Heyo, I'm Pi. INFJ trying to branch out a little and share my arts/crafts/writing/whatever I feel like. Thanks for stopping by.
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I do not condone of bulk reposts, regardless of credit. Especially in regards to moving my content to a different platform.
I do see the inbox messages where people are asking for help with model swaps, model swap requests, and even the occasional wholesome message that make me feel warm and fuzzy (staying in my inbox forever, thank you)... but the sad truth is that I'm extremely tired on most days and struggle to keep up with daily life.
Making swaps isn't something I want to be doing on request, I don't even really play the game anymore except as a means to help demonstrate for others how to make edits. If I have an answer for your problem, I will try to give it when I can - but other times I don't have the answer, or I don't have the energy to respond. For most instances, I would encourage people to try asking on the Telltale Modding discord that you can join from the github link listed >>HERE<< where they have a help channel and are far more active than I am.
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Because I have my issues with Veilguard’s writing, but I also note that there are moments that I like quite a lot – figured it’s only fair to talk about both sides of that coin. While I think the strongest parts of Veilguard are things which are more general to talk about as opposed to specifics, there are moments in the writing I do really enjoy in isolation, and would like more moments that resonated as well as I found those moments did with me.
Oh, and naturally as before – personal opinions. No judgement on people who view things otherwise. From what I understand from talking to my small circle of interactions in regards to DA, that’s a thing which is being lost in some discussions on what people like/dislike in the game – which I think is a shame, be nice people.
Non-specific observations.
The cinematics are something which have been on a path of improvement in each instalment in the franchise. I think this is the biggest strength in Veilguard. Characters feel alive in cutscenes, they interact with each other and it doesn’t come across as robotic or stiff. Even in Inquisition, if it wasn’t a scene involving you and your love interest, it’s primarily Character A standing to one side and doing their thing, and Character B on the other side doing their thing – they remain separate. Most of the focus is on the face. Sometimes that’s just a thing that happens, but in Veilguard we get more instances where they break away from that as a standard, and it’s refreshing. Overall, we’ve come a long way from Origins and the interpretive dance romance scenes around the campfire.
As for the combat… I will be honest and say I was very concerned when the original teasers showed the combat changes. I was one of the people who did use the tactical camera and enjoyed playing on the harder difficulties that would require frequent pausing, character switching, picking up fallen companions and getting by moment-to-moment. And I also played the Mass Effect trilogy and could not mesh well with the combat at all – I struggled a lot due to both the closer camera and a crosshair which confused my brain (it wasn’t my natural understanding that I can hold a gun off-centre and have it hit at the crosshair at the centre of the screen regardless of depth and angles).
But in spite of those concerns, I actively do enjoy the combat in Veilguard, and I’m immensely happy about that. It’s different, but it’s good. Maybe a case of trying to compare apples to oranges since it’s vastly different types of combat gameplay, but you can always say whether you like a fruit or you don’t– and this one is good for me.
The one drawback that I find with this combat is that my companions are invincible and I kind of like the roleplaying of having to pick them up when they’re in trouble. But that’s a nit-pick, I don’t know how they could balance that in properly nor would they be required to.
It’s also a nice upgrade that characters are designed with variations in build/stature. It really is such a simple sounding thing but it adds an element of realism that is wonderful – having the height variation alone is great, but then also different balances of muscle to body fat (or lack thereof)? It creates much more individual differences that are more real. It feels like a huge advancement, and I’m hoping this means that stuff like this gets further improved upon going forward – whether in this franchise or others.
Like, can you imagine further improvements based on how specific characters carry their weight? Body proportions that are different from what is considered standardised? And a tiny part of me just wants to see the buff character who clearly skips leg day on their muscle building routine.
Specific Moments in the writing…
When we first talk to Solas in the fade, and he realises Rook is unaware of what ultimately happened to Varric.
He starts with a seemingly troubled expression on saying Varric’s name – whether this is because he is feeling distress over his actions or is anticipating some form of verbal lashing from Rook, we don’t really know (and I like not knowing). Then he starts a statement, a correction because Rook is wrong in saying Varric is (only) hurt, then a pause, and we can see the flash of thought crossing Solas’ mind. We see the moment when he formulates a plan.
It’s such a good visual moment which means nothing on playthrough one but hints at so much on replay.
And after that moment he doesn’t correct Rook, he doesn’t change the start of his statement, but he tells us a half-truth that lets us make all the assumptions and run away with them. We’re led to believe Rook isn’t wrong for thinking Varric is hurt, nope, Solas is just upset that Varric told us his interpretation when it’s assuming Solas’ own motives which Solas disagrees with. He gives us a truth nugget, because yes, if we’re familiar with the series Varric is good at shading the truth when he needs to spin something favourably.
I love this moment, it’s clever, it lines up with how others reflect on his behaviour and mannerisms. It’s not an in-your-face lie, it’s a lie by omission where he never gives us the false information, but lets us walk right into it. And the game is blatant enough to tell us right before he says this “he will tell half-truths”, and he immediately shows that, it’s his style – but we don’t have all the information yet to realise. This is great, I love this moment and how it means something completely different on replay.
Harding in the midst of mourning… and Rook not knowing that.
