As Bioware are not planning to release official transcripts, I'll be updating the above spreadsheet as we go along with transcripts for each of the podcast episodes.
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Solasβ paintingsβ¦ are not just paintings. They are frescoes. I tend to be silently bothered by fanfic or fanart of Lavellan or others related to him βhelpingβ him paint, drawing cute little smileys or something on them because he would never in a million years would allow that to happen. Itβs a sweet mental image, very cute and fun, and several of them are hilarious, donβt get me wrong, but I have trouble reconciling those with the frescoes he does.
The rest is under a Read More because this is seriously long.
Edge β The Future of Interactive Entertainment magazine, issue #401 (October 2024 issue) β Dragon Age: The Veilguard story
The rest of this post is under a cut for length.
This post is a word-for-word transcription of most of the article on DA:TV in this issue of this magazine. (I say βmostβ as there were a few lil bits I wasnβt able to make out - ["..."]. I should be able to get my hands on my own copy of this magazine soon though, at which point Iβll use it to update this post & fill in those lil gaps). When transcribing, I tried to preserve as much of the formatting from the magazine as possible. I didnβt notice any new screenshots among those that accompanied the article from what I saw, so I didn't include them in this post, but I feel like these are new quotes from the devs (from them talking to Edge for the purposes of this article?) and there are a few lil bits of information that I feel like are new[?], like the bits on companions' availability and stumbling across the companions out and about on their own in the world e.g. finding Neve investigating an abduction case in Docktown. [correct me if i'm wrong tho hh]
And, tysm to @simpforsolas and their friend for kindly sharing this info and the article with me!!
-----
"Game Dragon Age: The Veilguard
Developer BioWare
Publisher EA
Format PC, PS5, Xbox Series
Origin Canada
Release Autumn
[β¦] Beyond that, BioWareβs storytellers were empowered to infuse Dragon Age with their own voices and influences, leaning away from D&Dβs alignment chart and towards a moral grayness that left fans of A Song Of Ice And Fire feeling warm and cozy.
In the two decades since, the world of Thedas β rather infamously and amusingly, a shortening of βthe Dragon Age settingβ that stuck β has taken on a distinct flavor. Itβs something director John Epler believes is rooted in characters.
βThereβs definitely some standard fantasy stuff in Dragon Age, but everything in the world, every force, is because of someone,β he says. βThe idea is that every group and faction needs to be represented by a person β someone you can relate to. Big political forces are fine as background, but they donβt provide you with those interesting story moments.β
Dragon Age: The Veilguard bears out that philosophy. The long-awaited sequel was first announced with the subtitle Dreadwolf, in reference to its antagonist, Solas β 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 Ageβs defining features, from its downtrodden elves to the uneasy relationship between mages and a fearful church, can be traced right back to one characterβs decision.
βThe world exists as it does because of Solas,β Epler says. βHe shaped the world because of the kind of character he was. Thatβs, 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.β
Perhaps BioWareβs biggest achievement in slowburn character development, Solas is a former companion, an unexploded bomb who sat in the starting party of Dragon Age: Inquisition, introverted and useful enough to get by without suspicion. Yet by the time credits rolled around on the Trespasser DLC, players were left in no doubt as to the threat he presented.
Determined to reverse the damage he once caused, the Dreadwolf intends to pull down the Veil, destroying Thedas as we know it in the process. The next Dragon Age game was always intended to be his story.
βWe set that up at the end of Trespasser,β Epler says. βThere was no world where we were ever going to say, βAnd now letβs go to something completely different.β We wanted to pay off that promise.β
Yet almost everything else about the fourth Dragon Age appears to have been in flux at one time. In 2019, reporter Jason Schreier revealed that an early version, starring a group of spies pulling off heists in the Tevinter Imperium, had been cancelled two years prior. Most of its staff were apparently moved onto BioWareβs struggling Anthem, while a tiny team rebooted Dragon Age from scratch. That new game was said to experiment with live-service components.
βWe tried a bunch of different ideas early on,β Epler says. βBut the form The Veilguard has taken is, in a lot of ways, the form that we were always pushing towards. We were just trying different ways to get there. There was that moment where we really settled on, βThis is a singleplayer, story-focused RPG β and thatβs all it needs to beββ.
