones that you didn't use all that much and needing to either grind or just grit your teeth through the lack of party synergy and build/gear for them. If it's restricted to only a few parts of the game it might be fine but if it's a constant thing, it might actually end up being more frustrating than anything. I do like that not every solution will require combat, for the novelty if not for anything else. I appreciated Samara and Thane's personal missions in ME2 for this reason, they were something different than just shooting 30 mooks in the face. or resolve in potentially negative ways. Imagine if "not helping" actually turns outs out to be the best choice in some cases. This is fine as a joke but hope it doesn't end up like it in game. At least "not helping" to mean not being the one to take charge and allowing the companions to make decisions for themselves, instead of not taking part in the content at all. It'll really put a damper on the enjoyment of the game if your player will have to not play your content just to get the best outcome.
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