I love this scene. And I think I primarily love it because it feels very emotionally charged, but we’re not given all the information here on the source of this emotion on a first run of the game. Because we can assume lots of things – it could be about Varric being injured, it could be about how the ritual may have been stopped but had repercussions, or it could just in general be about how we didn’t solve the actual issue we were hoping for and we just kinda uncovered more problems.
And asking Harding if she’s ok in this moment puts her on the defensive to a degree… and maybe it’s because I talked to her after Neve who seems to put on a work focus immediately that this defensive reaction caught me off-guard.
This is one of those things where Harding’s reaction is very different to the same statement depending on Rook’s previous interactions with her. For reference, Harding when Rook didn’t bring her to help break the supports for the statues at the ritual site:
[I will note there is an approval bonus for asking her “Are you okay?”, but apparently, I missed the pop up in my screenshots - oops]
And for if Harding is the one you choose at the ritual site for help:
And I love that in this moment, she’s emotionally worked up but in different ways – and on a second run of this game, it becomes much clearer that this is her mourning. She’s in the midst of dealing with an emotional tragedy, and when compounded with a physical injury that threatens to bench her to the infirmary (where Varric’s belongings are just sitting on a cot) – she doesn’t like us implying she’s not ok.
And I think it’s clear she’s not alright in this moment. She’s mourning. None of them should be ok.
But Rook is… Rook is ok enough to be asking Harding if she’s ok and needs time to handle things, while Rook doesn’t acknowledge any turmoil within themself.
Rook is the weirdo here – and I like that.
I like how we have a scene where a character is talking about one thing, and Rook is interpreting another because Rook just doesn’t have the capacity to be on the same page.
The romance starting points.
… look, I just think most of these are really cute.
Personally, my first playthrough I romanced Emmrich with my warrior, Veil Jumper, elven lady. And the cheeky peek when Emmrich asks her to close her eyes – very cute, it got me. It feels playful and like a moment of connection that is mutually shared.
That does also seem to be an ongoing theme with Emmrich's romance for me, there's Emmrich doing his best to give Rook all the romantic centrepieces so they can mutually know each other better... and Rook puts a playful spin on him and it like... highlights the love of similarities and differences? I can't put my finger on the correct way to word this, but I like it.
And on my second playthrough I romanced Harding as my rogue, Shadow Dragon, elven fella. And I personally loved the awkward but nervous talk trying to determine if they’re on the same page or not. I dunno, I’m not immune to the cute.
Plus the ongoing theme of togetherness being the solution to anything that comes their way - I think it's sweet. Whatever complications show up, they're gonna stick it out and find a way through it. And I always have a soft spot for the concept of a pair of archers… it’s a weakness. I can’t help that.
I have also watched the romance scenes for all the other companions at this point and can see some very nice moments of warm fuzzies in the other routes too, but having not played them myself and only watched those on Youtube, I don't feel it's entirely my space to talk about those.
Solas and Elgar’nan snapping at each other.
This moment really stands out to me, and I don’t know exactly why? My closest guess is that it’s one of the instances where it’s an argument between two people who cannot ever meet in the middle – they are both angry and sniping at each other and there is no de-escalation to be had. It stands out to me, and I can’t help but think it’s hilarious that these two ancient elves have chosen to enter a battle of words in the middle of Rook’s head of all places.
It’s such a toothless attempt at biting each other, because they physically can do nothing to the other, but they’re just both so pissed off with the other they can’t give up the want to have the last word. It’s petty, it’s charged, and it’s just like… I dunno, it stands out to me in a positive way. It says something about the both of them in what they choose to say and why they’re bothering to say it.
Add to that how the whole point of this interaction is Solas trying to divide Elgar'nan's attention and inevitably bring it to only Solas instead of Rook - but I think this makes it even more hilarious because imagine forgetting you're meant to be paying attention to someone while they are literally the platform you're standing on to have this argument.
And the fact that it’s apparently loud enough in Rook’s head due to these two elves bickering that they can’t hear their companions talking to them? I chuckled, it’s silly, but I like how it feels.
The companions interacting with each other.
It really does feel like our companions gain strong relationships with each other throughout the story. They have friction that can be worked on, and I really like seeing the friction in particular and how it fosters actual discussions on those points. When there is no friction it can make people feel static and unchanging – but the companions expose those moments and work through them. They work together in spite of them, and they find areas to connect over.
And overall, moments where they just gather together and chat about things casually? Love that, it’s another of those moments where it does help make them feel more relatable since yeah – sometimes it’s nice to just ask someone what their favourite colour is and why. Does it advance things substantially? Not really, but do I feel like I know more about this person for knowing these little bits of inconsequential information? Damn right I do. So I can equally be excited to see Bellara and Lucanis start talking about serials and where they think plots are going after cliff-hangers.
My one gripe about this stuff is I wish Rook could contribute more to these moments when they happen. I want to be part of book club, please – it sounds fun.
I can’t stop being upset about Veilguard’s writing, and apparently the only way I can get it out of my thoughts is to put it down in words, so here we go…
I’m frustrated, I’m upset, and the longer I think about the way this game was written, the more problems present themselves… and I bloody hate that. It feels like a first draft writing effort, and every time I’m reminded that this game was in development for so many years, I cannot fathom this being the end result. Dragon Age 2 had 16 months of development, and it feels more cohesive and put together writing-wise. I can see the years of polish in the visuals, but the spectacle of the game doesn’t blind me to all the problems in the writing.