Epler imagines a block of marble, from which BioWare was attempting to carve an elephant β a character- and story-driven game. βWe were chipping away, and sometimes it looked more like an elephant and sometimes it didnβtβ, he says. βAnd then we eventually realized: βJust make an elephantβ. When we got to that, it almost just took shape by itself.β
2014βs Dragon Age: Inquisition was an open-world game commonly criticized for a slow-paced starting area which distracted players from the thrust of the plot. The Veilguard, in contrast, is mission-based, constructed with tighter, bespoke environments designed around its main story and cast. βWe wanted to build a crafted, curated experience for the player,β Epler says. βPacing is important to us, and making sure that the story stays front and center.β
Epler is very proud of Inquisition, the game on which he graduated from cinematic designer to a lead role (for its DLC). βBut one of the things that we ran into on that project was an absentee antagonist,β he says. βCorypheus showed up and then disappeared. You spent ten hours in the Hinterland doing sidequests, and there wasnβt that sense of urgency.β
This time, The Veilguard team wants you to constantly feel the sword of Damocles dangling above your head as you play β a sense that the end of the world is coming if you donβt act. βThereβs still exploration β thereβs still the ability to go into some of these larger spaces and go off the beaten path to do sidequests,β Epler says. βBut thereβs 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.β
No sooner have you finished character creation than Dragon Age: The Veilguard thrusts you into a choice. As [β¦] 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, youβll walk out minutes later with a lead: the location of a private investigator named Neve Gallus, who can help you track down Solas.
You proceed into Minrathous, the largest city in Thedas and capital of the Tevinter Imperium β a region only alluded to in other Dragon Age games. Itβs a place built on the backs of slaves and great mages, resulting in tiered palaces and floating spires β a kind of architecture unimaginable to those in the southern nations.
βWhen your Dragon Age: Inquisition companion Dorian joins you in Orlais, in one of the biggest cities in Thedas, he mentions that itβs quaint and cute compared to Minrathous,β Corinne Busche, game director on The Veilguard, says. βThat one bit of dialogue was our guiding principle on how to realize this city. It is sprawling. It is lived-in. Sometimes itβs grimy, sometimes itβs bougie. But it is expansive.β
Immediately, you can see the impact of BioWareβs decision to tighten its focus. 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. βWhen you know that youβre 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,β art director Matthew Rhodes says. βYou get those opportunities to really hit that hard.β
BioWareβs intention is to make strong visual statements that deliver on decades of worldbuilding. βPeople who have a history with Dragon Age have thought about what Minrathous might be like,β Rhodes says. βWe can never compete with their imagination, but we can aim for it like weβre shooting for the Moon.β
The people of Tevinter use magic as it if were electricity, as evidenced by the glowing sigils that adorn the dark buildings β street signs evoking Osakaβs riverfront or the LA of Blade Runner. Theyβre just one of the tricks BioWareβs art team uses to invite you to stop and take in the scene. βA lot of what you start to notice when youβre the artist whoβs been working on these big, beautiful vistas and neat murals on the walls is how few players look up,β Rhodes says. βWe design props and architecture that help lead the eyes.β
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. βThe idea behind that is purely just to remind the player often of how stacked the city is,β Rhodes says. βWherever youβre standing, thereβs guaranteed to be more below you and above you.β
One of BioWareβs core creative principles for The Veilguard is to create a world thatβs actually worth saving β 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.
βA guyβs 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. βOne of the things weβve 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. Itβs 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? Itβs really fun to think of those things simultaneously.β
Normal life in Minrathous is not yours to behold for long, however. Within a couple of minutes of your arrival, the very air is ripped open like cheap drapes, and flaming demons clatter through the merchant carts that line the city streets. A terrible magical ritual, through which Solas intends to stitch together a new reality, has begun.
βWe wanted the prologue to feel like the finale of any other game weβve done,β Busche explains. βWhere it puts you right into this media-res attack on a city and gets you really invested in the action and the story right away. When I think back to Inquisition, how the sky was literally tearing open β the impact of this ritual really makes that look like a minor inconvenience.β
Our hero is confronted by a Pride demon, imposing and armored as in previous games, yet accented by exposed, bright lines that seem to burst from its ribcage. βThey are a creature of raw negative emotion,β Busche says. βSo we wanted to actually incorporate that into their visual design with this glowing nervous system.β
When a pack of smaller demons blocks Rookβs route to the plaza where Neve was last seen, battle breaks out, and The Veilguardβs greatest divergence from previous Dragon Age games becomes apparent. Our rogue protagonist flits between targets up close and evades individual sword swings with precision. In the chaos, he swaps back and forth between blades and a bow. He blends light and heavy attacks, and takes advantage of any gap in the melee to charge up even bigger blows.
βResponsiveness was our first-and-foremost goal with this baseline layer of the combat system,β Busche says. Unless youβre activating a high-risk, high-reward ability such as a charged attack, any action can be animation-cancelled, allowing you to abort a sword swing and dive away if an enemy lunges too close. βWe very much wanted you to feel like you exist in this space, as youβre going through these really crafted, hand-touched worlds,β Busche says. βThat youβre on the ground in control of every action, every block, every dodge.β Anyone whoβs ever bounced off a Soulslike neednβt worry: The Veilguardβs highly customizable difficulty settings enable you to loosen up parry windows if they prove too demanding.
Gone is the overhead tactical camera which, for some players, was a crucial point of connection between Dragon Age and the Baldurβs Gate games that came before, tapping into a lineage of thoughtful, tabletop-inspired combat. Epler points out that the cameraβs prior inclusion had an enormous impact on where the gameβs battles took place. βWe actually had a mandate on Inquisition, which was, βDonβt fight inside,ββ he says. βThe amount of extra work on getting that tactical camera to work in a lot of those internal environments, it was very challenging.β
Gone, too, is the ability to steer your comrades directly. βOn the experiential side, we wanted you to feel like you are Rook β youβre in this world, youβre really focused on your actions,β Busche says. βWe very much wanted the companions to feel like they, as fully realized characters, are in control of their own actions. They make their own decisions. You, as the leader of this crew, can influence and direct and command them, but they are their own people.β
It's an idea with merit, albeit one that could be read as spin. βItβs not lost on me,β Busche says. βI will admit that, on paper, if you just read that you have no ability to control your companions, it might feel like something was taken away. But in our testing and validating with players, what we find is theyβre more engaged than ever.β
There may be a couple of reasons for that. One is that Dragon Ageβs newly dynamic action leaves little room for seconds spent swapping between perspectives. βThis is a much higher actions-per-minute game,β Busche says. βIt is more technically demanding on the player. So when we tried allowing you full control of your companions as well, what weβve found is it wasnβt actually adding to the experience. In fact, in some ways it was detrimental, given the demanding nature of just controlling your own character.β
Then thereβs The Veilguardβs 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 youβre facing and take their buffs into account: βMatching elemental types against weaknesses and resistances is a big key to success in this game.β
You pick between rogue, warrior and mage β each role later splitting again into deeper specialisms β 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. βRook will also have access to runes, which function as an ability, and a special ultimate ability,β Busche says. βSo youβre bringing five distinct abilities with you into combat.β
The sections to the left and right of the wheel, meanwhile, are dedicated to your companions. Busche points to Lace Harding, the returning rogue from Inquisition, who is currently frozen mid-jump. βShe is her own realized individual in this game. Sheβs got her own behaviors: how she prioritizes targets, whether she gets up close and draws aggro or stays farther back at range. But youβll be able to direct her in combat by activating her abilities from the wheel.β
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. βSo,β Busche explains, βas 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.β
BioWare has leaned into combos. You might tell one companion to unleash a gravity-well effect that gathers enemies together, then have another slow time. Finally, you could drop an AOE attack on your clustered and slowed opponents, dealing maximum damage. The interface will let you know when an opportunity to blend two companion abilities emerges β moments BioWare has dubbed βcombo detonationsβ.
βI like to think about this strategic layer to combat as a huddle,β Busche says, βwhere youβre figuring out how you want to handle the situation, based on the information you have on the encounter, and how you and your companions synergize together.β
Deeper into the game, as encounters get more challenging, Epler says weβll be spending a lot of time making βvery specific and very focused tactical decisionsβ. The proof will be in eating the Fereldan fluffy mackerel pudding, of course, but Busche insists this shift to fast action isnβt a simplification. βWhat really makes the combat system and indeed the extension into the progression system work is that pause-and-play tactical element that we know our players expect.β
The autonomy of The Veilguardβs companions doesnβt end with combat. BioWareβs data shows that in previous games players tended to stick with the same two or three beloved comrades during a playthrough. This time, however, youβll be forced to mix your squad up at regular intervals.