Naturally, these are personal opinions, I am genuinely thrilled for people who have played the game and enjoyed it – I wish I could be there enjoying it with you – but clearly these things get under my skin more and spoil the experience for me when they aren’t problems for you. And I also acknowledge there are genuine good parts of the game which I enjoy, but those moments aren’t enough to overshadow the negative experiences that irk me.
And because this post has apparently gotten away from me… I’m gonna put some headings to summarise the problems I’m having, because otherwise this is just a massive rant with no structure.
Show me things, stop just telling it to me.
So much of the game feels like writer’s notes where they put “what the player should take away from this scene” and instead of being creative with how they do that, they just say it verbatim. My immersion in this game was being broken by the game reminding me it’s a video game – which yes, I know it is, but I want to be invested in this world and feel like I’m part of it.
Varric and the game’s own pop-up system is the main problem that’s consistent through the whole game – constantly dropping narration or mission summary where they have zero problem dropping exposition on us and/or spoiling future content. Forget letting me explore these things and reach my own conclusions, the game is going to make sure I know exactly the interpretation I’m meant to have for every moment.
And it’s so damn frequent, I feel like they don’t think I’m paying attention and therefore need to constantly poke me with reminders instead of trusting me to reach my own conclusions. Do they not trust me to have an attention span long enough to go on a walk with Davrin without reminding me at the end of the walk that I did that?
To add to that problem, I absolutely hate how the writing just has people know things – they shouldn’t know this, they shouldn’t be talking to us about this, all evidence points to them not being able to know or be ok discussing this, but for some reason they do.
The Veil Jumpers suddenly just know how to translate and interact with ancient elven artifacts, ignore how the Dalish have been trying to do that since the fall of the Dales (and realistically, even before that) and their efforts over those hundreds of years were a scrap, a pittance of what could be known. But I guess the Veil Jumpers are just better than those hundreds of years in the few years they’ve been active.
Oh, and the scary reputation of the Dalish is just gone? These people just go to the elves they have deemed “savages” because they simply know these ones have good intentions? This world has been established as very untrusting of the intentions of other groups, but that’s simply gone now for this one – I wish I was shown how this started in some way instead of just being told it’s chill now.
And don’t get me started on Strife and Irelin and their seemingly endless knowledge that they shouldn’t have. I read the comics, I get that they’d probably know about the Dreadwolf and have a vested interest in learning more once that particular bit of information was revealed to them – but they somehow also just know about the mask Cyrian is wearing? They know it will influence him but not control his will? Why do you know this with no doubt whatsoever?
Why can’t these things just be presented as theories? Or give us something to find and reference where that information comes from? I want to learn things without just having characters tell me things they know.
And overall, I hate how this game decides to just exposition dump information on us, then we sit around and talk about the exposition dump – it’s overwhelming in magnitude. It feels like such a passive way to have us engage with everything, and this is supposed to be an interactive experience. Instead of being force-fed exposition in big chunks, drip feed details, let us put the puzzle together, let us gather and discuss what we learn with multiple interpretations like the RPG this is meant to be.
And this exposition problem also ruins the stakes in the game for me. Personal interpretation, probably, but the stakes in this game feel artificially inflated to me via having characters constantly tell Rook they are going up against the biggest threat ever. We bring in past heroes of the series to reiterate that, how they think we’re up against worse things than they faced… and I don’t feel that. Telling me constantly how hopeless things are, but every obstacle ends up being overcome relatively easily and without great losses… no, I don’t feel the stakes are real.
Oh, and hearing the talk of how all of Thedas is in trouble, there is so much destruction and only Rook can save them… why don’t you find a way to show me that? Because I’m not feeling that, I’m not seeing it, and I’m starting to think the Inquisitor is making stuff up so Rook doesn’t ask them to get involved again when they’re so busy.
This is a lore problem in the series…
Plot holes and wonky lore can happen, it’s not surprising… especially when there are three games prior to this as well as several books, comics, and other branches of the universe. There have been inconsistencies since the start, and a lot of it doesn’t matter – I don’t care if the second moon is forgotten about, the moon not being there isn’t going to make a problem with the way the story is told since that moon is never something elaborated upon in the plot.
This game though… it has problem that are both related to information in this game not being consistent with previous games, and information within its own contained plot contradicting itself.
I’m not going to beat the dead horse of “this isn’t how the previous games did it/explained it”, people who played the previous games are aware, I don’t see a point of elaborating in detail all the instances of this. Just take some dot points of the one’s I noticed:
The Crows are a horrifying organisation that are suddenly presented wholesome
The Qun offering to rehabilitate Karash is horrifying and it’s presented wholesome
Slaves are meant to be everywhere in Tevinter, but we don’t see that
Racism is supposed to be rampant in Tevinter (and other nations, but particularly here for any non-human), and we also don’t see that
Handling pure lyrium is fine now (unless you’re Harding)
Adult Dalish without vallaslin (Elgar’nan’s captives)
Fenharel’s agents are just gone now – as are all signs of mass elven exodus from cities
Solas’ opinion on blood magic is suddenly negative instead of neutral
Spirits dying is given the same weight as people dying
Flemeth…….just everything about Flemeth and Morrigan
Re-write of the after credits scene in Inquisition to recontextualise the Flemeth and Solas interaction
Isabela’s attitude towards Shathann sending Taash away without their knowledge (the comics make me doubt she’d be cool with this)
Non-Dalish elves knowing things about ancient elves and elven language
Blight sickness and how darkspawn are “born” (some leeway for this one since the blight is overall just different in this one, but it does feel less interesting this way)
Morrigan naming the Crossroads in lieu of the true name being lost to time, but everyone uses the term now
Crossroads looking different through elven eyes
You can’t just make people be magic/not magic (me side-eyeing Illario and his random ability to do magic now)
This is a contained problem in this game…
What troubles me more is the inconsistencies within the same game… that isn’t just deciding “this is how it works now in this iteration”, this is a problem that they wrote into existing, then either didn’t notice or didn’t resolve appropriately. And granted, some of these things aren’t inherently plot holes, but when you put certain aspects under inspection, it doesn’t make things look good.