βWe do expect that players will have favorites they typically want to adventure with,β Busche says, βbut sometimes certain companions will be mandatory.β Others may not always be available β part of the studioβs effort to convince with three-dimensional characters. βThey do have a life outside of Rook, the main character,β Busche says.
[β¦] world. Theyβve had past experiences theyβll share with you if you allow them in and get close to them.β
Being separated from your companions, rather than collecting them all in a kind of stasis at camp, allows you to stumble across them unexpectedly. Busche describes an instance in which, while exploring the Docktown section of Minrathous, you might bump into Neve as she investigates an abduction case. βIf I go and interact with her, I can actually stop what Iβm doing, pick up her arc and adventure with her throughout her part of the story,β Busche says. βWhatβs interesting is that all of the companion arcs do ultimately tie back to the themes of the main critical path, but they also have their own unique challenges and villains, and take place over the course of many different intimate moments.β
Some parts of a companionβs quest arc involve combat, while others donβt. Some are made up of large and meaningful missions β as lavish and involved as those along the critical path. βWhile they are optional, I would be hesitant to call them side content in this game,β Busche says. If you choose not to engage with some of these companion-centered events, theyβll resolve on their own. βAnd it might have interesting implications.β
The Veilguard promises plenty of change, then, even as it picks up the threads of fan-favorite characters and deepens them, honoring the decades of worldbuilding that came before it. This is perhaps the enduring and alluring paradox of Dragon Age: a beloved series which has never had a direct and immediate sequel, nor a recurring protagonist. Instead, itβs been reinvented with each new entry.
βItβs a mixed blessing to some degree,β Epler says. βThe upside is always that it gives us more room to experiment and to try new things. There are parts of the series that are common to every game: itβs always an RPG, itβs always about characters, and we always want to have that strategic tactical combat where youβre forced to make challenging decisions. But at the end of the day, I think what makes Dragon Age Dragon Age is that each one feels a little bit different.β" [I think the article ends here].
Additional text from the article (these are a bit out of order here but it doesn't really matter) --
Screenshot caption: βYouβll be exploring new regions across Tevinter and beyond β Rivain is a certainty, and thatβs only accessible via Antiva travelling overland.β
Screenshot caption: βThere are three specializations per character class; on the way to unlocking them youβll acquire a range of abilities.β
Screenshot caption: βSpotlights shine down from the city guardsβ base as they pursue you through the streets of Minrathous.β
Screenshot caption: βWhile most of your companions can be sorted into comfortingly familiar RPG classes, The Veilguard introduces two new varieties: a Veil Jumper and a private investigator.β"
Screenshot caption [on this Solas ritual concept art specifically]: βThe name previously given to the game β Dreadwolf β was a direct reference to Solas. Your former companion, now on his own destructive mission, still features, despite the name change.β
Screenshot caption: βIn combat you no longer control your companions directly β this is a faster-paced form of fighting β but you are able to direct them in combat, and can even blend their abilities in βcombo detonationsβ.β
Screenshot caption: βYour companions are a mix of old and new β Lace Harding is a familiar face. Veil Jumper Bellara is new, with a new occupation, while Davrin is a new face with a familiar profession β heβs a Warden.β
Text in a side box:
"RATIONAL ANTHEM
The hard lesson BioWare drew from Anthem was to play to its strengths. βWeβre a studio that has always been built around digging deep on storytelling and roleplaying,β Epler says. βIβm proud of a lot of things on Anthem β I was on that project for a year and a half. But at the end of the day we were building a game focused on something we were not necessarily as proficient at. For me and for the team, the biggest lesson was to know what youβre good at and then double down on it. Donβt spread yourselves too thin. Donβt try to do a bunch of different things you donβt have the expertise to do. A lot of the people on this team came here to build a story-focused, singleplayer RPG."