For starters… I have to talk about Varric. Or more accurately, not-Varric.
I’m under the impression that not-Varric is simply Rook’s memory of Varric being projected for them. I personally don’t think there’s some extra level of Solas interference in what Rook is seeing moment to moment… and I feel the need to state that because Rook’s memory cannot conjure up information that Rook doesn’t know.
So why does not-Varric point out that the ritual dagger is the dagger from DA2?
Rook could not recognise it, there is absolutely no reason for Rook to even theorise that – so not-Varric should not be able to impart this knowledge to Rook. And what makes this worse for me, aside from being an impossible situation as the plot presents it, is that this observation doesn’t matter in the slightest. They put this backstory to the McGuffin Dagger and I don’t know why since all it does is create a plot hole. The only purpose I can see for this moment existing at all is to bolster the illusion that not-Varric is real and trying to help with the cause in whatever way possible.
Then there are other issues with Varric not being alive which makes other character’s lack of talking about him feel awful. Like, it’s not natural the way people avoid mentioning him when it would be very appropriate to do so – and I understand that to an extent, the game’s gotta game – they want to surprise us and therefore the characters aren’t going to blatantly give the surprise away early. But the Inquisitor doesn’t ask after him at all? Doesn’t mention how Kirkwall is coping now that the viscount is dead? Dorian doesn’t say anything after learning Varric found Solas in his city and then died? Isabela has nothing to say about Varric until after the illusion is broken for Rook?
It makes it feel like Varric’s friends (aside from Harding, the only person who seems to actively mourn him at the start of the game) don’t give two shits that he’s gone.
That’s not even accounting for how characters don’t bother to check in with Rook who is constantly talking with the companions about their various issues of mourning, hearing voices or apparitions, and just checking in with them overall – but none of that is seemingly reciprocated.
Frankly, this makes me feel awful. I feel awful for Varric being seen as so disposable that his friends don’t mention him or his absence. I feel awful for Rook who is apparently not worth the direct effort that they offer others.
And I try to think of how a new player to this series would feel about all of this – because Varric was just some guy who walked us through a tutorial in this game. Most of our time with him is fake, any connection I saw form between Rook and Varric in this game isn’t real – but then Rook mourns Varric more than he mourns the companions we have spent most of the game with.
I don’t like it.
And I don’t like the utilisation of returning characters. Morrigan, or as she’s utilised in this game deus-ex-Morrigan, has a new view of Flemeth and therefore she will take on Mythal’s soul fragment so she can again swoop in and save the day by handing us the means to get a reconciliation type ending… it couldn’t be something that characters in this game figure out, just have a returning character provide us with the magic solution. Also ignore how the whole reason Morrigan was afraid of her mother in the DAO and DAI was that her body would get taken over by her spirit… but I guess that doesn’t happen now. We can just create new rules for this iteration because it’s easier to tell the story this way.
Solas is also just… I’m so upset by what was done with him. He was a character in DAI who told half-truths or lied by omission, leaving others to assume false information without him actually saying it – it was never just blatant lies to take advantage of others. And his motivations were about restoration of something he felt he had robbed the world, it was about righting what he viewed as a mistake which lead to such a cascade of problems that he needed to somehow rectify it. Whether you agree with his point of view or his desires doesn’t matter, his principles remain the same in terms of what motivates him.
Then this game happens and he’s just a liar constantly, and not even a clever one if you can apparently just trick him up with a “woopsie, this isn’t the real dagger”, and he also apparently has no insight into the idea that Rook would anticipate that.
They make him act like the worst interpretation someone could have of him, the thing he actively was trying to tell us was a false interpretation in DAI and the comics. But history was written and remembered by those who experienced the negative outcomes of his choices, and they remembered that as the greatest evil in comparison to what else could have been. But apparently in this game, that’s the truth now. His motivation is about his desires and he cares nothing for the people who has hurt or will be hurt. But it’s ok, because just as easily as his motivation changed between DAI and Veilguard, it will be changed again at end game if you listen to deus-ex-Morrigan.
Then there are smaller things, but things that really would have been caught if someone was just paying a little bit of attention…
Like Harding and Emmrich going camping in Fereldan… which if we’re to believe the things the Inquisitor was saying about Southern Thedas, I don’t think you’re going to have a fun trip. But I’m glad they’re able to find some time for a vacation while the refugees are getting blighted all over.
Or Rook actively saying “I should talk to Varric” directly in front of characters in the lead up to end-game, and those characters choosing to completely ignore that.
Or in Neve’s companion story, Aelia deciding to interrogate the witness to the red lyrium deal right next to where it happened. She didn’t need to be in the area, she was puppetting the smuggler, and she clearly has insight into what the person is seeing and doing while puppetting them. So I guess she’s just there so we can figure out she was involved.
Or the game telling us that Anaris need Cyrian to perform rituals for him since Anaris doesn’t have a physical body to do them himself… except he apparently doesn’t because he can kill Cyrian when he disobeys. I still would like to know if Cyrian ever died originally, by the way, and if so how he’s back and seemingly normal – this game likes to answer big lore questions like it’s nothing, but they just gloss over details like this.
Or how in Emmrich’s missions, Manfred’s spirit dies and can just be brought back to life… so I guess spirits dying means nothing if they can be brought back with their memory and personality intact. So that Solas flashback where we were supposed to be appalled that spirits died? Apparently there was nothing lost there, someone just needs to revive them and they can carry on as normal.
Or how the rewrite of DAI’s ending cutscene implies that Solas killed Flemeth/Mythal… before he had the power to do so since the whole reason he has been able to do anything in this game is because he absorbed her amassed power. So Flemeth/Mythal would have to let her power go willingly since Solas should not be able to forcibly take it, but clearly, she didn’t since the dialogue we’re given is her being reluctant. Solas apparently has the power he needs to do things when the plot demands it, but also no power when the plot demands it (aka, when Rook needs to prove they’re better than him).
Or the crew making a fake Ritual dagger near end game. For no reason whatsoever. They just decided to do that knowing it would only be a prop, but they had no plans that even involved a prop at that point – so they just did this because the plot told them they had to.
And speaking of that Ritual dagger… all the old elves want that dagger for one reason of another, but they never seem to try to get it when they can, or they don’t seem too concerned when it’s not in their grip anymore. Solas doesn’t try to hold onto it after Varric gets stabbed. Elgar’nan doesn’t try to pick it up after it kills Ghilan’nain, in spite of him knowing it’s the one thing that can kill him… nope, just leave it there and peace out.
Or my personal most hated thing – Isseya and her stupid motivation making no sense.
I cannot fathom the logic of having Isseya, a warden who was forced to blight griffons, who came to resent this order as she watched the griffons go mad, made it her mission to safeguard a clutch of eggs, takes the blight from the eggs into herself while using magic to put the eggs into status, then goes off to her calling which doesn’t actually end in her death… and somehow, 400 years later, she’s decided that since those eggs have hatched and the griffons are healthy and unblighted, the thing she wanted, but they’re in the hands of wardens which she doesn’t really like, so now she’s gonna go get those griffons to blight them.
Literally doing the thing that made her so mad at the wardens. Because she wants to save the griffons from the wardens and their cruelty… by repeating it… I just… this is nonsense.
If she’s capable of articulating that she’s mad at the wardens for their cruelty to the griffons, then she shouldn’t be repeating it thinking she’s saving the griffons. If she was just keeping the griffons captive to keep them away from the wardens, then I could buy that, but adding the element of her wanting to blight them just makes this nonsensical.
Oh and never talk the First Warden down – it will make the final scenes with Isseya even worse if he tells you about the feather from her griffon and show it to her. Because I don’t even think Isseya dies in that variant of the cutscene, she just says sorry and rolls on the floor while I guess Rook and Davrin let the griffons out…
Who is Rook?
Usually, in a game like this, choices are what make us feel like an active participant in the world. It helps us build up our own character and determine how/why they behave the way they do, and also how the world around them is shaped by the consequences of those moments.
But this game feels so stripped of choice, especially choice which is any way related to morality or priorities that aren’t standard ‘Hero traits’. Rook will always do the right thing, they can’t be motivated by personal desires, excitement, monetary gain, fame, etc…. and when Rook is forced to make a choice, there is no option which would be looked at as unreasonable by companions. They might give us an approval/disapproval pop up, but it never really feels like Rook is capable of being incompatible with anyone, they will always be seen as justified in companion’s eyes. And to me, this makes Rook as the game presents them incredibly bland.
Most of Rook’s unique characterisation happens in the character creator – the game gives us minimal chances to expand or form a personality for Rook that is significantly different from any other person who plays the game. We do the heavy lifting here, we transpose qualities on Rook because the game won’t give us meaningful opportunities to do that.
And not only do I feel like the game lacks choices that would help us define Rook, it lacks decisions that make me feel like I’m having any impact on the world overall. I can defend Minrathous or I can defend Treviso… this is the one choice we make which seems to actually shape the world we play in.
And it doesn’t even come up as something Rook can regret in the sequence about regrets… Rook apparently is faced with only regrets that are the result of other people’s decisions to volunteer to do something. But the one thing where Rook actually has to actively choose something, something they are actually responsible for the suffering on the side they don’t defend… that isn’t something they can regret.
What the hell is that supposed to mean? Surely, if Rook should regret anything it should be the thing they feel direct responsibility for, no? But Rook doesn’t. Because Rook doesn’t regret anything they do, because they aren’t written with choices that they can regret since they aren’t seen as responsible for negative outcomes.
Honestly, that sequence might as well have been about mourning or sadness rather than regret, because Rook has to be upset at the loss of companions, we don’t get to influence that. But Rook isn’t regretful – that’s how they get out – but I can’t help but wonder why they didn’t then make us able to actively regret the legitimate choices we make, rather than feeling regret for our companions deciding to risk themselves.