Text in a side box:
"MEET YOUR MAKER
βFull disclosure: Dragon Age has traditionally not done skin tones well, especially for people of color,β Busche says. βWe wanted to do a make-good here.β In The Veilguardβs character creator, you can adjust the amount of melanin that comes through in the skin, as well as test various lighting scenarios to ensure your protagonist looks exactly as you intend in cutscenes. βSpeaking of our first creative principle β be who you want to be β we really feel these are the kinds of features that unlock that for our players,β Busche says. βWe want everyone to be able to see themselves in this game.β For the first time in the series, your body type is fully customizable too, with animations, armor and even romantic scenes reflecting your choices."
[source: Edge β The Future of Interactive Entertainment magazine, issue #401 (October 2024 issue)]
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COME WITH US TO THE JEWEL-ENCRUSTED CITY OF MINRATHOUS AND BEGIN YOUR JOURNEY
We are the Jewels of Minrathous, a brand new Dragon Age discord server for those looking to find people equally as excited for Dragon Age: The Veilguard!
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Okay so I'm giving @corseque 's super-important audio of all Solas' comments about the Blight a second (or fifteenth, whatever) listen and taking notes as I go.
Solas doesn't think for a second that once the archdemons are gone the Blight will be gone. Which really makes sense because it's the Blight that makes them an archdemon, not the other way around. Supposedly, they're blighted when the darkspawn reach and corrupt them. But of course that begs the question of why it's only darkspawn (and uh, honorary darkspawn like the Wardens) that hear their call. Anyway, the way he says it, it sounds more like the archdemons are a limiting factor than a driving factor.
Varric: "What's so confusing about endless darkspawn?" Solas: "A great deal!" So yeah, whatever the plan was, he didn't foresee darkspawn as a consequence. So did he not foresee them existing at all, or not foresee them being free to cause problems? Worth noting that it's really clear both in general and in Descent that dwarves as a whole were a huge blind spot for him.
He is really really surprised that the Western Approach ever recovered from the Blight. Pretty clear he didn't think that was possible.
He thinks that everything the Wardens have done up til now is a deeply misguided effort that's served (mostly accidentally) as a delaying tactic. Gotta say, with the information we have at hand, this point pairs about as well with the last as a nice dry red with spicy pickles. If the Wardens shouldn't have done what they've done, but he didn't think recovery from the Blight was possible, I'd love to hear what he thought the alternative was.
Same dialogue as above, but when Solas talks about stopping the Blight and when Blackwall and Varric talk about it, one gets the distinct impression that they're talking at cross purposes, because Varric and Blackwall are talking about the experience of Blights, as in, periodic events, whereas I think Solas is talking about THE Blight, that is, its true nature, which is yet untouched.
He thinks Erimond is dumb as shit, which is fair and valid. "That's madness! For all we know, killing the Old Gods could make things even worse!" he says. Well, he knows a lot more than "we" know, but it's entirely possible that he doesn't for sure know this. Increasingly clear that he thinks it, though.
I'd forgotten just how pissed off he was about the Grey Warden plan to kill the Old Gods before they were corrupted. It really doesn't give "hey you're killing my relatives" energy. It really gives "wow that would fuck us all" vibes.
Of course, with a side of my remembering that Solas' besetting flaw was always thinking people should know better even though they don't have access to the knowledge he has. That flaw I WILL grant. He displays it repeatedly--you could even say the writers went out of their way to make the point.
"The Blight is the real problem"
"The fools who first unleashed the Blight on this world thought they were unlocking ultimate power." Anyway yeah those are the absolute core of everything here. The Blight is the real problem and the Blight was deliberate. Deliberately made or deliberately freed.
Even during the events of Inquisition, Solas obviously sees Corypheus as secondary to the Blight as a danger.
Cassandra suggests that the archdemons were really just dragons--"Pets to those who no longer exist", by which she probably means the Old Gods, not specifically the gods of Elvhen, just because of her cultural background. Solas finds this suggestion amusingly wrong--a quiet snort, and "I would not go so far as that."
Last notes: he doesn't sound like he thinks the Blight can be stopped, and he's adamant that it can't be controlled. Which is presumably why he broke the world in an attempt to contain it, assuming I'm right that that was the underlying reason for the Veil. That it didn't quite work the way he'd hoped is also pretty evident, though I wanna be clear that I assume he was working from a place of desperation, and that not knowing every possible outcome of an action is not a condemnation of having taken it.
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Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
β Live Streamingβ Interactive Chatβ Private Showsβ HD Qualityβ Free Actions
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