Rook feels like an outside observer to everything that happens around them. They are the mediator, the sounding board, the magic-8-ball for decision making when companions need a push because they’re stuck. Sure, they do things, but for an RPG the way they go about things feels so linear.
And on another note… why is Rook seen as important? They start championing Varric’s cause in his absence, they want to stop the veil coming down and that starts with stopping Solas, then stopping Elgar’nan and Ghilan’nain. But to the outside observer, Rook is just some guy who says they are on an important missions, and they really need to speak with all these important leaders of factions – just trust them, I’m sure the First Warden is happy to make time for a meeting. And also the First Talon of the Crows, I’m sure they are fine with just some foreign person saying they need to meet your leader.
What I’m trying to get at is that Rook has no title, your group isn’t given any proper title or status which these people can look at and assume Rook is being truthful, trustworthy, or even worth their time. No one has any reason to hear Rook out, but in this game, they either just do, or they don’t and it’s because they’re actually a bad guy.
But Rook is no one special. They realistically shouldn’t be trusted like they are, they should absolutely be struggling to be taken seriously by others but it’s portrayed as unfair when that does happen. But they’re the protagonist, and it’s like everyone in the world simply knows that. I want Rook to struggle, I want them to grow and prove themselves, but it feels like we skip passed that to get straight to the fantasy of being in charge and considered fit for that role.
Pacing and feeling like something was missing…
The start and ending throw a lot at us and expect us to keep on running – but then the middle portion of the game suffers due to the companions putting a stop sign on the plot so you can do their companion quests. And they aren’t shy about telling you “you need to stop and do our quests or we’ll be distracted at end game”… and again, thank you game for explaining game mechanics to me.
I was going to complete character quests, because if I care about the characters of course I’m going to do that. Having to actually pause the plot and have the characters explain to you that you have to care… I don’t know how to explain this, but it immediately took me out of the fragile immersion I was trying to get into. It makes me upset with the companions for reasons I can’t put into words. Maybe it’s because in one fell swoop it made me see them as checklists to be completed instead of people I wanted to know? I’m not sure, if someone had a similar reaction to this moment and has a better explanation, I would love to be enlightened on what it is that makes me so uncomfortable about this.
But I digress, the problem here is that the plot grinds to a halt. We stop doing things which feel like we’re advancing our plan of stopping the big baddies, we just kind of patter around and make sure our companions feel ok. And most of those missions to help our companions aren’t connected to the enemy we’re facing… Aelia, Anaris, Hezenkoss, Illario, The Dragon King, Isseya – they aren’t agents of the big baddies, they are just enemies that pop up at the same time as the big baddies are around, and are therefore making the situation worse.
So yes, we’re still doing stuff, but it feels like fluff. It feels like a detour while we just hope the world doesn’t burn while we stop to go on another picnic.
This is something that happens in a lot of games, the urgency isn’t real because you can stop progressing plot to go for a long walk if you want to – but in none of the other games did it feel so blatant to me. I still felt like most of the little tasks in the interim of plot advancement were at least advancing the cause in little ways… I don’t feel that with a lot of the things that happen in the middle of the game. It just becomes about companion missions; the bad guys will wait until we sort that out, the blight will stop advancing so we can have family dinners and go for walks.
And I really don’t know how to explain this, but it feels like something is missing in how the story progresses. Like extra things were meant to be happening and they are just not there. Maybe this is another part of how the game often just tells me things that happen in scene transitions, or it’s me really wishing there were more actual plot advancing missions in the middle of the game.
This problem I think also is most evident in the romances. Veilguard seems to take its romance pacing more from the Mass Effect games than the previous Dragon Age games – and while it was acceptable in Mass Effect to have very few romance scenes, and predominantly only having one big scene which culminates at end game, but suddenly introducing it in this series makes it feel like a huge downgrade from previous instalments.
It feels like we’re missing things, we’re given banters by companions commenting on the progress of our relationship and our partner can talk about how close they feel to our Rook – we’re given the impression our relationship is strong and established midway through the game. But with how strong the characters talk, it feels like we should have experienced so many more interactions with our partner to substantiate that.
For comparisons sake, in DAI if you enter a romance prior to going to the Winter Palace, you get romantic dialogue with your partner if they’re present, you get a dance, you get to feel like you’re in a relationship as it’s developing into something deeper. You get more interactions as the game goes on, moving from spoken interest, kisses, and intimacy (in most cases). It’s a slow build, and let’s you feel the build up by giving you glimpses of each step as the relationship develops, and then letting you just experience being in the relationship.
This game feels like it gives us the bare minimum in actual content, but has characters talk about how established the relationship is. The heavy lifting is again left to us to interpret all these blank spaces and fill in how this relationship is developing. The problem isn’t inherently with what the game gives us, it's what it doesn’t.
It lets us choose a relationship in the middle of the game, then it doesn’t give us all the progression – rather it gives us the minimal amount of snippets to meet the checklist of “they express interest, they mutually agree to be in a relationship, the relationship is consummated physically”. Sure, we can continue to pick flirt/love based dialogues, but it doesn’t feel nearly as strong as the banters seem to be telling us it is. And over all, we can go a very long time between each progression point.
I love this franchise, and I so desperately wanted to like this instalment… and instead I feel hollow.
Hi Pi, sorry if this has been asked before but how do you remove meshes from TWDG? I was trying to remove certain clothing meshes (glasses, hats). I saw you mention overwriting the original mesh files with nothing, but I wasn't sure how to do that (my attempts make no changes, and the meshes remain).
It really depends on which season and characters you're looking at as to if you can remove parts of the mesh seamlessly... S1 and S2 has most of the characters and accessories merged into bigger meshes, which makes removing specific parts of it not possible - at least not through mesh overwriting, and mesh editing isn't feasible as of yet. Kenny's hat is attached to his hair texture in Season 2, so it doesn't get an individual mesh or texture which can just be deleted/overwritten.
You can sometimes remove the texture files (or edit part of a texture file) associated with part of the mesh and make that part no longer visible, but if there's not a texture below it, it just makes a gaping hole where the missing part is. Ergo, if you just tried to erase Kenny's hat from the textures, there would just be a hole in the top of his head.
So basically, Kenny in Season 2 episode 2 - he's one mesh, sk54_kenny202.d3dmesh, you can't just change his head mesh to the version without a hat in this episode via mesh renaming. You can probably overwrite the 203 meshes and have changes occur in episode 3 and onwards, but not earlier than that.
For Sarah, her sk55_sarah204_body.d3dmesh is the version without her glasses, so you can overwrite her episode 2 body mesh with that to remove the glasses in episode 2 and forward - but again, it won't effect episode 1. And just replacing that mesh will not change the shadow effect of the glasses on Sarah's face, that's directly drawn onto the texture. If you want to remove that, you can use the sk55_sarah_headNoGlasses.d3dtx texture to overwrite sk55_sarah_head.d3dtx.
And as for not being able to find Sarah's glasses in the archive files - that's because they are part of her body texture in episodes 1-3, it's only episode 4 where her glasses are made into an object for Clem to find, and that has it's own mesh and texture which is separate to what appears on Sarah's character model.
I hope something in there helps you... unfortunately, this is just the limitations of how Season 1 and Season 2 uses very few meshes for characters - it's much easier to simply remove parts in Season 3 and onwards when they separate all the meshes into individual parts.
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Love returning to life long enough to be salty about Dragon Age Veilguard stuff... it makes me so sad.
It's not even that the game is different from the rest of the series, that's fine, I actively enjoy the gameplay - but why is the writing like that?
Sometimes there are isolated scenes or moments that are just wonderful, and I try so hard to focus on them over everything else, but then it's like a switch gets flipped and everything just..... turns to bull ploppies.
What did they do to absolutely every character's motivations? Why do they just change on a dime when it's convenient?
Why does everybody know everything that happens in the world as soon as it occurs? Where are the people who have doubts about these world-changing things everyone else is just accepting?
Where is the moral ambiguity that bolstered both our and everyone else's experiences in Thedas? Why is every person on our side just good and all of the people against us just bad?
Why do I just get the overwhelming feeling that the game was written like episodes in a tv series, including filler episodes and constant "next time"/"on the last episode" segments?
How can there be so many lore and plot inconsistencies in a game like this?
I love this series, so damn much, and I think that's why I feel so devastated after waiting 10 years for the next instalment.
Spreading some information here that has the Telltale Modding Group's Discord server in a hard place at the moment.
Someone (or multiple someones using the same account) have been ripping content from the Group's Youtube channel as well as other creator's work and claiming it as their own across Instagram, Youtube, and Tiktok. When the affected parties from the Telltale Modding Group have tried to comment in regards to this, they are getting blocked and met with a combative response.
If you see any of these accounts:
calm.devs on Instagram
Calmdevs on Youtube (and the primary account of calmcrowd072)
calm.devs on Tiktok
- they are falsely advertising and misleading people using stolen content to imply they are working on game projects that are not theirs.
I do not understand the purpose behind this behaviour, but it is out of line and they are evidently not listening to the actual creators of the content they are trying to pass off as their own - so general warning to the Telltale interested people on tumblr - don't trust this person or the content they are putting forward.
Can someone who knows better than I look into this?
I don't want to mark this as a scam without knowing everything, but I am very suspect of some issues with this account and the gofundme they link.
Especially since the gofundme is listed as being created by someone named "Abdallah Alanqar" while the posting is written from the perspective of the affected party, "Ahmed Alanqar", and that same organiser has another fundraiser with the same qualities but under the name "Mohammed Alanqer" - another man with the same last name, his wife, three kids, and a newborn mentioned in an update.
Additionally, the above blog mentions the four family members of the family as "Zeina, Eileen, Yamen, and finally, Ronza" while the gofundme update lists the newborn daughter's name as Sawsan.
Abdallah Alanqar also has two more gofundme's running using the same pictures of rubble that the above posts are claiming as their home in the aftermath...
[Below is an image from this campaign: https://www.gofundme.com/f/from-war-to-education-abdelrahmans-resilient-journey]
[Below is an image from this campaign:
https://www.gofundme.com/f/amiras-story-between-hope-and-resilience-a-call-for-soli]
[Below is the exact same image used in this campaign:
https://www.gofundme.com/f/Helping-Ahmed-Family-Escaping-War-New-Life]
[And once again, the same image used in this campaign: https://www.gofundme.com/f/wyuehr-trapped-family-in-gaza-appeals-for-help-to-survive]
There's a lot of money that's been donated through the fundraisers here, and I would greatly appreciate if someone can verify one way or the other - because there is a lot of money that's been fundraised for what I believe is a good cause here, but if it's not going to the people who actually need it, then that's just a terrible thing.
... I can't be the only person concerned by this, can I?
Someone please reassure me that there isn't some sort of scam going on using real tragedies like this.
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Can someone who knows better than I look into this?
I don't want to mark this as a scam without knowing everything, but I am very suspect of some issues with this account and the gofundme they link.
Especially since the gofundme is listed as being created by someone named "Abdallah Alanqar" while the posting is written from the perspective of the affected party, "Ahmed Alanqar", and that same organiser has another fundraiser with the same qualities but under the name "Mohammed Alanqer" - another man with the same last name, his wife, three kids, and a newborn mentioned in an update.
Additionally, the above blog mentions the four family members of the family as "Zeina, Eileen, Yamen, and finally, Ronza" while the gofundme update lists the newborn daughter's name as Sawsan.
Abdallah Alanqar also has two more gofundme's running using the same pictures of rubble that the above posts are claiming as their home in the aftermath...
[Below is an image from this campaign: https://www.gofundme.com/f/from-war-to-education-abdelrahmans-resilient-journey]
[Below is an image from this campaign:
https://www.gofundme.com/f/amiras-story-between-hope-and-resilience-a-call-for-soli]
[Below is the exact same image used in this campaign:
https://www.gofundme.com/f/Helping-Ahmed-Family-Escaping-War-New-Life]
[And once again, the same image used in this campaign: https://www.gofundme.com/f/wyuehr-trapped-family-in-gaza-appeals-for-help-to-survive]
There's a lot of money that's been donated through the fundraisers here, and I would greatly appreciate if someone can verify one way or the other - because there is a lot of money that's been fundraised for what I believe is a good cause here, but if it's not going to the people who actually need it, then that's just a terrible thing.
I've given the masculine dwarves a spa day to help get rid of those deep wrinkles and creases. I continue to question why the character crea
Why are so many of the masculine faces wrinkled and creased with age lines by default?
Why have a maturity slider for the player to control the depiction of aging on their character but then you don't set the lowest value to have minimal signs of aging???
I wouldn't find it such a problem if there were also aged feminine faces, but they all start with minimal signs - so the masculine faces should too.
...
In other words, I've made this my own problem to solve, so here's the dwarves... I'm probably gonna do the halflings next.
More attempts to moisturise the wrinkles out of the default masculine faces - I can't make the skin maturity slider go into the negatives to
This is apparently what happens when I'm having sleep troubles - more overusing the heal brush in photoshop so that BG3 faces don't look heavily aged when the maturity slider is at the lowest setting.
In any case, here are the Masculine Half-Orcs, now less wrinkled to fix the discrepancy between most of the feminine faces being predominantly smooth by default.
Personal attempt to take an iron to all the creases and wrinkles on the masculine githyanki heads since only one seems to match with the smo
I made a BG3 mod to make my toad man a little less wrinkly.
No idea how popular it is to play a masculine githyanki amongst folks, but since I was making edits to files anyway for my own Tav (aka, Ras the awful githyanki urchin turned bard) I figured someone out there might have wanted to make a gith fella, or already has a gith fella, but found the deep lines on the faces on all but 1 of the options as frustrating as I did.
So yeah - ramble ramble mumble mumble - mod I made for if people want it.
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If you don’t mind me asking, or answering, how do you do the free cam thing in TWDG?
I don't mind explaining at all - I use the tools created by IDK31 in their Freecam Workshop that they share on Steam. If you click >>here<< you can see the whole page where they explain what a freecam is, how to use it, and also list their contributions to making freecams for various games.
If you want a very quick rundown, you need to:
Install Cheat Engine
Download the CT file for the game you're using
Start your game
Use Cheat Engine to open the CT file
Click the button beneath the "File" heading in Cheat Engine (should look like a magnifying glass on a monitor)
Look in the Process List for the game you have running and select "Attach debugger to process"
[By attaching to the process, in future you can simply run the freecam by opening the CT file after the game starts, it should auto-select and attach to the game so long as it's started BEFORE you run the CT]
By default, pressing the "Page Down" button should start the freecam script. Note that the first press of that button lets the script start, it won't toggle the freecam on with the first press on opening the CT, but all subsequent presses of "Page Down" should toggle whether the camera is locked in position, or if you have free control.
And that's the basics, when the freecam is toggled on you can use the numpad to move around. It is a little difficult to control at the start, but you eventually get used to it.
You move where the camera is using these numbers:
8
4 5 6
Imagine those are your arrow keys where 8 is effectively forward and 5 is backwards
If you hold down the < + > button on the numpad while using those keys, it changes from moving where the camera is placed and instead changes where the camera is aimed. Basically, you hold still, but now pressing 8 makes you look up and 5 makes you look down.
There are more hotkeys and movements for the freecam, as well as the ability to change the gamespeed to effectively pause, slow motion, or fast forward the game. If you want to use any of these functions, you can look at that list in the CT file when it's opened in Cheat Engine - opening the ">> HOTKEYS" menu will give you a full list so you can get an idea if these are things you want to mess with or not.